GM Nazard's Articles of Faith (Inactive)

Game Master Nazard

Starstone Cathedral


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That's all fine, too. Do you mean stealing as in Improved Steal, or your character is actually a thief?


This is Bane88's character, Avelloran the Elf Witch. Backstory still in the works but crunch is done. Archmage path selected.


1. rorek55 - archer paladin, Champion path

2. Deaths Adorable Apprentice - tiefling Lore Warden fighter going Shadowdancer, Champion path

3. Fury of the Tempest - brawler, unknown path

4. ginganinja - arcane duelist bard, unknown path

5. Andostre - dumb as bricks disenchanter warpriest, Guardian path

6. The Dragon - swashbuckler, unknown path

7. Ashe - some kind of bard, unknown path

8. Bane88 - Avelloran, the elf witch - Archmage path

9. Billybrainpan - dot

10. Castor - dot

11. Yossarin - human fighter, Guardian path


The improved steal feat. Its not thievery its removing threats :)

Oh and this is going to be a Dex build and some people hate those but I like them. I am almost done with the fluffy and crunchy stuff.

And yay I love Witches!


Nazard wrote:
5. Andostre - dumb as bricks disenchanter warpriest, Guardian path

I'm dropping the disenchanter archetype (for very convoluted reasons that you won't care about). Base warpriest, Guardian path.


Bane88:

You should have at least 1 more hit point (1d6+1+5=12).
You can't put ranks into the Fly skill until you have some reliable means of achieving flight.
I can't tell where you put your favoured class bonus, or is witch not to be his favoured class?


1. rorek55 - archer paladin, Champion path

2. Deaths Adorable Apprentice - tiefling Lore Warden fighter going Shadowdancer, Champion path

3. Fury of the Tempest - brawler, unknown path

4. ginganinja - arcane duelist bard, unknown path

5. Andostre - dumb as bricks ordinary warpriest, Guardian path

6. The Dragon - swashbuckler, unknown path

7. Ashe - some kind of bard, unknown path

8. Bane88 - Avelloran, the elf witch - Archmage path

9. Billybrainpan - dot

10. Castor - dot

11. Yossarin - human fighter, Guardian path


Hp is 1d6+1 +1 FC +3 Archmage =11

I'll switch fly out for intimidate then.


Avelloran wrote:

Hp is 1d6+1 +1 FC +3 Archmage =11

I'll switch fly out for intimidate then.

Sorry about that. I hadn't noticed before that different mythic paths grant different numbers of hit points per tier.


Dotting, but the first idea that jumped out at me would be a Divine Hunter Paladin, and someone else has archer Paladin already, so I'm not sure yet if I'd rather go into direct competition for a specific niche or think up something else.


While I'm more focusing on getting four characters from different mythic paths, and not worried about class composition, two identical archetypes would be a bit much. :) Probably better to go a different route.


Yeah, I figured as much; it more comes down to "do I want to do pretty much the same thing as someone else and hope I do it better".


Stayed home from work today, had to take the wife to get her cast off from ankle surgery, Still here will have a build up tomorrow. Bard is for sure probably dual path Trickster/Archmage I think. Will start working on backstory as well.

Dark Archive

Consider me interested! I'm interested in submitting a Tiefling Slayer - Trickster path.


For those contemplating dual path, I'll consider your entry to be primarily the path that is most advantageous to everyone, so a Champion/Hierophant would be considered a Hierophant if nobody else had chosen that path, for example.

Dark Archive

Champion/Trickster in that case. :)


1. rorek55 - archer paladin, Champion path

2. Deaths Adorable Apprentice - tiefling Lore Warden fighter going Shadowdancer, Champion path

3. Fury of the Tempest - brawler, unknown path

4. ginganinja - arcane duelist bard, unknown path

5. Andostre - dumb as bricks ordinary warpriest, Guardian path

6. The Dragon - swashbuckler, unknown path

7. Ashe - some kind of bard, Archmage/Trickster path

8. Bane88 - Avelloran, the elf witch - Archmage path

9. Billybrainpan - dot

10. Castor - dot

11. Yossarin - human fighter, Guardian path

12. Nidoran Duran - archer paladin or something else, unknown path

13. Cr500cricket - tiefling slayer, Champion/Trickster path

Current applications by path:
Archmage: Ashe, Bane88
Champion: rorek55, Deaths Adorable Apprentice, Cr500cricket
Guardian: Andostre, Yossarin
Heirophant: --
Marshal: --
Trickster: Ashe, Cr500cricket

Dark Archive

When I have a bit more time I'll flesh this guy out some for you.


