Half-Orc

Bellar's page

6 posts. Alias of WabbitHuntr.


Full Name

Bellar a half-orc Starknife chucking Desnan Bard

Race

HP 125/125 AC 27/ T 23/ FF 14/ F+16/ R+25/ W+18/CMD 31, Init +15, Perc +10, Darkvision, Low Light Vision

Classes/Levels

Performance rds 36/36, Loremaster 2/2, Oracle 1rst 7/7, Bard 1: 7/7 2: 7/7 3: 6/6 4: 5/5 5: 2/2

About Bellar

Statistics:
(Far Strike) Monk2, (Seeker)Lore Oracle1, Bard13
CG Medium Male Half-Orc
Init +15 {+8Cha +4Banner +3Circlet}
Senses Perception +10, DarkVision 60ft, Low-light Vision
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DEFENSE
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AC 27, touch 23, flat-footed 14( Mage Armor +4, +8 cha, +3Wis,+1stone{insight}, +1Dodge)
hp 125/125

AC when fighting defensively, -4to hit 27+14=41ac
+13(+2ac,+1 Crane Style,+8 Osyluth Guile,+1Acrobatics,+2Dance of 23 steps)

+1 saves vs death effects
Fort +16 {+7 Base,+3 Con,+3Cloak, +1Ioun stone,+2Sacred Tattoo and Fates Favored}
Ref +25 {+11 Base,+8Cha, +3 Cloak,1Ioun stone,+2Sacred Tattoo and Fates Favored} EVASION
Will +18 {+13 Base, +3 Wis, +3 Cloak, 1Ioun stone,+2Sacred Tattoo and Fates Favored}
CMD 31 (10+10bab+8cha+1Dodge+2Insight stone in wayfinder)
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OFFENSE
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Speed 30 ft.
CMB +6
Base Atk +10
Thrown Starknife
Melee +24/+19 (+10bab,+8Cha,+1 W Focus,+3 weapon,+2morale Banner)
Melee Damage1d4+17 20x3 S +2d6Holy(+8cha+4startoss+3holy+2morale Banner)
Thrown +23/+23/+18 (+10bab,+8Cha,+1 W Focus,+3 weapon,+2morale Banner,+1PBS,-2Flurry)
Thrown Damage1d4+18 20x3 S +2d6Holy (+8cha+4startoss+1PBS+3holy +2morale Banner)

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STATISTICS 20pt buy
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Str 11
Dex 10
Con 16...+3 (14+2belt)
Int 12...+1
Wis 16...+3 (12+4headband)
Cha 26...+8 (16+2race+4lvl+4headband)

Spells:

Oracle
Cantrips= Stabilize, Grasp, Light, Scriveners Chant
1rst=7/day Lucky Number, Divine Favor

Bard FCB +1 spell known x13 Bard lvls
+3 cantrip Ghost Sound, Sift, Prestidigitation
+3 1rst Triple Time wind 3, Grease, Silent Image
+3 2nd Battlesong wind 4, Dance 23 steps dance 4, Battlesong
+3 3rd Arrowsong Lament Oratory 3, Elysian Heart wind 7, Sylanduras Ascent wind 7
+1 4th 3rdHymn Restorative Harmonics wind 6

Cantrips = Detect Magic, Mage Hand, Mending, Message, Read Magic, Summon Instrument
FCB Ghost Sound, Sift, Prestidigitation

1rst 7/day Saving Finale, Liberating Command, Heighted Awareness, FeatherFall, True Skill, Ears of the City
fcb Grease, Silent Image
Arrowsong Lament Masterpiece adds Mage Armor to known spells
2nd 7/day Calm Emotions, Gallant Inspiration, Glitterdust, Mirror Image, Silence

3rd 6/day Haste, Dispel Magic, Purging Finale, Jesters Jaunt, Slow

4th 5/day Song of Kyonin, Dimension Door, Virtouso Performance, Heroic Finale

5th 2/day Bards Escape, Shadowbard

Spellbook:

1rst Mage Armor, Shield
2nd Mirror Image

Bardic Masterpieces:

Arrowsong's Lament (Oratory) Learned spell= Mage Armor
Source Arcane Anthology pg. 31
This collection of brooding poetry, all in pentatonic verse, expresses Arrowsong’s frustration over her overbearing parents’ desire for her to become a spellcaster. Her in-depth analysis of their struggles and failings provides great insight into reading and memorizing spells from a spellbook.

Prerequisite: Perform (oratory) 3 ranks.

Cost: Feat or 1st-level spell known or higher (see text).

