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Darius La Vaucheré CG
Character Name Alignment
Bard Level 1 , Card Caster Level 9
Character Level
Human M
Race Size
Male 35
Gender Age
6 ft 154 lb
Height Weight
Black Brown
Hair Eyes
- Yalaxos
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
10 +0 N/A +0
Dex
Dexterity
18 +4 N/A +4
Con
Constitution
13 +1 N/A +1
Int
Intelligence
19 +4 N/A +4
Wis
Wisdom
18 +4 N/A +4
Cha
Charisma
17 +3 N/A +3
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
78
0
0
Initiative
Dex
Modifier
+5
+4
+1
BAB
+6 / +1
ARMOUR CLASS
Total AC
Armour
Shield
Dex
17
+0
+0
+4
Size
Natural
Deflection
Misc
+0
+0
+0
+3
Touch
17
Flat Footed
13
Flat Footed + Touch
13
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +9 +8 CON +1 +0 +0 +0
Reflex +9 +5 DEX +4 +0 +0 +0
Will +12 +8 WIS +4 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+6 / +1 +6 / +1 +0 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
30 / 25 10 +6 / +1 +0 +4 +0 +10
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
30 ft
0
0
0
0
Languages

Common, Yalaxian, Stoltlich,

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
17 (4)
11 (2)
8
6
0
0
0
0
0
0
Per Day
5 (∞)
12 (4)
5
4
0
0
0
0
0
0
Bonus
-
1
1
1
1
0
0
0
0
0
Spellcasting Notes

Numbers in brackets are for the bard spells

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +9 (DEX)  +4 +2 +3
  Bluff +12 (CHA)  +3 +5 +4
  Climb +4 (STR)  +0 +1 +3
  Diplomacy +16 (CHA)  +3 +10 +3
  Disguise +3 (CHA)  +3 +0 +0
  Escape Artist +9 (DEX)  +4 +2 +3
  Fly +4 (DEX)  +4 +0 +0
  Heal +5 (WIS)  +4 +1 +0
  Intimidate +3 (CHA)  +3 +0 +0
  Knowledge: Arcana +4 (INT)  +4 +0 +0
  Knowledge: Dungeoneering +4 (INT)  +4 +0 +0
  Knowledge: Local +4 (INT)  +4 +0 +0
  Knowledge: Nature +4 (INT)  +4 +0 +0
  Knowledge: Planes +4 (INT)  +4 +0 +0
  Knowledge: Religion +4 (INT)  +4 +0 +0
  Perception +10 (WIS)  +4 +3 +3
  Ride +4 (DEX)  +4 +0 +0
  Sense Motive +9 (WIS)  +4 +2 +3
  Spellcraft* +17 (INT)  +4 +10 +3
  Stealth +8 (DEX)  +4 +1 +3
  Survival +4 (WIS)  +4 +0 +0
  Swim +4 (STR)  +0 +1 +3
  Use Magic Device* +16 (CHA)  +3 +10 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +4 (INT)  +4 +0 +0
  Knowledge: Engineering +4 (INT)  +4 +0 +0
  Knowledge: Geography +4 (INT)  +4 +0 +0
  Knowledge: History +4 (INT)  +4 +0 +0
  Knowledge: Nobility +4 (INT)  +4 +0 +0
  Sleight of Hand* +12 (DEX)  +4 +5 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc
  Perform:Card Tricks +5 (CHA)  +3 +2 +0
  Profession:Gambler +7 (WIS)  +4 +3 +0

* only usable when trained (rank 1 and higher)
Feats

Weapon Finesse, Spell Finesse (Intelligence), Fast Learner, Extra Arcane Pool, Arcane Strike, Deadly Dealer, Point Blank Shot

Special Abilities

Bardic Knowledge, Bardic Performance

Magus Arcana:
Arcane Edge,
Arcane Accuracy,
Role Dealer

Arcane Pool Focus,
Harrowed Spellstrike

Traits

Harrow Born, Liar's Tongue

WEAPONS
Name AB Critical Type Range Ammo Dmg
+2 Adamantine Sword Cane +12 x2 Piercing Contact None 1d6
Deck Of Slivering Fate +9 x2 Slashing 20 ft Card 1d4+3
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
+3 Fine Suit Of Protection +3 Magic 0 0 4lbs +3 to AC

The statblocks of your Weapons, armor and other important/magical equipment

PFRPG (Paizo Inc.)

