Alan-a-Dale

To Heros and Villains

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Jean-Baptiste Greuze (1725–1805) Title The Guitarist (L'Oiseleur). Date 1757
Jean-Baptiste Greuze (17251805) Title The Guitarist (L'Oiseleur). Date 1757

Alan-a-Dale is a wandering minstrel who has become a member of Robin Hood's band of outlaws, the "Merry Men".
Robin rescued Alan's sweetheart Ellen from an unwanted marriage to an old knight. They stop the bishop from proceeding with the ceremony, and Friar Tuck marries Alan and his bride. Tuck is is the only priest who will perform the wedding in defiance of the bishop. He is from the village Dale Abbey near Ilkeston, half way between Nottingham and Derby. Alan-a-Dale's presence is a major influence on the bard character class in the Dungeons & Dragons role-playing game.
Alan-a-Dale
Human CR 9
XP 6400
Any Medium humanoid
Bard level 10 (skill points 90) Bard (Street Performer )
Init +2; Senses ; Perception +12
DEFENSE
AC 17, Touch 13, flat footed 14 ( chain shirt, Shield, none) (+2 Dexterity, +4 armour, +1 feats)
hp 58 (0d8+10d8+10);
Fort +3, Ref +9, Will +6 ; +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects.
OFFENSE
Speed 30
Melee
Single Attack(+1/+0) Rapier +9 (1d6/18-20) or (+1/+0) Longbow +11 (1d8 X3) +1 to hit and +1 damage if within 30ft
Full Attack
(+1/+0) Rapier +9/4 (1d6/18-20) or (+1/+0) Longbow +11/6 (1d8 X3) range 100 +1 to hit and +1 damage if within 30ft
Space 5ft.; Reach 5
Special Attacks
Dirge of Doom Audience become shaken within 30ft
Fascinate Can fascinate 1 creature + 1 every 3 levels
Madcap Prank -1 (Su) Can use performance to discomfit a target within 30 feet, causing its clothing to become tangled, its headgear to fall down over its eyes, or even causing it to slip and fall or otherwise be made to appear a fool. The target must make a Reflex save (DC 10 + 1/2 the bards level + the bards Charisma modifier) each round that it hears or sees the performance, or it takes one of the following random effects each round:
Madcap Prank -2 (Su) 1-blinded, 2-dazzled, 3-deafened, 4-entangled, 5-fall prone, 6-nauseated. Each effect lasts 1 round.
Suggestion Can make suggestion to a fascinated creature
Spells Known:
Bard Spells
CL 10 Concentration 13
Spells Known: Bard Spells: CL 10 Concentration 13 Level 0 (5) DC 13: Daze, Detect Magic, Ghost Sound, Lullaby, Prestidigitation, Summon Instrument, ;

Level 1 (6) DC 14: Alarm, Disguise Self, Expeditious Retreat, Remove Fear, Sleep, ;

Level 2 (5) DC 15: Calm Emotions, Enthrall, Foxs Cunning, Misdirection, Suggestion, ;

Level 3 (4) DC 16: Charm Monster, Dispel Magic, See Invisibility, Slow, ;

Level 4 (1) DC 17: Break Enchantment, Freedom of Movement, ;
STATISTICS
Strength 11, Dexterity 14, Constitution 11, Intelligence 15, Wisdom 8, Charisma 17
Base Attack 7 CMB 7 ; CMD 20
Feats Armour Prof Light, Combat Casting: +4 Concentration checks for Defensive casting, Dodge: Add 1 to AC , Extra Performance: Use Bardic performance 6 additional round /day, Point Blank Shot: +1 to hit +1 damage if within 30 ft, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Weapon Focus: +1 to attack rolls, Weapon Focus(Ranged): +1 attack rolls
Skills Acrobatics 13, Appraise 2, Bluff 11, Climb -2, Diplomacy 16, Disguise 11, Escape Artist 7, Intimidate 3, Know History 9, Know Local 9, Know Nobility 8, Linguistics 8, Perception 12, Perform 16, Sense Motive 6, Sleight of Hand 7, Spellcraft 9, Stealth 13, Use Magic Device 3 Feats: Armour Prof Light, Combat Casting, Dodge, Extra Performance, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus, Weapon Focus(Ranged); Languages Common
SPECIAL ABILITIES
Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained
Bardic Performance 2 times level + 2 + Charisma bonus rounds a day
Countersong May use bards perform for save vs sound
Disappearing Act -1(Su) Can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bards level + the bards Charisma modifier) treat creature chosen by the bard as if it were invisible. No of creatures effected = 2
Disappearing Act -2(Su) If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components.
Distraction within 30ft can save vs an illusion(figment) or illusion(pattern) with bards perform roll
Gladhanding A street performer earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creatures attitude for 1 minute, after which its attitude becomes one step worse than originally.
Harmless Performer -1 (Su) Can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save (DC 10 + 1/2 the bard level + the bard Charisma bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures.
Harmless Performer -2 (Su) If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components.
Jack of All Trades Can use any skill even if untrained
Lore Master Can take a 10 on Knowledge check. Take a 20 times per day = 1
Streetwise A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1).
Versatile Performance Can use Perform skill instead of associated skill no = 3
Well Versed +4 save vs bardic perform, sonic, language dependent effects
ECOLOGY
Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard
MAGIC ITEMS (max value 10050)
Harp of charming DC14 will (7500gp), Masterwork Rapier (300gp), Masterwork Longbow (300gp)
Total Value = 8100

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To Heros and Villains

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