Lady Antebellum Eversong - Level 2 - Chapter 4

Adventure Date: June 16, 2012
Last Updated: June 14, 2012


class:          Bard                 race:       gnome (chaos)/dragonblood subtype
level:          2                    alignment:  chaotic neutral
xp:             1,000                deity:      Garl Glittergold

size: small	age:	33	   gender:  female      height: 3'0"	
eyes: violet	hair:	golden	   skin:    tanned      weight: 40 lbs
                        wild mane
Campaign: 	Delzimmer
Home Region: 	 
Languages:	Gnome (native), Draconic, Halruaan, local human (TBD)


====================================================================================
STR:	10	+0	HP: 	8	          Speed:   20 ft (15 ft w. backpack)
DEX:	12	+1	AC:	16				
CON:	12	+1	= 10   + 3     + 1      + 1   + 1    + 0   + 0       + 0
INT:	16	+3	  base + armor + shield + dex + size + nat + deflect + misc
WIS:	10	+0	AC touch:	12
CHA:	20	+5	AC flat-footed: 15		Initiative:	+1
							Base Attack:	+0

			- AC vs giant-type = +4 dodge bonus


====================================================================================
		Total	= base	+Mod	+magic	+misc
Fortitude:	+1	= 0	+1
Reflex:		+3	= 2	+1	
Will:		+2	= 2	+0

- Immunity to confusion effects
- +1 vs paralysis & sleep effects
- +2 vs magic sleep & paralysis effects
- +2 vs spells & ablilities with Sonic descriptor


====================================================================================
to hit size bonus = +1 (already included)
racial bonus to attack rolls vs kobolds and goblinoids = +1

Attack		 Bonus	Damage	Critical	Range	Type	Notes
------------	 ------	------	--------	-----	----	-----
small longsword   +1    1d6     19-20/x2        -       S

small morningstar +1    1d6     x2              -       B/P

small whip        +1    1d2     x2              -       S       
- non-lethal damage; no damage if foes armor = +1 or natural armor = +3
- provokes attacks of opportunity, reach = 15 ft (hit anywhere within reach)
- can use for trip attacks, can drop whip to avoid being tripped
- can use to disarm, and get +2 bonus to the roll 

small dagger      +1    1d3     19-20/x2        -       S/P
- thrown          +2                            10 ft

small light       +2    1d6     19-20/x2        80 ft   P
  crossbow


Protective		AC 	Max 	Check 	Spell	
Item             Type	bonus	Dex	penalty	Failure  Speed	WT   Notes
-------------    ----	-----	----	-------	-------  -----	---  ------
small studded    light   +3     +5       -1      n/a     20 ft  10
 leather armor   armor                           (15%)

small light      shield  +1     n/a      -0      5%      n/a    3
 steel shield

====================================================================================
SKILLS: Total = 36	max = 4/2	Ability	Mod	Ranks	Misc
+3	appraise                        INT	+3	
+0	balance			        DEX	+1		-1 AC.enc
+5	bluff				CHA	+5		
-1	climb				STR	+0		-1 AC.enc		
+1	concentration			CON	+1	
+3	craft			        INT	+3		
+7	decipher script                 INT	+3	4	
+6	diplomacy			CHA	+5	1       
no	disable device		        INT	+3		
+5	disguise			CHA	+5		
+0	escape artist			DEX	+1		-1 AC.enc	
+3	forgery                         INT	+3		
+5	gather information		CHA	+5		
no	handle animal			CHA	+5		
+0	heal				WIS	+0	
+4	hide				DEX	+1		-1 AC.enc/+4 small
+5	intimidate			CHA	+5		
-1	jump				STR	+0		-1 AC.enc			
+7	knowledge, arcana		INT	+3	4	
no	knowledge, architect/engineer	INT	+3		
+7	knowledge, dungeoneering        INT	+3	4	
no	knowledge, geography		INT	+3		
+7	knowledge, history		INT	+3	4	
no	knowledge, local                INT	+3		
+4	knowledge, nature		INT	+3	1	
no	knowledge, nobility/royalty	INT	+3		
no	knowledge, religion		INT	+3		
+4	knowledge, the planes		INT	+3	1	
+4	listen                          WIS	+0	1	+2 gnome/+1 dragontouched
+0	move silently			DEX	+1		-1 AC.enc	
no	open lock			DEX	+1		
+5	perform                         CHA	+5		
+7      perform, wind instruments       CHA     +5      2
+9      perform, vocal                  CHA     +5      4
no	profession			WIS	+0		
+1	ride				DEX	+1		
+4	search                          INT	+3		+1 dragontouched	
+1	sense motive			WIS	+0	1        
no	sleight of hand                 DEX	+1		-1 AC.enc			
+7	spellcraft			INT	+3	4	
+1	spot				WIS	+0		+1 dragontouched
+0	survival                        WIS	+0		
-2	swim				STR	+0		-2 AC.enc x2			
+2	tumble                          DEX	+1	1	-1 AC.enc		
+9	use magic device		CHA	+5	4	
+1	use rope                        DEX	+1		
n/a	speak language                  n/a             		

