Friday, March 19, 2010

Bio and Character Info

Info for Daffodil Dallywaggle, Halfling Bard.

Backstory:

Daffodil Dallywaggle grew up in a halfling clan of gifted rogues, known, among local halflings at least (if not the humans of the nearby towns and villages), for their uncanny cunning and dexterity as thieves. Greedy and rather unprincipled they might have been, but unkind the Dallywaggles were not. When it became obvious that Daffodil had inherited none of the traditional family "talents," and indeed was rather lacking in the dextrous arts, they found a minor magician who taught Daffodil a few amusing cantrips, at which she proved to be far more adept than sneak attacks.

Daffodil soon became accustomed to coming along with her relatives on trips to the city, where she would entertain townspeople with her small magic tricks while the more stealthy of her family members relieved well-to-do onlookers of the contents of their pockets. As a result of one of these excursions, a wealthy-looking member of the audience, who spoke as if he'd had one ale too many that night and appeared positively enthralled with the display of flashing lights, presented Daffodil with a flashy-looking musical instrument. Daffodil pocketed the item quickly, and when questioned, dismissed the spontaneous gift as a cheap bauble. In truth, Daffodil knew by the shine of the silver and the elaborate, delicate etchings that this drunken noble must have been either extremely wealthy, or very foolish, to have given it away so nonchalantly.

Over the next few years, Daffodil practiced with the little ocarina until she could put out fair renditions (in her own estimation at least) of a few dozen popular songs. With this small musical repetoire to added to her arsenal of magical tricks, Daffodil planned to take up residence in the city. Tired of being the decoy for her siblings and cousins, Daffodil decided she was going to gain wealth and fame on her own terms. Ever the diplomat, she described her plan to her family as a way to increase the Dallywaggle's reputation in the city, leaving out any hints at her own ambitions. Thus, Daffodil set out for the city with full approval from her family and purse full of coins to get her started, to boot.

Once in the city, Daffodil made her way to an inn in the upper middle-class quarter of town where her kin were frequent and generous customers during their excursions to the city. Although her instrumental abilities were mediocre at best, she managed to combine music and illusion into an amusing show through sheer force of stage presence and earned herself a comfortable existence through shameless advertising for the inn and several other local businesses in town. Daffodil mingled freely with the citizens of the town, trading gossip at the tavern with both locals and travellers alike, charming her way into the good graces of local merchants, and even ingratiating herself with minor wizards in order to improve her spellcasting knowledge.

Appearance:

Daffodil is average height and stout, even for a halfling. Sporting a shoulder-length mop of curly red-gold hair, a snub nose, and a generous amount of freckles, she's often mistaken for a child rather than a halfling when seen from a distance. Daffodil often takes advantage of the fact that her looks disarm people and set them at ease.

Equipment:

Masterwork Ocarina: +2 to perform checks.
-Daffodil recognizes her ocarina is an extremely well-made instrument. She believes there might be some more magical properties to it that are yet undiscovered, however her discreet inquiries have not uncovered any new information.

Sling: 1d3 dmg x2 crit.
-More of a tool for distracting or knocking things over than an actual weapon.

Jaunty Hat of Charisma: +2 Cha
-A rather nice cloth hat with a red feather in the brim.

Spells:

Level 1:
-Mage Hand (zero)
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.
-Ghost Sound (zero)
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.
-Dancing Lights (zero)
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10- foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.
-Message (zero)
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.
-Read Magic (zero)
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
-Prestidigitation (zero)
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Characters typically use prestidigitation spells to impress common folk, amuse children, and brighten dreary lives. Common tricks with prestidigitations include producing tinklings of ethereal music, brightening faded flowers, creating glowing balls that float over your hand, generating puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and making little whirlwinds to sweep dust under rugs.
-Expeditious Retreat (first)
This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).
-Charm Person (first)
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly; see Influencing NPC Attitudes, page 72). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but a charmed fighter, for example, might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing red dragon for “just a few seconds.” Any act by you or your apparent
allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.
-Tasha's Hideous Laughter (first)
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.
-Comprehend Languages (first)
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
-Invisibility (second)
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
-Tongues (second)
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
-Cure Moderate Wounds (second)
This spell functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).

Skills:

Perform
Knowledge (History)
Diplomacy
Bluff
Disguise
Sense Motive

Feats:

Melodic Casting
You can weave your music and magic together into a single
perfect voice.
Prerequisites: 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. Normal: A bard can't cast spells or activate magic items by command word or spell completion while using bardic music.

Song of the Heart [General]
Your bardic music reaches the depths of its listeners' hearts.
Prerequisite: Bardic music class feature, inspire competence ability, Perform 6 ranks
Benefit: When you use inspire courage, inspire competence, inspire greatness, or inspire heroics, any bonus granted by your music increases by +1. Thus, a 15th-level bard with this feat grants his allies a +4 bonus on attack rolls, damage rolls, and saving throws against fear when he uses inspire courage, rather than the +3 he would normally grant. If he uses inspire greatness, the same bard grants up to three allies 3 bonus Hit Dice, a +3 bonus on attack rolls, and a +2 bonus on Fortitude saves. Also, when you use fascinate, suggestion, or mass suggestion, the saving throw DC increases by 1. If you have the Haunting Melody feat, the saving throw DC for that effect also increases by 1. If you have the Music of Growth feat, the bonus bestowed by that feat increases to +6. If you have the Music of Making feat, the bonus on Craft checks bestowed by that feat increases to +6. If you have the Soothe the Beast feat, you gain a +2 circumstance bonus on your Perform check to improve the attitude of an animal or magical beast.

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