Tai-Tai Tai Not Standard Play Loincloth and Fur Bands Polytheistic Click for Bio
Character Name PLAYER CAMPAIGN OUTFIT DEITY
The Bard White Fur 10 Tiny 1' 10" 7 lb.
ROLE SKIN LEVEL SIZE HEIGHT WEIGHT
Mousefolk, Half White Dragon Dragon 7 Male Light Blue White
RACE TYPE AGE GENDER EYES HAIR
Chaotic Good Fabled Shadow Bard Darkvision 60 ft., Low-Light Vision 14
ALIGNMENT MAIN TITLE VISION ECL
Spell-Shield Sorcerer 5 / Prestige Bard 5 || Battle Dancer 10 || Mousefolk 1 / Half-Dragon (White) 3 / Rogue 6
CLASS
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
MAGICAL BONUS
SCORE
MAGICAL BONUS
MODIFIER
STR
Strength
16 +3 16 +3
DEX
Dexterity
16 +3 16 +3
CON
Constitution
14 +2 14 +2
INT
Intelligence
14 +2 14 +2
WIS
Wisdom
12 +1 12 +1
CHA
Charisma
26 +8 26 +8

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
69





Walk 60 ft. x4
Fly 30 ft. (Average)
AC
Armour Class
22 : 17 : 17 : 12 : 15 : 10 = 10 + 0 + 0 + 3 + 2 + 5 + 2 + 0 + 0
TOTAL TOUCH FLAT FLAT
TOUCH
IMMOBILE IMMOBILE
TOUCH
BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
TOTAL REMAINING
SP
Spell Points
84

INITIATIVE
Modifier
+3 = +3 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+10/+5


0 +0 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+5 = +3 + +2 + +0
+ +0
+ +0

Reflex
Dexterity
+9 = +6 + +3 + +0
+ +0
+ +0

Will
Wisdom
+7 = +6 + +1 + +0
+ +0
+ +0

TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+15/+10 = +10/+5
+ +3 + +2
+
+ +0
+
RANGED
ATTACK BONUS
+13/+8 = +10/+5
+ +3 + +0
+
+ +0
+
GRAPPLE
ATTACK BONUS
+5/+0 = +10/+5
+ +3 + -8
+ +0
+ +0
+
CONDITIONAL MODIFIERS:
Sneak Attack
DAMAGE
3d6
RANGE TYPE SPECIAL PROPERTIES
30 ft.
Precision
 Modifies Existing Attacks

*Unarmed Strike
(Base)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+15/+10
1d6+3
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed
0 ft.
Bludgeoning
M
 

*Unarmed Strike
(Reduce Self)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+17/+12
1d4+3
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed
0 ft.
Bludgeoning
M
 

*Unarmed Strike
(Enlarge Self)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+14/+9
1d8+3 20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed
0 ft.
Bludgeoning
M
 

*Unarmed Strike
(Greater Mighty Whallop)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+15/+10
1d10+3 20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed
0 ft.
Bludgeoning
M
 

*Unarmed Strike
(Greater Mighty Whallop + Reduce Self)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+17/+12
1d8+3 20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed
0 ft.
Bludgeoning
M
 

*Unarmed Strike
(Greater Mighty Whallop + Enlarge Self)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+14/+9
2d8+3 20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed
0 ft.
Bludgeoning
M
 

Claw
(Base)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+10/+5
1d2+1
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Natural
("Off Hand")
0 ft.
Slashing
M
 

Claw
(Reduce Self)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+12/+7
2
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Natural
("Off Hand")
0 ft.
Slashing
M
 

Claw
(Enlarge Self)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+9/+4
1d3+1
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Natural
("Off Hand")
0 ft.
Slashing
M
 

Bite
(Base)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+10/+5
1d3+1
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Natural
0 ft.
Piercing
M
 

Bite
(Reduce Self)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+12/+7
1d2+1
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Natural
0 ft.
Piercing
M
 

Bite
(Enlarge Self)
TOTAL ATTACK BONUS DAMAGE CRITICAL
+9/+4
1d4+1
20/x2
HAND RANGE TYPE SIZE SPECIAL PROPERTIES
Natural
0 ft.
Piercing
M
 