NOTE: can drop backpack to become a light load, otherwise has medium load
      = -3 AC.enc total, so subtract another -2 to skills with AC.enc while
        back pack is worn (-4 for swim)


=============================================================================
SPECIAL ABILITIES / FEATS
Armor: 		light
Shields:        all shields (except tower shields)
Weapons:        all simple, longsword, rapier, sap, short sword, 
                short bow, composite short bow, whip


Gnome (Chaos): Races of Stone p86
- favoured class - sorcerer
- level adjustment +1
- DEX+2, CON+2, STR-2, CHA+2
- small: AC size bonus = +1, to hit size bonus = +1, hide skill size bonus = +4
         use small weapons, armor & equipment, encumbrance = x3/4
- base MV = 20 ft
- low-light vision = x2 human
- weapon familiarity: treat gnome hooked hammers as martial weapons
- spell power: +1 caster level for "chaos" spells
- get +1 racial bonus to attack rolls vs kobolds and goblinoids
- get +4 dodge bonus to AC vs giant type
- get +2 racial bonus to listen checks
- luck of chaos: 1/day
        - reroll one roll before success/failure known
        - must accept 2nd role, even if worse
- immunity to "confusion" effects
- spell-like ability: 
        - entropic shield, 1/day
        - daze, CL = 1, DC = 10+CHA = 15, 1/day
        - flare, CL = 1, DC = 10+CHA = 15, 1/day
        - prestidigitation, CL = 1, DC = 10+CHA = 15, 1/day


Bard: 
- Bardic Knowledge: 
  - bard level + INT + know-history synergy = 1 +3 +0 = +4
- Bardic Music: usable once/day per bard level = 1/day
  - countersong (3); use perform skill check to replace saves vs sound magic; R=30 ft
  - fascinate (3); R=90 ft; WILL DC or be fascinated for 1 round/level = 1; 
	    	 1 + 1 creature/3 levels after 1 = 1 creature
  - inspire courage +1 (3); duration = perform + 5 rounds
  		(+1 morale bonus hit/dam, +1 moral save fear/charm)


Melodic Casting; Complete Mage, page 44 (1st level bonus feat)
- Prerequisite: Perform 4 ranks, Spellcraft 4 ranks, bardic music class feature 
- Benefit: Whenever a Concentration check would be required to cast a spell or 
  use a spell-like ability (such as when you cast defensively or are distracted or 
  injured while casting), you can make a Perform check instead. 
- In addition, you can cast spells and activate magic items by command word or 
  spell completion while using a bardic music ability. 
- Bardic music abilities that require concentration still take a standard action 
  to perform.  


Dragontouched; Dragon Magic, page 18 (flaw bonus feat 1) 
- Draconic feat
- You have a trace of draconic power, a result of dragons in your ancestry or 
  a spiritual connection between you and the forces of dragonkind.
- Prerequisite: Cha 11.
- Benefit: You gain the dragonblood subtype. 
- You gain 1 hit point, a +1 bonus on Listen, Search, and Spot checks, 
  and a +1 bonus on saving throws against paralysis and sleep effects. 
- In addition, you can select draconic feats as if you were a sorcerer of 
  your character level.


Draconic Heritage; Dragon Magic, page 17 (flaw bonus feat 2)
- Draconic feat
- You have a greater connection with your draconic bloodline than others of your kind.
- Prerequisite: Sorcerer level 1st
- Benefit: You gain the dragonblood subtype. 
  Choose one kind of dragon from the list in the table below. 
  This is your draconic heritage, which cannot later be changed unless you undergo 
  the Rite of Draconic Affinity (see page 59 of Races of the Dragon). 
  Half-dragons must choose the same dragon kind as their dragon parent.
- When you declare your draconic heritage, you gain a bonus on saving throws 
  against magic sleep and paralysis effects, as well as on saves against spells 
  and abilities with a descriptor that matches the corresponding energy type. 
  This bonus equals the number of draconic feats you have = +2 
- In addition, you gain the corresponding skill as a sorcerer class skill.
- Special: With your DM's permission, you can choose a draconic heritage associated 
  with a kind of dragon not found in the Monster Manual. For details and more options, 
  see Draconic Heritage, page 102 of Races of the Dragon.
- EVERSONG's DRACONIC HERITAGE:
  - TYPE: Battle Dragon (Draconomicon, p.176)
  - DISCRIPTOR: Sonic
  - CLASS SKILL: Perform
  - SPELLS KNOWN: Aid, Heroism, Protection from Evil