Effect: Rather than a single work, this masterpiece is a collection of poems from Arrowsong’s days living under her scholarly parents, who both desperately wanted their daughter to pursue the art of wizardry. Despite the poems’ wry tone and the overall distaste for book-learning they proclaim, Arrowsong’s verse perfectly documents the process of memorizing arcane spells. When you gain this masterpiece, it becomes associated with your bard spells of a specific spell level. If you paid the masterpiece’s cost by spending a bard spell you know, the masterpiece is associated with spells of the spent spell’s level. If you paid the masterpiece’s cost by spending a feat, you choose one bard spell level that you are able to cast with which to associate the masterpiece.

In order to perform this masterpiece, you must be holding a spellbook, scroll, or a similar piece of arcane writing to consult. After completing the masterpiece, choose one arcane spell from your bard spell list or from the sorcerer/wizard spell list that is written on the arcane writing that you consulted during the masterpiece. If the spell is on your bard spell list, it must be of the same level (or lower) as the spell level associated with this masterpiece. If the spell is not on your bard spell list, its level must be at least 2 spell levels lower than the spell level associated with this masterpiece. Add the chosen spell to the bard spell list and to your list of bard spells known until the next time that you rest and regain spells.

If you use a spellbook with a preparation ritual to perform the masterpiece, you also gain the boon associated with that spellbook, as if you had prepared a spell from it. You can add up to one spell per spell level that you have selected with this masterpiece to your list of bard spells known each day. You can gain this masterpiece multiple times. Each time, you must apply it to a different bard spell level.

Use: 3 rounds of bardic performance per level of the spell.

Action: 1 hour of meditation.

Triple Time (Percussion, String, Wind)
Source Ultimate Magic pg. 25
Your lively cadence puts a spring in the step of weary marchers.

Prerequisite: Perform (percussion) 3 ranks, Perform (string) 3 ranks, or Perform (wind) 3 ranks.

Cost: Feat or 1st-level bard spell known.

Effect: This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect one ally in hearing range per bard level. This masterpiece increases the affected target’s base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).

Use: 1 bardic performance round.

Action: 1 minute.

Battle Song of the People's Revolt Learned 2 versions of this song with feats Outflank and ?
Source Melee Tactics Toolbox pg. 11
This song for fife and drum is found in many folios filled with music intended to unite the people of Andoran in their secession from Cheliax.

Prerequisite: Perform (percussion) or Perform (wind) 4 ranks.

Cost: Feat or 2nd-level bard spell known.

Effect: When you learn this masterpiece, choose a teamwork feat for which you meet the prerequisites. Once the feat is chosen, it can’t be changed. This performance grants the chosen feat to all allies within 30 feet who can see and hear you. Your allies don’t need to meet the prerequisites of this feat. Abilities that extend the duration of a bardic performance, such as Lingering Performance, affect this masterpiece.

Use: 1 bardic performance round per round.

Action: 1 standard action.

Special: You can gain this masterpiece multiple times. Each time you take this masterpiece, it grants a different teamwork feat.

Legal The Dance of 23 Steps (Dance)
Source Ultimate Magic pg. 22
This complex dance makes you difficult to strike.

Prerequisite: Perform (dance) 4 ranks.

Cost: Feat or 2nd-level bard spell known.

Effect: The shuffling steps, bends, and leaps of this intricate dance make you a difficult target to hit, but also make it more difficult for you to perform other actions. When using this masterpiece, you take a –2 penalty on melee attack rolls and combat maneuver checks, and you must make a concentration check to cast any spell (DC 15 + the spell’s level), but you gain a +2 dodge bonus to your Armor Class. When you have 8 ranks in Perform (dance), and every 4 ranks thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can combine this masterpiece with fighting defensively and Combat Expertise, but not total defense. When you use this masterpiece, it lasts until the start of your next turn. Abilities that extend the duration of a bardic performance (such as Lingering Performance) affect this masterpiece; this allows you to get multiple rounds of its benefit (and its penalties) at the cost of only 1 round of bardic performance.

Use: 1 bardic performance round.

Action: 1 free action.

Hymn of Restorative Harmonics (Sing, Wind)
Source Divine Anthology pg. 8
You perform a song of such beauty that it touches the soul of any who hear it, allowing them to recover from any adverse conditions.

Prerequisite: Perform (sing) or Perform (wind) 6 ranks.

Cost: Feat or 3rd-level bard spell known.

