Rotrovio

Arthur Stonefire's page

129 posts. Alias of BloodWolven.


Race

Vitals:
HP: 295/295_ AC: 32 _ T: 17 _FF: -_ Perception +12_Sense Motive +23_Init: +2_Fort: +17+2 vs. poison_Ref: +12_Will: +8 +14 vs charm and compulsion & ench_CMB: +17_CMD: 32_Speed: 40

Classes/Levels

Skills:
Acro +23_Bluff +26_Climb +24_Dip +23_Disg +23_EscArt+19_HA+11_Intim +21/23 _K (nob/O) +12/+7 _Perform +23_ Ride +14_ SoH +10_ Spell +12_ Stea +12 _Surv +5 _UMD +23_Swim +10

Strength 22
Dexterity 20
Constitution 30
Intelligence 17
Wisdom 12
Charisma 24

About Arthur Stonefire

Still to do rage powers, bard spells, favored bonus

Arthur Stavian
Temporary:

Before Battle: Dex boost, Shield, Alter self, Enlarge Person,
Constant: Resistance
Round 1: Inspire~Oratory
Round 2:
Round heal: channel [dice]6d6[/dice] DC 30-foot radius centered on Arthur, DC 22, 10/day, Standard action (No AoO)
After battle: cure light wounds with wand

Descriptions:

Guildmaster Outfit:
He lounged in his guildmaster's golden robe. An item showing the importance of his position with its opulence. Precious shining gems were embedded in the lining with no obvious threading. There were magical silver runes that ran the length of the robe as well.

His formal noble outfit included his signet ring of his very house he had created, the Smiths of Stonefire. Also his jewelry of golden bracelets, gold rings with precious gems, and a golden necklace with a blue sapphire as its center point. These were all worn to accentuate his natural, or more known unnatural, appearance.

His hair shines like gold, jewel-toned eyes of sapphire blue, lustrous golden colored skin, and the glowing golden halo.

Entertainer Outfit:
The first thing you would notice is someone different is near you. He has flamboyant colored clothes of an entertainer, with multicolored scarves that hang from nearly every pocket of his suit. Then there is the hair that shines like gold, jewel-toned eyes of sapphire blue, lustrous skin color, and the glowing golden halo. On his suit you can see the Stavian crest on each shoulder and a large one on his back.

Vitals:
HP: 295/295_ AC: 32 _ T: 17 _FF: -_ Perception +12_Sense Motive +23_Init: +2_Fort: +17+2 vs. poison_Ref: +12_Will: +8 +14 vs charm and compulsion & ench_CMB: +17_CMD: 32_Speed: 40

Crunch:

Aasimar, male, Bard-barian, NG
Native outsider, Angel-Blooded (Angelkin),
Invulnerable Rager (Barbarian)/ Court Fool Bard 11
Court Fool
Invulnerable Rager

Init +5; Perception +12, Sense Motive +23

BAB: +11, CMB +17, CMD 32
Fortitude Save: +17 (7, +10) +2 vs. poison
Reflex Save: +12 (7, +5)
Will Save: +8 (7, +1) +6 vs charm and compulsion & ench

+2 on saving throws against becoming blinded or dazzled

AC: 32, touch 17, flat-footed - (+2 Mithral Agile Breastplate +8, dex +5, natural +3, shield +4, def +2)

HP: 295/295 (12, 9, 10, 10, 11, 9, 8, 9, 3, 10, 7) [+110] (+77) (+11) (+)(Given 1st level, 2nd level, etc.) [CON] (CHA) (Toughness) (favored bonus)

Resistance: Fire 3, acid 5, cold 15, and electricity 15, Endure Elements in hot conditions.

Invulnerability (Ex): DR 5/-, 10/- nonlethal damage
Fast Healing 7

[dice=Adamantine +1 Keen Greatsword]1d20+18[/dice]
[dice=damage]2d6+10[/dice] 17-20 x2

[dice=MC Glaive-Guisarme]1d20+18[/dice]
[dice=damage]1d10+9[/dice]

dagger
[dice=Bastard sword]
[dice=damage]1d10+7[/dice]
Sap 1 gp 1d6 x2 — 2 lbs. B nonlethal
Chakram 1 gp 1d8 x2 30 ft. 1 lb. S
Sling — 1d4 x2 50 ft. — B
Bullet(s), sling (10) 1 sp — — — — 5 lbs.

(total of 5) Rage power: Guarded Life
Benefit: While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.

Clear Mind (Ex)
Prerequisite: Barbarian 8
Benefit: A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse.
Special: This power can only be used once per rage.

