"The Coach" Jim Morra
From BluWiki
- Size: S
- Age: 169
- Gender: M
- Height: 3'4"
- Weight: 41 lbs
- Hometown: Wutai
To capture some great coaching analysis, you could catch an interview here and here.
Listen to some of the postgame interviews with his fellow men:
Contents |
Background
Just like many coaches in the past, Morra wanted to be the best coach out there. Coaching champion teams like Lost Angel City Fakers (43 AD) and the Agrabah Red Carpets (49 AD) set the bar for many coaches until this day. He figured he'd retire while he was still on top.
Many years has past and Morra had no idea what he wanted to do. He tried going through different career paths such as weaponsmithing and teaching, and none of which would satisfy his needs. Trying to figure out what to fill the void with he ran into a group of people that recognized him. They asked him the biggest question that Jim could not answer properly: "Why did you go into retirement?" Morra could not answer that question. He took days trying to think of a legitimate answer and all he was drawing was a blank.
It was at that point when he realized that he needs to find a team that he could take to the top again. While roaming through Ellshore, he ran into a group of people and one particular person caught his eye by the name of Thorg Hungry. He decided to join their party hoping to take this group of people to the top of their ambitions.
Character Stats
- Class: Bard Lv. 16/Marshal Lv. 3
- Race: Gnome
- Alignment: True Neutral
- Diety:
- Languages: Common, Gnome
- Exp: ?????
- Money: 0
Stats
- HP: 125
- AC:
- 28 (10 + 4(DEX) + 2(Belt of Hypocritus) + 1(+4 Defending Longbow) + 8(Invulnerability Chain Shirt) + 2(Ring of Natural Armor) + 1(Dodge bonus))
- Flat-Footed: 23 (10 + 2(Belt of Hypocritus) + 1(+4 Defending Longbow) + 8(Invulnerability Chain Shirt) + 2(Ring of Natural Armor))
- Touch: 14 (4(DEX))
- Ability Score
- STR: 9 (-1)
- DEX: 18 (+4)
- CON: 14 (+2)
- INT: 12 (+1)
- WIS: 11 (+0)
- CHA: 44 (+17)
Saving Throws
- Fort: 12 (5 (Bard) + 3 (Marshal) + 2 (CON) + 2 (Great Fortitude))
- Ref: 17 (10 (Bard) + 1 (Marshal) + 4 (DEX) + 2 (Lightning Reflexes))
- Will: 15 (10 (Bard) + 3 (Marshal) + 0 (WIS) + 2 (Iron Will))
Combat
- Initiative: 8 (4(DEX) + 4(Improved Initiative))
- Attack Type:
- Melee (STR): +11/+6/+1
- Ranged (DEX): +18/+11/+6
- Grapple (STR): +11
Skills
Class Skills
- Appraise (INT): 1
- Balance (DEX): 12 (4 + 6 ranks + 2(Tumble bonus))
- Bluff (CHA): 27 (17 + 10 ranks)
- Climb (STR): 9 (-1 + 10 ranks)
- Concentration (CON): 24 (2 + 22 ranks)
- Craft - Alchemy (INT): 3 (1 + 2(Gnome Racial bonus))
- Diplomacy (CHA): 34 (17 + 10 ranks + 3(Skill Focus bonus) + 2(Bluff bonus) + 2(Sense Motive bonus))
- Disguise (CHA): 19 (17 + 2(Bluff bonus))
- Escape Artist (DEX): 14 (4 + 10 ranks)
- Gather Information (CHA): 27 (17 + 10 ranks)
- Hide (DEX): 4
- Intimidate (CHA): 19 (17 + 2(Bluff bonus))
- Jump (STR): 11 (-1 + 10 ranks + 2(Tumble bonus))
- Knowledge - History (INT): 6 (1 + 5 ranks)
- Listen (WIS): 2
- Move Silently (DEX): 14 (4 + 10 ranks)
- Perform - Percussion Instrument (CHA): 39 (17 + 22 ranks)
- Ride (DEX): 4
- Sense Motive (WIS): 10 (0 + 10 ranks)
- Sleight of Hand (DEX): 11 (4 + 5 ranks + 2(Bluff bonus))
- Spellcraft (INT): 8 (1 + 5 ranks + 2(Use Magic Device bonus))
- Spot (WIS): 10 (0 + 10 ranks)
- Survival (WIS): 0
- Swim (STR): -1
- Tumble (DEX): 16 (4 + 10 ranks + 2(Jump bonus))
- Use Magic Device (CHA): 24 (17 + 5 ranks + 2(Spellcraft bonus))
Non-Class Skills
- Forgery (INT): 1
- Heal (WIS): 0
- Search (INT): 1
- Use Rope (DEX): 6 (4 + 2(Escape Artist bonus))
Feats
- Bardic Knowledge (+19): Knowledge that bards pick up along the way.
- Bardic Music (16/day): Starting a bardic music efffect is a standard action. Some bardic music abilities require concentration, which means the bad must take a standard action each round to maintain the ability. Casting spells and using magical devices break the bardic music.
- Countersong: Able to counter magical effects that depend on sound. Each round of counter song, he makes a Perform check. Any creature within 30 ft of hte bard (including the bard himself) that is affected by a sonic or language-dependent magic attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check results proves to be higher.
- Fascinate (6 creatures): Bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round/bard level). While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
- Inspire Competance: An ally must be within 30 ft and able to see and hear the bard. The bard must also be able to see the ally. Ally gets a +2 bonus on skill checks with a particular skill. Effect, if the bad concentrates, up to 2 minutes.
