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Psionics
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7 GP,5 SP, 9 CP
Languages
Description
As the consummate performing artist, Ninovete can easily adopt a wide variety of personages and appearances. He always dresses for the moment, whether that be as a gambler dealing from a marked deck, as a court jester entertaining a local nobleman with his comedic antics, as a performer singing and playing his guitar to pick up a few silvers in the village inn, or even as a traveler exploring the nearby ruins. Recently, however, the huckster has adopted a new facade selling to the masses a home remedy Consisting mostly of cheap, strong alcohol elixir from a traveling wagon that will cure any ailment under the guise of Dr. Ninovete Vladislov. The bard’s dark brown hair frames his prematurely aging face which is dominated by his bright green eyes and a deceptive smile. Alessandro sports various weapons in his arsenal, including a magical long sword, fine composite short bow, and a plethora of potions, scrolls and magical trinkets at his fingertips, all of which are intended to protect the charlatan or secure his escape when necessary. The musician is equipped with a magic mithral buckler while wearing a dark green cloak and a shiny mithral chain shirt hidden under his colorful clothing. The bard’s smallish, yet solid frame bespeaks of a man not only learned in matters of magic, but also one who has seen his share of open combat over the years and who remains in battle-ready condition.
Personality
Ninovete's personality is as practiced and varied as are the wide variety of guises he wears while pursuing his con games. Thus, the flim-flam man can and will be anyone or anything that fits the situation and suits his needs and desires. To him, appearing happy, distraught, remorseful, contemplative, and so on are merely masks of the world's theatre the he can put on and take off at will. The bard has had to look out for himself as long as he can remember, and frankly the interests and needs of those he meets rarely enter into his personality equation. For Nino, it’s all about the here and now; getting what he wants when he wants it. While he is not greedy, he sees it as no crime nor sin to lighten the burden of too many coins in other’s pocketbooks as long as no one gets hurt. While some of this money is spent on wine, women and song, the vast majority of his profits are spent on equipment and magical trinkets designed to keep him out of trouble or to make a run for it when necessary. While relaxed and laid back most of the time, Ninovete is above all else a man of action and has absolutely no tolerance for pure evil uncharacteristically opposing it righteously whenever found which sometimes has resulted in this talented musician biting off more than he can chew. After the way he grew up, one thing is for sure; Ninovete will not sit idlely by while someone powerful hurts another with lessor power.
Character Traits
PASSIONATE - You gain +1 to Fort saves and suffer -1 to Will saves.
Character Flaws
MURKY-EYED - In combat, every time you attack an opponent who has concealment, roll your miss chance twice. If either of the results indicate that you miss, your attack fails.
Contacts / Friends
None. FEATS: FORCE OF PERSONALITY (Complete Adventurer pg. 109) You have cultivate an unshakable belief in your self worth. Your sense of self and purpose are so strong that they bolster your willpower. Prerequisite: Cha 13 Benefit: You add your Charisma modifier (instead of your Wisdom modifier) to Will saves against mind-affecting spells and abilities. MELODIC CASTING (Complete Mage pg. 44) You can weave your music and magic together into a single perfect voice. 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. Normal: A bard can't cast spells or activate magic items by command word or spell completion while using bardic music. VERSATILE PERFORMER (Complete Adventurer pg. 112) You are skilled at many kinds of performances. Prerequisite: Perform (any) 5 ranks Benefit: Pick a number of Perform catagories equal to your Intelligence bonus (minimum 1). For the purpose of making Perform checks, you are treated as having a number of ranks in those skills equal to the highest number of ranks in those skills equal to the highest number of ranks you have in any Perform catagory. You cannot change these catagories once you have picked them, but your score in them automatically increase if you later add additional ranks in your highest-ranked Perform category. You gain new categories of your choice if your Intelligence bonus permanently increases. In addition, you gain +2 bonus on a combined Perform check when using two or more forms of performance at the same time, such as a bard strumming a lyre while singing. In such cases, add the bonus to the higher of your two perform skill modifiers. TOUCH OF HEALING [DIVINE] (Complete Champion pg. 61) You can channel divine energy into healing with a touch. Prerequisite: Ability to cast 2nd-level spells. Benefit: As long as you have a conjuration (healing) spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells. CLAP OF THUNDER (Complete Mage pg. 40) You can deliver a thunderous roar with a touch. Prerequisite: Ability to cast 3rd level spells. Benefit: As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals 1d6 points of sonic damage per level of the highest level sonic spell you have available to cast. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.