Deadly Accuracy (Ex)
Prerequisite: Barbarian 4, surprise accuracy rage power
Benefit: If the barbarian scores a critical threat when using her surprise accuracy rage power, she applies double the surprise accuracy bonus when rolling to confirm the critical.

Surprise Accuracy (Ex)
Benefit: The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made.
Special: This power can only be used once per rage.

Intimidating Glare (Ex)
Benefit: The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.

No Escape (Ex)
Benefit: The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement.
Special: This power can only be used once per rage.

Unexpected Strike (Ex)
Prerequisite: Barbarian 8
Benefit: The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity.
Special: This power can only be used once per rage.

Moment of Clarity (Ex)
Benefit: The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. Activating this power is a swift action. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per day.
Special: This power can only be used once per rage.

Perfect Clarity (Ex)
Prerequisite: Moment of clarity rage power
Benefit: While using her moment of clarity rage power, the barbarian can roll twice for any miss chance or Will saving throws to disbelieve illusions, taking the better result.

Total, starting value, race, sublime, level, wish, magical item, spell, bonuses

STR: 22 - - - 17, +2, +2, +1, +0, +4
DEX: 20 - - - 14, +0, +2, +0, +0, +0, +4
CON: 30 - - - 16, +0, +8, +2, +0, +4
INT: 17 - - - 13, +0, +4, +0, +0,
WIS: 12 - - - 12, +0, +0, +0, +0,
CHA: 24 - - - 14, +2, +8, +0, +0,

Favored bonus:

Sublime Special Abilities:
Channel Positive Energy: channel as 1st level cleric
Positive Energy Affinity: x2 any healing spell on sublime creature.
Fast healing: fast healing (equal to Charisma bonus) 7
Immune to disease
Feats: Gain Toughness as a bonus feat.
Skills: +4 racial bonus to Diplomacy.

Bard Spells:

6 5 5 4 2

Cantrip: 6
Resistance
Dancing Lights
Detect Magic
Message
Prestidigitation
Unwitting Ally Subject is considered ally for 1 round.

Scrolls:
Mending (3)
Read Magic (5)
Mage Hand (3)

1st level: known 5, 5+2/day DC 18
Feather Fall
Vanish As invisibility for 1 round/level (5 max).
Liberating Command
Saving Finale
Timely Inspiration

Wand:
Cure light wounds (12)
Expeditious Retreat (5)
Heightened Awareness (7)
Eternal wand of Mage Armor (5) CL 5
Eternal wand of shield (5) CL 5

Scrolls:
Alarm (2)
Clarion Call (2)
Comprehend Languages (2)
Detect Secret Doors (2)
Enhance Water (2)
Feather Step (2)
Animate Rope (2)
Glue Seal (2)
Grease (2)
Horn of Pursuit(2)
Identify (2)
Invigorate (2)
Invisibility Alarm (2)
Remove Fear (2)
See Alignment (2)
Swallow Your Fear (2)
Tap Inner Beauty (2)

2nd level: known 5, 4+2/day, DC 19

3rd level: known 4, 3+2/day, DC 20

4th level: known 2, 1+1/day, DC 21

5 level: known 0
[wands to get: ]

Cantrips: DC 12
Flare Dazzles one creature (–1 on attack rolls).
Mage Hand 5-pound telekinesis.
Prestidigitation Performs minor tricks.
Resistance Subject gains +1 on saving throws.
+1


Specials:
Bardic Performance - 8/8 per day
+1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Alter self 1/day

Weapon and Armor Proficiency:

Proficient with all simple weapons and martial weapons with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.

Skills:
Acro +23_Bluff +26_Climb +24_Dip +23_Disg +23_EscArt+19_HA+11_Intim +21/23 _K (nob/O) +12/+7 _Perform +23_ Ride +14_ SoH +10_ Spell +12_ Stea +12 _Surv +5 _UMD +23_Swim +10