Effect: At the end of the round on which you complete this song, all allies within 30 feet who observed your performance gain a new saving throw to end the ongoing effects of certain debilitating conditions. An ally who is exhausted, fatigued, nauseated, sickened, staggered, or stunned as the result of a previously failed saving throw can attempt a new saving throw to immediately end one of the above effects. Characters under multiple effects must choose which effect they wish to attempt to end prematurely. Effects that did not grant a save to resist (such as the stun effect of power word stun) can’t be ended by this masterpiece.

In addition, anyone who observed this performance gains the effects of delay poison at a caster level equal to your bard level.

Use: 3 bardic performance rounds.

Action: 1 full round.

Symphony of Sylandurla’s Ascent (Percussion, Wind)
Source Healer's Handbook pg. 19
This elaborate arrangement for traditional elven instruments evokes Sylandurla’s heroic climb up the spire from the planar city of Axis to the Boneyard, where it’s said that she sang 8,008 tales to win elves their immunity to magical sleep.

Prerequisite: Perform (percussion or wind) 7 ranks.

Cost: Feat or 3rd-level bard spell known.

Effect: All allies within 30 feet become immune to one of the following (your choice) while they can hear your performance: charm effects, the dazed condition, fear effects, magical sleep, paralysis, the staggered condition, or the stunned condition. You must choose the condition before activating the performance and can’t change your choice during the performance. If any affected ally currently has the chosen condition, she can attempt a new saving throw against it each round she can hear your song. Success on this saving throw has its usual benefit, but failure has no effect at all. This performance relies on audible components.

Use: 1 bardic performance round per round.

Action: 1 full round.

Symphony of the Elysian Heart (Keyboard, Wind)
Source Blood of Angels pg. 28
You spark notes of joy and freedom in your listeners.

Prerequisite: Perform (keyboard) or Perform (wind) 7 ranks.

Cost: Feat or 3rd-level bard spell known.

Effect: The complex arpeggios in this piece follow each other so quickly that the music can sound jumbled and disjointed at first. As the piece progresses, however, distinct phrases emerge, creating a wild but harmonious piece that inspires feelings of unfettered freedom. You and up to one ally per bard level within 30 feet who can hear you can move and attack normally for the duration of your performance, even if under the influence of magic that usually impedes movement. This effect is identical to that of freedom of movement, except that this masterpiece does not allow subjects to move and attack normally while underwater unless these creatures would already be able to do so, and only lasts as long as you continue the performance.

Use: 1 bardic performance round per round.

Action: 1 round.

Feats :

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Feats
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lvl1 Monk1
Flurry of Throws
Feat: Noble Scion of War (cha to init)
Bf: PBS, Quickdraw

Lvl2 Monk2
Evasion
Bf: Precise Shot

Lvl3 Lore Oracle1 (Seeker)
Sidestep Secret (cha to ac and ref)
feat: Extra Revelation: LoreKeeper (cha to knowledge skills)

Lvl 5 Bard2
Feat: Lingering Performance

Lvl 7 Bard4
Feat: Flag Bearer
Prerequisites: Cha 15.

Benefit: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

With Banner= +2 morale attack, damage and saves vs fear and charm

Lvl9 Bard6
BF: Weapon Focus Starknife

Feat: PFS Legal Startoss Style (Combat, Style)
Source Weapon Master's Handbook pg. 15
Your thrown weapons become more deadly.

Prerequisites: Dex 13, Point-Blank Shot, Weapon Focus with the chosen weapon.

Benefit: Choose one weapon from the thrown fighter weapon group. While using this style and the chosen weapon, you gain a bonus on damage rolls made with the weapon equal to 2 + 2 per style feat you possess that lists Startoss Style as a prerequisite (maximum +6 damage). You cannot use this ability if you are carrying a weapon or a shield in your off hand (except for a buckler).

Special: In addition to the chosen weapon, a character with this feat and the weapon training (thrown) class feature can use Startoss Style with any thrown weapons that she wields in one hand.

Lvl 11 Bard8
Feat: Dodge

Lvl 13 Bard10
Feat: Osyluth Guile
You are skilled at misdirecting an opponent’s attacks.

Prerequisites: Bluff 8 ranks, Dodge.

Benefit: While you are fighting defensively or using the total defense action, select one opponent. Add your Charisma bonus to your AC as a dodge bonus against that opponent’s melee attacks until your next turn. You cannot use this feat if you cannot see the selected opponent.

Lvl15 Bard12
Feat: Startoss Comet (Combat)
Source Weapon Master's Handbook pg. 15
You can aim a thrown weapon so it strikes two foes.

Prerequisites: Dex 13, Point-Blank Shot, Startoss Style, Weapon Focus with the chosen weapon.

