Jaya "Satchel" Aeron (DT)

The Avengers' Number 1# Fan

Description:

Jaya is a petit and scrawny elf. She moves gracefully and tends to float along singing to herself, occasionally skipping when no one is looking. Her long golden hair has a mind of it’s own when left alone so it tends to be tied up in intricate knots with colourful ties that only the nimblest fingers could accomplish. Her face is beautiful in that typically elven way. She is dressed in fine elven leathers and carries a matching set of elvish weapons – dagger and long sword. They are delicately carved with the elven words – Lîr and Lilta.

She is a wandering wastrel, flitting from town to town, following her latest muse.

Class Bard
Level Level 5
Level Title Troubador
XP 26304
|XP to next level
33000
10% XP Bonus? N

Religion:
Elf – F – Neutral Good
Languages: Common, Neutral Good, Elvish, Gnome, Halfling, Goblin, Hobgoblin, Orcish, and Gnoll

Ability Scores:

STR 17 Hit Mod +1 Dmg Mod +1 Wt All. +50 lbs. OpDr 1-3 BendB 13%
INT 15 Lng +5 KwSpl 65% MinSpl 7 MaxSpl 11
WIS 15 MntSav +1
DEX 19 ReactAdj +3 MsleMod +3 ACAdj -4
CON 12 HPAdj +0 SystmShck 80% Res 85% MaxNoRes. 12
CHA 18 MaxNoHM. 15 LoyalAdj +40% ReactAdj +35%
COM 17 (12)
HD 5d6 HP 24
AC 4 Shieldless AC 4 Rear AC 10
Movement Rate 120’
THAC0 16

Weapon Proficiencies: Long Sword
Non-Proficiency Penalty: -4

Weapon Space Required Speed Factor Total To Hit Bonus Damage (S-M) Damage (L) No. of Attacks Range
Lilta Dagger +1 1’ 2 -3 1d4+1 1d3+1 3/2 10’/20’/30’
Lîr Longsword/Broadsword +1 3’ 5 +2 1d8+1 1d12+1 1

Saving Throws:

Paralyzation, Poison or Death Magic 14
Petrification & Polymorph 12
Rod, Staff & Wand 13
Breath Weapon 15
Spell 14

Bard Skills
Charm: 28%
Lore: 8%
Read Languages: 25%

Spells per Day

Druid Is considered a 4th Level Druid when casting Druid spells
1st Level 3
2nd Level 1
Illusionist Is considered a 2nd Level Illusionist when casting Illusion spells
1st Level 2

Racial abilities

  • 90% resistance to sleep and charm spells
  • When employing either a bow of any sort other than a crossbow, or a short
    or long sword, elven characters gain a bonus of + 1 on their die rolls “to hit”.
  • Infra-vision 60’
  • Secret or concealed doors within 10’ (1 in 6). If actively searching for a secret door (2 in 6) and concealed portal (3 in 6)
  • If alone and not in metal armor – silent movement with surprise (d6, 1-4) of the time unless some portal must be opened, then (d6, 1-2).

Class Abilities

  • May employ musically-based magical items to greater effect (listed in the class description)
  • Casts Druid spells at one level below Bard level.
  • Casts Illusionist spells at three levels below Bard level.
  • Read Language: The Bard gains a percentage chance to understand writing written in a language that the Bard doesn’t understand. If successful, the Bard understands an amount equal to the percentage. The Bard can perform this ability on writing that is extinct. Given enough writing, the Bard can learn a language by spending a month (subtracting a number of days equal to the points of the Bard’s INT above 12, and the number of languages the Bard already knows). The Bard can only ever learn a number of languages up to how many their INT allows.
  • Lore: A percentage chance to know the abilities or knowledge about a famous weapon or location. This is subject to DM approval.
  • Charm: May be attempted on any creatures within 40’ of the Bard with at least animal intelligence. A roll is made on the Charm percentage; if failed, all creatures are delayed for 1 segment. If successful, all creatures get to make a Saving Throw against Spell. If the creature’s Saving Throw is successful, the creature will listen for one melee round, before acting normally. If the creature’s Saving Throw fails, it is charmed – it will listen to the Bard and follow them around, doing nothing else, as long as the Bard continues to play.