Ok here is most of the fluff. After work I will finish the PC and the secret she know which is alluding me.

Spoiler:
Alexis von Brant
Six background and concept elements important to Alexis
1) Alexis's view on the world is heavily influenced by Benedict Von Brant, her mentor. He taught her to embrace what she was not hid from it. Freed from Taldan rules she is learning to embrace being herself, though she is still learning who that is. Everything she does will be measured against her memory of Benedict and if she thinks he would approve. She has taken his last name and refers to herself as Alexis Von Brant. The scarf she received she cleaned and keeps tied around her waist.
2) She knows the value of keeping a secret.
3) Alexis willing to chance trusting others, strangers have been kinder to her than the people who should have been family.
4) While Alexis is trying to banish all ties to her home some beliefs still linger. Women with ornate hair and men with groomed beards should be respected since they hold power. She heavily favors decadent foods and ornate clothing since all her life the people with those things are who held the power.
5) Alexis loves the market place. The noise and chaos are more relaxing to her than a quite room. Amid the mass of people she feels free.
6) With the childhood Alexis had she has a soft spot for the down trodden, those forced into a position they clearly do not want. If she is able to she will work to liberate that person. She will work hardest for the rights of children.
Two goals that are important to Alexis.
1) To be honorable. Being born a Tiefling Alexis is assumed to tainted and evil. She wants to be honorable in that she will give a chance of redemption to those who wrong her once but only once. Alexis wants to live by her blade and travel the world. This lifestyle can tally up enemies but they will me met with the chance to change their ways or maybe change hers if she learns that she is in the wrong.
2) To be loved. In the familial, friendly, and romantic sense. Alexis Grew up with minimal affection and few friends while seeing her siblings lavished with attention and affection. She truly just wants to be cared for as other seem to be.
Two secrets about Alexis a, one that she knows, and one that she not yet aware of.
1 )
2) When Alexis was born her parent realized they had Infernal in their blood. For some boon they bartered part of their daughters vitality away. [spoiler]I will leave it to you and simply enjoy the ride. And this is how I will have her have a low strength.[spoiler]
Three people that are tied to Alexis, three who are friend, and one who is an enemy.
1) Astrid Forst is Alexis's mother. When Alexis was born her mother argued that she should keep the child, her first born and raise her even if it is in secret. For that simple act of kindness in allowing Alexis to live as a infant and finding her a place in the world, even if it is in the shadows, Alexis loves her mother. Her mother is the one that found her a trainer and planed to give her a place in life as a guard to her brother. Alexis's mother dose show her kindness Though it is never when anyone else is around. She will hug and give little trinkets to her daughters. The older she gets though the few are farther between are these little session of motherly kindness. With others around her mother is never cruel or taunting and she stops the behavior in others when she sees it but she is not affectionate with witnesses.
2) Godric Forst is her oldest younger brother and the heir to his family name.
3) Benedict Von Brant was her martial mentor. Her mother arranged for her to have training under a mostly unknown local Bard. ---- claimed to be more that he was more than happy to do so. Benedict began training Alexis in the blade, the mind, and social skills when she was five. In secret he also taught her the way of the Goddess of the Healing Light, believing that this mostly unwanted child would benefit from this religion and that there was little fear of her revealing his unlawful religion. All of Alexis's was left to him with not real supervisor. At least twice a week he would take her out of the Manor and teach --- to observe and learn from the masses. How to read a crowd, how to follow people, and the benefit of banter and barter. He also taught her how to pick
4) Darya Vann is the captain of the ship she fled Taldor on. Darya is a short tempered Taldan woman who is uncomfortable if not on her ship. She took pity on the young and scared Alexis who offered everything she had on her person for passage. Darya took a liking to the young runaway and gave her the time she would be make port in Absalom again in a few weeks/months if she wants to obtain legal passage.
Four memories, mannerisms or quirks Alexis possesses.
1) Alexis was born with a tail and little horns on her forehead. Before she left her home she had to keep the tail hidden under clothing or around her waist and the horn filed down with her hair styled to hid the stubs. She owned many hats. Now that Alexis is free of her Taldan shackles she is letting her little horns grown back and she keeps her tail in plain sight. She will idly rub her horns and her tail is very mobile, always moving and she is now free to practice using it to grab items like Benedict wanted her to.
2) Alexis's happiest memory is winning against Bennedict, it was a fluke but that didn't matter. He praised her for the lucky strike and let her decide what they would do the next day. Anything she wanted was game. They spent the whole day walking Cassomir eating sweets and watching the people move about while he told her fantastical tales that were far from true but wildly amusing.
3) Her most horrifying memory is her younger brother Godric walking towards her with a smile and saying "Guess who I just saw? He handed her a bloody scarf that Godric always wore "Your teacher resisted arrest and now he is food for the crows." Godric walked away laughing. It took no time to conferm that Benedict was in fact dead. He was discovered as a worshiper of Sererae, arrested, and then killed for his attempt to flee. It was at this moment that Alexis decided she was done with Taldor. So she gathered her things and fled her home to stowed away on a ship, The Gallant.
4) Once on Absalom soil the first thing Alexis purchased was a symbol of Sarerae. When she is sad or lonely she will bring a hand to the pendant and rub it. This makes her feel close to the father figure she lost and the Goddess she holds most dear.
Deities that matter to Alexis
1) Iomedae = Like most Taldans Alexis worships the former herald of Aroden. But she has a love hate relationship with this Deity. She respects the good that is done in Iomedaes name but the strict view point of this religion on what is evil represents much of Taldan culture to her and this is what has kept her from being recognized.
2) Sarenrea = Alexis s tutor was a worshiper of Sarenrea and as the man who most shaped her outlook on the world she took to Sarenrea. The illegal aspect made it all the more appealing. Her family hates Sarenrea and despite threat of arrest and possible death the only worshipper of Sarenrea she knows is a kind and loving man capable of seemingly unending compassion despite the misfortune of her birth.

