Recent NPC Closeups
Rurik Soulforge, Illithid Hunter
Mykos Kal-Myith, Desert Wanderer
Din'elen Tiriandara, Justiciar
Gwall, White Dragon Samurai
Leoward, Free Defender of the Forest
Namiid Softstrider, Child of Two Cultures
Maenoth, Agent of the Crown
(ARCHIVE)


Character Closeup

Morning Glory Blade
By Gwendolyn F.M. Kestrel

Morning Glory Blade, Brd 9 (CR 9)

Morning Glory Blade: Female elf Brd 9; CR 9; Medium-size humanoid; HD 9d6; hp 31; Init +3; Spd 30 ft.; AC 14, touch 14, flat-footed 11; Atk +8/+3 melee (1d8+2/19-20, +1 longsword); or +11/+6 ranged (1d8+1/x3, masterwork mighty composite longbow [+1 Str bonus] with masterwork arrows); SQ bardic knowledge +9, bardic music (countersong, fascinate, inspire competence, inspire courage, inspire greatness, suggestion) 9/day, elf traits; AL NG; SV Fort +3, Ref +9, Will +5; Str 13, Dex 16, Con 10, Int 10, Wis 8, Cha 19.

Skills and Feats: Diplomacy +16, Knowledge (history) +12, Knowledge (nobility and royalty) +12, Listen +1, Perform (singing, dancing, lute, panpipes, lyre, drum, drama, mime, juggling) +16, Search +2, Spot +1; Dodge, Mobility, Point Blank Shot, Spring Attack.

Bardic Knowledge: Morning Glory Blade can make a bardic knowledge check with a bonus of +9 to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places.

Bardic Music: Blade can use her song or poetics to produce magical effects on those around her.

Countersong (Su): Morning Glory Blade can counter magical effects that depend on sound by making a Perform check for each round of countersong. Any creature within 30 feet of her that is affected by a sonic or language-dependent magical attack can use Morning Glory Blade's Perform check result in place of his or her saving throw if desired. Countersong lasts for 10 rounds.

Fascinate (Sp): Morning Glory Blade can cause a single creature within 90 feet that can see and hear her to become fascinated with her. Morning Glory Blade's Perform check result is the DC for the opponent's Will save. Any obvious threat breaks the effect. Fascination lasts 9 rounds.

Inspire Competence (Su): An ally within 30 feet who can see and hear Morning Glory Blade gets a +2 competence bonus on skill checks with a particular skill for as long as he or she can hear the music.

Inspire Courage (Su): Allies who can hear Morning Glory Blade 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 her.

Inspire Greatness (Su): After hearing Morning Glory Blade sing for a full round, a creature within 30 feet gains +2 Hit Dice (d10s that grant temporary hit points), a +2 competence bonus on attacks, and a +1 competence bonus on Fortitude saves. The effect lasts until 5 rounds after the creature can no longer hear her.

Suggestion (Sp): Morning Glory Blade can make a suggestion (as the spell) to a creature she has already fascinated. A Will save (DC 17) negates the effect.

Elf Traits: Morning Glory Blade is immune to magic sleep spells and effects. She has a +2 racial bonus on saves against enchantment spells or effects. She also has low-light vision (can see twice as far as a human in low-light conditions) and is entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it. As an elf, she has Martial Weapon Proficiency (composite longbow, composite shortbow, longbow, longsword, and rapier) as bonus feats. Morning Glory Blade also has a +2 racial bonus on Listen, Spot, and Search checks (already figured into the statistics given above).

Bard Spells Known (3/4/4/3; save DC 14 + spell level): 0 -- detect magic, flare, ghost sound, open/close, read magic, resistance; 1st -- charm person, cure light wounds, identify, mage armor; 2nd -- blur, silence, sound burst, tongues; 3rd -- confusion, dispel magic, keen edge.

Possessions: Ring of protection +1, +1 longsword, masterwork mighty composite longbow (+1 Str bonus), 25 masterwork arrows, cloak of Charisma +2, Heward's handy haversack, potion of jump, potion of spider climb, potion of invisibility, acid (flask) (2), alchemist's fire (2), antitoxin (vial) (2), holy water (flask) (2), smokestick (2), sunrod (2), tanglefoot bag (2), thunderstone (2), tindertwigs (2), lute, 100 gp pearls (2).

Go to the D&D main news page for more articles and news about the new D&D or check
out the D&D message boards for a lively discussion of all aspects of the D&D game.





© 1995-2004 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.
Wizards is headquartered in Renton, Washington, PO Box 707, Renton, WA 98057.


PRIVACY STATEMENT
Printer Friendly
Hasbro.com