*Touch Attack (Melee)
TOTAL ATTACK BONUS TYPE CRITICAL
+15
Spell
20/x2

*Touch Attack (Ray)
TOTAL ATTACK BONUS TYPE CRITICAL
+13
Spell
20/x2

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
SKILLS TOTAL
POINTS
106 MAX
RANKS
13/6.5
SKILL NAME ABILITY SKILL
MODIFIER
= RANKS + ABILITY
MODIFIER
+ MISC
MODIFIER
  Appraise INT 5 = 3
+ 2
+ 0
  Balance DEX 12 = 5
+ 3
+ 4
  Bluff CHA 15 = 5
+ 8
+ 2
  Climb STR 3 = 2
+ 3
+ -2
  Concentration CON 15 = 13
+ 2
+ 0
  Craft (Untrained) INT 2 = 0
+ 2
+ 0
  Craft (Food) INT 5 = 3
+ 2
+ 0
  Decypher Script INT 2 = 0
+ 2
+ 0
  Diplomacy CHA 18 = 5
+ 8
+ 5
  Disguise CHA 10 = 0
+ 8
+ 2
  Escape Artist DEX 11 = 4
+ 3
+ 4
  Forgery INT 2 = 0
+ 2
+ 0
  Gather Information CHA 10 = 0
+ 8
+ 2
  Handle Animal CHA 11 = 1
+ 8
+ 2
  Heal WIS -1 = 0
+ 1
+ -2
  Hide DEX 16 = 1
+ 3
+ 12
  Intimidate CHA -4 = 0
+ 8
+ -12
  Jump STR 4 = 1
+ 3
+ 0
  Knowledge (Bardic Knowledge) BRD LV 7 = NA
+ 5
+ 2
  Knowledge (History) INT 9 = 5
+ 2
+ 2
  Knowledge (Nature) INT 4 = 0
+ 2
+ 2
  Listen WIS 0 = 1
+ 1
+ -2
  Move Silently DEX 11 = 4
+ 3
+ 4
  Perform (Untrained) CHA 10 = 0
+ 8
+ 2
  Perform (Dance) CHA 20 = 10
+ 8
+ 2
  Perform (Sing) CHA 23 = 13
+ 8
+ 2
  Profession (Chef) WIS 3 = 4
+ 1
+ -2
  Ride DEX 5 = 0
+ 3
+ 2
  Search INT 0 = 0
+ 2
+ 0
  Sense Motive WIS 0 = 1
+ 1
+ -2
  Slight of Hand DEX 8 = 1
+ 3
+ 4
  Speak Language INT NA = 0
+ 2
+ 0
  Spellcraft INT 2 = 0
+ 2
+ 0
  Spot WIS 4 = 1
+ 1
+ -2
  Survival WIS 6 = 5
+ 1
+ 0
  Swim STR 4 = 3
+ 3
+ -2
  Tumble DEX 18 = 13
+ 3
+ 2
  Use Magic Device CHA 11 = 1
+ 8
+ 2
  Use Rope DEX 6 = 1
+ 3
+ 2
◆ = Useable Untrained
CONDITIONAL MODIFIERS:
+2 on Disguise Checks to Act in Character

WEIGHT ALLOWANCE
Light 19 lb. Medium 38 lb. Heavy 57 lb.
Lift Over Head 114 lb. Lift Off Ground 228 lb. Push Or Drag 570 lb.

