Donovan Phillips Leitch

Description:

Race: Kobold
Homeland: Moonsea City-States (Thentia/Phlan)
Class: Bard 2nd / Enchanter 1st
Kit: Loremaster
Alignment: Non-Chaotic, Non-Evil
Religion: Mystra
Experience: 5760
Next Level: 2500 / 2500
Max Level: 6th / 10th


Ability Scores:

Str 11 Stamina 14 60-lb encumbered
Muscle 7 -1 attacks
Dex 16 Aim 14
Balance 18 +4 AC, +2 surprise
Con 12 Health 10 70% system shock
Fitness 13 90% resurrection survival
Int 18 Reason 18 25 spells per level
Knowledge 18 80% chance to learn spells
Wis 14 Intuition 13
Willpower 14
Cha 16 Leadership 17 +6 NPC loyalty
Appearance 14 +2 NPC reactions

Reactions:

  • Initiative: +0
  • Surprise: +2
  • NPC Reaction: +2

Combat Statistics:
Hit Points: 4
Armor Class: 14 (Dex)
Base Attack Bonus: +0
Saves:

  • Paralyzation/Poison/Death: 13
  • Rod/Staff/Wand: 11
  • Petrification/Polymorph: 12
  • Breath Weapon: 15
  • Spells: 12
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
weapon

Thief Skills: (in armor)

PP 15% HS
OL HN 25%
F/RT CW 45%
MS RL 30%
LL 10%

Non-Weapon Proficiencies: General, Priest, Rogue, Warrior, and Wizard

Modern Languages (Common) 18 Somatic Concealment 15
Modern Languages (Espruar) 18 Quick Tongue 15
Modern Languages (Tharian) 18 Thaumaturgy 16
Modern Languages (Cormanthan) 18 Arcanology 15
Modern Languages (Auld Wyrmish) 18 Spellcraft 16
Reading/Writing (Common) 19 Research 18
Reading/Writing (Espruar) 19 Heraldry 18
Reading/Writing (Thorass) 19 Etiquette 16
Ancient History (Moonsea) 18 Folklore 16
Local History (Phlan) 16 Singing 16
Musical Instrument (Hurdy Gurdy) 15 Navigation 16
Signature Spell (Sleep) Looting 16

1 open slot

Weapon Proficiencies:
Hand Crossbow
Quarterstaff
Knife


Special Powers:

  • Kobolds have infravision to a range of 60 feet.
  • Traps set by a Kobold impose a -5% penalty per level of the Kobold to an opponent’s Find Traps roll. The opponent’s chance to remove a trap once found is not penalized.
  • Unless kobold characters display special capabilities, intelligent and powerful opponents are likely to attack them last of all.
  • Lore masters memorize and cast spells as if they were one level higher.
  • Spellcasters of the city-states can prepare an additional spell for each spell level available to them. These additional spells must come from the Abjuration school. This stacks with any bonus spells from high ability scores, specialization, or other sources.
  • An Enchanter can memorize and cast one additional spell per spell level, provided the additional spell is taken from the Enchantment school.
  • Enchanters receive a +1 bonus when making saving throws against Enchantment spells when cast by other wizards. Likewise, other characters suffer a -1 penalty when making saving throws against an Enchantment spell cast by the enchanter.
  • Enchanters receive a bonus of +15% when learning spells from the Enchantment school and a penalty of -15% when learning spells from other schools.
  • When an Enchanter attempts to create a new spell, the DM should count the new spell as one level less (for determining the difficulty) if the spell falls within the Enchantment school.
  • Lore masters can attempt to use any magical item (regardless of class restrictions). An Intuition check is rolled; if it is successful, the Lore master successfully uses the magical item in question. This does not mean that the Lore master fully understands the operation of the item, only that his attempt to use it in this particular way is successful.
  • Lore masters can make their Read Languages attempt twice if the language in question is an ancient one (a language no longer spoken). They can also use their read languages ability to decipher runes, glyphs, pictograms, ideograms, or any other form of ancient visual communication. Even though a Lore master cannot be proficient in a newly encountered ancient language, if he makes his check against an ancient language, he understands the basics of the ancient language. Elementary use of the language is gained, allowing for written or even spoken communication at one-tenth the normal rate.
  • Influence Reactions: When performing for an audience, the bard can attempt to alter the mood of his listeners. Such an audience must not be attacking or preparing for an immediate attack. The bard must be singing, chanting, spinning a tale, reciting a powerful oratory, or playing a tune on an instrument with which he is proficient. The intended effect of the performance is determined by the bard’s player; he may want to make the audience friendlier or more hostile, for instance. After a length of time (1d10 rounds is suggested), all NPCs able to hear the performance (regardless of whether or not they are paying attention) must roll a saving throw vs. paralyzation. For small groups, roll individual saving throws. For large groups, the DM may split the audience into groups of ten or so and roll a separate saving throw for each group. There is a -1 penalty to the saving throw for every three levels of experience of the bard. Those failing the roll have their reactions adjusted one level (from friendly to indifferent, for example) in the desired direction (see NPC Reactions). Those whose saving throws succeed have their reactions adjusted one level in the direction opposite from that intended by the bard.
  • Rally Allies: To use this ability, the bard must know the nature of the upcoming combat. A bard can’t rally allies if there is no obvious opponent. Rallying allies is done is much the same manner as influencing reactions. The bard sings heroic songs or weaves inspiring tales about how his comrades will overcome their foes and win the day. Such heroic recitals always take at least three rounds, and the audience must be in close proximity to the bard for the effects to occur (within a 10-foot radius per level of the bard). When complete, all the affected allies automatically receive one of the following three benefits (as decided by the bard’s player): +1 to attack rolls, +1 to saving throws, or +2 to morale. The chosen effect lasts one round per level of the bard. The effects can be renewed by the bard, even during the same encounter, but combatants have to return to within the bard’s radius and listen to his tales for another three rounds. It is impossible to rally allies who are actively battling opponents.
  • Counter Song: Another powerful use of story, song, or tale when voiced by a bard is that of counter song. This is the intricate art of canceling the effects of hostile sound, whether it be songs, chants, wails, or even commands and suggestions from magical spells. In order to sing the proper counter song or chant the proper counter poem, a bard must concentrate intensely. He may perform no additional actions other than a slow (half speed) walk. If he is struck by an attack or fails a saving throw, his attempt is ruined. The exertion is such that only one counter song may be attempted per encounter or battle.
    Success of the counter song is realized only if the bard rolls a successful saving throw vs. spell. If this is successful, the hostile sounds have no effects within 30 feet of the bard. If the saving throw fails, the bard’s attempt is fruitless and the hostile sounds have their standard effects (applicable saving throws and other defenses still apply).
    Counter singing does not prevent hostile spellcasters from reading scrolls, using magical item command words, or casting spells (even spells with verbal components). Counter singing does prevent all other hostile sounds from functioning, including spell effects that require the caster to speak (e.g., command, quest, suggestion, tongues, etc.).
  • Legend Lore: One of the most useful abilities of the bard is his knowledge of famous magical items and uncanny knack for figuring out how they function. To perform legend lore, the bard must scrutinize the item closely. This does not necessarily require actually handling the item, but it must be fully visible to the bard.
    Scrutiny takes 1d10 rounds, after which a percentile roll is made. The bard has a 5% chance per level of knowing something about the item. The exact information revealed is up to the DM. The bard draws upon history, rumors, and clues based on the item’s construction to gain this information. Typical information revealed includes the item’s history, maker, name, and other less technical aspects. Information such as the number of pluses, exact command words, etc., are rarely learned. This type of specific information is left for spells, such as identify, commune, limited wish, and so on.

Penalties:

  • Bright light hurts kobold eyes, giving them a -1 penalty to their attack rolls when in direct sunlight.
  • Kobolds are small-sized. They cannot use Large-sized weapons and must wield Medium-sized weapons in two hands.
  • As small-sized creatures, kobolds have 2/3 the carrying capacity of a human of equal strength.
  • Mooneyes from the city-states are at -2 for encounters with Zhentilar, Red Plumes, or Mulman warriors.
  • Thieves picking a Mooneye’s pocket gain a 10% bonus to their chance of success.
  • Any spell cast by a caster of the city-states that directly harms an opponent has a -1 penalty for every die rolled for damage (minimum 1 per die).