Benefit: As a standard action, you can make a single ranged thrown weapon attack at your full attack bonus with the chosen weapon. If you hit, you deal damage normally and can make a second attack (at your full attack bonus) against a target within one range increment of the first. You determine cover for this attack from the first target’s space instead of your space. You can make only one additional attack per round with this feat. If you have Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can add the additional damage from those feats to the initial ranged attack (but not the second attack).

Skills:

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Skills 90
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+7Acrobatics*(Dex)____{+3rank,+1Dex,+3Class }
+24Bluff(Cha)____{+8rank,+8Cha,+3Circ,+3Class}
+4Climb*(Str)____{+1rank,+0Str,+3Class }
+8Disable DeviceDex____{+1rank,+1Dex,+2Masterwork,+3Class, +1Trapfinding}

+15Disguise (Cha)____{+1rank,+8Cha,+3Circ,+3Class}
+5Escape Artist*(Dex)____{+1rank,+1Dex,+3Class}
00Fly*(Dex)____{+0rank,+1Dex, +Class}
+7Heal(Wis)____{+1rank,+3Wis, +3Class}
+17Intimidate(Cha)____{+1rank,+8Cha,+3Circ,+2Race,+3Class}
+4Linguistics(Int)____{+1rank,+0Int,+3Class}
+10Perception(Wis)____{+4rank,+3Wis,+3Class}
000Profession(Wis)____+0{+0rank,+0Wis}
+4Spellcraft(Int)____{+1rank,+0Int,+3Class}
+5Ride*(Dex)____{+1rank,+1Dex+3class}
+7Sense Motive(Wis)____{+1rank,+3Wis,+3Class}
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}
+4Swim*(Str)____{+1rank,+0Str,+3Class}
+5Stealth* (Dex)____{+1rank,+1Dex,+3Class}
+7Survival(Wis)____{+1rank,+3Wis, +3Class}
+28Use Magic Device(Cha)____{+14rank,+8Cha,+3Circ,+3Class}

KNOWLEDGES
+28Knowledge (Arcana)(Cha)____{+5rank,+8Cha, +3Circ, +9Bard,+3Class}
+27Knowledge (Dungeoneering)(Cha)____{+4rank,+8Cha, +3Circ, +9Bard,+3Class}
+24Knowledge (Engineering)(Int)(Cha)[/i]____{+1rank,+8Cha, +3Circ, +9Bard,+3Class}
+24Knowledge (Geography)(Cha)____{+1rank,+8Cha, +3Circ, +9Bard,+3Class}
+25Knowledge (History)(Cha)____{+2rank,+8Cha, +3Circ, +9Bard,+3Class}
+27Knowledge (Nature)(Cha)____{+4rank,+8Cha, +3Circ, +9Bard,+3Class}
+24Knowledge (Nobility)(Cha)____{+1rank,+8Cha, +3Circ, +9Bard,+3Class}
+28Knowledge (Planes) (Cha)____{+5rank,+8Cha, +3Circ, +9Bard,+3Class}
+28Knowledge (Religion) (Cha)____{+5rank,+8Cha, +3Circ, +9Bard,+3Class}

PERFORMANCE
+18Dance (Cha)____{+4rank,+8Cha, +3Circ,+3Class}
+15Keyboard (Cha)____{+1rank,+8Cha, +3Circ,+3Class}
+15Percussion (Cha)____{+1rank,+8Cha, +3Circ,+3Class}
+18Oratory (Cha)____{+4rank,+8Cha, +3Circ,+3Class}
+15Sing (Cha)____{+1rank,+8Cha, +3Circ,+3Class}
+15String (Cha)____{+1rank,+8Cha, +3Circ,+3Class}
+21Wind (Cha)____{+7rank,+8Cha, +3Circ,+3Class}

Versatile Performance Wind =+21 Diplomacy, Handle Animal

ACP -0

*ACP applies to these skills

[

Traits:

Fates Favored= +1 to Luck bonuses

Race Traits:

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Race Traits
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Half-Orc Racial Traits
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. +2Cha
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Alternate Race Traits
Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

PFS Legal Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.

Special Abilities:

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SPECIAL/CLASS ABILITIES

[spoiler=Class Abilities]
Far Strike Monk 2

Flurry of Throws
Proficiency all thrown weapons
Wis to ac
Evasion
BFs: PBS, QuickDraw, Precise Shot

Lore Oracle 1 (Seeker)

Tinkering (Ex)
Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle levels for determining his overall bonus on these skill checks.

This ability replaces all of the bonus class skills he would otherwise normally gain from his mystery.

