Holden Goldensinger    (Human male Bard)
Character Information   
Name: Holden Goldensinger XP/Next lvl: 3208 / 4000
Class: Bard HP:curr/max 9 / 9
Alignment: Neutral AC:reg/rear/no shield 6 / 8 / 6
Race: Human Level: 2
Age: 23 Height: 170 ft
Weight: 85 p Gender: male
Encumbrance: Movement:
Languages: Common Breton, Common Gauloise, Elven
Ability Scores   
STR: 10 ()
INT: 15 ()
WIS: 8 ()
DEX: 15 (-1 Defense)
CON: 10 ()
CHR: 15 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 12 14 16 15

Notes:

Description and Background   
Description:
A slim man with golden short hair that goes to his ear, medium height. He has brown eyes with the tiniest scar above his left eyebrow. He has been called handsome on many occasions and he attributes it to the fact that he never grew any facial hair, or more precise never having the ability to. He looks very untidy, dirty tattered clothes missing numerous buttons and belts and uncombed hair that looks like he has just woken up all the time. An indigenous tattoo of a turtle sat on his left arm that seemed very peculiar, if you stared at it long enough, it would almost look as if the turtle is walking very slowly

Background:
Holden Silverhorn was born in Bretons, Port Royale as the son of a noble family of medium status within the city. His parents were looking to further their standing in the city, so the moment he was born he was promised to be wed to the daughter of a family that possess great power within the city. From a very young age he was brought up to be a noble, to carry himself as such and act in a way that emphasizes his status, but as a kid he was as far from acting like a noble as a child can ever be. He would always run from the house and play with street urchins, follow bugs around and explore the port in all its oddities. He was reminded constantly that he is going to make his family 'great again' by marrying the Wingtons' daughter and his mother in particular was extremely happy about the occasion that grew nearer and nearer with every day. Holden met with his future bride many times but as a child he was simply confused by the whole situation. As he grew up to be more self-aware at the age of 11, he understood the situation and decided that this life is not the type that he would like to lead. He packed a few things and ran away from home to the first ship he could find, he knew that he wouldn't be welcomed in, so he hid in a barrel and was boarded on. A day later when he was discovered, he realized that he boarded a pirate ship and he was met with complete cruelty as the captain was known for being the absolute worst in the seas. He was made to walk the plank at the age of 11 while the crew laughed, strangely enough, he found the whole thing entertaining. Once he hit the water, he swam for a good 2 hours before passing out. When he woke up, he found himself in a tent being tended to by an elven healer about his age. Once he was nursed to full health he was brought to the clan's chief and he was told that he could stay here until the next ship came by, that a human cannot be part of this clan, not that Holden asked to be. Holden was clearly an outcast within the first two weeks except with the elf h


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Sword, short & scabbard 1 1/6 n n
Dagger 1 1/4 n n
Equipment
Qty Item Location
1 Studded Armor
1 Turtle Lute
1 Concertina
1 Silver Braided Necklace


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 360 0 21 9
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Audible Glamour
Bless
Charm Person
Command
Comprehend Languages
Message
Speak With Animals
Ventriloquism


Spell Book



Notes
Breton Born
+1 reputation
Bard
+1 saving throw bonus to all mind/charm effects
+1 to hit with short bladed swords

healing word
Once per day bards may use this skill to restore health and vigour to the injured or those suffering from poison or disease. You may restore a total of 1hp per level to a number of people equal to your charisma modifier bonus or to the maximum number of henchmen you may have.

Inspire skill: The bard may attempt to encourage and enhance the skills or abilities of an ally through the use of dramatic words to inspire hope, courage, skill or endeavor. Basically you can get someone to make an advantageous roll, rolling their action dice twice and taking the higher of the rolls.

Taunt skill: The bard may critique and mock an opponent to the extent that they take actions at a disadvantage, rolling their action dice twice and taking the least favorable die roll as the outcome.

Charm Percentage (20) is the chance the bard has of successfully casting a charm person (or charm monster) spell with his or her music. This charming ability does not negate any immunities or the saving throw versus magic.

legend lore and Item Knowledge Percentage (5) shows the chance that the bard has of knowing something about a legendary person, place or thing or of knowing what a particular magic item is. The latter ability is limited to weapons, armor, potions, scrolls, and those items of magical nature which the bard can employ or which bear magical inscriptions; for a11 bards know runes, glyphs, characters, symbols, etc. Naturally, any knowledge gained by bards while in their former classes is also retained at all levels.

Bards Table 111: Armor and Weapons Permitted:

Armor Shield Weapons* Oil Poison
leather or magical chainmail. none club, dagger, yes yes
dart, javelin,
sling, scimitar, neutral evil
spear, staff, sword*'
*includes any magical weapons of the named type
**bastard, broad, long, short


A bard's singing and playing negates the song effects of harpies and prevents similar attacks which rely upon song. It will likewise still the noise of shriekers, far these creatures are soothed by the vibrations of the bard's instrument.

The singing and playing of the bard likewise has a chance of charming most creatures. Creatures within 4' of the bard must be diced for if they are not already associated with the bard and those possibly affected (See Table II) must save versus magic or be charmed and sit entranced while the bard sings. Note that even those creatures not charmed will listen to the bard's singing and playing for 1 full round. Charmed creatures are subject to suggestion (as if it were the spell of that name) from the bard, and if the bard implants a suggestion in his singing, the charmed creatures must save versus magic at -2 on their dice rolls or be subject to the full impact of the suggestion. Those which save are totally free of the bard's musical charming, however. The charming can be attempted on the same creature but once per day. Loud noise or physical attack will immediately negate charming, but not suggestion.

Due to training, a bard has knowledge of many legendary and magical items after 1st level of experience, and this knowledge increases as the bard progresses upwards in level. If some legendary knowledge is
appropriate and the dice score indicates that the bard has knowledge in the area, then his or her ability will deliver information similar to the magic-user spell, legend lore (q.v.). Without actually touching an item, the bard also has a like chance of determining its magical properties and alignment. This latter ability is limited to:
armor
misc. weapons
misc. magic items- if usable by druid, fighter or thief*
potions
rings
rods et 01.- if usable by a druid, fighter or thief*
scrolls
swords
*unless inscribed with magical writing, in which case the bard can read
what is written at the very least
Artifacts and relics are legendary in nature and not considered as
miscellaneous magic items.