Hauntings of the Past (flaw 1)
- You have disturbing Dreams, often reliving past events, often resulting in 
  emotional weakness.
- Prerequisite: Must have experienced terrible events in the past.
- Drawback: You are known to have dark dreams, often representing an unpleasant past event. 
- Every 1d6 days at night (basically once a week at random), Eversong has an 
  upsetting dream. Upon waking, she must succeed a Will save DC 10+Half ECL 
  (1/2 effective character level) or become shaken for the day = DC 11 
  (A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, 
   and ability checks. Shaken is a less severe state of fear than frightened or panicked.) 
- In addition on the night of the dream, Eversong must succeed an additional 
  will save of DC 15, or make loud noises (Talking in sleep, or Screaming), 
  this may at DM's discretion wake both the player and/or other party 
  members interrupting their sleep for 1d3 hours.


Curious (flaw 2)
- Prerequisite: None 
- Summary: You find it hard to resist inspecting something out of the ordinary. 
- Effect: Whenever you encounter something out of the ordinary, you must make a 
  Will Save (DC 10 + 1/2 Character Level) in order to resist approaching the thing 
  and inspecting it. 
- If combat is likely or enemies are close the Will save is negated until after combat, 
  however the item must be inspected immediately afterward, without the need for a 
  D20 check. 


DM Eyes Only (level adjustment balance)
- DM Eyes Only


DM Eyes Only (trait 1)
- DM Eyes Only


DM Eyes Only (trait 2)
- DM Eyes Only  


=============================================================================
BARD SPELL KNOWN  0: 4  1: 0   2: 0   3: 0   4: 0   5: 0  6: 0
BARD SPELL SLOTS  0: 2  1: 0   2: 0   3: 0   4: 0   5: 0  6: 0

   DC
0: 15     detect magic, lullaby, read magic, songbird
1: 16	

arcane failure = 5% (light steel shield)


==============================================================================
GEAR	Total WT= 24.7 + 5 = 29.7
	load: light = 25         medium = 50      heavy = 75

WT	Item
---	---------------------
0	small explorer's outfit

0	HEAD:	  OPEN SLOT
0	FACE:	  OPEN SLOT
0.5	THROAT:	  Delzimmer Iron Collar (0 gp)
                  - used to mark a criminal/indentured servant of Delzimmer
                  - magic aura: faint divination magic
                  - magic aura: faint universal magic
0	SHOULDER: OPEN SLOT
10	BODY: 	  small studded leather armor (25 gp)
0	TORSO:	  OPEN SLOT
0	WAIST:	  OPEN SLOT
0	FEET:	  OPEN SLOT
0	ARMS:	  OPEN SLOT
0	HANDS:	  OPEN SLOT
0	RING1:	  OPEN SLOT
0	RING2:	  OPEN SLOT
3       SHIELD:	  light steel shield, masterwork (159 gp)

2       small longsword (15 gp)
1       small whip (1 gp)
0.5     small dagger (2 gp)
2       small light crossbow (35 gp)
0.5     small bolts = 10 (1 gp)
    
0.75    small pan flute (5 gp)
1	small waterskin, full (1 gp)

1       flask of acid (10 gp)
1       flask of holy water (25 gp)
1       sunrod (2 gp)
        
0       Wand of Sleep (15 gp/charge =  300 gp - 45 gp = 255 gp)
        - command word = " ", charges = 20-3=17
        - DC = 11 will save

0.13    small sack (1 sp)
0.32     - COINS

0.5     small backpack (2 gp)
0       - flint and steel (1 gp)
1       - small trail rations, 4 days (5 gp)
0.5     - small steel mirror (10 gp)
3       - small morningstar (8 gp)


==============================================================================
TREASURE			
pp = 			
gp = 7		
sp = 9		
cp = 			


=============================================================================
In Storage with caravan:
pp = 		
gp = 	
sp = 		
cp = 		

small buckler (15 gp, wt = 2.5 lbs)


==============================================================================
SPECIAL NOTES: