HP 83 9d6+3d10+36
Init. +3 –1 dex +4 feat
Base A. Bonus +8
Melee Attack +8
Ranged Attack +7
Maneuvers +8
Armor Class -1
Touch AC –1
Flat-footed -1
Maneuvers +4

ABILITY trait mod
Strength 10 +0
Dexterity 9 –1
Constitution 16 +3
Intelligence 10 +0
Wisdom 10 +0
Charisma 16 +3
Fortitude +7
Reflex +6
Will +9
SKILL Roll Calculating
Appraise +0 Int 0
Bluff +33 Cha 3 +rank 12 +class 3 +feat 6
+reforged 6
+item 3
Disguise +14 Cha 3 +rank 5 +class 3 +item 3
Climb +0 Str 0
Diplomacy +26 Cha 3 +rank 11 +class 3 +reforged 6
+item 3
+0 Dex -1 +rank 1
Fly +0 Dex -1 +rank 1
Perception +10 Wis 0 +rank 1 +class 3 +detective 4
+reforged 2
Ride +1 Dex -1 +rank 1
Spellcraft +5 Int 0 +rank 2 +class 3
Stealth +6 Dex -1 +rank 4 +class 3
+22 Wis 0 +rank 7 +class 3 +detective 4
+reforged 8
Use Magic
+8 Cha 2 +rank 3 +item 3
Swim +0 Str 0
KNOWLEDGE Roll Calculating
Local +6 int 0 +rank 2 +detective 4
Nobility +2 int 0 +rank 2
Craft Roll Calculating
Painting +5 int 0 +rank 5
Perform Roll Calculating
Oratory +8 cha 3 +rank 2 + class 3
String instruments +8 cha 3 +rank 2 + class 3
Wind instruments +8 cha 3 +rank 2 + class 3

(add +2 when using Diplomacy to Gather Info)

Nature: Cohort
Leader: Ari Thiel
Allegiance: Ari's Artisanal Agency
Player: Julian Silden LangloJulian Silden Langlo

Race: Warforged
Origins: Bought for the army of Aundair during the war, chose to continue service afterwards.
Religion: Undecided.

Class: Bard 9 / Reforged 3
Archetype: Detective
Alignment: Lawful Good.


Gender Identity: Female
Age: 8
Head: Face is obsidian on the right side & marble on the left side.
Ghulra: A small dagger with a dark tipped white feather as a handle.
Eyes: Shining blue.
Height: 5' 9"
Weight: 280 pounds.
Body: Tall and lithe deep blue steel body.

Languages: Common.



Class Abilities

●All simple weapons, plus longsword, rapier, sap, short sword, shortbow, whip, light armor, shields (not tower).

●Can cast bard spells while wearing light armor, and/or can use a shield,
without it incurring the normal arcane spell failure chance.

1.Eye for Detail (Ex): (Detective)
Gains a bonus = (1/2 level, minimum +1) = +2 bonus, on the following:
●Knowledge [local], ●Perception, and ●Sense Motive checks.
●Diplomacy checks made to gather information.

2.Arcane Insight (Ex): (Detective)
●Can find & disable magical traps by using the Disable Device skill.
●Gets a +4 bonus on saving throws made against illusions.
●Gets +4 bonus on Caster Level checks & saving throws to see through disguises and protections against divination (such as "magic aura", "misdirection", and "nondetection").


2.Arcane Investigation:
●Class spell list (what they can choose from when selecting spells known) also includes the following:
1st lvl: detect chaos/evil/law/good.
2nd lvl: zone of truth.
3rd lvl: arcane eye, speak with dead, speak with plants. .
4th lvl: discern lies.
5th lvl: prying eyes, stone tell.
6th lvl: discern location, find the path, greater prying eyes, moment of prescience.
●Can add 1 of these spells, or any bardic divination spell, as a bonus known spell, for "free".
●Can add 1 more per 4 levels after 2nd lvl (so at 6th lvl, 10th, 14th, and 18th).

5.Lore Master (Ex): (Bard)
●Can take 10 on any Knowledge skill check that they have ranks in, if desired.
●In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action.
●Can use this ability +1 extra time per day for every 6 lvls they have over 5th (to max 3/day at 17th lvl).