If a creature charmed speaks the language the Bard is using to charm, then the Bard can attempt to implant a suggestion (as the spell). The creature targeted makes another saving throw, at -2 on the dice. If the saving throw succeeds, the targeted creature is free from the charm entirely. On a failed save, the creature must follow the suggestion.

A Bard may attempt to charm as many times as they wish per day, but individual creatures may be affected only once per day – if a creature makes it’s saving throw, it is immune for the next 24 hours. A Bard can do nothing else but walk while charming – any other action interrupts the charm. The Bard must play their instrument with both hands. Loud noises may drown out the charm, stopping it from working.

  • Bardic Songs:
    - Increase Morale: Takes one round of inspiring poetry to begin the effect, but from the second round onwards, all allies gain +1 on Saving Throws vs fear, submission, or any attack which attempt to dishearten an individual. In addition, the Bard inspires a ferocity in their allies attacks; all allies gain +1 on their “to hit” rolls. Neither of these effects effect the Bard themselves. As long as the Bard continues to sing, the effects may last up to a Turn. The Bard may attack while they sing and still produce these effects, but cannot charm or cast spells. If leading a group into battle, any NPCs gain a 10% bonus to morale.
    - Countersong: A Bard’s playing can help to counter the effects of any sound-based attacks launched at the party, such as the song of Harpies, the roar of a Dragon, or the keen of a groaning spirit. All allies, including the Bard, gain +1 on saving throws against these attacks. This ability can also be used to silence Shriekers.
    - Bardic Duel: When two Bards attempt to charm one another, the percentage chance of the lower level Bard is subtracted from the chance of the higher level Bard, giving the total percentage chance that the higher level Bard may exhibit their will. If the two Bards are of equal level, there is no chance of success, but it will sound exquisite!
    - Marching Song: If the party is on foot, the party gains a 20% bonus to movement speed. If they are all mounted, then they gain a 10% bonus instead.

Class Restrictions

  • Cannot wear heavier armour than Leather, can not use any better shield than a wooden shield.
  • Requires an instrument to perform any ability (including spells) other than Inspiring Morale.
  • Cannot employ henchmen or hirelings until Level 11.
  • Cannot work with other Bards while adventuring, though is free to practice and write songs with other Bards when not adventuring.
  • Will retain very little wealth, usually donating it to a worthy charity (that is not, or is not owned by, a player character). If the Bard has amassed a lot of money, they may choose to throw an extravagant feast instead of donating the money.
  • Cannot dual-wield weapons for any reason.

Equipment

  • Gear Carried
Item Quantity Weight (lbs.)
Lilta Dagger +1 1 1
Lîr Long Sword +1 1 3
Leather Armour 1 15
Backpack 1 2
Lute 1 4
Rope ’50 1 6
Belt Pouch 1 1
Cloak 1 2.5
Fine Clothes 1 2.5
Rations 5 13
Coins 0 0

Lîr and Lilta: A delicately crafted pair of sword and dagger, designed in a traditional Elven single-edged, flowing, curved blade style. Along the blades are engraved musical notes, and traditional Elven poetry.

Light Riding Horse

Money:

Total Weight Carried (lbs.) Maximum Unencumbered Weight Limit (lbs.) Maximum Encumbered Weight Limit (lbs.)
00 100 170+

Encumbrance:

Weight/Bulk Movement Speed Reaction/Initiative Current Stage
0 – 100 / No Bulky Armour 120’ Normal YES
100 – 135 / Fairly Bulky Armour 90’ Normal, no bonuses from DEX
135 – 170 / Bulky Armour 60’ – subject can trot for small distances Is slowed as per the Slow spell
170+ / Carrying Substantial Bulk 30-40’ – no trotting possible Is slowed even further as per the Slow spell
Bio:

Jaya "Satchel" Aeron (DT)

The Troubled, and the Secret Hoard drathmoore violets_are_red