Skills: CS=class skill 99 ranks, 22 background ranks
*Acrobatics +23 (11 Rank, +5 dex, +3 CS, +5 Buffoonery) (-1 ACP)
*Bluff +26, (11 rank, +7 Cha, +3 CS, +5 Buffoonery)
*Climb +24, (10 ranks, +3 CS, str +6, +5 Buffoonery) (0 ACP)
*Diplomacy +23, Versatile Performance (Ex): Oratory
*Disguise +28, (11 rank, +7 Cha, +3 CS, +5 Buffoonery, +2 kit)
Fly +, (0 rank, +5 Dex)
*Escape Artist +19, (11 Rank, +5 dex, +3 CS)
Heal -2, (0 ranks, +1 Wis)
*Intimidate, +21/+23, (11 rank, +7 Cha, +3 CS) +2 vs evil creatures
*K (arcane)* +7, (1 ranks, +3 CS, +3 Int)
*K (nature)* +7, (1 ranks, +3 CS, +3 Int)
*K (religion)* +7, (1 ranks, +3 CS, +3 Int)
*Perception +12 (8 rank, +1 Wis, +3 CS)
*Ride +14 (6 ranks, +5 Dex, +3 CS)(-1 ACP)
*Sense Motive +23, Versatile Performance (Ex): Oratory
*Spellcraft* +12, (6 rank, +3 CS, Int +3)
*Stealth +12, (5 ranks, +5 Dex, +3 CS) (-1 ACP)
*Survival +5, (1 ranks ,+1 Wis, +3 CS)
*Use Magic Device +23
*Swim +10, (2 ranks, +6 str, +3 CS) (-1 ACP)

Languages
Common, Celestial, Draconic, Elven, Dwarven

Background Skills 22
*Appraise +8 (1 rank, +3 Int, +3 CS, +1 trait)
*Artistry
*Craft carpentry* +, (0 rank, +3 CS, +1 Int)
*Craft Fletchery +, (0 rank, +3 CS, +1 int)
*Handle Animal +11, (1 rank, +7 Cha, +3 CS)
*Knowledge (engineering) +7, (1 rank, +3 CS, +3 int)
*Knowledge (geography) +7, (1 rank, +3 CS, +3 int)
*Knowledge (history) +7, (1 rank, +3 CS, +3 int)
*K (nobility) +12, (3 ranks, +3 CS, +3 Int, +3 trait)
*Linguistics +11, (3 ranks, +3 CS, +3 Int, +2 race)
*Lore of Taverns in Oppara +, (0 ranks, +3 CS, +3 Int)
*Perform (Oratory) +23, (11 rank, +7 Cha, +3 CS, +2 trait)
*Profession (masseuse) +1, (0 ranks, Wis +1, +3 CS)
*Sleight of Hand, +10 (2 Rank, +5 dex, +3 CS) (0 ACP)

Feats: :

https://www.d20pfsrd.com/feats/general-feats/noble-scion/
1st level
Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. You also gain an additional benefit depending on which family you belong to.
Stavian: As a close relative of the Grand Prince, yours has been a life of material comfort and indulgence, colored by constant threats and direct influence. You gain a +2 bonus on Fortitude saves against poison and on Will saves against enchantment spells of the charm and compulsion subschools.

Later feats:
Skill Focus: +3 on Perform/Wind
Lingering Song: Beneficial effects of Raging Song linger for 2 rounds
Deific Obedience: +4 Perform and Craft Checks as long as obedience to Shelyn is performed each morning.
Battle Cry: Swift action to give allies +1 attack and +4 saves versus fear for a minute, end effect to reroll failed fear save.
https://www.d20pfsrd.com/feats/combat-feats/flagbearer-local/
Need cha 15
Combat Reflexes

Traits: :

Savant
From a very young age, the ability to master performance types has come quite naturally to you.
Benefit: Choose a performance type, Orator. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.
Irrepressible
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind.
Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Child of Oppara: You belong to a noble family that matters in Taldor, though as the story begins you may or may not be on good terms with your relatives. Your upbringing among the city’s well-to-do gives you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance.
With Princess Eutropia’s efforts to provide for Taldor’s common citizens and overturn years of tradition, new lines are being quietly drawn in the sand, and you have found yourself embroiled in these intrigues whether you intended to be or not.

You gain a +1 trait bonus on Appraise and Knowledge (nobility) checks, and one of these skills is always a class skill for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.

Drawback: Hedonistic:
You are a creature of pleasure and comfort.
Effect(s) Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Specials:

Racial::

Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens.

Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include hair that shines like metal, jewel-toned eyes, lustrous skin color, or even glowing, golden halos.

Halo Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.

Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Typical Alignment Any good
Ability Modifiers +2 Str, +2 Cha
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Alternate Spell-Like Ability Angelkin gain alter self as a spell-like ability.

Positive energy fills and enlivens all naturally born beings to one degree or another. It is the very essence of life. Sublime creatures are individuals and beings with a much stronger connection to this wellspring of energy than is typical. Preternaturally strong and healthy they nearly glow, so strong is the life force within them. While some sublime creatures are born with their abilities, others are beings who have been blessed by the gods or have been exposed to sources of pure positive energy.