Silver Crusade

here is most of the crunch (albiet, in a rough formatting)

Crunch:

Paladin Oath of Vengeance
Traits: Temple Funding (rich parents), Reckless, Seeker
Drawback: Overprotective
Azata Blooded Aasimar (swap Glitterdust SLA for +2 strength) and truespeeker
Str: 16
Dex: 18
Con: 10
Int: 12
Wis: 08
Cha:16

Feats:
1-Precise shot, Point Blank shot

Arms and Armor: MWK composite longbow (+3) (700), Chain Shirt (100), 40 Arrows, 20 Blunt Arrows, 10 Cold Iron Arrows, Greatsword
Gear: MWK backpack, belt pouch, waterskin(3), sunrod(2),

Skills
Diplomacy-1
Acrobatics-1
Perception-1
Linguistics-1


Quote:
4. ginganinja - arcane duelist bard, unknown path

Actually, if its ok I decided to play a Brown Fur Arcanist, heading into the Archmage mythic path. I'll get a well detailed backstory up soon!


1. rorek55 - archer paladin, Champion path

2. Deaths Adorable Apprentice - Alexis van Brant- tiefling Lore Warden fighter going Shadowdancer, Champion path

3. Fury of the Tempest - brawler, unknown path

4. ginganinja - brown fur transmuter, Archmage path

5. Andostre - dumb as bricks ordinary warpriest, Guardian path

6. The Dragon - swashbuckler, unknown path

7. Ashe - some kind of bard, Archmage/Trickster path

8. Bane88 - Avelloran, the elf witch - Archmage path

9. Billybrainpan - dot

10. Castor - dot

11. Yossarin - human fighter, Guardian path

12. Nidoran Duran - archer paladin or something else, unknown path

13. Cr500cricket - tiefling slayer, Champion/Trickster path

Current applications by path:
Archmage: Ashe, Bane88 , ginganinja
Champion: rorek55, Deaths Adorable Apprentice, Cr500cricket
Guardian: Andostre, Yossarin
Heirophant: --
Marshal: --
Trickster: Ashe, Cr500cricket


I just wanted to let you know, I'm thinking about a LG Marshal, maybe a paladin or a bard. There doesn't seem to be a particularly close deadline, and I'm really busy at the moment, so I'm probably gonna take a while to make it as good as I can.


I am thinking a human katana-wielding Kensai Magus of Neutral Good alignment and with some Azlanti blood in him. Primarily a swordsman at heart, he will be taking a single Swashbuckler level as his 2nd character level. As for his mythic path, he will be going down both the Archmage and Champion paths via the Dual Path mythic feat.


Hm... A little late to the party, it seems, but I am interested in giving an Oracle a spin.

Hierophant, of course.

With regards to connecting the character to a deity, is it absolutely essential for the character to have a connection to a major deity, or would a connection to one of the minor deities (Besmara, for example) or a comparable entity (Cthulhu, Arshea, Baphomet) be negotiable?


Let's put a deadline of Saturday night for backgrounds, I'll pick Sunday, and we can start Monday, or do folks need more time than that?


Hmm... I did not expect the deadline would be so close, especially considering the 10-Min. Background takes quite a bit more than 10 minutes to fill. :-P

Still, I think I should be able to manage to have something ready by then.