Enemies
Many individuals he has stolen from or cheated as a huckster over the years. BARD ABILITIES: BARDIC KNOWLEDGE - A bard may make a special bardic knowledge check with a bonus equal to his bard level + 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 +2 bonus on this check.) 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. DC - Type of Knowledge 10 = Common, known by at least a substantial minority of the local population. 20 = Uncommon but available, known by only a few people legends. 25 = Obscure, known by few, hard to come by. 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. 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, 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 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 noninstantaneous 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 COURAGAE (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 +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability. 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. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. 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. SUGGESTION (Sp) - A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated. Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability. INSPIRE GREATNESS (Su) - A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=368463][B][SIZE=+1]Dr. Alessandro Moriarty[/SIZE][/B][/URL] Male CG Human Bard, [B]Level[/B] 10, [B]Init[/B] +4, [B]HP[/B] 70/70, [B]DR[/B] 0, [B]Speed[/B] 40' [B]AC[/B] 24, [B]Touch[/B] 15, [B]Flat-footed[/B] 20, [B]Fort[/B] +11, [B]Ref[/B] +12, [B]Will[/B] +13, [B]Base Attack Bonus[/B] +7/+2, [B]Power Points[/B] 0/0 [B]Action Points[/B] 0 [B] +1 Long Sword [/B] +11/+6 (1d8+4, 19-20/x2) [B] MW Composite Short Bow (+2 Str) (20/20 Arrows) [/B] +12/+7 (1d6+2, x3) [B] Silvered Dagger [/B] +10/+5 (1d3+3, 19-20/x2) [B] +2 Mithral Chain Shirt[/B], [B] +2 Mithral Buckler [/B] (+6 Armor, +3 Shield, +4 Dex, +1 Deflect) [B]Abilities[/B] Str 16, Dex 18, Con 18, Int 14, Wis 10, Cha 22 [B]Condition[/B] Healthy. Hit Points: (3+3) x 10 = 60 + Experience: 45,000 +
Condition and Effects
Additional Information
Healthy. Hit Points: (3+3) x 10 = 60 + Experience: 45,000 + 500 + 750 + 500 + 1,500 + 600 +
BACKGROUND: “My real name is Closimir (However I usually use an alias for my own protection) Petrovich. When I was young, my dad died as a drunk choking on his own vomit and me mum was a worthless whore. Frankly, I don’t remember either one of them taking care of me other than giving me a beating when they occasionally saw me, so home was wherever I could sleep without being beaten up, kicked out or chased off. As a result, I ain't got no family and even fewer friends. I survived by running with street gangs picking the pockets of fools and robbing the weak. Those were about the only skills I had other than the ability to make people laugh while playing the role of a buffoon. That about sums up my childhood.” "Didn't nothing change when I grew older. I left town and soon fell in with Art Dodger’s mob for several years. That’s when I refined my skills, sneaking, hiding, and using magic, but all that ended when the Dodger got caught by the King’s men, was tried and summarily executed. I suppose Old Dodger was the closest thing to a friend that I’ve ever had; After all he taught me the only legitimate skills I got, how to read and write and how to sing and play instruments of the string to get what I want. But once he was dead, the gang fell apart and we each went our separate ways. I ain’t seen none of them since, which is probably just as well. Most of’em are probably in prison or hung by now anyway.” "Over the ensuing years, I traveled from place to place under various guises. While drifting around, fought and dispatched a wide variety of monstrosities, many of the human to tell ya the truth, from highwaymen to bandit kings, black knights, murderers and rapists, and even a few corrupt magistrates and priests whom I've had to set right without killing'em o'course. I've faced my share of maraudering animals, such as packs of wolves, man-eating giant cats, deadly poisonous snakes, and even a few rabid bears. For a while, I even fought as a mercenary