The Deadly Troubadour is a Bard
8/Fighter 2 who combines Bardic Music with combat prowess to excel in
melee combat. The progression is Bard at Level 1, Fighter for Levels 2
& 3, and back to Bard for Levels 4-10.
Cha 14 (+2 at Levels 4 & 8 = 16)
18 (Base 10 + Dexterity modifier 3 + Mage Armor 4 + Dodge 1)
+2 dexterity, -2 constitution:
Elves are nimble but frail.
+2 to Listen, Search, and Spot checks:
Elves are very observant.
+2 to saves against enchantment:
Elves have strong wills.
At Level 1, a
bard gains the ability to use songs to soothe the wild beast
(Fascinate) or motivate her party to greater deeds in combat (Inspire
Courage: +1 vs. charm and fear effects and +1 on attack and weapon
damage; this benefit increses to +2 at Level 8). At Level 3, she can
sing to provide a party member with greater success in using skills
(Inspire Competence; +2 to all skill checks). At Level 6, she can even
use song to turn a foe into an ally (Suggestion). The bard's ability to
sing is based on her Perform skill and, if planned incorrectly, she
could find herself unable to sing that new song.
Troubadour receives bonus combat-oriented feats at fighter Level 1 and
one additional bonus combat feat at each even level of fighter
immune to sleep spells and effects
Weapon and Armor Proficiency: Fighters
train with all types of simple and martial weapons, in any armor, and
with all shields.
Dodge, Mobility, Two Weapon
Fighting, Weapon Focus (Slashing), Spring Attack, Improved Critical
modifiers, Enhancements, and armor penalties):
Balance 10, Concentration 13, Diplomacy 10, Performance 16, Swim 11,
Tumble 9, Use Magic Device 16
BAB +8, armor class +1 (Dodge)
Attack and Damage
: +4 to attack
rolls and +5 to damage when using Inspire Courage
DC 13 + Spell
Level 1 Spells:
Wounds, Grease, Charm Person, Sleep
Level 2 Spells:
Wounds, Hypnotic Pattern, Soundburst, Suggestion
Level 3 Spells:
Serious Wounds, Good Hope, Dispel Magic
Melee Damage II, Extra Song IV, Inspired Attack II, Inspired Damage III
: A true elven warrior the Deadly
Troubadour wields two longswords with great skill. His Enhancements all
focus on damage, giving him greater results with a longsword and
permitting him to use Bardic Music more often and for far higher damage
than normal. His Feats grant him the chance to move around during
combat with a bonus to armor class and no penalty to BAB. The Deadly
Troubadour learns Cure spells for emergencies, but his pool of spell
points is insufficient to serve as the party's lone healer. Charm
Person and Suggestion can turn foes against each other to produce more
damage for the party. More often than not, the Deadly Troubadour jumps
into battle without worrying about spells. He is frail with only 88 HP,
so healers will need to keep an eye on him.