The Forces of SkullReach
Level: 14 Total XP: 63000
Strength: 10 | 0
Constitution: 17 | +4
Dexterity: 20 | +5
Intelligence: 16 | +3
Wisdom: 18 | +4
Charisma: 24 | +7
Max HP: 34
Surge Value: 3
AC Total: 20
Attack Bonus: +11
Atk bonus R Hand:
Atk bonus L Hand:
Ribbon Whip 1d2
Stone-foot: Bohemian Gnomes have tougher feet than their Rock Gnome kin, developed from centuries of traveling on bare feet. They never need to wear any sort of footwear to protect their feet. When walking over rough terrain that would damage their feet, they have a +2 racial bonus to resist that damage. For example, the +2 bonus to AC that a normal creature gains against caltrops’ attack roll for wearing shoes is similar to this, but these particular bonuses stack.
+2 racial bonus on saving throws against illusions.
- Dancing: A heroic dancer is much different than normal dancers of the world, and are capable of employing their art in a manner that inspires allies and demoralizes foes.
Once per day per dancer level, a dancer can use her skill and grace to produce magical effects on those around her (usually including herself, if desired). Each ability requires both a minimum dancer level and a minimum number of ranks in the Perform (Dancing) skill to qualify; if a dancer does not have the required number of ranks in the Perform (Dancing) skill, she does not gain the dancing ability until she acquires the needed ranks.
Starting a dancing effect is a standard action. Some dancing abilities require concentration, which means the dancer must take a standard action each round to maintain the ability. Dances that require concentration are considered to equivalent to casting spells, and thus are subject to concentration checks. Even while using dancing that doesn’t require concentration, a dancer cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). If disoriented in some way or blinded, a dancer has a 20% chance to fail when attempting dancing. If she fails, the attempt still counts against his daily limit. Most dancing abilities, unless otherwise stated, last 1 round per dancer class level.
- Knight’s Armored Defense (Su): A dancer with 3 or more ranks in a Perform (Dancing) skill can use her dance to inspire her allies against attacks. Knight’s Armored Defense gives all allies a +2 morale bonus to AC, and this bonus is raised by +1 at 5th, 10th, 15th, and 20th levels.
- Fascinate (Sp): A dancer with 3 or more ranks in a Perform (Dancing) skill can use her dancing to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see the dancer, and able to pay attention to her. The dancer 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 dancer attains beyond 1st, she can target one additional creature with a single use of this ability.
To use the ability, a dancer makes a Perform check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the dancer cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the dance, taking no other actions, for as long as the dancer continues to dance and concentrate (up to a maximum of 1 round per dancer 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 dancer 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.
- Fighter’s Insight (Su): A dancer of 3rd level or higher, with 6 or more ranks in a Perform (Dancing) skill can use her dance to inspire her allies, granting them more accurate attacks. Fighter’s Insight gives all allies a +2 morale bonus to Attack rolls, and this bonus is raised by +1 at 5th, 10th, 15th, and 20th levels.
Wizard’s Thoughtful Guidance (Su): A dancer of 6th level or higher with 9 or more ranks in a Perform (Dancing) skill can use her dance to inspire her spellcasting allies to greater heights. Wizard’s Thoughtful Guidance allows all allied spellcasters to cast spells as if they had a caster level of one higher; this bonus is doubled at 12th level. This dance requires concentration.
- Immortal Carving Magic Strings (Su): A dancer of 9th level or higher with 9 or more ranks in a Perform (Dancing) skill can use her dance to distract enemy spellcasters, breaking their concentration. Immortal Carving Magic Strings requires all enemies within 60 feet attempting to use spells or spell-like ability to succeed a concentration check as if they had been injured (DC 10 + dancer class level + effective level of the spell being cast). This dance requires concentration.
- Blade Dance (Su): A dancer of level 12 or higher, with 15 or more ranks in a Perform (Dancing) skill can use her dancing to inspire allies to greater ferocity. Blade Dance grants the all allies an additional 1d6 damage while this dance is being performed. This bonus increases to 2d6 damage at 16th level, and 3d6 damage at 20th level. This dance requires concentration.
- Sneak Attack: Starting at 4th level, if a dancer can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The dancer’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the dancer flanks her target. This extra damage is 1d6 at 4th level, and it increases by 1d6 every four dancer levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a dancer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A dancer can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The dancer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A dancer cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
- Dancer’s Guise (Ex): Dancers may always take 10 on any Disguise checks to appear as any type of dancer, or a similar character, such as harem-maidens, gypsies, and prostitutes. All dancers are gifted with the exceptional ability to confuse and entice those into believing they are an entertainer.
Listen| WISDOM +2
Spot| WISDOM +2
Move Silently| DEXTERITY +2
SearchChecks| INTELLIGENCE +2
Perform/Dance| CHARISMA +1
Arms: Spiked Leather Bracers
Head: Crunchy Balaclava
Neck: Spiked Collar
4 unknown hearts
Hilly Berrington grew up quietly with his parents, constantly traveling. He had interests in dancing, leather and performing at a very young age, but did not begin his dancing career until he was 30 years old.
Hilly began his dancing career when a friend secretly submitted his name to the local tavern dancing competition. The performance he was forced into won him a “Dancer of the Month” contest and a 5000 gold prize. His performance in the tavern caught the eye of famed choreographer Bim Dench, who took Hilly under his wing. Hilly made the decision to leave his parents and pursue a career as a dancer. Bim Dench was a great tutor in all things, especially whips. Soon after the training, he was performing hardcore dancing in taverns across the region. Hilly became a well renowned dancer appearing even in capital cities.
Over the years of performing, Hilly grew increasingly interested in his ♂Deep♂Dark♂Fantasy♂ of owning a dungeon. He decided to go on a spiritual journey to find his answer and, perhaps, become a true ♂Dungeon♂Master♂.