CORE STATSSTR 14, DEX 18, CON 16, INT 20, WIS 16, CHA 18, COM 10, EGO 13
HP 40; BAB +4; Fort +9, Ref +10, Will +6; AC 20 (Touch 17, Flat 14); DR 2/-; Init +4; Move 40'; Power Points 8; Reputation +2
Traits: Quick (+10 to movement, -1 hp/level); Flaws:
Extreme Loyalty (Surandra the Wisened)
ECL 5th; XP 14,000 (15,000 needed for next level)
WEAPON STATSBard's Friend: Attack +8, Damage 1d4+2, Critical 18-20/x2; Poisoned
Bard's Garrote: Attack +8, Damage 2d4+2, Critical x2; Non-Lethal and Coup de Grace
Flying Daggers: Attack +8, Damage 1d4+2, Critical 19-20/x2, Range 20'
Pelota: Attack +8, Damage 1d4+2, Critical x2, Range 10'; Poisoned or Alchemical Compound
Widow's Knife: Attack +8, Damage 1d4+2, Critical x3; Poison on Demand, +1d3 Spring Damage
SKILLSSkill Totals: Appraise +5, Balance +9, Bluff +14, Climb +2, Concentration +3, Craft (Alchemy) +13, Craft (Poisonmaking) +15, Decipher Script +6, Diplomacy +12, Disguise +15, Escape Artist +4, Forgery +15, Gather Information +15, Heal +13, Hide +12, Intimidate +10, Jump +9, Knowledge (Local) +15, Listen +11, Move Silently +12, Ride +4, Search +5, Sense Motive +11, Sleight of Hand +15, Spot +3, Survival +3, Swim +2, Tumble +14, Use Magic Device +10, Use Rope +4
Skill Points/Level: 14.
Languages (Literate): Common, Drajish, Gulgan, Nibense, Raamish, Thieves' Cant, Tyrian, Urikite.
Situational Modifiers: Jace gains a +2 modifier on most of his social-oriented skill checks (due to his Reputation Modifier). While inside a city-state, Jace gains a +2 bonus to Gather Information, Hide, Knowledge (Local), Move Silently and Sense Motive checks. When inspecting poisons or alchemical compounds, he gains a +2 bonus to Appraise checks. When using or deciphering scrolls, he gains a +2 bonus to either Decipher Script or Use Magic Device, whichever is most appropriate at the time.
Note: The skills above include ability score, rank, synergy, class, and equipment bonuses. Skills that require training are not listed. Jace is also an acrobat and a jongleur, using Tumble, Balance, Sleight of Hand, and Alchemy in place of a Perform skill, as per the Perform skill.
FEATSDodge: Jace is quite dextrous and can easily tumble out of the line of fire.
Psionic Dodge: As long as Jace is able to maintain his psionic focus, he gains an additional dodge bonus.
Quick Draw: Jace is proficient at hiding his weapons in a fashion that lets him ready them at a moment's notice, a knack he developed as part of his bardic training.
Two-Weapon Fighting: Training as a ranger has taught Jace how to fight with two weapons, and he does so surprisingly well.
Up the Walls: A side benefit of the training of his psionic potential, Jace has developed the ability to literally run up walls and along other surfaces.
Urban Tracking: Jace can track down or shadow individuals in urban environments, relying on his ability to gather information more than relying on survival techniques.
Weapon Finesse: While Jace is not a particularly strong man, his deft hands allow him to wield his weapons with amazing grace and fervor.
RACIAL TRAITSAttribute Modifiers: +2 to Intelligence and Charisma; +1 to Dexterity at 4th level.
Psionic Powers: Cloud Mind and Conceal Thoughts
Wild Talent: Danger Sense
(requires psionic focus)CLASS TRAITSBardic Knowledge: Jace has picked up an overwhelming bit of information during his travels, rolling his class level plus Intelligence modifier as a general Knowledge skill about people, places, or things.
Bardic Training: He also gains bonus skill points for use with entertainer skills. Craft (Alchemy) and Knowledge (Local) are his current skills of choice, allowing him to add some 'magical' flair and comedic observations to his performances.
Bonus Feats: Jace has gained the equivalence of the Quick Draw, Two-Weapon Fighting, and Urban Tracking feats.
Favored Terrain: Jace has lived most of his life within the walls of city-states and has developed quite a knack for surviving there. He gains a +2 bonus to Gather Knowledge, Hide, Knowledge (Local), Move Silently, and Sense Motive checks while within their walls.
Poisoner: Exceptionally skilled in the use of poisons, Jace never has a chance of accidently poisoning himself.
Smuggler: He gains a +1 insight bonus to Bluff and Sleight of Hand checks for every two class levels as a bard.
Streetsmart: Jace has been around the block a few times, and he gains a +2 competence bonus on Gather Information and Intimidate checks.