That's fine. How about giving everybody the week-end, then, to finish backgrounds, and I'll make a decision on Monday?


Belltrap wrote:

Hm... A little late to the party, it seems, but I am interested in giving an Oracle a spin.

Hierophant, of course.

With regards to connecting the character to a deity, is it absolutely essential for the character to have a connection to a major deity, or would a connection to one of the minor deities (Besmara, for example) or a comparable entity (Cthulhu, Arshea, Baphomet) be negotiable?

Connection to a major deity doesn't mean they have to follow them. A character's connection to a major deity could be the daughter who, chafing under the domination of her high priest of Erastil father, runs off and joins the church of Milani.


Would you have a problem with an Oracle with a connection to an evil deity that is really placating then worshipping?


Nohwear wrote:
Would you have a problem with an Oracle with a connection to an evil deity that is really placating then worshipping?

Interesting approach. Oracles don't have to be within one alignment step of their god, since worshipping a particular god is more fluff than mechanics for them.

Did you have a particular evil deity in mind?


Nazard wrote:
Nohwear wrote:
Would you have a problem with an Oracle with a connection to an evil deity that is really placating then worshipping?

Interesting approach. Oracles don't have to be within one alignment step of their god, since worshipping a particular god is more fluff than mechanics for them.

Did you have a particular evil deity in mind?

Rovagug, my mystery would be Apocalypse from Monster Codex.


Nohwear wrote:
Nazard wrote:
Nohwear wrote:
Would you have a problem with an Oracle with a connection to an evil deity that is really placating then worshipping?

Interesting approach. Oracles don't have to be within one alignment step of their god, since worshipping a particular god is more fluff than mechanics for them.

Did you have a particular evil deity in mind?

Rovagug, my mystery would be Apocalypse from Monster Codex.

Go for it.


1. rorek55 - archer paladin, Champion path

2. Deaths Adorable Apprentice - Alexis van Brant- tiefling Lore Warden fighter going Shadowdancer, Champion path, background completed

3. Fury of the Tempest - brawler, unknown path

4. ginganinja - brown fur transmuter, Archmage path

5. Andostre - dumb as bricks ordinary warpriest, Guardian path

6. The Dragon - swashbuckler, unknown path

7. Ashe - some kind of bard, Archmage/Trickster path

8. Bane88 - Avelloran, the elf witch - Archmage path

9. Billybrainpan - dot

10. F. Castor - human kensai magus, Archmage/Champion path

11. Yossarin - human fighter, Guardian path

12. Nidoran Duran - archer paladin or something else, unknown path

13. Cr500cricket - tiefling slayer, Champion/Trickster path

14. Dragonflyer1243 - paladin or bard, Marshal path

15. Belltrap - oracle, Hierophant

16. Nowhear - apocalypse oracle of Rovagug, Hierophant path

Current applications by path:
Archmage: Ashe, Bane88, ginganinja, F. Castor
Champion: rorek55, Deaths Adorable Apprentice, Cr500cricket, F. Castor
Guardian: Andostre, Yossarin
Heirophant: Belltrap, Nowhear
Marshal: Dragonflyer1243
Trickster: Ashe, Cr500cricket


As far as connection to a major deity goes: Must it be to one of the Inner Sea gods? I am trying to find a god that has some connection to swordsmanship and the improvement of one's skills, but the closest is Shizuru and that one is an eastern goddess. As far as Inner Sea deities go, there are a bunch (Irori, Gorum, Iomedae and even Cayden Cailean), but I am not sure if one of them is a good enough fit. A combination of Cayden and Iomedae could work, seeing as how they are both sword-wielding gods that combine concepts such as bravery, freedom, honor and valor.

Any and all help would be much appreciated.


Maybe Kurgess?


I'd like to avoid eastern flavor altogether.

Kurgess would be fine, though he's a minor god. Again, the connection to a major god does not have to be that your character worships or reveres it, just that the god or its church or religion has had a large impact on your character's life at some point.

If you've played Jade Regent, there are relationship rules whereby the PCs are either friend or foe to a major NPC. We won't be using the rules, but the idea holds. A major god or its church is either a friend or foe.

So, in your example, your character might have tried fitting in to the belief systems of Iomedae and Cayden, but found both lacking in what he wanted to get out of the god-mortal relationship, so he turned to Kurgess or one of the Empyreal Lords instead. That history will help colour and shape your character's reactions when the campaign deals with the churches of Iomedae and Cayden Cailean.


Ah, I see. That does make things a little clearer, thanks.

