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Half-elf Bard : explanation

wulfgars

Member
Hi , i need for a Half-elf Bard made in Herolab.
My main problem, is that i don´t understand why it is giving +2 damage in the light crossbow it uses.
Is this a knowned problem , or bug , or is it some rule i´m not seing?

Shagrath Elfspan
Male Half-Elf Bard 5
LN Medium Humanoid (elf, human)
Init +2; Senses low-light vision; Perception +10
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 40 (5d8+9)
Fort +3, Ref +7, Will +5; +2 vs. enchantments, +4 vs. bardic performance, sonic, and language-dependant effects, +2 trait bonus vs. fear
Immune magic sleep; Resist elven immunities
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Offense
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Speed 20 ft.
Melee Heavy Shield Bash +1 (1d4+4/x2) and
+1 Cold Iron Longsword +7 (1d8+5/19-20/x2) and
Dagger +5 (1d4+4/19-20/x2) and
Unarmed strike +5 (1d3+4/x2)
Ranged Light crossbow +3 (1d8+2/19-20/x2)
Special Attacks bardic performance (standard action) (20 rounds/da, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (2 targets) (dc 14), bardic performance: inspire competence +2, bardic performance: inspire courage +2
Bard Spells Known (CL 5):
2 (3/day) Summon Monster II, Rage, Heroism
1 (5/day) Sleep (DC 13), Grease (DC 13), Comprehend Languages, Cure Light Wounds
0 (at will) Resistance, Read Magic, Daze (DC 12), Ghost Sound (DC 12), Detect Magic, Light
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Statistics
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Str 15, Dex 14, Con 13, Int 12, Wis 11, Cha 15
Base Atk +3; CMB +5; CMD 17
Feats Arcane Strike, Extra Performance, Skill Focus (Perform [oratory]), Weapon Focus (Longsword)
Traits Courageous, Gifted Adept (Wall of Fire)
Skills Acrobatics +5 (+1 jump), Appraise +5, Bluff +6, Climb +3, Diplomacy +12, Escape Artist -1, Fly -1, Handle Animal +3, Heal +2, Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +3, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +5, Perception +10, Perform (act) +6, Perform (oratory) +12, Perform (sing) +6, Ride -1, Sense Motive +12, Sleight of Hand +3, Spellcraft +6, Stealth +4, Swim -1, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven
SQ bardic knowledge, elf blood, lore master (1/day), versatile performance abilities (oratory), well versed
Combat Gear Potion of cure light wounds, Wand of Burning Hands, Wand of cure light wounds, Wand of magic missile, Healer's kit, Holy water (2); Other Gear Masterwork Ironwood Chain Shirt, Masterwork Heavy wooden shield, +1 Cold Iron Longsword, Crossbow bolts (30), Dagger, Light crossbow, Cloak of resistance +1, Backpack (24 @ 34.5 lbs), Bedroll, Belt pouch (3 @ 0 lbs), Blanket, winter, Candle (2), Chalk, Disguise kit (10 uses), Earplugs, Flask, Flask, Flask, Flint and steel, Ink, black, Inkpen, Musical instrument (Cavaquinho), Parchment (3), Pathfinder chronicle (Knowledge [local]), Spellbook, Trail rations (5), Vial, Waterskin, 2985 GP, 8 SP
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TRACKED RESOURCES
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Bardic Performance (standard action) (20 rounds/day) - 0/20
Crossbow bolts - 0/30
Dagger - 0/1
Disguise kit (10 uses) - 0/10
Healer's kit (10/10 uses remaining) - 0/10
Holy water - 0/2
Lore Master (1/day) (Ex) - 0/1
Potion of cure light wounds - 0/2
Trail rations - 0/5
Wand of Burning Hands - 0/50
Wand of cure light wounds - 0/50
Wand of magic missile - 0/50
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action) (20 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Courageous +2 save vs. fear.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Gifted Adept (Wall of Fire) A chosen spell gets +1 CL.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Versatile Performance (Oratory) +12 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Wand of Burning Hands Add this item to create a wand of a chosen spell.
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
 
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
On the "In-Play" tab you have turned on the Arcane Strike feat and as your CL is 5 you gain a +2 on damage. If you look its not just your crossbow getting this bonus but ALL your weapons are at +2. As HL does not know which weapon you applied the feat to it is showing you the bonus on all weapons.
 
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