Wild Empathy: Jace has a limited ability to improve the attitude of animals, gaining only one-half his ranger level to the 1d20 roll.
ATHASIAN BARD VARIANTSource: See
Athas.org for full details.
BARDIC MUSIC VARIANTBardic Training: Instead of gaining Bardic Music, the bard gains one additional skill point per level for any Craft, Knowledge, Perform, or Profession skill of choice at levels 1, 3, 6, 9, 12, and 15.
URBAN RANGER VARIANTSource: Unearthed Arcana for the variation and
Athas.org for the base class.
Class Skills: Replace Knowledge (Nature), Knowledge (Dungeoneering) and Survival with Gather Information, Knowledge (Local) and Sense Motive.
Favored Enemy: In addition to being able to select creatures or environments as per the Dark Sun rules, an Urban Ranger can select an organization as their favored enemy.
Urban Tracking: Replaces Track, allowing the use of Gather Information to track down individuals within a community.
Wild Empathy: Jace adds only half his class level to wild empathy checks.
WEAPONSJace is surprisingly well-armed for someone who appears to be anything but...Bard's Friend: Jace's off-hand weapon in most serious fights, this is a cruel advancement of brass knuckles with poison-tipped spikes reaching out from betwixt his fingers and shards of obsidian jutting from either end. The damage it does is superficial, but it is capable of vicious critical strikes and the reputation it has as a poison delivery system is enough to make even a half-giant think twice.
Bard's Garrote: A wire mesh wrapped in supple leather and worn as a bracelet, this is Jace's last ditch weapon as it is also the most difficult one to discover
as a weapon.
Flying Dagger (x6): Jace keeps at least two of these slender throwing blades hidden on his person at any given time. He often uses them as part of his act. He leaves them unpoisoned, but coats the obsidian blades with an alchemical oil that causes them to twinkle with a myriad array of colors when juggled in the light of a bright sun.
Pelota (x16): Filled with poisons or alchemical compounds, these make for brilliant distractions when escaping from danger or for creating a diversion. Jace is fond of using the goo from tanglefoot bags with them, but also uses them for smoke diversions and acid or alchemist's fire delivery systems.
Widow's Knife (x2): Jace's preferred weapon, this knife has a poison resoirvoir within its hilt and two prongs concealed therein. On a successful hit, Jace can activate one of the prongs inflicting a token amount of damage and injecting the target with the poison.
ARMORPiecemail Armor: Jace's preferred armor consists of a set of Artist's Armor for his torso and legs and the equivalence of Medium Gladitorial Armor for both of his arms. The Artist's Armor is part of both his Wastelander and Entertaining Outfits, and the Gladiatoral armor is part of his Wastelander Outfit. Under the standard rules, this composition grants +3 AC, +6 Dex, and a -0 Penalty, but it has been adapted for the optional rules from
Unearthed Arcana per request.
MAGIC/PSIONIC ITEMSSending Stone: Jace can use the
Sending spell to communicate with the owner of the other half of this small stone, namely his mother Surandra the Wisened. It is protected by the reverse of
Nystul's Mystic Aura, making it appear to be a simple bauble that he wears as a cheap amulet.
Rings: Ring of Mind ShieldingWands: Wand of Charm Person (50 charges),
Wand of Shield (50 charges).
OTHER GEARCommon Items: Backpack, Bedroll, Belt Pouch (x6), Caltrops, Chalk, Empty Ceramic Vials (x6), Heavy Desert Cloak, Waterskin (x2), Whetstone.
Special Items: Book of Poisons*, Disguise Kit, Entertainer's Outfit, Healer's Pouch, Masterwork Artisan's Tools (Forgery), Poisonmaker's Kit, Wastelander's Outfit.
Alchemical Compounds**: Alchemist's Fire (x4), Smokestick (x4), Tanglefoot Bag (x4), Thunderstone (x4)
Poisons & Drugs: Ingested Poisons - Templar's Ultimatum (x1 application);
Injury Poisons - Hunting Cactus (x6 applications), Jungle Bloodgrass (x6 applications), Soldier Antloid (x6 applications)
Miscellaneous: Freeman's Pass (Forged; DC 35).
* This 'book' is actually a collection of cloth strips similar to the 'books' used by the Veiled Alliance. They're worn as simple body wraps, but when unraveled and puzzled together in the proper fashion, they reveal various recipes and techniques used to create many different and potent poisons.
** These are stored in Pelota, each one color coded for identification purposes.WEALTH318 Cp total
BOOKS USEDPlayer's Handbook, Dungeon Master's Guide, Unearthed Arcana, Expanded Psionics Handbook, Dragon #319, Dark Sun 3 (netbook),
Athasian Emporium (netbook), and two homebrewed options