TEMPLATES
Half-Dragon: White


ARTIST IS CHARMANDRIGO
Discovered!
ARTIST IS CHARMANDRIGO
LANGUAGES
Common, Rodent, Draconic
PROFICIENCIES
All Simple and Martial Weapons
GAME RULES
Gestalt [SRD]
     Run 2 classes at once.
Spell Points [SRD]
     Use the spell point system.
TRAITS
Child Soldier [Homebrew]
     A warrior at an early age, their maturity doesn't match their age, but no one ever takes them seriously... until its too late. The Character must be under the starting age for their race. Characters with this trait over the age or under the affects of age altering spells, lose the trait. Benefit: +2 to all Cha and Dex skill checks except Intimidate. Allows characters who are not adults to be able to move, act and cast as if they were adults. Characters that take this feat are treated as one size category smaller in size until they grow to the minimum starting age for their race. Drawback: -2 to all Str and Wis skill checks as well as -4 to Intimidate. Adults will not take your character seriously until you've proven you are a forced to be reckoned with.
Polite [SRD]
     You are courteous and well spoken. You gain a +1 to diplomacy but take a -2 penalty to intimidate.
FLAWS
Arcane Performer [Homebrew]
     You need to perform to do your spells right. To cast a spell you need to make a perform check (of your choice) of DC: (10 + Spell Level). You've chosen perform (sing) making all spells have verbal components.
Free Spirited [Homebrew]
     Your Light, Medium, and Heavy carry capacities all half, but not lift over head, lift off ground and push or drag. Any armour penalty checks are also doubles, or tripled in the case of swim checks.
SPECIAL ATTACKS
Spellcasting [SRD]
     A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells based on spell points. In addition, he receives bonus spell points if he has a high Charisma score.
Spellcasting [SRD]
     When a new prestige bard level is gained (except at 1st, 3rd, 7th, and 13th level), the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. A prestige bard casts arcane spells from the schools of divination, enchantment, and illusion at +2 caster level. She casts arcane spells from the schools of evocation and necromancy at -2 caster level.
Bardic Knowledge [SRD]
     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.
Bardic Music [Wizards of the Coast - Players Handbook]
     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), or activate magic items by magic word (such as wands). 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.
Sneak Attack (3d6) [SRD]
     If a rogue 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 rogue’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 rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue 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 rogue 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 rogue 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 rogue 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 rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapsense +2 [Wizards of the Coast - Players Handbook]
     At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Squeak [Homebrew]
     This sonic based attack does 1d4-3 damage (Min 0)
Trapfinding [Wizards of the Coast - Players Handbook]
     Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Skills [EvenMouse's Homebrew]
     A mousefolk has a +2 racial bonus on Escape Artist, Hide, Move Silent and Survival checks. However he takes a -8 to intimidate checks.
Skills [SRD]
     A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) × (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Darkvision
(Ex)
[SRD]
     A creature with darkvison has the extraordinary ability to see with no light source at all, out to a range of 60 ft.. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Low-Light Vision
(Ex)
[SRD]
     A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.
Immune to Sleep
[SRD]
     A half dragon is immune to sleep effects, however the half-dragon is able to sleep.
Immune to Paralsys
[SRD]
     A half dragon is immune to paralsys effects.
Immune to Cold
[SRD]
     Half-Dragons gain an immunity to a type of energy, a white half dragon is immune to all cold damage.
2 Claw [SRD]
     The half dragon has 2 claw natural attacks that does slashing damage.
Bite
[SRD]
     A half dragon has a bite natural attack that does peircing damage.
Dragon Scales
[SRD]
     A half dragon gains +4 natural armor.
Dragon Type
[SRD]
     A half dragon's type is dragon instead of the base creature's.
Abilities [SRD]
     A half dragon gains the following bonuses to thier attributes: Str +8, Con +2, Int +2, Cha +2.
Abilities [SRD]
     A mouse folk has this modifier to thier attributes: Str -4. Dex +2, Cha +4.
Speed [SRD]
     A mouse folk starts with a 40 ft. speed.
AC Bonus [Dragon Compendium]
     When unarmored and unencumbered, the battle dancer adds her Charisma bonus (if any) to her AC. She uses the captivating and confusing movements of the battle dance to evade her foes' attacks. In addition, a battle dancer gains a +1 dodge bonus to AC at 5th level. This bonus increases by 1 for every five battle dancer levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). This bonus reflects the battle dancer's intense training in unarmed and unarmored combat. These bonuses to AC apply even against touch attacks or when the battle dancer is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load..
Unarmed Strike [Dragon Compendium, p.26]
     A battle dancer uses unarmed strikes in a manner similar to a monk. She can land a blow with her fist that has the same power as an axe stroke. At 1st level, the battle dancer gains Improved Unarmed Strike as a bonus feat. The battle dancer's unarmed attacks deal lethal damage, but she can choose to deal nonlethal damage without penalties on her attack rolls. Treat her attacks as both natural and manufactured weapons for purposes of spells and effects that can enhance either type of attack. The battle dancer's knowledge of martial arts allows her strikes to deal far more damage than an untrained person's blows. Note that, unlike a monk, the battle dancer does not gain the ability to use a flurry of blows, but she can make an off hand attack as normal using a weapon or unarmed strike.
Dancer's Strike (Magic) (Su) [Dragon Compendium]
