BBG: Robar the Red, Level Ten
Added 2025-04-19 15:01:47 +0000 UTCClass: Bard 5/ Swashbuckler Rogue 5
Race: Human (Northman)
Alignment: Neutral Good
STR-22 (18)
DEX-22 (18)
CON-22 (18)
INT-16
WIS-20 (18)
CHA-18
HP: 111
Fortitude: 12 (+15 vs Bardic Performance, Sonic, and Language Dependent Effects)
Reflex: 17 (+20 vs Bardic Performance, Sonic, and Language Dependent Effects)
Will: 12 (+13 vs Fear, +13 vs Bardic Performance, Sonic, and Language Dependent Effects)
BAB: +6
AC: 35
CMD: 28
CMB: +13
Equipment:
Aremeg's Fury (Equipped): +14 (+15 on Attack of Opportunity)/+9 (+10 on Attack of Opportunity) 1d8 +2d6 +8 (+4d6 Sneak Attack) Slashing and Fire x2 (Once per day, the sword can blast forth a 15-foot Line of Scalding Steam that does 4d6 Fire Damage, Ref Save for Half)
Fochlucan Bandore (Equipped)
Thieves' Tools (Equipped)
Family Armor of Clan Kumato (Equipped) (+2 Chahar-Aina over a suit of +3 Leather Scale. Both Armor Bonuses Stack and also add +4 to DEX, 5/- Cold Resistance, and Light Fortification)
Boots of Speed (Equipped) (+10 Feet Movement Speed, May Cast Haste as a free action on yourself for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.)
Bands of the Citadel (Your Sneak Attack is treated as one D6 higher than it actually is for the purposes of rolling damage)
Belt of Physical Perfection +4 (Equipped) (+4 STR/+4 DEX/+4 CON)
Aremeg's Wisdom (Equipped) (+2 Tortoiseshell Small Shield, Grants +2 to WIS, a Swim Speed of 30 feet, and the Ability to Breathe Underwater)
Gloves of Swimming and Climbing (+5 To Swim and Climb Checks)
Secret Crossbow +1 (Equipped) +13 (+14 on Attack of Opportunity)/+8 (+9 on Attack of Opportunity) 1d4 +7 Piercing x2 (Gain +5 to Sleight of Hand Checks to Hide the Crossbow)
Traveler's Outfit (Equipped)
Ring of Protection +3 (Equipped)
Ring of Evading Sustenance (Equipped)
Amulet of Natural Armor +3 (Equipped)
Cloak of Resistance +3 (Equipped)
Helm of Darkvision (Equipped) (Grants Darkvision 90 Feet)
Bronze Horn of Valhalla (Equipped) (Summons 2d4 4th Level Barbarians for up to an hour to fight for you once every 7 days)
Efficient Quiver (Equipped) (Contains 40x Crossbow Bolts, 40x Crossbow Bolts +1, and 1x Returning Javelin of Shocking Burst +3)
Bag of Holding (Equipped)
Handy Haversack (Equipped)
The Hammerdown (Docked) (Amnian Sloop +2. Darkwood Hull and Masts add extra HP. Special Alchemical Coating adds 1 Hardness and +1 Resistance Bonus on all Saving Throws, Enchantment adds an additional 4 hardness and 20 HP to each Hull Section, making each Hull Section have 10 Hardness and 70 HP with a +1 Bonus on all saves. Special Rigging and Rudder allow it to be sailed with half the crew necessary for a ship this size and add +1 to Ship Handling and Seaworthiness, Special Sails add +10 to Speed using wind, Enchanted Ironwood Ram +2 for 3d6 +3 on all ramming attacks)
Fangs of Merrshaulk, Mallet of Hodeskalleknuser, Aremeg's Pride, Stranger Tides Longsword, Belt of Healing, Barrow Blade of Gudbrand, Cold Wolf's Call, Pommel of Yeenoghu's Doom, Basket Hilt of Tymora's Song, Headband of Fortune's Favor (In Bag of Holding)
27,500 GP (21,500 On Board Hammerdown)
Feats:
Spellsong -You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell’s casting time.
Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.
Great Fortitude- You get a +2 bonus on all Fortitude saving throws.
Combat Expertise (Combat Trick)-You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1, and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Weapon Focus: Longsword (Combat Trick)-You gain a +1 bonus on all attack rolls you make using the selected weapon.
Improved Feint: You can make a Bluff check to feint in combat as a move action.
Swordplay Style: Choose one weapon from the heavy blades or light blades fighter weapon group. While using this style, wielding the chosen weapon, and fighting defensively or using either the total defense action or the Combat Expertise feat, you gain a +1 shield bonus to your Armor Class. In addition, you do not take the penalty on melee attacks from Combat Expertise on the first attack roll you make each turn. You still take the penalty on additional attacks, including attacks of opportunity.
Swordplay Upset: While using Swordplay Style, as an immediate action, you can attempt a feint against an opponent that makes a melee attack against you and misses.
Outslug Style: Choose one weapon from the close fighter weapon group. While using this style, when you take a 5-foot step, you gain a +1 dodge bonus to AC and a +1 bonus on weapon damage rolls with the chosen weapon until the beginning of your next turn.
