Name: Iso
Race: Gnome
Description: medium-length black beard that spans the entire bottom and sides of his face, green eyes. Wears antique, heavily embroidered purple overcoat that's a size or two too large for him, with a matching purple cap, sporting a yellow feather, which he removes for use as a pen when he needs to write something. He is 3 1/2 feet tall, about 45 pounds heavy. 40 years old (adulthood), up to 100 years (at which point aging penalties start to accrue at middle age), whatever Cato thinks is appropriate for a 9th level bard at the speed he progressed (kind of up to you.)
Iso comes from a long line of bards, His mother, his mother's mother, his mother's mother's father, his mother's mother's father's mother, and countless generations before them carried on the bardic tradition until it passed to him, and he understands that he is simply the custodian of that tradition, and will someday pass it on to his son or daughter. He views adventuring as a great performance art, and considers it his duty as a bard to catalog it for future generations, as well as taking the stage himself when so required.
Not born of exceptional ability, Iso has carefully cultivated a no-nonsense utility role, focusing less on combat, and more on making useful items and learning spells that will greatly help whatever party he travels with. There is also some combat utility magic for his own safety, and effort to make the most of his bardic skills and music powers. Still, Iso did spend the effort to learn the composite shortbow for times when nothing else will do.
When in a rough town or out adventuring, Iso may not have all of his stuff visible (since most of it is in his Haversack), but would be wearing his coat, hat (with magic circlet beneath), gloves, bow and 1 quiver, Haversack, spell component belt, boots, lute, and maybe his mace (mace hung on his belt). In Southport, you have a lot of that put away for some reason, so maybe you don't look like an adventurer. But, you just finished making 5 wands for your journey to Faerun and other future adventuring. You also just made your bracers of armor and other crafted items, which you are very proud of.
Alignment: Chaotic Good
Stats:
STR 13 -2 racial = 11 (0 bonus)
DEX 11 = 11 +4 item = 15 (+2 bonus)
CON 12 +2 racial = 14 (+2 bonus)
WIS 13 = 13 (+1 bonus)
INT 13 = 13 (+1 bonus)
CHA 14 +2 stat bonuses +2 circlet = 18 (+4 bonus)
HP: 35 rolled + 18 CON bonus = 53 HP total
AC = 10 + 1(size versus medium creatures) + 4(bracers) + 2(DEX gloves) = 17 total
Base Attack Bonus (BAB) = +6/+1
Ranged attack bonuses (magic Composite Shortbow): +1 size, +2 shortbow, +2 DEX gloves, +1 feat
Composite Shortbow Damage: 1d6+2 (x3 crit) +1d6 shock
Melee attack bonuses (Light Mace): +1 size, +1 masterwork
Light Mace damage: 1d6
Fort. Save = +3 base +2 CON = +5 total
Ref. Save = +6 base +2 DEX due to item = +8 total
Wis. Save = +6 base +1 WIS = +7 total
(Note: These saves can be adjusted by +1 when Iso casts Resistance.)
