Table of Contents

Zarras Level 4 Wood Elf Bard
Who sing secret truths

Icon Relationships

-1 Prince of Shadows
-1 Priestess
+1 The Diabolist

Backgrounds

+2 Entertainer
+5 Elven bladedance
+3 Aeron-born

+2 Mythkenner

Attributes

Attr. Total PB
Array
Race
Class
Level
Bonus
STR 8
-1
8
DEX 20
+5
17 +2
Class
+1
CON 11
+0
10 +1
INT 8
-1
8
WIS 20
+5
17 +2
Race
+1
CHA 8
-1
8

Defenses

Hitpoints Armor
Class
42/42

(level) x6
(Baseline) 7

21 AC

(Light Armor) 12
(DEX) +5
(Level) +4
Recoveries Physical
Defense
6/8 x 4d8+0

(Base) 4d8
(CON) +0

14 PD

(Base) 10
(CON) +0
(Level) +4
Initiative Mental
Defense
+9
Elven Grace

(DEX) +5
Level +4
14 MD

(Base) 11
(CHA) -1
(Level) +4

Attacks

Basic Attack

ATK: 9
Reroll 2s

DEX +5
Level +4


DMG: 4d8+7


DEX +5
Level x4
Longsword 1d8
Blade Heritage +2

Pull it Together!
Flexible Melee (11+) 2/Battle
One nearby ally can heal using a recovery.
Hang Tough!
Flexible Melee (Odd)
Give a nearby ally temporary hit points
equal to your Charisma modifier.

Adventurer Feat: If the ally is staggered,
double the temporary hit points.
Take Heart!
Flexible Melee (Hit)
Nearby ally can roll a save
against a “save ends” effect;
OR roll a normal save against a condition that
has a duration that lasts until the end
or beginning of a turn.
Move it!
Flexible Melee (Even)
One of your unengaged allies
can move as a free action;
OR one of your engaged allies can make a
disengage check as a free action.
Combat Boon
At-Wil - Close-quarters spell
Make a basic melee attack.
If the attack hits,
you or one conscious nearby ally
can roll a save
against a save ends effect.
Song of Spilt Blood
Bardic song
Daily
Quick action each turn; 6+ to sustain
Opening & Sustained Effect: Any attack against you takes a
penalty equal to the number of your allies in the battle who
have more hit points than you.
Final Verse: The effect ends immediately, and you or one ally of
your choice can heal using a recovery.
3rd level song Sustain the song on a 4+

Song of Aid
Bardic song
Daily
Quick action each turn; 11+ to sustain
Opening & Sustained Effect: You or a nearby ally gains 3d6
temporary hit points.
Final Verse: One target that gained temporary hit points can also
heal using a recovery

Song of Thunder
Bardic song
Daily
Standard action each turn; 11+ to sustain
Opening & Sustained Effect: Make the following attack against
1d4 + 1 nearby enemies.
Attack: Charisma + Level vs. PD
Hit: 5d6 + Charisma thunder damage.
Miss: —
Final Verse: Make the attack again, but this time it deals half
damage on a miss.

Talents

Jack of Spells

Choose another spell-casting character class.
You can choose one spell from the spell list of that class,
of your own level or lower,
as an extra spell you know how to cast.
You can even improve the spell you’ve jacked
by taking its feats upto your tier, if it has any.

This spell is a bonus spell, not included in your bard class count.
You can’t jack spells that come from class talents.

Cleric = Combat Boon

Myth Kenner

You cannot take this talent if you have taken the Loremaster talent.
Choose two of the following three bonuses:
  1. Your bardic skills and magic are now based on your Wisdom
    rather than Charisma. Any time an element of the bard
    class refers to Charisma, you can replace that element with
    a reference to Wisdom.
  2. Take two additional points of backgrounds; you can use
    these additional points to raise a background that has
    something to do with religion, myth

Battle Skald

You cannot take this talent if you have taken the Spellsinger talent.
Increase the number of battle cries you know by one.
The bonus battle cry can be from your highest possible level.

Features

Elven Grace - Racial Power
At the start of each of your turns,
roll a die to see if you get an extra standard action.
If your roll is equal to or lower than the escalation die,
you get an extra standard action that turn.
At the start of battle, you roll a d6.

Each time you successfully gain an extra action,
the size of the die you roll increases by one step
on the following progression: (d4), d6, d8, d10, d12, d20.
If you get an extra action after rolling a d20,
you can’t get any more extra actions that battle.

Feats

Hang Tough Staggered Allies gets double tHP
Linguist Speaks/Writes all humanoid languages
Heritage of the Sword +2 Dmg
Further Backgrounding +2BGs

Items

Gloffs of Ambidexterity
(Recharge 11+)
First melee attack on your turn rolling 16+ yields off-hand attack at +10Atk
Quirk: Writes with both hands simultaneously.
Boots of sure feet
You can walk and run normally through terrain that would slow you down such as rubble, undergrowth, and muck.
Quirk: Becomes exceptionally picky about diet.