Lunge (Combat Trick): You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
Swordplay Deflection: While using Swordplay Style, when you make one or more melee attacks, you can forgo a single melee attack to prepare an action to disrupt an opponent’s attack.
This functions as a swashbuckler’s opportune parry and riposte deed, except that if your result is greater than your opponent’s, you gain a +4 shield bonus to your Armor Class against attacks made by your opponent until the start of your next turn instead of preventing the hit, and you cannot attempt to riposte. If you have the opportune parry and riposte deed, you gain this Armor Class bonus anytime you successfully parry an opponent’s attack.
Traits:
Seeker - +1 to Perception
Fencer- +1 to attack rolls on attacks of opportunity with daggers, swords, and sword-like weapons
Class Features:
Bardic Spells
Bardic Knowledge
Bardic Performance 10 rounds per day
Cantrips
Sneak Attack 4d6 (3d6)
Martial Training- Can take 2x Combat Trick and 1x Extra Weapon Proficiency, Replaces Trapfinding
Versatile Performance (Sing): Can use Perform (Sing) Bonus in place of normal bonus for Diplomacy and Bluff
Well-versed: The Bard becomes resistant to the bardic performance of others and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talent (Guileful Polyglot): A rogue with this talent who has at least one rank in Linguistics gains four additional languages. A rogue with this talent who does not have any ranks in Linguistics gains two additional languages. If the rogue later gains ranks in Linguistics, she gains two additional languages, to a total of four additional languages above those granted by the Linguistics skill itself.
Rogue Talent (Combat Trick): Gain a Fighter Bonus Feat For Free.
Daring: At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trap sense.
Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Loremaster: At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Proficiencies:
Simple Weapons, Light Armor, Shields Except Tower Shields, Longsword, Rapier, Sap, Shortsword, Shortbow, Whip, Hand Crossbow, Katana
Bardic Performances:
Countersong
Distraction
Fascinate
Inspire Courage +2
Inspire Competence +2
Bardic Spells Known:
Cantrips (At Will):
Dancing Lights
Detect Magic
Read Magic
Message
Mage Hand
Sift
Summon Instrument
Resistance
Mending
Grasp
Prestidigitation
First Level Spells (8/Day):
Biting Words
Cure Light Wounds
Hideous Laughter
Beguiling Blade
Chord of Shards
Duelist's Parry
Ear Piercing Scream
Feather Fall
Touch of Gracelessness
Touch of Blindness
Biting Words
Abundant Ammunition
False Face
Coin Shot
Disguise Self
Grease
Deadeye's Lore
Blend With Surroundings
Aspect of The Nightingale
Auditory Hallucination
Blurred Movement
Adoration
Ears of the City
Detect Secret Doors
Expeditious Retreat
Hideous Laughter
Moment of Greatness
Silent Image
Sleep
Suspend Drowning
Tears to Wine
True Skill
True Appraisal
Vanish
Ventriloquism
Vocal Alteration
Second Level Spells (5/Day):
Heroism
Trapfinder's Focus
Duelist's Feint
Mirror Image
Bladed Dash
Sonic Scream
Acute Sense
Alacrity
Alter Self
Blessing of Liberty
Blindness/Deafness
Blistering Invective
Blur
Buoyancy
Commune With Birds
Contagious Zeal
Cure Moderate Wounds
Darkness
Delay Poison
Diminish Resistance
Disguise Other
Dragonvoice
Duelist's Feint
Enshroud Thoughts
Extreme Buoyancy
Gallant Inspiration
Glitterdust
Heroism
Hidden presence
Invisibility
Invisibility Bubble
Minor Image
Mirror Image
Piercing Shriek
Pilfering Hand
Pyrotechnics
Rage
Raiment of Command
Scare
Silence
Sonic Scream
Sound Burst
Swipe
Tactical Acumen
Tactical Miscalculation
Tongues
Track Ship
Trapfinder's Focus
Urban Step
Versatile Weapon
Voluminous Vocabulary
Languages:
Common
Illuskan
Chondathan
Waelan
Cosh
Turmic
Shadow Cant
Damaran
Elven
Dwarven
Draconic
Cormanthan
Jaanti
Alzhedo
Jotun
Sea Elven
Kao Te Shou
Midani
Orcish
Undercommon
Skills:
Perform (Stringed Instrument) 10
Perform (Sing) 10
Perform (Acting) 10
Perform (Dancing) 10
Perform (Oratory) 10
Perform (Keyboard Instruments) 10
Perform (Wind Instruments) 10
Perform (Percussive Instruments) 10
Perform (Comedy) 10
Diplomacy 10
Stealth 12
Bluff 10
Intimidate 10
Disable Device 11
Disguise 10
Escape Artist 11
Use Magic Device 8
Acrobatics 11
Swim 16
Climb 13
Sleight of Hand 11
Perception 11
Knowledge (Local) 10
Knowledge (Arcana) 10
Knowledge (History) 10
Knowledge (Nature) 10
Knowledge (Planes) 7
Knowledge (Religion) 10
Knowledge (Nobility) 10
Knowledge (Dungeoneering) 7
Knowledge (Engineering) 10
Knowledge (Geography) 10
Sense Motive 11
Survival 11
Profession (Bard) 10
Profession (Sailor) 10
Spellcraft 10
Ride 6
Handle Animal 6
Linguistics 13