Shadows and Light
Dover "The Cat" Valleau
Chaotic Good Human Bard 2
AC 17 (Touch 13 Flat 14)
SAVES: Fort 1 Ref 6 Will 3
HD 2d6 plus 2
LANGUAGES: Common, Draconic, Elf (Aerenal Dialect), Giant, Goblin
SPELLS KNOWN (Cast 4/1)
0: Dancing Lights, Detect Magic, Light, Prestidigitation, Read Magic
1: Charm Person, Cure Light Wounds
FEATS: Armor Proficiency (Light Armor, Shield), Quick Draw, Weapon Finesse, Weapon Proficiency (Simple Weapons, Longsword, Rapier, Short Sword, Short Bow, Whip, Sap)
SKILLS: Decipher Script 5 (7), Hide 5 (8), Knowledge (Arcana) 2 (4), Knowledge (Sharn History) 3 (5), Move Silently 3 (6), Perform (Singing) 5, Sleight of Hand 5 (8), Speak Language 2, Spellcraft 2 (4), Swim 3, Tumble 5 (8), Use Magic Device 5
Masterwork Rapier (Attack 5 Crit 18-20/x2 Damage 1d6)
Silvered Dagger (Attack 4 Crit 19-20/x2 Damage 1d4 Range 10’)
Light Crossbow (Attack 4 Crit 19-20/x2 Damage 1d8 Range 80’)
Case of 20 Bolts
Scroll of Cure Light Wounds
Wand of Read Magic (20 charges)
Wand of Magic Missiles (4 charges)
Bardic Knowledge: A bard picks up a lot of stray knowledge while wondering the land and learning stories from other bards. He may make a special bardic knowledge check with a bonus equal to his bard level plus his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a plus 2 bonus on this check.)
DC Type of Knowledge/Examples
10 Common, known by at least a substantial minority of the local population. A local mayor’s reputation for drinking; common legends about powerful places of mystery.
20 Uncommon but available, known by only a few people in the area. Local priest’s shady past; legends about a powerful magical item.
25 Obscure, known by a few, hard to come by. A knights family history; legends about a minor place of mystery or magic item.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge. A mighty wizard’s childhood nickname; the history of a petty magical item.
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component (see Components, page 174), a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack (such as sound burst or command spell) 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 check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics 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 able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against 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 listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics 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 hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a plus 1 morale bonus on saving throws against charm and fear effects and a plus 1 morale bonus on attack and weapon damage rolls.
Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally. Depending on the task the ally has at hand, the bard may use his bardic music to lift the ally’s spirits, to help him or her focus mentally or in some other way. The ally gets a plus 2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. The DM may rule that certain uses of this ability are infeasible — chanting to make the rogue move more quietly, for example, is self-defeating. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Born in Thaliost (976 YK) under Thranish occupation, Dover is a young man from a family with a long history of magic and a loose connection to nobility. Unfortunately, the family wealth was lost in the Last War, leaving only Dover and his younger sister alive and forced to flee the occupation. Where his ancestors studied at the Floating Towers of Arcanix, Dover was self-taught on the streets and back alleys of Sharn. Embracing the art of fencing, Dover is equal parts swordsman and spell caster, with a knack for landing on his feet when things go awry. He has worked for a few of the researchers and instructors at the University of Morgrave as an errand boy, sometimes using a mage’s carelessness to add a spell to his repertoire.
Dover is fluent in several languages, including Draconic. He prefers stealth and cunning over flash but is growing skilled with illusion magic. He carries an heirloom rapier, one of the few things left from his family and dresses in the style favored by Aundairan “swashbucklers”. Despite his devil-may-care attitude, he is a fast and loyal friend with a strong personal code of honor.