     The magic of the battle dancer's arcane maneuvers allows her to manifest auras of energy around her feet and hands. These auras can defeat an opponent's damage reduction. The battle dancer can generate this aura as a standard action at will. It persists for a number of rounds equal to 5 + the battle dancer's Charisma modifier before it fades. At 6th level, the battle dancer's aura makes her unarmed strikes count as magic damage. At 12th level, the battle dancer chooses one aspect of her alignment, such as good or chaotic. Her aura allows her strikes to count as that alignment (as well as magic). She must choose one aspect of her alignment, and once she has made a choice she cannot alter it. At 18th level, the battle dancer can choose any one special material or alignment that overcomes damage reduction (such as adamantine, cold iron, holy, or even lawful). Her aura now includes that material or alignment. Once she has made this choice, she cannot change it.
Spell Shield [Dungeonscape, p.13]
     A Spell Shield sorcerer may call upon his namesake, the spell shield. By sacrificing some spell points, he can negate damage from an attack. By burning 1 spell point he negates 5 damage, for every 2 spell points after that he negates 5 more damage. A spell shield sorcerer must be able to cast a spell worth the spell points being burnt. This requires a concentration check, the DC is 15 + (damage to negate / 5). A spell shield can only be used once per round.
Breath of Cold (30 ft. Cone) (Su) [Races of Dragon]
     A half dragon with the Dragon Breath feat is able to use his breath weapon every 1d4 rounds. For a white dragon it is a 30 ft. cone of energy that deals 6d8 cold damage. A successful reflex save (DC: 10 + Con Modifier) reduces damage by half.
Bonus Speed [Dragon Compendium]
     The battle dancer moves with speed and agility earned through countless hours of practice, physical training, and study of the precise, fluid movements of her battle dances. She gains a +10- foot bonus to speed at 4th level. She gains additional +10-foot bonuses at 10th level and 16th level.
SPECIAL QUALITIES
Evasion (Ex) [SRD]
     At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Uncanny Dodge (Ex) [SRD]
     Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Countersong (Su) [SRD]
     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.
Inspire Courage (Su) [SRD]
     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) [SRD]
     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.
Facinate (Sp) [SRD]
     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.
Dance of Reckless Bravery (Su) [Dragon Compendium]
     A 2nd-level battle dancer with 5 ranks in Tumble gains the ability to inspire bravery in her allies. All ofthe battle dancer's allies within 30 feet of her gain a +4 bonus on saves against fear effects for a number of rounds equal to 5 + the battle dancer's Charisma modifier. The battle dancer can use this ability only when she is within an opponent's threatened area. It requires a move action that does not provoke an attack of opportunity.
Dance of the Vexing Snake (Su) [Dragon Compendium]
     A 5th-level battle dancer with 8 ranks in Tumble gains the ability to dodge her opponent's blows with her sudden, unpredictable maneuvers. She can use the Tumble skill to move at her normal speed without penalty, and she can Tumble a distance up to her current speed.
Dance of Floating Step (Su) [Dragon Compendium]
     The battle dancer moves with such grace and speed that she can dance across water. An 8th-level battle dancer with 11 ranks in Tumble can cross the surface of a liquid, such as water or magma, without taking damage or sinking below the surface. If she ends her movement on such a liquid, she takes damage and sinks as normal. The battle dancer must begin her movement on a stable, firm surface.
FEATS
Dragon Wings [Races of the Dragon]
     You have wings that aid your jumps, granting a +10 racial bonus on Jump checks. In addition, you can use your wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet with average maneuverability. Even if your maneuverability improves, you can't hover while gliding. You can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, your wings naturally unfurl, and powerful ligaments stiffen them. You descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
Improved Dragon Wings [Races of the Dragon]
     You can fly at a speed of 30 feet (average maneuverability). You can't fly while carrying a medium or heavy load or while fatigued or exhausted. You can safely fly for a number of consecutive rounds equal to your Constitution modifier (minimum 1 round). You can exert yourself to fly for up to twice as long, but then you're fatigued at the end of the flight. You are likewise fatigued after spending a total of more than 10 minutes per day flying. Because you can glide before, after, and between rounds of actual flight, you can remain aloft for extended periods, even if you can only use flight for 1 round at a time without becoming fatigued. When you reach 12 HD, you have enough stamina and prowess to fly for longer periods. You can fly at a speed of 30 feet (average maneuverability), and flying requires no more exertion than walking or running. You can make a dive attack. A dive attack works like a charge, but you must fl y a minimum of 30 feet and descend at least 10 feet. You can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. You can use the run action while flying, provided you fly in a straight line.
Dragon Breath [Races of the Dragon]
     You can use your breath weapon as a half dragon every 1d4 rounds instead of once per day.
Dragonfire Inspiration [Dragon Magic]
     When you use your bardic music to inspire courage, you can choose to imbue your allies with dragonfire. This choice made when first activating the ability, and the choice applies to all allies affected. Special: Each ally so inspired loses the standard morale bonus on weapon attack rolls and damage rolls. Instead, he deals an extra 1d6 points of fire damage with his weapons for every point of morale bonus that your inspire courage ability would normally add to the attack roll. For example, an 8th level bard using this ability would add 2d6 points of fire damage to his allies' attacks. If you have the Draconic Heritage feat or if you are a half-dragon, the extra damage is of the energy type (acid, cold, electricity, fire, or sonic) that corresponds to your heritage or your draconic parent instead. If your feat or your parent is not associated with one of these energy types, this feat has no effect for you.
Eschew Materials (Su) [SRD]
     You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
Improved Natural Arnor [SRD]
     The user must already have natural armor to select this feat, increase the user's natural armor by 1. This feat does stack with itself.


