About Ace of the Flesh Puppets
Male Azata Aasimar Chelish Diva Bard 15
AC 32, touch 11, flat-footed 31 (+13 armor, +6 shield; +1 Dex; +2 natural armor)
HP 141 (15d8+60+3)
Fort +19, Ref +20, Will +17 (+14 if Charm or Compulsion)
Fire Resistance 10
Light Fortification (25%)
Speed 20 ft.
Melee cestus [Because it's so metal]
Ranged masterwork shortbow +15/+10/+5 | 1d6 | x2
Bard - CL 15
0th: [6 Known] Summon Instrument; Detect Magic; Unwitting Ally; Prestidigitation; Mage Hand; Mending
1st: 5+3/day [6+3 Known; DC 23] Cure Light Wounds; Chord of Shards; Beguiling Gift^; Unnatural Lust^; Hideous Laughter^; Saving Finale; Compulsive Liar^; Discern Next of Kin; Tears to Wine
2nd: 5+2/day [6+3+1 Known; DC 24] Reckless Infatuation^; Calm Emotions^; Pugwampi’s Grace^; Hold Person^; Detect Desires; Heroism; Pyrotechnics; The Dumbshow of Gorroc**; Tongues; Tattoo Potion*
3rd: 5+2/day [5+3 Known; DC 25] Haste; Good Hope^; Nixie’s Lure^; Glibness; Sculpt Sound; They Know^; Thunderous Drums; The Canticle of Joy**
4th: 4+2/day [4+3+1 Known; DC 26] Emergency Force Sphere~; Discordant Blast; Dimension Door; Dominate Person^; Hold Monster^; Wall of Sound; Primal Scream; Sonic Thrust
5th: 3+2/day [4+1 Known; DC 27] Overland Flight~; Deafening Song Bolt; Frozen Note^; Stunning Finale^; Bard’s Escape
* = Page of Spell Knowledge
** = Masterpiece
^ = Enchantment (+2 to DC)
~ = Eldritch Heritage Spells
Str 7, Dex 12, Con 18, Int 14, Wis 6, Cha 34
Base Attack +11; CMB +9; CMD 20
Feats: Skill Focus (Kn. Local)*; Noble Scion of War; Instrumental; Harmonic Spell; Spell Focus (Enchantment); Greater Spell Focus (Enchantment); Eldritch Heritage (Arcane); Improved Eldritch Heritage (Arcane);
Skills (120 Ranks)
Bluff +31 (+5 if believable and likely) [--]; Climb -2; Diplomacy +31 [--]; Disguise +33 [--]; Handle Animal +28 [--]; Intimidate +28 [--]; Kn. (Local) +13 ; Linguistics +20 ; Perception +19 ; Perform(Act) +32 ; Perform(Oratory) +32 ; Perform(String) +32 ; Perform(Wind) +18 ; Perform(Percussion) +24 ; Perform(Dance) +18 ; Sense Motive +31 [--]; Sleight +22 ; Spellcraft +20 ; Use Magic Device +16 
Languages (19) Common, Abyssal, Azlanti, Celestial, Hallit, Jistka, Kelish, Minkaian, Osiriani, Polyglot, Samsaran, Shadowtongue, Shoanti, Skald, Tekritanin, Thassilonian, Tien, Varisian, and Vudrani
Traits Innocent - +5 to Bluff for believable and likely lies; Strong-Willed - Add your Charisma modifier instead of Wisdom to Will saves against Charms and Compulsions
Racial Traits +2 to Diplomacy/Perform, Glitterdust 1/day, Acid, Cold, and Electricity Resistance 5, Darkvision (60’)
SQ Performances(Countersong, Distraction, Fascinate, Inspire Courage +3, Devastating Aria, Suggestion, Dirge of Doom*, Inspire Greatness, Soothing Performance, Frightening Tune, Inspire Heroics; Masterpieces: The Dumbshow of Gorroc, Canticle of Joy (Can Activate Bardic Performances as a Swift Action), Prima Donna, Famous, Versatile Performance (Act; Oratory; Percussion, Dance); Costume Proficiency; Jack of All Trades;
Combat Gear Headband of Charisma +6, Belt of Constitution +6, Circlet of Persuasion, Bracers of the Glib Entertainer, Pipes of the Sewers, Doomharp, Plate Armor +4, Heavy Steel Shield +4, Ring of Invisibility, Cloak of Resistance +5, Tome of Leadership and Influence +5; Rod of Extend Spell, Lesser; Rod of Threnodic Spell, Lesser
Other Gear Bag of Holding (Type II), Bedroll, Medium Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft., Disguise Kit (10 charges), Porter [to carry his stuff]
Special Gear Ocher Rhomboid Ioun Stone - Skill Focus (Kn. Local)
Famous:: At 1st level, a Diva may choose a region where she is famous, and within that region, the locals are more likely to react favorably toward her. The bard gains a bonus on Bluff and Intimidate checks in that area and to influence people from that area. At 5th level, the region is a settlement or settlements with a total population of 5,000 or fewer people, and the modifier on Bluff and Intimidate checks is +2. At 9th level, the region is a settlement or settlements with a total population of up to 25,000 people, and the modifier on Bluff and Intimidate checks is +3. At 13th level, the region is a settlement or settlements with a total population of up to 100,000 people, and the modifier to Bluff and Intimidate is +4. At 17th level and above, the diva’s renown has spread far, and most civilized folk know of her (GM’s discretion); the diva’s modifier on Diplomacy and Intimidate checks is +5.
