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About AshleafCrunch:
9, 16, 12, 12, 12, 21
HP 65 (3FCB)
Flame Blade +9/+4 touch 1d8+9 (18-20 x2) *ignores 10 Flame Resistance, +6 to overcome SR
Feats 1 Magnum Opus, 3 Piercing Spell, 5 Craft Wand, 7 Flame Blade Dervish,... 9 Elemental Spell?, 11 Improved Critical?
Gear: (33,333) Circlet of Persuasion 4500, Crossbow +1 2000, +2 Darkleaf Lamelar 4960, Staff of Accompaniment 14800, [total= 26260]
Spells known 0th-6, 1st-5, 2nd-4, 3rd-3 (Bonus),[Favored Class Bonus]
Abilities:
Gathlain Racial Traits
+2 Dexterity, +2 Charisma, –2 Constitution: Gathlains are quick, with dynamic and engaging personalities, but are rather fragile. Fey: Gathlain are fey. Small: Gathlains are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks. Normal Speed: (Symbiotic Imbalance) Gathlains have a base speed of 20 feet and a fly speed of 40 feet (Average maneuverability). Low-Light Vision: Gathlains can see twice as far as humans in dim light. Natural Armor: Gathlains have a +1 natural armor bonus. Fey Resilience: Even gathlains who leave the First World can retain a bit of the supernatural resilience shared by many fey. A gathlain with this racial trait gains DR 1/cold iron. This DR increases by 1 for every 5 HD the gathlain has. (DR 2/Cold Iron) Bardic 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% 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. Fire Dance (Su): At 1st level, a fire dancer learns to protect himself and others from the pain of fire, and discovers how to control the flame while enduring its heat. Each round of the fire dance, he rolls a Perform (dance or sing) check. Any ally within 30 feet of the bard that has caught on fire or is affected by a fire effect or extreme heat can use the bard’s Perform check result in place of its saving throw against that fire. Any ally within 30 feet of the bard who is suffering from heatstroke can ignore the fatigue from heat exposure so long as the bard maintains this performance. Fire dance relies on audible or visual components. This ability replaces countersong. 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 noninstantaneous 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. 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 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. Song of the Fiery Gaze (Su): At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the bard who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation. Song of the fiery gaze relies on audible components. This ability replaces inspire competence. Fire Break (Su): At 6th level, a fire dancer’s performance can bend flames away from others. Any ally within 30 feet of the bard who can hear or see the bardic performance gains resist fire 20 as long as the performance is maintained. At 11th level, this resistance increases to 30. Fire break relies on audible or visual components. This ability replaces suggestion. 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. Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in even when threatened or distracted. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. Fan the Flames (Su): At 8th level, a fire dancer adds burning hands, flaming sphere, and fireball to his list of bard spells known (as 1st-, 2nd-, and 3rd-level spells, respectively). This ability replaces dirge of doom.
History:
History: The immortal fey have a long memory, but Ashleaf doesn’t remember where he came from. Since time has been measured, he’s been hiding in the forest, making wooden flutes, dancing and making merry with the animals and denizens of the forest. Their lives so short, he felt as if he was doing nothing more than enjoying flowers on a spring morning. Sometimes he was visited by different people, but whether or not they were kings or slaves or demigods made little difference to him.
That is until someone thought it would be funny to burn it all down. Ashleaf earned his name then, as the burning embers of his home lit a fire in his heart, and he sought revenge. Well, not really revenge. It’d be like less than a century until his woods were back to normal, so what did it matter? But he had some time to kill. That and there seemed to have always been fire in his heart, since he had discovered he could make it happen all over the place pretty much whenever he wanted. It took scant days to figure out the hobgoblin mercenaries who torched his home to root out the opposition in their war. Setting up the royal wedding that would bring peace took a mere moon cycle. In twenty sun cycles there was only one kingdom, and he had written new national epic music to draw the warring factions together. He showed them, there were far more deaths in those twenty years than there ever would have been in the war. Having mastered fire as well as sound, he made himself a nice glowing fiery sword of doom to match the occasion, that he could also play a lullaby on. There was no longer any war to threaten his home, but he still had some time to kill, and now he had a lot more attention. If he went back to his sapling forest now, there would be so many visitors, that they would trample it all down. So he played all over, sometimes in cities, sometimes on desolate mountain peaks, once to a friendly kraken at the bottom of the sea. One time when he played, one of his hearers asked if he wanted to come with him to his home for a while, and he thought, why not? Well, it wasn’t the most pleasant place. But there were plenty of interesting things going on. He played for many, but he wasn’t the most interesting thing there, so he was also quickly forgotten about, so that was nice. When given the chance to get into business, it seemed okay, he could set up a place for music in it, decorated it a bit like his home, and there was a line that those who came to visit weren’t supposed to cross. It wasn’t home, but it would do, he had another seventy five years to burn anyhow.
Appearance:
Description: Much more often heard than seen, Ashleaf is most well known by his immensely powerful musical skill, when he lived in the forest, it was rare for anyone to look directly at him, more than not hearing his piping throughout the trees. When he arrived in the Abyss, he felt more comfortable behind a mask, and the colorful distinctive mask he wears makes him appear more fierce. Wearing an dyed orange lamellar armor for a shirt, and woven green grass pants, he carries a variety of wooden flutes, some longer than he is. When he’s not performing, he can remove the mask, and not be as noticeable, and the strange wooden face that hides behind the mask is usually as stoic as the one he wears. |