Sorcerer Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 8 5 3 2 1 - - - - -
SPELL POINT COST 1/3 1 3 5 7 - - - - -
LEVEL 0
Amanuesis
DC: 18
Save: Will negates [object]
Time: 1 standard action
Duration: 80 Minutes
Rng: Close (50 ft.)
Comp: V,S
SR: Yes [object]
School: Transmutation
Effect:  Copies 250 words per minute.
Source:  [Spell Compendium]
Target Area:   Object or objects with writing
Caster Level:   8
Arcane Mark
Save: None
Time: 1 standard action
Duration: Permanent
Rng: 0 ft.
Comp: V, S
SR: No
School: Universal
Effect:  Inscribes a personal rune [visible or invisible].
Source:  [SRD]
Target Area:   One personal rune or mark, all of which must fit within 1 sq. ft.
Caster Level:   8
Shadow Snowball
DC: 20
Save: Will Partial
Time: 1 swift action
Duration: 10 Rounds
Rng: Touch
Comp: V
SR: Yes
School: Illusion (Shadow)
Effect:  You conjure in your hands one snowball made of quasi-real material from the plane of shadow. If tossed at someone they only barely notice it if they disbeleive.
Source:  [Homebrew]
Target Area:   Hand
Caster Level:   10
Detect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 10 Minutes
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  Detects spells and magic items within 60 ft.
Source:  PH p.219
Target Area:   Cone-shaped emanation
Caster Level:   10
Alter Shadow

