Cultist of Baphomet

Amelia Geitgeesteliijkheid's page

33 posts. Alias of Delmoth.


Classes/Levels

Usable/day:
1st 3/4 Bard song 8/9

Gender

F CN Human | C1/F1/B3 | HP 35/35 | AC 15, FF 16, Touch 8, CMD 13 | Fort +5 Ref +2 Will +8, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft |

About Amelia Geitgeesteliijkheid

Amelia
Female human ex-cleric of Baphomet 1/fighter 1/bard 2
CN Medium humanoid (human)
Init +3; Senses Perception +5

Defenses
AC 15, touch 9, flat-footed 16 (-1 Dex, +6 armor)
hp 35 (1d8+1d10+3d8+1; 8+6+3*5+1*5+1)
Saves Fort +5, Ref +2, Will +8 (+4 vs bards, sonic, language)

Offense
Speed 30 ft.
Melee mwk glaive +7 (1d10+3/x3)
Melee dagger +6 (1d4+3/19-20)
Special Attacks Bard Song 9/9 (countersong, distraction, fascinate, inspire courage +1, inspire competence +2)
Bard Spells(CL 3, Concentration +4):
Level 1 (4/day, DC 12) Feather Fall, Ears of the City, Vanish, Disguise self
Level 0 (DC 11) Read Magic, Mending, Ghost Sounds, Detect Magic, Message, Light

Statistics
Core Stats: Str 14, Dex 8, Con 10, Int 13, Wis 17, Cha 13
Base Atk +3; CMB +4; CMD 13
Feats Combat Casting, Improved Initiative, Weapon Focus (Glaive), Simple Weapons, Martial Weapons, Heavy Armor, Medium Armor, Light Armor, Shields, Tower Shields, Bard Weapons, Toughness
Skills (2 cleric+2 fighter+3*6 bard+5 int+2*5 bg)
Bluff (use string) +9
Climb (3) +8
Diplomacy (use string) +9
Disguise (1) +4
Perception (5) +12
Spellcraft (5) +9
Stealth (5) +7
Swim (3) +8

Knowledge
Religion (2) +7
Local (2) +7
Planes (1) +6
The rest (0) +2

Background
String (5) +9
Artistry (Musical Composition) (5) +9

Languages Common, Abyssal, Hallit
Gear masterwork glaive (308), mithral four-mirror (1045), Tanglefoot bag, Scroll of Cure Light Wounds, Potion of Enlarge Person, Backpack, Bedroll, Belt Pouch, Common Guitar, Flint and Steel, Ink, Inkpen, Iron Pot, Journal, Mess kit, Mirror, 50ft hemp rope, soap, 10x torches, 5x trail rations, waterskin, 206gp

Note: As an ex-cleric of Baphomet, Amelia has lost all class features from her cleric class (except for armor, shield, and simple weapons proficiency) and cannot gain any more levels as a cleric of Baphomet until atoning.

Special Abilities

Bardic Knowledge (Ex):
A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance:
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% chance 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.

Countersong (Su):
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent 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 countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on 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 skill check 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Facinate (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 this ability from working. For every three levels the 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 all 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.

Inspire Competence (Su):
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

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).

Well-Versed (Ex):
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Once I take divine source can Amelia go through the process to change deities described in the 3.5 Player's handbook II?

Player's Handbook II (3.5) / Divine Conversion / p193

DIVINE CONVERSION

As noted in the Player’s Handbook, a cleric who grossly violates the code of conduct imposed by his deity loses all spells and class features and cannot attain any more levels as a cleric of that deity. All these penalties remain in effect until he atones. But what if he doesn’t want to atone? What if a cleric of Hextor finds new meaning and purpose in serving Heironeous after a dramatic conversion experience? Such a character need not become a multiclass ex-cleric of Hextor/cleric of Heironeous. Instead, Heironeous can simply reinstate the character’s cleric powers once he has proven his loyalty, talent, and ability.

A cleric who changes his patron deity must complete a quest to prove his devotion to his new patron. The nature of the quest depends on the deity, and it always clearly reflects the deity’s alignment as well as his or her goals and beliefs. To start the process, the cleric must voluntarily accept a geas/quest spell cast by a higher-level cleric of his new deity. During the quest, the cleric has no access to spells or cleric class features—except his weapon and armor proficiencies, which he does not forfeit.

Upon completing the quest, the cleric receives the benefit of an atonement spell from a cleric of the new deity. The character then becomes a cleric of the new deity and is inducted into the clergy during an appropriate ceremony of the DM’s choosing. After selecting two of the new deity’s domains in lieu of his old ones, the character has all the powers and abilities of his previous cleric level, plus the granted powers of his new domains.