Kranstön Kranstönson    (Dwarf Male Fighter / Chanter (Demi-Bard))
Character Information   
Name: Kranstön Kranstönson XP/Next lvl: 3762/4000 / 3763/5000
Class: Fighter / Chanter (Demi-Bard) HP:curr/max 12 / 17
Alignment: Neutral Good AC:reg/rear/no shield 5 / 7 / 5
Race: Dwarf Level: 2/3
Age: 54 Height: 4'2'
Weight: 140 Gender: Male
Encumbrance: 77.2 (Unencumbered) Movement: 12'
Languages: Dwarf, Common, Orc, Goblin
Ability Scores   
STR: 17 (Hit Prob: +1, Dam Adj: +1, Wt Allow: 85, Max Press: 220, OD: 10, BB/LG 13)
INT: 10 (Addtl Lang: 2, Spell Lvl: 5th, Chance to Learn: 40, Max Spells/Lvl: 7, )
WIS: 9 ()
DEX: 16 (React Adj: +1, Missile Att Adj: +1, Def Adj: -2)
CON: 16 (HP Adj: +2, SS: 95, Res Survival: 96, Poison Save (Racial): +4)
CHR: 15 (Max Hench: 7, Loyalty Base +3, Reaction Adj: +3)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
13 (9) 14 (8) 16 (11)

Notes: Poison Save +4 (Dwarf), +4 on saving throws against attacks from magical Wands, Staves, Rods, and Spells.

Description and Background   
Description:
Tall-ish at 4’2”, Kranstön is well muscled and stocky with wavy brown hair, rather fancifully styled, and a medium beard with a distinctly curled mustache. He typically wears a wide-brimmed hat with a cap helmet concealed underneath for equal parts protection and style. His eyes are brownish-grey. He’s surprisingly handsome and pleasant for a dwarf and some would say even outgoing. His appearance is flashy by his race’s standards - he commonly dresses in blue and red instead of the normal browns and greys.

Background:
His cousin, a soldier in the League of Right had fought under the famous Rourk Splinterstone of the Ulek dwarves at the Battle of Celene Pass in 584. This was a great inspiration to Kranstön, who, though primarily musically inclined, promptly enlisted in the army of Furondy as a fighter and a drummer, assisting in the mustering and formation of units. His main desire is to kill him some orcs and goblins and end the threat to Ulek by the Pomarj… and then write a song about it. His aim is simple, distinctly local, and does not encompass the “big picture.” He is tolerant for a dwarf, but has no great love of elves, due to the perceived betrayal of the Fey Queen. In truth, he’s up to now not interacted with any elves at all, having just recently left his isolated enclave in the hills. His name is pronounced 'Kran-stone Kran-stone-son.' He has an irrational wish to meet and defeat a giant (imagine the renown). He does not like spiders of any size. He fancies himself a good cook (he is not). He once had a taste of Ol’ Krüpnik, a fine dwarves ale, and would do about anything to taste some again. He likes goats.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Club 1 10/20/30 1d6/1d3 n n 19 4
Quarterstaff 1 1d6/1d6 n n 19
Sling (Bullets) 1 50/100/200 1d4+1/1d6+1 n n 18 11
Footman's Mace 1 1d6+1/1d6 n n 19
Sling (Stone) 1 40/80/160 1d4/1d4/ n n 18 0
Equipment
Qty Item Location
1 Studded Leather (25#) Worn
1 Helmet (Cap: -1 Hear) Worn
1 Quartertaff (4#) Right Hand
2 Drumming Mallets (Clubs) (6#) Strapped to Drum
1 Sling Belt
1 Set basic clothing (2.5#) Worn
1 Drum (3#) Carried on bandolier strap
1 Counter Spell Book (20#) Backpack, wrapped in waxed cloth
1 Backpack (2#) Back
1 Bedroll (2#) Strapped to backpack
1 Tinder Box w/ Flint, Steel (.2#) Backpack
1 Vial Ink Backpack
1 Quill Backpack
2 Torches (2#) Backpack
2 Candles Backpack
1 Waterskin (1#) Belt
7 Days Iron Rations (7#) Backpack
1 Large Sack (.5#) Backpack
1 Iron Pot Strapped to backpack
1 Vial Pepper Backpack
1 Fish hook and line Backpack
1 Pony (Eustace)
1 New wide brimmed hat Worn
1 Cloak Worn
1 Set bridle, blanket, saddle, bags, etc. Eustace


