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 Zarra: Female drow Brd6; CR 7; Medium-size humanoid (elf); HD 6d6-3; hp 20; Init +3; Spd 30 ft.; AC 14 (touch 13, flat-footed 11); Atk +4 melee (1d6-1/18-20/x2, masterwork rapier); or +9 or +7 ranged (1/19-20/x2, masterwork hand crossbow with masterwork Crossbow bolts) or (1d2 plus Subdual whip); SQ bardic knowledge +8, bardic music (countersong, fascinate, inspire competence, inspire courage, suggestion) 6/day, drow traits, SR 17; AL NE; SV Fort +2, Ref +9, Will +7; Str 8, Dex 16, Con 8, Int 14, Wis 12, Cha 18.
    Skills and Feats: Balance +10, Bluff +9, Climb +2, Diplomacy +9, Gather Information +7, Hide +8, Intimidate +6, Jump +6, Knowledge (history) +4, Knowledge (nobility and royalty) +4, Knowledge (religion) +4, Listen +5, Move Silently +5, Perform +13, Search +4, Spot +3, Tumble +11; Daylight Adaptation, Exotic Weapon Proficiency (hand crossbow), Martial Weapon Proficiency (rapier), Toughness .
    Bardic Music: The bard can use his song or poetics to produce magical effects on those around him. Countersong (Su): The bard can counter magical effects that depend on sound by making a Perform check for each round of countersong. Any creature within 30 ft. of the bard who is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of his or her saving throw if desired. Countersong lasts for 10 rounds. Fascinate (Su): The bard can cause a single creature within 90 ft. that can see and hear him to become fascinated with him. The bard's Perform check result is the DC for the opponent's Will save. Any obvious threat breaks the effect. Fascination lasts (see right). Inspire Competence (Su):An ally within 30 ft. who can see and hear the bard gets a +2 competence bonus on skill checks with a particular skill for as long as he can hear the music. Inspire Courage (Su): Allies who can hear the bard receive a +2 morale bonus to saves against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls The effect lasts for 5 rounds after the ally can no longer hear the bard. Suggestion (Sp): The bard can make a suggestion (as the spell) to a creature he has already fascinated. A Will save with a DC of (see right) negates the effect.
    Drow Traits: Immune to magic sleep spells and effects; +2 racial bonus to Will saves against enchantment spells or effects; darkvision 120 ft.; entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; +2 racial bonus to Will saves against spells or spell-like abilities; spell-like abilities (1/day-dancing lights, darkness, and faerie fire as though cast by a sorcerer of the drow's character level); +2 racial bonus to Listen, Spot, and Search checks (already figured into the statistics given above).
    Bard Spells Known: (3/4/3; base DC=14 + spell level): 0-dancing lights, detect magic, ghost sound, mage hand, mending, read magic; 1st-charm person, cure light wounds, expeditious retreat, feather fall; 2nd-cat's grace, eagle's splendor, invisibility.
    Gear: masterwork rapier, masterwork hand crossbow, 20 masterwork bolts, bracers of armor +1, cloak of resistance +1, bead of force, potion of alter self, potion of cure moderate wounds, potion of delay poison, potion of detect thoughts.
    Wealth: 80 gp.
    Description: Zarra is short, attractive, with a mischievous look about her at all times. She dresses provocitavely and flirts with both men and women.
    History and Personality: Born in a drow city ruled by male spellcasters, she struggled hard to find a kind of magic that suited her, finally discovering a series of chants and musical beats in which she was naturally skilled (her uses of bardic music intended to only affect her allies are very quiet, and often only heard by those withh keen elven ears). She left her city with a caravan after slaying a potential suitor over a disagreement, and joined Seldszar's mercenary company when he offered her a position as his second-in-command.