A sublime creature is the epitome of health and beauty, being more comely than other members of its race.

Creating a Sublime Creature
“Sublime” is a template that can be added to any living creature. The creature is distinguished by its strong aura of positive energy, and its extraordinary health and beauty.

A sublime creature uses all of the base creature’s statistics and special abilities, except as noted here.

CR: +2

Armor Class: Increase natural armor by +2.

Speed: Increase all the base creature’s natural speeds by 10 ft.

Special Defenses: fast healing (equal to Charisma bonus); Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, increase the base creature’s Cold and Electricity resistance by 10.

Special Abilities: The sublime creature gains the following special abilities.

Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.

Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.

Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).

Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.

Abilities: Increase from the base creature as follows: Strength +2; Dexterity +2; Constitution +8; Intelligence +4; Charisma +8.

Feats: Gain Toughness as a bonus feat.

Skills: +4 racial bonus to Diplomacy.

Gear: 84,000

+2 Mithral, Breastplate (agile) +8 AC +5 Max Dex -1 ACP 15% 20 ft. 15 ft. 12 lbs

The armor check penalty for Climb checks and Acrobatics checks made to jump is negated.
4,400 gp + 4,000

Eternal Wand of (DEX)
2 charges per day
4,420

Wand of shield... 30 charges
750
Wand of enlarge person... 27 charges
750

Belt of physical perfection +4
36,000 gp

Robe of Healing (belt of healing)
1,000

Adamantine +1 Keen Greatsword
11,000

Silversheen Greatsword, MC
Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on.
775 gp

Cold iron Greatsword, MC
400 gp

cold iron longsword
30 gp

Angelic attuned Vest of Security (Belt, Security)
6,250

Eye Patch, Pirate’s
This black silk eye patch is adorned by a skull and crossbones worked in silver thread.
The wearer of this patch gains a +2 competence bonus on Swim and Climb checks. In addition, once per day, the wearer of this eye patch can gain the effects of either touch of the sea or expeditious retreat on command (wearer’s choice).
2,600

Boots of Cat
1,000

Amulet of natural armor +1
2,000 gp

Angelic attuned Ring of Protection +2,
4,000

Angelic attuned Ring of sustenance
1,000

78,100

-------------
---------------
-------------
New items:
Boots of flying onto boots of the cat
weapon augment: cold crystal lesserv+1d6

Delisquent Gloves (cold): +1d6

bracers of fire resistance 30

Rod of Ice!

-------------
---------------
-------------
Loot

a wand of eagle’s splendor, (5 charges)
Pocketed scarf, 8gp, +4 sleight of hand to hide small objects
entertainer’s outfit, 3 gp
Cure light wounds wand 5 charges 75 gp
Explorer’s outfit, 10 gp (given)

Noble’s outfit (trait)
Signet ring (trait)
Jewelry: 200gp (trait) Gold bracelets, gold rings with precious gems, gold necklace with a blue sapphire as its center point.

a belt pouch
Disguise kit (5 charges left) 25 gp

Wealth:
4+7 gp, 6+15 sp, 10 cp

+1 magical silver dagger
eyeglass(1200 gp)
book/journal ($$$)

Monk's kit: 8 gp
This kit includes a backpack, a blanket, rope, soap, torches (10), trail rations (0 days), and a waterskin.

Mess kit: 2 sp
This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.

[/spoiler]

HP: 14/314_ AC: 16 _ T: 12 _FF: 14_ Perception +2_Sense Motive +0[/ooc]_Init: +2_Fort: +4+2 vs. poison_Ref: +4_Will: +0 +6 vs charm and compulsion & ench_CMB: +5_CMD: 17_Speed: 30

---------

Urban Barbarian:

Crowd Control (Ex)
At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
This ability replaces fast movement.
Controlled Rage (Ex)
When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.
This ability alters rage.

Barbarian Invulnerable Rager Archtype
Invulnerability (Ex)
Rage power: Guarded Life

Court Fool:

Arguably the oldest and most widespread role for a court entertainer is that of the court jester or fool. This role arose from the need to offset the intense, even deadly, seriousness of court business. The court fool serves as an outlet for the constant pressure of aristocratic dealings, relieving tensions through humor. The motley clad acrobat is a good example of this style of court fool, using physical comedy to generate belly laughs and raise spirits. In other courts, the court fool might ridicule social conventions with bawdy songs or engage in biting satire, parodying manners or even mocking individuals to spread good cheer. The court fool holds up an unflattering mirror to those in charge or speaks truths, however veiled, that no one else can safely utter.