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 199 0 33 26
Magic Items
Qty Item Location
1 +1 Sling Bullets Belt Pouch
1 Horn of Fog
1 Ring of the Ram Worn


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 1
Counter Hold Portal
Counter Magic Missile
Counter Magic Missile


Spell Book


Level 1
Counter Dancing Lights
Counter Hold Portal
Counter Magic Missile


Notes
Dwarven Abilities / Restrictions
+4 on saving throws against attacks from magical wands, staves, rods, and spells. (Con 16)

+4 on saving throws against Poison. (Con 16)

All magical items that are not specifically suited to the character’s class have a 20 chance to malfunction when used by a dwarf. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles.

In melee, dwarves add +1 to hit orcs, half-orcs, goblins, and hobgoblins.

Ogres, trolls, ogre magi, giants, or titans attack dwarves at -4 to hit.

Dwarven infravision enables them to see up to 60 feet in the dark.
Detect when underground (within 10')
Detect grade or slope in passage:1–5 on 1d6
Detect new tunnel/passage construction: 1–5 on 1d6
Detect sliding/shifting walls or rooms: 1–4 on 1d6
Detect stonework traps, pits, and deadfalls: 1–3 on 1d6
Determine approximate depth underground: 1–3 on 1d6
Attacks / Round
Lvl 1-6: 1/round
Lvl 7-12: 3/2 round
Lvl 13 and up: 2/round
Chanter Special Abilities
Counter Commands, or Suggestions:
Bards are also able to counter the effects of songs and poetry used as magical attacks. Characters within 30 feet of the bard are immune to the attack as long as the bard sings a counter song (or recites a poem, etc.). While doing this, the bard can perform no other action except a slow walk. Furthermore, if he is struck or fails a saving throw, his effort is ruined. Success is checked by having the bard make a saving throw vs. spell. Success blocks the attack, failure means the attack has its normal effect (everyone affected rolls sav- ing throws, normal damage is inflicted, etc.). The bard can use this ability once per encoun- ter or battle. This power does not affect verbal spell components or command words; it is effective against spells that involve explana- tions, commands, or suggestions.

Counter Spell:
Dwarves are extremely nonmagical. Demi-bards are not allowed to cast spells.
However, if a Chanter is able to find a spell and learn it (i.e., succeed with their 'chance to learn spells' roll), they become highly resistant to the effects of that spell.
When a demi-bard is subjected to a learned spell's effects, he can roll his 'chance to learn spells' in an attempt to thwart the spell's effects. This roll is in addition to all other saving throws normally allowed. This does not cancel the spell; it simply prevents it from having any effect upon the demi-bard.

Counter Chant:
Chanters can actually 'attack' certain spells - if he succeeds with his 'chance to learn spells' roll, he actually cancels the entire spell for a number of rounds equal to his level. If the roll is equal to or less than the dwarf's level, the cancellation is permanent.

War Chant:
When a Chanter starts a war chant, he can affect up to ten dwarves per level or one non-dwarf per level. To be affected, the recipients must join in the chant (it doesn't matter if they have ever heard it or not). After 1d10 rounds of chanting, the power of the chant begins to take effect. A chanting band gains a +1 bonus to initiative, a +2 bonus to resist surprise, and a +2 bonus to all morale checks. Those combating a chanting group suffer a -1 initiative penalty and a -2 penalty to all morale checks. The bonuses for a member of the Chanter's party last for as long as both the individual and the Chanter are chanting; the penalties for the opponents last as long as the Chanter keeps up the chant.

