Chapter 3
Chapter 3 .Christian (sister)
: A bard can make a special anecdote knowledge check to determine whether he knows information about local celebrities, legendary items, or special places. The bonus on the check is equal to the bard’s class level + intelligence adjustment value (if in the knowledge ) If the skill level is more than five, there is an additional +2 bonus.)
【Singing】: The bard can use the chanting ability to create magic effects, and the number of times that can be used per day is equal to the class level.
[Spell Breaker]: Use music or poetry to counter the spells that require sound (except for spells that only require verbal components).
[Ecstasy]: Use music or poetry to fascinate two creatures. The subject must be able to see and hear the bard, and must be within 90 feet of the bard. The bard must also be able to see the object. The subject must be able to pay attention to the bard, and if there is fighting or other danger nearby, it will be distracted and the ecstasy will not work.
[Boost Morale]: The boosted companion has a +1 morale bonus on saving throws against charm and fear effects, and a +1 morale bonus on attack rolls and weapon damage rolls.
[Boost Skills]: Give the target skill check a +2 performance bonus.
[Hint]: You can give a “hint” to the enchanted creature (the effect is the same as the spell of the same name). Using this ability does not cause the bard to lose focus on the ecstasy, nor does it require a second saving throw against the ecstasy. The hint does not count towards the number of daily chants of the bard. DC: 18 (10 base + 3 half class level + 5 charm adjustment)
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[Good at simple weapons, long swords, thin swords, sap, short swords, short bows, whips, light armor, shields (except tower shields)]
[Short-range shooting]: When using a long-range weapon to attack a target within 30 feet, both the attack check and the damage value can have a +1 bonus.
[Long Range Shooting]: When you use catapult weapons (such as bows), the range will increase by 1/2 (that is, multiplied by 1.5). When you use throwing weapons, the range is doubled.
[Accurate Shot]: When you use a long-range weapon to shoot or throw at an opponent who is in close combat with your teammate, your attack roll will not receive a -4 penalty.
[Flying]: Your movement speed when running is five times that of normal (when wearing medium armor,
Light armor or no armor and the load does not exceed the medium load) or four times (when the heavy armor is worn or the load is heavy). When you run up and jump (see the description of jumping skills), you gain a +4 bonus on Jump checks. Your defense rating still retains the agility bonus while running.
[Spell Delay]: When combined with this feat, the duration of the spell becomes twice as long. Spells whose duration is focused, immediate, or permanent are not affected by this feat. Delayed spells need to occupy a spell slot higher than the original level.
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Racial Traits: Darkvision 60 feet
[Big breasts]: Charm +1, bows and arrows cannot be used.
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Jump: 1
A sense of balance:
Stealth: 10
Hiding: 6 (-4 large size)
Focus: 15
Knowledge (mystery): 8
Knowledge (history): 8
Knowledge (natural): 8
Spell recognition:
Observe words and colors:
Performance (stringed instrument): 15
Performance (wind instrument): 15
Information collected: 15
Bluff:
Intimidation:
Negotiations: 15
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Known spells
0 ring. DC: 15. Instrumental summoning, lullaby, communication, reading magic, flashing. (Can be used 3 times a day)
1 ring. DC: 16. Treatment of minor injuries, proficiency in language, identification technique, sleep technique. (Can be used 5 times a day)
2 rings. DC: 17. Wind information, silence, invisibility (can be used 3 times a day)