Save: None
Time: 1 swift action
Duration: 10 Rounds
Rng: See Text
Comp: V, S
SR: No
School: Illusion (Shadow)
Effect:  The caster changes the shape and/or direction of his shadow, he may make it up to 4 times as large as it is or hide it fully.
Source:  [Homebrew]
Target Area:   Caster's Shadow
Caster Level:   10
Light
Save: None
Time: 1 standard action
Duration: 60 minutes [D]
Rng: Touch
Comp: V, M
SR: No
School: Evocation
Effect:  Object shines like a torch. The material component is met with eschew materials.
Source:  [SRD]
Target Area:   Object touched
Caster Level:   6
Prestidigitation
DC: 18
Save: See text
Time: 1 standard action
Duration: 1 hour
Rng: 10 ft.
Comp: V, S
SR: No
School: Universal
Effect:  Performs minor tricks.
Source:  [SRD]
Target Area:   See text
Caster Level:   8
Mending
DC: 18
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 1 minute
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
Effect:  Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).
Source:  [SRD]
Target Area:   One object of up to 1 lb.
Caster Level:   8
LEVEL 1
Enlarge Self
DC:
19
Save: None
Time: 1 round
Duration: 8 Minutes or Permanent
Rng: Personal
Comp: V,S,M
SR:No
School: Transmutation
Effect:  This spell causes instant growth of the caster, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack,. The caster has an option of casting this spell one level higher to be permanent. The spell's material component is met with Eschew Materials
Source:  [Homebrew]
Target Area:   Self
Caster Level:   8
Reduce Self
DC:
19
Save:None
Time: 1 round
Duration: 8 minutes or Permanent
Rng: Personal
Comp: V,S,M
SR: No
School: Transmutation
Effect:  This spell causes instant diminution of the caster, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size. All equipment worn or carried by a creature is similarly reduced by the spell. Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple magical effects that reduce size do not stackThe caster has an option of casting this spell one level higher to be permanent. The spell's material component is met with Eschew Materials
Source:  [Homebrew]
Target Area:   One container or garment with a pocket touched
Caster Level:   8
Detect Secret Doors
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of secret doors. 2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location. Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Source:  [SRD]
Target Area:  Cone-shaped emanation from self
Caster Level:   10
Mage Armor
DC:
19
Save:Will Negates (Harmless)
Time: 1 standard action
Duration: 8 Hours
Rng: Touch
Comp: V,S,F
SR: No
School: Conjuration (Creation)
Effect:  An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armorAn invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. The leather inside Tai-Tai's fur bands is used as the arcane focus.
Source:  [SRD]
Target Area:   Creature Touched
Caster Level:   8
Whelm
DC: 21
Save: Will negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (50 ft.)
Comp: V,S
SR: Yes
School: Enchantment
Effect:  Deal 1d6 nonlethal damage plus 1d6 for every two caster levels beyond 1st [max 5d6 @ 9th].
Source:  PH2 p.128
Target Area:   One living creature
Caster Level:   10
LEVEL 2
Spider Climb
DC: 22
Save: Will Negates (Harmless)
Time: 1 standard action
Duration: 100 Minutes
Rng: Touch
Comp: V, S, M
SR: Yes (Harmless)
School: Transmutation
Effect:  The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. The material component is met with eschew materials.
Source:  [SRD]
Target Area:   Creature Touched
Caster Level:   8
Shadow Mask

