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KnightofTempest
KnightofTempest

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BBG: Robar the Red, Level Ten

Class: 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


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