That means that the major god and his/her church do not necessarily have to be his own, just one that has had an impact in his life, be it positive or negative.

Hmm, food for thought indeed...


So my lacking of the secret is ok? I cannot think of anything, if you would like to add one for plot that is shiny for me.

I am trying to finish up and i have gotten to the equipment and her strength is 10 so not a lot of carry ability if you are rigidly keeping to the carry capacity. No clue why clothing weighs so much.

You mentioned Leadership is an option. So how do you handle that. Will I control the Cohort or will you?


The way I'm used to dealing with cohorts is you give me rough guidelines on what kind of cohort you want, I build him, and you play him. That way I can have a good day in his background so I can use him for the story and we can also avoid the trap of PC and cohort being perfectly designed together.

As for carrying capacity, I just ask that you be close.


I think I'll throw my hat in here. The character I had the most fun with ever was a 2nd Ed gnome Cleric/Illusionist. I think i'm going to go with at gnome cleric/wizard/MT and see how it plays out. Path with be dual Hierophant/Archmage.


Cool. That is how I am wanting to do the cohorts in my game as well. And I will try to be close, like within a few pounds. Thank you.

Silver Crusade

I shall make pinchusions of all evil doers.


Since I am half Human raised by humans can I qualify for the human favored class bonus for the fighter. Its that or I put the ranks in perception. I am fine with either one.


Deaths Adorable Apprentice wrote:
Since I am half Human raised by humans can I qualify for the human favored class bonus for the fighter. Its that or I put the ranks in perception. I am fine with either one.

Apologies if this feels like splitting hairs.

This FAQ entry sort of deals with that, but it refers to half-elves and half-orcs, both of which have the type Humanoid (human, XX). Tieflings are Outsider (native). Being half-human is fluff for them, as are making them half-elf, half-half-elf, or any other race.

So please go with the Perception bonus.


I'm afraid that I'm not the best with geography when I don't have a map. Would Galt count as a a part of the Inner Sea Region for your purposes. I just want my character to be descended from there, he doesn't even necessarily have to have ever lived there.


Galt is very much in the Inner Sea region, so that's perfectly fine.


trawets71 wrote:
I think I'll throw my hat in here. The character I had the most fun with ever was a 2nd Ed gnome Cleric/Illusionist. I think i'm going to go with at gnome cleric/wizard/MT and see how it plays out. Path with be dual Hierophant/Archmage.

Sounds like fun. Pathfinder makes for great gnome illusionists.


I'm just posting my crunch here now, so as to get it out of my way while I focus on the background. I decided to go with an archery-based bard named Thanephos, so I'll be focusing primarily on archery for damage, and the spells for other stuff.

Crunch:
Male Human Arcane Duelist 1, Marshal 1
NG Medium Humanoid (Human)
Deity: Milani
Init +5; Senses; Perception +4
====================
Defense
====================
AC 17, touch 13, flat-footed 14
HP 12/12
Fort +1, Ref +5, Will +2
CMD 15
Mythic Power 5/5
Bardic Performance 7/7
Reroll on failed save 1/1
====================
Offense
====================
Speed 20 ft.
Melee
Glaive +2 (1d10+3/X3)
Range
Shortbow +4 (1d6/X3)
BAB +0
CMB +2
Surge 1d6
====================
Statistics
====================
Str 14, Dex 16, Con 10, Int 12, Wis 11, Cha 14
Skills: Acrobatics +7, Diplomacy +6, Knowledge(Arcana) +5, Knowledge(History) +6, Knowledge(Religion) +5, Perception +4, Spellcraft +5, Stealth +7
Feats: Arcane Strike, Point-Blank Shot, Precise Shot, Mythic Spellcasting, Mythic Precise Shot
Path Abilities: Extra Mythic Feat
Languages: Common
Traits: Reactionary; Second Chance; Meticulous(Drawback, -2 on Untrained Skills); Historian
Homerule Bonuses: +1 to Ranged Weapons
====================
Spells-CL 1st, Concentration +3
====================
Cantrips
====================
Light, Detect Magic, Read Magic, Message
====================
Lvl 1 Spells
====================
2/2
Grease(DC-13), Cure Light Wounds(Mythic)
====================
Special Abilities
====================
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical 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 result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Decisive Strike (Su): As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn't count toward the ally's actions on its turn.
====================
Gear
====================
8 Gold
Hide Armor
Shortbow
30 Arrows
Glaive
Bard’s Kit


Here is a link to the character profile. It has the crunch mostly done and -I hope- soon enough will also have the fluff. I will, of course, post again once it is complete to let you know.

Joneth Revane

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