Save: None
Time: 1 standard action
Duration: 100 Minutes
Rng: Personal
Comp: V,S,M
SR: No
School: Illusion (Shadow)
Effect:  You draw raw energy from the Plane of Shadow to obscure your face. You cause a mask of shadows to form around your face. It does not impede your vision, cannot be physically removed, completely hides your features, and protects you against certain attacks. You receive a +4 bonus on saving throws against light or darkness spells and any spells that rely on bright light for damaging effects, such as the flare spell or the fireworks effect of pyrotechnics. You also gain a 50% chance each round to avoid having to make a saving throw against gaze attacks, just as if you averted your eyes. If you avert your eyes while using shadow mask, you get to check twice to see if you avoid having to make the saving throw. When the spell's duration ends, the shadow mask fades over the course of 1d4 rounds (rather than immediately), giving you time to keep your face hidden by other means. A successful dispel magic cast against a shadow mask effectively ends the spell and causes the same slow fading. You may optionally make this spell look like sunglasses. The material component is met with Eschew Materials
Source:  [Spell Compendium]
Target Area:   Self
Caster Level:   10
Shadow Spray
DC: 22
Save: Fortitude Negates
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (200 ft.)
Comp: V, S, M
SR: Yes
School: Illusion (Shadow)
Effect:  As you finish casting this spell, ribbonlike shadows burst outward from the midst of your foes. You cause a multitude of ribbonlike shadows to instantaneously explode outward from the point of origin. Creatures in the area take 4 points of Strength damage and are dazed for 1 round. The material component is met with Eschew Materials
Source:  [Spell Compendium]
Target Area:   5 ft. Area Burst
Caster Level:   10
LEVEL 3
Lesser Shadow Evocation
DC: 23
Save: Will Partial
Time: 1 standard action
Duration: See Text
Rng: See Text
Comp: V, S
SR: Yes
School: Illusion (Shadow)
Effect:  You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.) Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-tenth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-tenth as strong (if applicable) or only 10% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (10%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (3rd) rather than the spell’s normal level. Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect. Objects automatically succeed on their Will saves against this spell.
Source:  [Pazio]
Target Area:   See Text
Caster Level:   10
Greater Mighty Wallop
Save: None
Time: 1 standard action
Duration: 8 Hours
Rng: Touch
Comp: V,S,AF
SR:No
School: Transmutation
Effect:  The head of the weapon you touch is suddenly encased in a filmy halo that only you can see, extending out from the weapon to a distance of several inches. Greater Mighty wallop increases the damage of a bludgeoning melee weapon by one size category per 4 caster levels (Maximum +5 sizes or Collossal, whichever is first) without increasing the dimensions or weight of the weapon. The Arcane Focus is a Melee Weapon, but as a battle dancer you are able to use your unarmed strike as the focus and apply this to your unarmed strike.
Source:  [Races of the Dragon]
Target Area:   One Bludgeoning Weapon
Caster Level:   8
LEVEL 4
Shadow Conjuration
DC: 24
Save: Will Partial and See Text
Time: 1 standard action
Duration: See Text
Rng: See Text
Comp: V S
SR: Yes, See Text
School: Illusion (Shadow)
Effect:  You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower. Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature. Spells that deal damage, such as Melf's acid arrow, have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration's level (5th) rather than the spell's normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances, such as obscuring mist, have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work. A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature's damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately). Furthermore, the shadow creature's AC bonuses are one-fifth as large (so a +7 bonus resulting in AC 17 would change to a +1 total bonus for a new AC of 11). A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their Will saves against this spell.
Source:  [SRD]
Target Area:   See Text
Caster Level:   10
* = Domain/Specialty Spell



Tai-Tai
lewdbgbg.jpg
Mousefolk, Half White Dragon
RACE
7
AGE
1' 10"
HEIGHT
24 lbs.
WEIGHT
Light Blue
EYE COLOR
White Fur
SKIN COLOR
White
HAIR COLOR
Short and Messy
HAIR STYLE
Being alone in life.
PHOBIAS
Easily Excited, Genuinely Kind, Not a Care in the world
PERSONALITY TRAITS
Cheese, Magic, Food, Cheese
INTERESTS
Common, some broken words and others not fully known. Tends to *STRESS* important parts in a higher voice
SPOKEN STYLE
Tai-Tai the White, Fabled Shadow Bard
TITLES
Tai
NICKNAME
Description

A young child, he has white fur, rounded ears and... wings. Looking closer he seems to be decorated with some kind of cyan markings. At the very least he is sort of dressed, if you count a small black loincloth that doesn't always work and fur arm and leg bands as dressed.

Home

"This City", Outer Area


The city without a name, often called this city by it's dwellers. The city attracts all sorts, as it's divided into enough districts to almost compete with sigil. It is a frequent stop for the Union Gate as well if you wanted into Sigil even a guard could get you there. Tai-Tai lives in the upper floor of a tavern, but he isn't rich enough to live near the center.

Biography

Tai-Tai is from a Mousefolk Tribe, specifically the Sun-Flower tribe. His mother was a sweet girl, but a terrible white dragon raped her. The result (With the mother dying during childbirth) was Tai-Tai. He was raised by the elder directly, because nobody would take him in and in this case the elder had to. However, it wasn't all well, nobody trusted him and for good reason. If it wasn't for an attonement spell it would have been worse. When he was 6 and performing with the once a year blow out, a bard from the city could tell the situation and offered to take him in, the vote was unanimous to have it be so.


Tai-Tai was mentored for 6 months before his new parent's tragic end, but he did learn how to be a bard proper instead of a sorcerer who performed some. It isn't much but he's able to live off what he performs. He does singing and dancing at the same time, the bar owner let him move upstairs in the bar where he lives for a cut of the funds, and outside of something tragic happening he was set. However, he wants more treasure in his life, because what can be expected from a half dragon?


7