6.Suggestion (Sp): (Bard) A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

9.True Confession (Su): (Detective) a detective can use performance to trick a creature into revealing its secrets. Using this ability requires a successful Sense Motive check to see through a Bluff or notice mental compulsion. After 3 continuous rounds of performance, the target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours. On a failed save, a liar inadvertently reveals the lie and the truth behind it. A creature under a charm or compulsion reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break free from the enchantment. This ability is language-dependent and requires audible components. Using this power requires only 2 rounds of performance at 15th level, and 1 round of performance at 20th level.

1.Extroverted (Ex): (Reforged) Gain a bonus = (+2 per Prestige Class level) to Bluff, Diplomacy and Sense Motive checks.

1.Natural Healing (Ex): (Reforged) You rid yourself of lethal damage, nonlethal damage and ability damage by resting, just like other living creatures do. Likewise, you heal faster when you have complete bed rest and when a character uses the Heal skill to put you under long-term care.

2.Reforged Insight (Ex): Gain a +2 insight bonus on Wisdom checks and Wisdom-based skill checks.

2.Magical Healing (Ex): Gain full benefit of any magical healing applied to you (rather than 1/2 benefit of such effects, as warforged usually do).

3.Embrace Emotion (Ex): Any time you are subject to an effect that grants you a morale bonus, that bonus is increased by +3 (technically +1 per level in this Prestige Class).

3.Final Reforging: You undergo a dramatic physical transformation, often described as a reforging or birth. You lose any warforged feats you have, undergoing a consistent physical change (losing any composite plating, armor spikes, metal tracery, and so forth) and losing the ability to use warforged Components (any components you have installed are automatically detached).

In exchange, you gain an equal number of bonus feats in place of the lost feats, gain "Unarmored Body" as an additional bonus feat (ignoring the 1st level only prerequisite), and any 1 additional bonus feat (can't be a Combat-type feat). You can choose any feats you qualify for as your replacement-feats, even (most) "1st-lvl only" ones.

Beyond game mechanics, the character now experiences perceptions much more like a living being does, tasting, touching, hearing and feelings the world more deeply and vividly, and in general feels more like a living being than before. He can eat and drink properly now (though he still doesn't require it), and perform other biological functions as GM decides.


Bardic Performance

Daily Use: 2 + Cha mod 3 + (2 × Bard lvl 9) = 23 rounds per day.

1.Countersong (Audible)
1.Distraction (Visible)
1.Fascinate (Audible & Visible)

1.Careful Teamwork (+2): (Audible & Visible) (Detective) Keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent.

3.Inspire Competence (+3): (Audible) (Bard) Can help an ally within 30 ft to succeed at a task. Gives a competence bonus on skill checks for a given skill as long as they continue to hear the performance. You can't use this on self. Some uses of this are infeasible (f.ex. stealth), won't work if GM says so.

Racial Abilities

Attacks: Natural Attack, slam, 1d4 dmg.

●Sleep effects .

●Energy drain

Living Construct:
●Does heal damage naturally and can be repaired with skill checks, due to being Reforged.
●Can be raised & resurrected.
●Can be affected by spells that target living creatures as well as by those that target constructs.
F.ex: Damage dealt to a living construct can be healed by a "cure light wounds" spell or
a "repair light damage" spell. Similarly, they would be vulnerable to the "Harm" spell
●Spells from the ''healing'' subschool provide only 1/2 effect.
When reduced to 0HP: "Disabled", just like a living creature.
Can only take 1 single move action or standard action in each round,
but strenuous activity does not risk further injury.
At (–10<HP<0): Inert, unconscious & helpless, and can't take any actions,
yet don't lose more HP, unless more damage is dealt to him.
●Does not need to eat, sleep, or breathe, but can still benefit from the effects
of consumable spells and magic items such as "heroes’ feast" and potions.
●Must still rest for 8 hours before preparing spells.