Enchanter Spells: as 2nd-level Wizard

1st 2nd 3rd 4th 5th 6th 7th
2 + A + E + S
  • Forbidden Schools: Evocation, Necromancy
  • Paths: Councilor’s Path, Donovan’s Path, Path of Dreams, Road of True Names,

Spellbook:

  • 1st level: Comprehend Languages, Detect Untruth, Donovan’s Erratic Thaumaturgy [A, E], Donovan’s Heroic Fray [E], Friends [E], Khinasi Trade Tongue, Message, Protection from Evil [A], Sleep [E, S]
  • Prepared Spells:
    • 1st:

Bard Spells: as 3rd-level Wizard

1st 2nd 3rd 4th 5th 6th 7th
2 + A + S

Paths: Apprentice’s Path, Road of Cups, Road of Soul’s Release, Sage’s Path

Spellbook:

  • 1st level: Cantrip [A], Conjure spell Component, Detho’s Delirium, Emirikol’s Question, Identify, Know Faction, Know History, Know School, Protection from Evil [A], Protection from Vermin [A], Read Magic, Sleep [S], Summon Fetish Spirit
  • Prepared Spells:
    • 1st:
    • 2nd:

Advancement Notes

Armor Allowed: Leather Armor, no shields.

  • Cannot cast spells in non-magical armor.

Weapons Allowed: Blowgun, Dagger, Dart, Hand Crossbow, Knife, Quarterstaff, Slings group

  • Gain 15 points for Thief skills per Bard level.
  • Starting at 5th level, a wizard’s lifespan is extended by his constant exposure to the arcane. The wizard’s maximum lifespan increases by an amount equal to five times his level. He still suffers the effects of aging at the same rate as other members of his race. This can be further extended through the use of certain spells and magic items.
  • Once he reaches 9th level, a wizard can pen magical scrolls and brew potions. He can construct more powerful magical items only after he has learned the appropriate spells (or works with someone who knows them).
  • Being something of a warrior, a bard can build a stronghold and attract followers upon reaching 9th level. The bard attracts 10d6 0th-level soldiers into his service. They arrive over a period of time, but they are not automatically replaced if lost in battle.
  • Upon reaching 10th level, a bard can attempt to use magical devices of written nature-scrolls, books, etc. However, his understanding of magic is imperfect (although better than that of a thief), so there is a 15% chance that any written item he uses is read incorrectly. When this happens, the magical power works the opposite of what is intended, generally to the detriment of the bard or his friends. The DM will tell you what happens to your character, based on the situation and particular magical item. The result may be unpleasant, deadly, or embarrassing.
  • At 11th level, the Enchanter gains the ability to cast a special free action spell once per day on himself or any creature he touches. The casting time is only 1, and no material components are required; the spell duplicates the effects of the 4th-level priest spell free action and lasts for one hour.
  • At 14th level, the Enchanter acquires immunity to all forms of the charm spell.

Equipment:


Encumbrance:

Base Speed: 6
Total Weight of Gear: ???

Unencumbered Light Moderate Heavy Severe
Weight 0 – 40 lbs. N/A N/A N/A 41+
Movement 6 N/A N/A N/A 0
Bio:

A regular on the voyages to and from Phlan, Donovan is a herald hired by the council to recruit adventurers. In addition to his droning tenor and mad hurdy-gurdy skills, he is a scholar of all-things mystical, thaumaturgical, and arcanological. Depite his musical and oratorical talents, he tends to dress and speak plainly, mixing well with common folk. After several voyages, and a few rounds of bilking passengers out of their traveling money, Donovan is ready to bail on Valkur’s Wake and take some extended shoreleave.

Thrown like a star in my vast sleep
I open my eyes to take a peep
To find that I was by the sea
Gazing with tranquillity.
’Twas then when the Hurdy Gurdy Man
Came singing songs of love,
Then when the Hurdy Gurdy Man
Came singing songs of love.
Hurdy gurdy, hurdy gurdy, hurdy gurdy, gurdy he sang.

Histories of ages past
Unenlightened shadows cast
Down through all eternity
The crying of humanity.
’Tis then when the Hurdy Gurdy Man
Comes singing songs of love,
Then when the Hurdy Gurdy Man
Comes singing songs of love.
Hurdy gurdy, hurdy gurdy, hurdy gurdy, gurdy he sang.
Here comes the roly poly man and he’s singing songs of love,
Roly poly, roly poly, roly poly, poly he sang.
Hurdy gurdy, hurdy gurdy, hurdy gurdy, gurdy he sang,

Donovan Phillips Leitch

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