in the border skirmishes against raiders from foriegn lands who were bent on plundering the local villages, but I grew weary of death and war and eventually drifted on. I've never been one to pick sides, save my own that is. Proof in point, I've even healed my fair share of royalists and also a few beggar knights over the years, for the appropriate fee of course." "While moving around, I made a living the best I could. Sometimes I would be retained to entertain nobles and their families with my music and comedic routines. Other places I made a living by shucking the locals out of their coin by selling them fake magic talismans or bone fragments of the saints, mostly consisting of just old chicken bones if the truth be told, which it never was. When worse came to worst, I could always survive by just picking pockets by day and gambling by night. Of course, it never hurt having the ability to influence the dice or cards with a bit of the ole slight of hand combined with illegal luck magic.” “That’s how I picked up the various magical trinkets I own, some of them stolen, some won in fixed games of chance and others bought with blood money. What money I didn’t waste on rot-gut or loose women, I invested in do-dads to help me further my profession or to even run away when necessary. Overall, I suppose the common theme of my career is deception. Yeah, I been called a shyster, cheat, huckster, charlatan, con artist and even a flim-flam man. That’s why I never stick around too long in any one place; it just ain’t healthy if’n you know what I mean.” "Now don't get me wrong, not that everything I've done in my life has been without merit. I've helped those in need here and there over the years, if'n the rewards were right. I participated in the mercenary parties that cleared the sewers of Jarslov of its foul denizens. Boy, you talk about a messy job, that's one I don't plan on repeating any time soon. Then of course, I obtained a small modicum of fame by leading the group that put down Count Radovan; those who paid me claimed he was a vampire who was preying upon the citizens of Karolvac; I guess now we'll never know for sure, but I'll tell ya this, he sure was a hard one ta kill. Most recently, I earned a fair amount of prestige, as well as coin, by defeating the dragon terrorizing the locals of Dugo Selo. Turns out that the dragon was actually some sort of huge lizard, but of course that's just tween you and me; there ain't no need for them that paid my expenses to know anything about that part of the tale. They're happy and I'm happy, and that's all that matters." “Course I won't bore you with the details of all my past exploits, cause if'n I did then I'd have to Because the statute of limitations ain't run on all of'em yet or I'm wanted by certain people and/or authorities. kill ya. You ask what I've been up to lately. Well a few weeks ago, I swindled an old man out of his traveling wagon medicine show, complete with two sway back horses and moonshine still. Ever since, I’ve been traveling the countryside under the alias as Doctor Ninovete Vladislov hucking to the masses a home remedy that will cure any ailment. Of course, the bogus remedy is mostly cheap home brewed liquor mixed with bitter herbs I gather for free, but no one knows that save me.” “Even though the elixir could'nt even cure one’s thirst, the effects of the hard alcohol combined with my secret casting of a few curative spells here and there makes the gullible public feel enough of a short term benefit that they buy the stuff up like hot cakes. Of course, I always have to move on before they sober up and realize they’ve been pinched. Thus, I'm always on the move and I like it that way. No roots, no responsibilities and staying just one step ahead of the civil war that seems to be engulfing the nation." "Today, I just arrived in another new town in the Kingdom of Triman where they are supposedly looking for heroes to solve some sort'a bandit problem. The thought just makes me laugh; I sure ain’t no one’s sucker and the thought of being a hero never even crossed my mind. I’m here to sell a few wares, pick up some loose coin, and then be on my way before the dolts realize they’ve been duped.”
