Notes |
Before Combat
Dr. Davaulus casts misdirection whenever he expects to be involved in a public scene; if he meets with the PCs, he chooses one of the chaotic good but unconscious Varisians as the spell’s target.
During Combat
Davaulus considers himself a gentleman, even though his interests run to murder and cruelty. He engages in physical combat only as a last resort. When he fights, he uses Combat Expertise, saving hideous laughter for use against foes who seem to have more brawn than brains.
Morale
Davaulus attempts to flee if brought to fewer than 0 hit points, but fights to the death if no escape seems possible. Loyal to the Red Mantis, he does not surrender.
Combat Gear potion of remove disease; Other Gear +1 mithral chain shirt, +1 human-bane rapier, amulet of natural armor +1, flask of curses (labeled “elixir of true healing”), button key for lift, key to cabinet, key to doors, 58 gp
Bard Spells
2nd (2/day)—invisibility, misdirection
1st (4/day)—charm person, cure light wounds, disguise self, hideous laughter
0 (at will)—detect magic, light, mage hand, mending, prestidigitation, read magic
Skills
countersong, distraction, fascinate, inspire competence, inspire courage
Sneak attack: +2 steps damage
Agile defender: +1 AP of evade and parry, does not end up prone
Evasion: A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful EVD saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Combat Expertise: You can choose to take a –10 penalty on melee attack rolls and combat manoeuvre checks to gain a +1 bonus to your AP. At rank 3 and 5, the penalty can increase by –10 and the AP bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack with a melee weapon. The effects of this feat last until your next turn.
Combat Reflexes: When an opponent tries to change range and you attack him, you gain a bonus dice.
Dodge: You gain a +1 bonus to your AP to attacks you are aware of. A condition that makes you lose your ability to evade, also makes you lose the benefits of this feat. (Added)
Quick Draw:You can draw a weapon as a free action instead of as an action. You can draw a hidden weapon (see Sleight) as an action. Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Toughness: You gain +1 hit points per location.
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