- Inspire Courage (+3): Adds saving throws against charm and fear effects and bonuses to attack and weapon damage rolls.
- Inspire Greatness (3 allies): Allies gain 2 bonus hit dice (d10s), the commensurate number of temporary hit points, a +2 bonus on attack rolls, and a +1 bonus on Fortitude saves. The bonus hit dice count as regular Hit Dice for determining the effects of spells such as sleep.
- Inspire Heroics (1 ally): Ally must be able to hear the bard for a full round. Ally gets a +4 bonus to saving throws and a +4 dodge bonus to AC.
- Mass Suggestion: Make Suggestion to any number of creatures already fascinated.
- Song of Freedom: Able to break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target wihtin 30 ft. A bard cannot target himself.
- Suggestion: Creatures have to be fascinated. Able to make a suggestion to a creature. A will saving throw (DC 35 (10 + 1/2 bard lv + CHA MOD)) negates the effect.
- Battle Dancer: During a round where you grant an ally a bonus on attack rolls, damage rolls, or saves wiht one of your bardic music abilities, you gain a +2 morale bonus on your attack rolls if you move at least one square before attacking.
- Dodge: +1 dodge bonus to AC.
- Great Fortitude: +2 to Fortitude saves.
- Improved Initiative: +4 to initiative.
- Improved Toughness: Gain 1 HP for your HD.
- Iron Will: +2 to Will saves.
- Lightning Reflexes: +2 to Reflex saves.
- Skill Focus (Diplomacy): +3 bonus to Diplomacy.
Magic
- Lv 0 Spells (4/day)
- Mage Hand: Propels object within radius.
- Message: Points fingers at receivers of messages.
- Open/Close: Opens objects/portals
- Read Magic: Able to decipher magical inscriptions.
- Resistance: +1 resistance bonus on all saves.
- Summon Instrument: Summons a one-handed instrument that plays for you.
- Lv 1 Spells (9/day)
- Cure light wounds: 1d8 + 5 of healing/damage (if undead).
- Feather Fall: Object/creature comes down slowly (60 ft/round).
- Grease: Throws grease on floor or object.
- Phantom Threat: Subject sees more foes then he actually faces and is considered flanked.
- Tasha's Hideous Laughter: Throws creature into laughter.
- Lv 2 Spells (8/day)
- Blindness/Deafness: Blinds/deafens a creature.
- Cat's Grace: Subject gains +4 to DEX for 1 min/lv.
- Heroism: Subject gains +2 on attack rolls, saves, and skill checks.
- Invisibility: Makes creature/object invisible.
- Lv 3 Spells (7/day)
- Alter Fortune: Reroll any die.
- Good Hope: +2 on attack rolls, damage rolls, saves, and skill checks.
- See Invisibility: Reveals creatures/objects that are invisible.
- Slow: One subject/lv takes only one action/round, -2 to AC and attack rolls.
- Lv 4 Spells (7/day)
- Break Enchantment: Frees subject from enchantments, alterations, curses, and petrification.
- Dimension Door: Teleports you short distance.
- Invisibilty, Greater: Invisibility, but subject can attack and stay invisible.
- Rainbow Pattern: Lights fascinate 24HD of creatures.
- Lv 5 Spells (7/day)
- Dispel Magic, Greater: Dispel Magic, but +20 on check.
- Mind Fog: Subjects in fog get -10 to Wis and Will checks.
- Song of Discord: Forces targets to attack each other.
- Magic Convalescence: Spells cast nearby heal you 1 hp/spell lv.
- Lv 6 Spells (3/day)
- Otto's Irresistible Dance: Forces subject to dance.
- Heroes' Feast: Food for one creature/lv cures and grants combat bonuses.
Auras
Minor Auras (+17)
- Determined Caster: Bonus to rolls to overcome spell resistance.
- Master of Tactics: Bonus to damage while flanking.
Major Auras (+1)
- Resilient Troops: Bonus on all saves.
Inventory
- Belt of Hypocritus:
- -1 to STR, DEX, CON, INT, WIS
- +5 to CHA
- -10 to HP
- +2 to AC
- +4 Defending Longbow
- Damage: 1d6
- Critical: x3
- +4 to attack and damage rolls
- +1 to AC
- Type: Piercing, Range: 100 ft
- 1.5 lbs
- Cost: 50,075 GP
- +4 Invulnerability Chain Shirt
- +8 to AC
- Max DEX bonus: +4
- Arcane Spell Failure Chance: 20%
- DR/5 to magic
- Cost: 49,100 GP
- Boots of Dexterity (+2)
- +2 enhancement bonus to DEX
- Cost: 4,000 GP
- Ring of Natural Armor (+2)
- +2 to AC
- Cost: 8,000 GP
- Headband of Charisma (+4)
- +4 enhancement bonus to CHA
- Cost: 16,000 GP
- Bracers of Charisma (+4)
- +4 enhancement bonus to CHA
- Cost: 16,000 GP
- Amulet of Charisma (+4)
- +4 enhancement bonus to CHA
- Cost: 16,000 GP
- Ring of Charisma (+4)
- +4 enhancement bonus to CHA
- Cost: 16,000 GP
- Mask of Charisma (+4)
- +4 enhancement bonus to CHA
- Cost: 16,000 GP
- Backpack
- Cost: 2 GP, 0.5 lbs
- Wand of cure Critical Wounds
- 4d8 + 8
- 50 Charges
- Cost: 24,000 GP
- Bedroll
- Cost: 1 SP, 1.25 lbs
- Waterskin
- Cost: 1 GP, 1 lb