Other Notes
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MUNDANE ITEMS IN HAVERSACK: Bone with dry meat, 10 Rawhide Leather 1' Bindings, 4 Bells, 2 Bottles, Fishhook, 2 Flasks, 9 Candles, 9 Chalk, Flint & Steel, 8 Oil, Waterskin, Balls String, Silk Rope, Nails, Soap, Hammer, Block & Tackle, Metal Cooking Can, Spices, Boullion, Jerky, Wooden Spoons, Iron Cooking Pot, Wire, Ink, Ink Pen, 5 Paper, 5 Parchment, Glue, 2 Sacks, Bedroll, Blankets, Sheet, Razor, Comb, Brush, Perfume, Colorful Cloth, Shiny Stones, Crystals, Extra Traveling Clothes, Underwear and Socks, 12/12 Rations, Peppers, Dry Fruit, Tea, Mushrooms, Hammock, Mosquito Netting, Large Tent, Feathers, Sticks, Towels, Soap, Bag of Broken Glass, Bag of Dust, Nuts, Small Trowell, Shovels Sledge, Axe, Saw, Salt, Wooden Stakes, Sissors, Sectional Bamboo Pole 10' when assembled, Toothbrush, File, Metal/Rock Grinder, Berry Face Paint, Insect Repellant, Stick Pins, Signet Ring, Wax, Rags, Meat Spit, Knives, 20 Arrows, 2 Ropes, Guitar Strings, Whetstone. SPELLS NOT IN THE SRD: ARMOR LOCK (Complete Scoundrel pg. 96) Transmutation Level: Bard1, hexblade1, sorcerer/wizard1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature wearing armor Duration: 1 round/level (D) Saving Throw: Fortitude negates Spell Resistance: Yes The plates and joints of your opponent's armor become as rigid as stone, encumbering his movement. You cause the target's armor to swell and stiffen, slowing the wearer's movement and trapping him within. The target's land speed is reduced to 10 feet. If the target has a burrow, climb, or swim speed, these are also reduced to 10 feet. The target also loses any Dexterity bonus to AC for the duration of the spell. While affected by this spell, the target cannot remove his armor; its joints are too tight and restrictive to escape from. The spell has no effect on unarmored opponents, creatures with only natural armor or an AC bonus from items other than armor, or those only using shields. INSPIRATIONAL BOOST (Complete Adventurer pg. 153) Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Bard1 Components: V, S Casting Time: 1 swift action Range: Personal Targets: You Duration: 1 round or special, see text When you play your instrument, sing your song, recite your poem, or speak your words of encouragement, you fill your allies with greater confidence than normal. While this spell is in effect, the morale bonus granted by your inspire courage bardic music increases by 1. The effects last until your inspire courage effect ends. If you don't begin to use your inspire courage ability before the beginning of your next turn, the spell's effect ends. IMPROVISATION (Spell Compendium pg. 122) Transmutation Level: Bard1 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) With an elaborate flourish and call for luck, you toss the dice in your hand into the air. Immediately you feel as though fate favors you, filling you with confidence. You gain access to a floating "pool" of luck, which manifests as bonus points you can use as desired to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level. You must declare any bonus point usage before the approprite roll is made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for the purpose of stacking. For example, a 14th level bard pauses while chasing a pickpocket to cast improvisation. At any time during the next 14 rounds, he could use the points to provide himself a +7 luck bonus on a Spot check, a +7 luck bonus on a Climb check, and a +7 luck bonus on two of his attacks. Home Rule: Multiple casting of this spell do not stack. Material Component: A pair of dice. ELATION (Book of Exalted Deeds pg. 98) Enchantment [Mind-Affecting] Level: Bard2, cleric2, emissary of Barachiel2, Joy2, sorcerer/wizard3 Components: V, S Casting Time: 1 standard action Range: 80 ft. Targets: Allies in an 80-ft. raidus spread of you Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Your allies become elated, full of energy and joy. Affected creatures gain +2 morale bonus to effective Strength and Dexterity, and their speed increases by +5 feet. Elation does not remove the condition of fatigue, but it does offset most of the penalties for being fatigued. PAINFUL ECHOES (Complete Mage p.112) Evocation [Sonic] Level: Bard2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature/4 levels, no two of which are more than 30 ft. apart Duration: 1 round/level Saving Throw: Fortitude Partial Spell Resistance: Yes Your shout seems to echo into enternity, causing your foes to twitch and writhe as the reverberations pummel them internally. You set up painful vibrations within your subjects. Each round, the spell deals 1d4 points of sonic damage and sickens each subject for 1 round. A successful Fortitude save negates the damage and sickening effect for that round, but the subject must continue to save every round until the duration expires. Creatures that are immune to extra damage from critical hits are immune to the sickening effect. If a subject under the effect of painful echoes is affected by deafening blast (see page 101) or resonating agony (see page 115), the two spells interact to create a greater effect. See the deafening blast and resonating agony spells for details. WAVE OF GRIEF (Complete Divine pg. 189) Enchantment [Evil, Mind-Affecting] Level: Bard 2, blackguard 2, cleric 2 Components: S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: Cone Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes All within the cone when the spell is cast are overcome with sorrow and grief. They suffer a -3 morale penalty on all attack rolls, saving throws, ability checks, and skill checks. Material Component: Three tears.