Bardic Performance:: 44 rounds
List of Bardic Performances:
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.
Devastating Aria (Su):: At 3rd level, the Diva can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage + the diva’s level to an object, or half this damage to a living creature.
Suggestion (Sp):: A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su):: A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.
Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Use: 2 bardic performance rounds.
Action: 1 full round.
Canticle of Joy (Su):: This agonizing eulogy gets into a listener’s blood, and bestows on him the phantom sensation of all the agonies suffered by Zon-Kuthon’s most pious worshipers. One target within range is cursed as though affected by bestow curse as long as the bard maintains the performance. Although this lullaby does have words, it is not a language-dependent effect.
Use: 1 bardic performance round per round.
Action: 1 round.
At the Heart of It All (Su):: This haunting melody teases at the veils of understanding and drills into the bedrock of truth. Upon completing this performance, the target attempts a Will save. Failure means you understand the target’s primal nature; you gain a +4 bonus on Charisma-based checks to influence the target, and the DCs of your abilities and spells that would influence the creature or its actions (including charm and compulsion effects) increase by +2. These bonuses last for 1 day. You must have an idea of who the creature is when you begin to play the song, either through researching the creature or by observing it directly from no farther than 100 feet.
Use: 5 rounds of bardic performance.
Action: 5 full rounds.
Vindictive Soliloquy (Act Masterpiece): You provide an impassioned monologue from the point of view of a noble queen, voicing her inner turmoil at being betrayed by her own sister and calling for justice to strike from the heavens. If you perform this masterpiece with the Perform (sing) skill, it is a tempestuous aria instead of a rousing soliloquy. Upon completing the performance, you may conjure bolts of lightning as though you had cast call lightning storm, except the bolts are made of elemental thunder and deal sonic damage rather than electricity damage. The bolts do not increase in damage if outdoors in a stormy area. Instead, in any environment, you may attempt a DC 25 Perform check as part of the standard action to call a bolt. If your Perform check is successful, that bolt deals 5d10 points of sonic damage instead of 5d6.
Use: 5 bardic performance rounds.
Action: 5 full rounds.
Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Prima Donna (Ex): At 2nd level, as her efforts to outdo her rivals increase, a Diva can spend additional rounds of bardic performance to augment countersong, deadly performance, fascinate, frightening tune, and scathing tirade (see below). When used, this ability gives her a +2 bonus on her Perform check or saving throw DC for those performances. The diva must spend an additional round of bardic performance for every round she uses prima donna to increase her Perform check result or saving throw DC.
Costume Proficiency (Ex): At 5th level, the Diva has become so used to wearing strange and cumbersome costumes for her performances that she gains medium armor proficiency and can cast bard spells while wearing medium armor without incurring the normal arcane spell failure chance. At 11th level, she gains heavy armor proficiency and can cast bard spells while wearing heavy armor without incurring the normal arcane spell failure chance. A multiclassed diva still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Jack of All Trades (Ex): At 10th level, the bard can use any skill, even if the skill normally requires him to be trained.