Racial Abilities:
Small Size (3/4 carrying capacity, AC bonus versus larger creatures, +4 size bonus to Hide skill)
Base Speed: 20
Low Light Vision (twice as far as humans in poor light, and still in color and detail)
+2 saving throw bonus versus illusions
+1 racial bonus when fighting Goblinoids, and kobolds
+4 dodge bonus versus giants
+2 racial bonus on Listen and Alchemy checks
Once per day, can cast these 0-level spells: dancing lights, ghost sound, and prestidigitation (as 1st level caster only)
Favored Class: Illusionist
Automatic Languages: Common, Gnomish (Once per day, can Speak with Animals with a burrowing animal for one minute, cast as 1st level only)
Bardic abilities: (see the 3.0 SRD for details of these abilities)
Bardic Music - Once per day per level, use Bardic Music for the following effects: (you have enough ranks in Perform to use them all)
- Inspire Courage
- Countersong
- Fascinate
- Inspire Competence
- Suggestion
- Inspire Greatness
Skills: 60 points total (20 at 1st level, 5 per additional level)
Concentration: +9 ranks, +2 CON bonus = +11 total
Diplomacy: +5 ranks, +4 CHA bonus, +2 bluff synergy, +2 sense motive synergy = +13 total
Bluff: +5 ranks, +4 CHA bonus = +9 total
Sense Motive: +5 ranks, +1 WIS bonus = +6 total
Use Magic Device: +10 ranks, +4 CHA bonus = +14 total, (+2 spellcraft synergy when using scrolls for +16 total)
Swim: +4 ranks = +4 total
Spellcraft: +8 ranks, +1 INT bonus = +9 total (+2 use magic device synergy to decipher spells on scrolls for +11 total)
Perform: +12 ranks, +4 CHA bonus = +16 total (Can use bardic ability all the way up to and including: Inspire Greatness)
Intimidate: +2 ranks, +4 CHA bonus, +2 Bluff synergy = +8 total
Feats:
Weapon Focus: Composite Shortbow (+1 on to hit) (1st level)
Craft Wondrous Item (3rd level)
Craft Wand (6th level)
Jack of All Trades (can use any skill untrained, whether permitted by training or class or not, from Song and Silence) (9th level)
Items:
Gloves of Dexterity +4 (made) 8,000 gp, **
+4 Bracers of Armor (made) 8,000 gp, 1 lb
+2 Circlet of Charisma (made) 2,000 gp, ** (custom, silver band about the head, counts as the head slot instead of a cloak application)
+2 Composite Shortbow 8,375 gp (+2 to hit/damage) 2 lbs
Travel Cloak (Coat) 1,200 gp (from Magic of Faerun), 1 lb
Boots of Striding and Springing 2,500 gp, 1 lb
Wand of Cure Light Wounds 50 charges of (1d8+2) 750 gp, 1 oz. (made)
Wand of Light 50 charges 187 gp 5 sp, 1 oz. (made)
Wand of Read Magic 50 charges 187 gp 5 sp, 1 oz. (made)
Wand of Detect Magic 50 charges 187 gp 5 sp, 1 oz. (made)
Wand of Mending 50 charges 187 gp 5 sp, 1 oz. (made)
Heward's Handy Haversack 2000 gp, 5 lbs.
2 x Everburning Torch 90 gp each, 1 lb. each
1 x Potion of Fly, 50 minutes, 750 gp, 2 oz
Masterwork Lute 100 gp, 1 lb.
Masterwork Fiddle 100 gp, 1 lb.
Signal Whistle 2 sp, **
Crowbar 2 gp, 5 lb.
3 x Sewing Needles 5 sp each, *
Spell Component Pouch 5 gp, 3 lb.
Blanket, Winter, 5 sp, 3 lb.
Silk Rope 50 ft. 10 gp, 5 lb.
Spade 2 gp, 8 lb.
Magnifying Glass 100 gp, *
Bedroll 1 sp, 5 lb.
Light Mace, masterwork 305 gp, 6 lb
Arrows (3 quivers of 20) 1 gp each quiver, 3 lb each quiver
Ink vial 1 gp, 1 oz
Thieves Tools, masterwork 100 gp, 2 lbs.
Entertainer's Outfit 3 gp, 4 lb.
Flint and Steel 1 gp, *
Grappling Hook 1 gp, 4 lbs
1 week trail rations 3 gp 5 sp, 7 lbs
Total permitted wealth: 36,000 gp (you are welcome to add above up to see how much spare change you have, but it's pretty pegged out.)
Spells per day: 0-3, 1st-4, 2nd-4, 3rd-3
Spells Known:
0-6, 1st-4, 2nd-4, 3rd-3
0 lvl - Mending, Detect Magic, Light, Mage Hand, Read Magic, Resistance
1st lvl - Cure Light Wounds, Detect Secret Doors, Feather Fall, Mage Armor
2nd lvl - Tongues, Invisibility, Cat's Grace, Mirror Image
3rd lvl - Dispel Magic, Charm Monster, Haste
Edit: Last changes made 2/8/2014 at 2:40 AM EST.