Buffoonery (Ex)
A court fool gains a bonus equal to 1/2 his bard level on Acrobatics, Bluff, Climb, and Disguise checks (minimum +1).

This replaces bardic knowledge.

Bardic Performance
A court fool gains the following types of bardic performance.

Distracting Motley (Su) At 1st level, a court fool can startle his allies back to their senses with erratic capering or by fluttering multicolored clothing. Each round, he attempts an Acrobatics check. Any ally (including the court fool) within 30 feet can use this check in place of her own saving throw against confusion and fascination effects. Those already under a confusion or fascination effect can attempt a new save each round using the court fool’s Acrobatics check.

A court fool wearing an entertainer’s outfit gains a +2 bonus on these Acrobatics checks. Distracting motley doesn’t work on effects that don’t allow saves. This is a mind-affecting effect that uses visual components.

This performance replaces countersong.

Defuse Tension (Su) At 3rd level, a court fool can use a silly performance to comfort a beleaguered ally. That ally must be within 30 feet and be able to see the court fool. The ally ignores the fatigued and shaken conditions (but not more extreme conditions, such as exhausted or frightened) as long as she continues to see the court fool’s performance.

This performance affects one additional creature at 7th level and every 4 bard levels thereafter. A court fool can’t use defuse tension on himself. Defuse tension relies on visual components.

This performance replaces inspire competence.

Versatile Performance (Ex): Oratory (Diplomacy, Sense Motive)
Well-Versed (Ex)
Martial Performance (Ex): 6th level of 'Versatile Performance', Gain Weapon Focus with Heavy and Light blades. Bard levels classify as 1/2 fighter level. So 12th level I qualify to get weapon Specilizaiton.
Expanded Versatility (Ex): 10th level of 'Versatile Performance', Gain Use Magic Device as well to substitute skill list.

Background:
I have always been the odd man out. It started when I was born. As a blessed angel kin aasimar I was different from everybody else. My parents took it as a blessing. As a child I took it in stride and liked all the attention. I was bullied by a few for my differences but that didn’t matter to me. It even made Carrius that much better of a friend to me. We were cousins and got along well enough, but with the right cause he stood like a shining beacon of justice. The bullies thought they could take him, well they soon learned the wrath of an angel.

From that day Carrius and I were inseparable. We both had our roles to play. He still stood out like the beacon of good and I was his right hand man. I took up the way of the bard so that I could keep the histories and stories straight and my mentor made me into a proper fool. He said I had the best demeanor for it. Little did anyone see the wrathful side of me, and the few that did saw the burning rage and felt it for weeks. Of course this is Prince Carrius the 2nd, I am speaking about and he tragically died 20 years ago; one of those days I was not with him.

I blame myself for his death but there was always a place for a proper fool. I don't play the part with my immediate family and find work with cousins or other nobles. For the last 20 years I have played the part of the fool, the playboy, the drunk. There are enough parties and social gatherings for any minor noble to practically live off of. Also I show how most people the best way to party!

Though his frivolous life has begun to slow down. His eye was caught by a beauty, one Ismene Albus. The drinking slowed to enjoyment rather than to dull his senses and memory. He took more pride in being a bard and did his best to be the fool he was meant to be. Whenever possible he would find her at the party and find time to talk and drink.

When he needed to pay for his own food he found a hidden diamond in the rough, Mamma Crow! The food was sooooo tasty and the price was great! I am sure I am the most outstanding customer they get!

The tick tock of creation...

More notes / Question to Zahur and Torin:

238 gp, a bottle of fine brandy (worth 75 gp), and a wand of eagle’s splendor, (5 charges) from a particularly passive-aggressive earl who hands it to Arthur along with a snide remark about using it next time he recites poetry.
And that’s the Gallery cleared of both thresholds. Zahur, Arthur and Torin each have an opportunity to influence one of the following NPCs when they come over to offer their tip: Baron Nicolaus Okerra, Countess Abrielle Pace, or Duke Leonard Centimus. The Duke is the last objective of the Discovery Mission that was open to anyone.

[ooc]What do you think, should we split the money 3 ways and let Zahur hang onto the bottle of brandy? I will hang onto the wand, let me know if you would like to be boosted! ;)
So if yes, 79 GP each. With a gold to spare.

-- Junior Senator Dou --
”Thank you, I fear they meant to mete out a punishment with their fists. A beating was not likely to change my vote, but it might have prevented me from being there to cast it. I have no fit reward for you on me just now, but if you come by my offices tomorrow, I’ll make sure you’re well compensated.”