Boon - Haagenti’s Blessing (Wardens of the Reborn Forge):
You participated in a body-warping ritual dedicated to the demon lord Haagenti, patron of alchemy, invention and transformation. This experience has converted part of your body into gold plates, granting you fire resistance 10 and a 25% chance to negate the extra damage from a sneak attack or critical hit (per light fortification). However, you reduced flexibility imposes a -6 penalty to Dexterity, and the Demon Lord’s influence gives you a -2 penalty to Wisdom. This curse can be removed with Remove Curse or similar magic (DC 25).
Have endured the effects of Metruni’s transformation ritual and spent time adjusting to your new body, your connection to the demon lord Haagenti has grown-and with it grows your power. If you have the Golden Curse of Haagenti boon (see above), you retain the fire resistance, ability to ignore extra damage from critical hits, penalty to Wisdom and means of removing the curse (though the caster level check DC increases to 30); however, the penalty to Dexterity is reduced to -2. Further, you gains a +2 natural armor bonus (or your existing bonus increases by 2) and a +2 profane bonus on saving throws against transmutation spells and SLAs. Finally you gain an overwhelming aura of chaos and evil as though you were an outsider with the chaotic and evil subtypes.
The boon’s growing corruption gradually reconfigures your moral compass even if you perform no evil acts. Beginning an adventure with this boon is considered an evil action and could result in the PC’s loss of access to certain class abilities. At the end of such an adventure (even if you removed the curse partway through), your alignment changes to chaotic evil unless you are subject to an atonement spell.
Boon - Clockwork Spy (Wardens of the Reborn Forge):
Habblegash maintains a small flock of clockwork spies (Bestiary 3, page 58), and over the course of your adventures, you acquired one either through friendship or force. The clockwork spy now serves you. You must bring a copy of Bestiary 3 to any game in which you plan to use the clockwork, as though it were available on the Additional Resources page.
Feat - Eldritch Heritage (Arcane):
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.
New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.
Kayle's Blessing: You gain a +1 luck bonus on any saving throw against a dragon's breath weapon. Can be applied after the roll is made, but before the result is revealed. (0/3 used) [First Steps, Part III]
Crisis Averted: You rescued the dwarven emissaries and helped to mitigate a developing crisis. [Glass River Rescue 5-01]
Secrets of the Grave: When you would fail a saving throw against a necromancy spell or the supernatural or spell-like ability of an undead creature, you may use this boon to retroactively add 2 to the result. Alternately, you can increase the caster level of a necromancy spell by 2. (One Use) [Library of the Lion 5-11]
Zamir is coerced...: When in Absalom or any city of Andoran (5,000 residents or more), you can present this coin to any citizen of Jalmeray and receive a +4 circumstance bonus on any one Appraise, Diplomacy or Knowledge check. You may use this coin once per scenario. [Assault on the Kingdom Impossible 1-33]
Mythic Legacy: When you activate this ability as a free action, choose one feat you have. For one round, you gain the benefit of the mythic version of that feat as if you had also expended one use of mythic power. (One Use) [Destiny of the Sands, Part III 5-16]
Scrutiny of the Stars: Whenever you are confused, add 5 to the result to determine your action. In addition, there is a 20% when you sleep that an alien entity attempts to contact you and torments your dreams per the spell Nightmare (DC 17). You can cure this boon if you are the target of a Heal spell while under the effects of Nondetection. [Destiny of the Sands, Part III 5-16]
An Agent Uncovered: You gain a unique wayfinder stamped with the seal of the Decimvirate. When presented to another Pathfinder, you receive a +2 bonus to Bluff, Diplomacy and Intimidate checks. [The Heresy of Man, Part I 2-06]
Raktavarna Improved Familiar: You can choose the raktavarna as an improved familiar. [The Golden Serpent 3-24]
Sendeli Foxglove's Favor: You have earned Sendeli Foxglove's favor. [The Golden Serpent 3-24]
Mutani Manual of Martial Mastery: You gain a +1 bonus to the combat maneuver Steal and a +1 Dodge bonus to CMD against this maneuver. [The Ghenett Manor Gauntlet 3-03]
Accumulating an Army (Elven Uprooters): You can command the Uprooters in a future scenario. [The Elven Entanglement 5-05]
Ocher Rhomboid Ioun Stone: You have activated an evil ioun stone. It grants a feat (Masterpiece: At the Heart of It All), but may have consequences. [The Refuge of Time 4-12]