Spell Effects: Vulnerable to certain spells and effects that normally don’t affect living creatures.
●Takes damage from "heat metal" and "chill metal" as if he were wearing metal armor.
●Affected by "repel metal" or stone" as if he were wearing metal armor.
●Is repelled by the "repel wood" spell.
●Takes 2d6 dmg from the "rusting grasp" spell (Reflex half).
●Takes the same dmg from rust monster's touch (Reflex save for half).
●Spells like "stone to flesh", "stone shape", "warp wood", & "wood shape" only affect objects,
and thus can't be used on the stone and wood parts of a warforged.


1.Skill Focus (Bluff): Get +3 to chosen skill (if has 10 ranks in the skill, bonus increases to +6).
3.Heroic Spirit: Gain 3 Action Points.
5.Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
7.Improved Initiative: +4 bonus to Initiative.
Bonus. Unarmored Body: You lose the normal +2 armor bonus and light fortification common to warforged characters, but you have no inherent chance of arcane spell failure and can wear armor or magic robes and gain their full effects.
9.Heroic Spirit: Gain 3 Action Points.
11.Heroic Spirit: Gain 3 Action Points.



Caster Level: 9th. Concentration: +12. Spell Save DC's: 1d20 +spell level +3.

Spell Slots:
Cantrips: ∞ per day
1st level: 6 per day
2nd level: 5 per day
3rd level: 4 per day

Spells Known:
0.Detect Magic: Spot spells, magic items & magical energies within 60 ft cone
0.Mage Hand: 5-pound telekinesis.
0.Prestidigitation: Lets caster perform wide variety of minor tricks & conveniences for 1 hour.
0.Ghost Sound: Create illusory sounds, of max volume = 4 people/CL, 1 round/CL.
0.Light: Makes an object shine like a torch.
0.Read Magic: Enables caster to read scrolls & spellbooks.

1.Cure Light Wounds: Heals touched target of 1d8+CL (max +5) damage.
1.Disguise Self: An illusion makes you appear like a different person.
1.Sleep: Puts 4 HD of creatures into a magical slumber.
1.Animate Rope: Makes a rope move at your command.
1.Detect Secret Doors: Reveals hidden doors within 60 ft.
1.Magic Aura: Alters object's magic aura.

2.Alter Self: Change own body into the form of a Small or Medium humanoid.
2.Invisibility: Target is unseen for 1 min/CL, or until they attack.
2.Silence: Negates sound in 20-ft. radius.
2.Zone of Truth: Subjects within range cannot lie.
2.Blur: Attacks miss subject 20% of the time.

3.Glibness: You gain +20 bonus on Bluff checks, and your lies can escape magical discernment.
3.See Invisibility: Reveals invisible creatures or objects.
3.Speak with dead: Speak with recently deceased creatures.
3.Arcane Concordance: A shimmering, blue and gold radiance surrounds you, enhancing arcane spells cast by your allies within its area. Any arcane spell cast by a creature within the area gains a +1 enhancement bonus to the DC of any saving throws against the spell, and can be cast as if one of the following metamagic feats was applied to it (without increasing the spell level or Casting Time): Enlarge Spell, Extend Spell, Silent Spell, or Still Spell (you choose the metamagic feat when you cast arcane concordance).



Rapier: 1-hand wpn. Dmg: 1d6+1. Crit: 18–20 /×2. Traits: Silver, +1 weapon. Cost: 2'410 gp
Slam: natural wpn. Dmg: 1d4. Crit: x2. Traits: "Primary" natural wpn.
Body: light armor. AC: +2. Max dex: +∞. Penalty: –0. Spell fail: 5 %. Speed: 30 ft.

Circlet of Persuasion: +3 competence bonus on Charisma-based checks, 4'500 gp.
Belt of Mighty Constitution: +4 Constitution bonus, 16'000gp.
Eyes of the Eagle: +5 competence bonus to Perception, 2500 gp.
Masterwork Flute: This high-quality instrument grants a +2 circumstance bonus on Perform checks made to perform with the instrument, 100 gp.
Masterwork Harp: This high-quality instrument grants a +2 circumstance bonus on Perform checks made to perform with the instrument, 100 gp.

Wealth: 6'390 gp

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