Timing Chant:
These chants function similarly to war chants in that they take 1d10 rounds to take effect, and last while both the Chanter and affected are chanting.
There are four common timing chants: one each for mining, forging, marching, and general labor. All timing chants must be accompanied by a percussion instrument.
Timing chants by Chanters increase speed or production by 5 per level of the Chanter. A top-level (15th) Chanter can get 75 more work out of a group than it would normally produce.
Of course, such rapid work does take a physical toll, even if the mind is willing. Each hour that a person works under the effects of a timing chant, he must roll a Constitution check. A failed check results in the loss of 1d4 hit points. This damage is temporary and is recoverable at the rate of 1 point per hour of rest or sleep. Anyone reduced to 0 hit points in this way falls over from exhaustion; death results unless a Constitution check succeeds.

Trance:
This takes 1d10 turns of uninterrupted meditation. Once in a trance state, the Chanter will begin some set activity: chanting, combat, marching, working, studying, etc.
The trance state causes the Chanter to shut down all of his being (mind and body) that is not needed for the activity at hand. An entranced Chanter can maintain this set activity until a predetermined circumstance occurs. For example, the Chanter may have said to himself, 'Awake when there are no more goblins on the field of battle,' 'Awake when we reach the Kingdom of Thorbardin,' or 'Awake after 1,000 strikes of the great drum.'
During a trance state, the Chanter does not drink, eat, rest, or sleep. Every time that one of these activities should normally occur, the entranced Chanter must roll a Constitution check. A failed check results in the loss of hit points: 1d8 for drink, 1d3 for food, 1d4 for rest, and 1d8 for sleep. The only known way to interrupt a trance before the predetermined circumstance occurs is to reduce the Chanter to 0 hit points (i.e., knock him unconscious or kill him).
Damage resulting from food and water deprivation must be healed as if it were combat damage, but damage resulting from lack of rest or sleep is temporary and can be regained at the rate of 1 point per hour of rest or sleep. If reduced to 0 hit points by sleep or rest deprivation, the entranced Chanter falls unconscious; death results unless a Constitution check succeeds. However, if all damage is a result of food and water deprivation, the Chanter dies regardless of the check result.
Special Hindrances
Chanters do not gain the bard's spell abilities. Nor do they gain the 10th-level bard ability to use any written magical item.
Bard Abilities:
L3:
Climb Walls 40
Detect Noise 35
Pick Pockets 10
Read Languages 35

(Add 15 additional percentage points, distributed freely, for each level gained. Must apply penalty for armor when making check.)
Influence Reactions
The bard can also influence reactions of groups of NPCs. When performing before a group that is not attacking (and not intending to attack in just seconds), the bard can try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment—a fiery speech, collection of jokes, a sad tale, a fine tune played on a fiddle, a haunting lute melody, or a heroic song from the old homeland.

Everyone in the group listening must roll a saving throw vs. paralyzation. The die roll is modified by –1 for every three experience levels of the bard (round fractions down). If the saving throw fails, the group’s reaction can be shifted one level (see the Reac- tions section in the DMG), toward either the friendly or hostile end of the scale, at the player’s option. Those who make a suc- cessful saving throw have their reaction shifted one level toward the opposite end of the scale.
Inspiration
The music, poetry, and stories of the bard can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the bard can heroically inspire his companions (immor- talizing them in word and song), granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The bard must spend at least three full rounds singing or reciting before the battle begins. This affects those within a range of 10 feet per experience level of the bard.

The effect lasts one round per level. Once the effect wears off, it can’t be renewed if the recipients are still in battle. However, troops who have withdrawn from combat can be reinspired by the bard’s words.
Lore / Identify Item:
L3
Chance to 'Identify' Item: 15

Bards learn a little bit of everything in their studies and travels. Thus, all bards can read and write their native tongue (if a written language exists) and all know local history (without cost if the optional proficiency rules are used). Furthermore, bards have a 5 chance per experience level to identify the general purpose and function of any magical item. The bard need not handle the item but must examine it closely. Even if successful, the exact function of the item is not revealed, only its general nature.
Non-Weapon Proficiencies
Proficiencies:
Languages (ancient)
Local History
Engineering

Bonuses:
- Crowd Working
- Musical Instrument
- Chanting
- Spellcraft