+2 Adamantium Sword Cane

Damage (S) Damage (M) Type Critical Range
1d4 1d6 Piercing x2 Contact

Special: -
Cost: 3345
Weight: 4lbs

This slender light blade lies within a wooden container that serves as both its scabbard and hiding place.   You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon.   You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn’t a light weapon. You can’t wield a sword cane in two hands in order to apply 1-1/2 times your Strength modifier to damage.


 
D20PFSRD

Deck Of Slivering Fate

Damage (S) Damage (M) Type Critical Range
- 1d4+3 Slashing X2 20 ft

Cost: £13000
Weight: -

The 54 cards in this +1 limning harrow deck have more violent imagery than a standard harrow deck, and each card has a thin metallic frill around its edges. When the wielder uses a card from this deck with the Deadly Dealer feat, the metallic frills become taut and sharp. When they are used in this way, the cards deal slashing damage instead of piercing, and the bonus damage from the Arcane Strike feat is doubled


 
Home Brew

+3 Fine Suit Of Protection

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
3 5 0 0 No movement penalty No movement penalty

Special: As ring of protection
Cost: -
Weight: 4lbs

 

The statblocks of your class features

Bardic Performance

A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
 
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
 
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
 
Each bardic performance has audible components, visual components, or both.
 
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
 
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

List of Bardic Performances:

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
 
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
 
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
 
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
 
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
 
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
 
 

Card Caster

Though it is known primarily as a tool of knowledge, the harrow is also an instrument of defense and even war.
 
The card caster is an ancient, martial offshoot of the traditional harrower, learning to not only draw power from the harrow, but also to invest each card with deadly power.
 
Deadly Dealer (Su)
At 1st level, the card caster gains Deadly Dealer as a bonus feat, even if he does not meet the prerequisites. A card caster can invest cards with enough magic to deal lethal damage even without the Arcane Strike feat so long as he has at least 1 point in his arcane pool.
 
Arcane Pool Focus (Su)
A card caster’s arcane pool can be used to augment only ranged weapons. At 5th level, a card caster can use his arcane pool to add the following weapon special abilities to ranged weapons: brilliant energy, distance, flaming, flaming burst, frost, icy burst, returning, seeking, shock, shocking burst, and speed. He can use his arcane pool to augment an entire harrow deck as if it were ammunition. All cards from a deck enhanced with a special ability, such as flaming, must share the same bonus. This ability modifies arcane pool.
 
Harrowed Spellstrike (Su)
Beginning at 2nd level, a card caster can invest a single thrown weapon with a single touch or ranged spell as part of the spell’s normal casting time. The spell must target a single creature, and the spell’s range changes to match the thrown weapon’s range increment. This ability otherwise functions identically to spellstrike, except it can only be applied to thrown ranged weapons instead of melee attacks.
 
This ability replaces and modifies spellstrike.
 
Role Dealer (Su)
Beginning at 3rd level, whenever the card caster randomly draws and throws a harrow card matching one axis of his alignment, the card’s critical threat range increases to 19–20. If the card caster draws and throws a harrow card matching his alignment exactly, the attack’s critical multiplier also increases to x3 and the magus gains a +4 bonus on his confirmation roll.
 
This ability replaces the magus arcana gained at 3rd level.

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 3 Spells

PFRPG (Paizo Inc.)

Force Punch


Evocation \ \

Casting time: 1 standard action
Range: Touch
Duration: instantaneous
Effect: Saving Throw Fortitude partial; Spell Resistance yes
Targets: Creature touched

Description

This spell charges your hand with telekinetic force. Your successful melee touch attack deals 1d4 points of force damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (–5 feet for Large, –10 feet for Huge, –15 for Gargantuan, and –20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage.  

When augmented

Augmented (3rd): If you expend two uses of mythic power, you can cast this spell as a ranged touch attack with a range of close (25 feet + 5 feet per 2 caster levels), and the target is treated as two size categories smaller for the purpose of determining the total distance pushed.  

Mythic Effects

The damage dealt increases to 1d6 points of force damage per caster level (maximum 10d6). If moving the target would push it into another creature’s space and it has at least 10 feet of distance remaining, you can attempt to overrun the other creature, adding your tier on the combat maneuver check. For each creature you overrun with the target, reduce the distance the target moves by 5 feet. If moving the target would push it into a solid obstacle (such as a wall or tree), the target takes damage as if it had fallen the distance pushed.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

DMStretch.

System

Pathfinder 1e

Statblock Type

Character Sheet

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