Mystery: Lore
Revelations: Sidestep Secret (cha to ac and ref)
Feat: Extra Revelation: Lore Keeper (cha to knowledge )
Curse Covetousness= must spend wear 50+100xlvl(1650gp) on fine jewerly and clothes or be sickened

Bard 13
Bardic Knowledge=+9 to knowledge checks with Dervish Sikke,
Bardic Performance (Countersong, Fascinate,Suggestion, Dirge of Doom,Soothing Performance)

Well Versed
+5 Inspire Competence ( +4…+1 Dervish Sikke)
+5 Inspire Courage (+3 +1 Sikke +1 Banner)
Loremaster 2/day, may take 10 on knowledge checks

[u]Versatile Performances[/u]
2nd Lvl Wind(Diplomacy, Handle Animal)

6th lvl Martial Performance=Weapon Focus Starknife
Martial Performance (Ex) (Blood of the Beast pg. 12): The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups.

The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown). =Weapon Focus Starknife

10th lvl versatile performance=
Versatile Performance: Divine Fighting Technique
Desna's Shooting Star
Source Divine Anthology pg. 28
Among the divine fighting manuals of the Inner Sea, few are as ancient as Clamor of the Spheres, a collection of fighting techniques favored by Desna’s faithful. True to its name, the manual focuses on interpreting the chaos and sounds of combat, but nevertheless provides insightful and downright brilliant methods of defense with Desna’s favored weapon, using techniques that treat a fight with a starknife more as a beautiful dance than a battle.

Optional Replacement: A chaotic good bard of at least 2nd level who worships Desna can replace a versatile performance with the following initial benefit.

Initial Benefit: You can add your Charisma bonus to attack rolls and damage rolls when wielding a starknife. If you do so, you don’t modify attack rolls and damage rolls with your starknife with your Strength modifier, your Dexterity modifier (if you have Weapon Finesse), or any other ability score (if you have an ability that allows you to modify attack rolls and damage rolls with that ability score).

Jack of all Trades

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-76 lb. Medium 153 lb. Heavy 230 lb.
Current Load Carried 0 lb.

Money GP 0 SP 0 CP

Belt of constitution +2 combined with Belt of Blinkback = (1.5x4k)+5k= 11k
Headband of Wis and Cha+4 =40k
Cirlet of Persuasion combined with properties of the Dervish Sikke= 10k + (1.5x4,500)= 16,750
Banner of the Ancient Kings =18k
+3 Holy Starknife =50k
Cloak Prot+3= 9k
Handy Haversack 2k
Tourmaline Ioun Stone Cracked (Implanted) 800gp +1 insight vs death effects
Pale Green Cracked Prism – 4000 gp; +1 competence to saves. (Implanted)
Dusty Rose Prism – 5000 gp; +1 insight bonus to AC. Resonating in Wayfinder boosts CMB and CMD by 2.
Wayfinder 500gp
Snapleaf x2 750gp each
Sandals of Quick Reaction 4k
Masterwork Thieves tools +2

+3spellstoring dagger

Consumables:

Dervish Sikke
Source Inner Sea Temples pg. 52
Aura moderate transmutation; CL 10th
Slot head; Price 10,000 gp; Weight 1 lb.
Description
This cylindrical felt hat, favored by Dawnflower dervishes, grants its wearer a +2 competence bonus on one Knowledge or Perform skill, chosen when the dervish sikke is created. Most dervish sikkes grant bonuses on Knowledge (religion) or Perform (dance) checks.

If the wearer is a bard, he is considered 5 class levels higher for purposes of determining the effects of his bardic knowledge class feature. In addition, the bonuses granted by a bard’s inspire courage and inspire competence class features are increased by 1. Finally, a bard wearing a dervish sikke can take 10 on any Perform skill check he has ranks in.
Construction
Requirements Craft Wondrous Item, fox’s cunning, timely inspirationAPG; Cost 5,000 gp

PFS Legal Circlet of Persuasion
Source Ultimate Equipment pg. 241, PRPG Core Rulebook pg. 506
Aura faint transmutation; CL 5th
Slot head; Price 4,500 gp; Weight —
Description
This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.
Construction
Requirements Craft Wondrous Item, eagle’s splendor; Cost 2,250 gp

Banner of the Ancient Kings
Source Lands of the Linnorm Kings pg. 50
Aura moderate abjuration; CL 8th
Slot none; Price 18,000 gp; Weight 5 lbs.
Description
This tattered white canvas banner looks like an old piece of sailcloth, or perhaps a winding shroud—a 4-foot-by-6-foot rectangle with loops that can fit over a spear haft or pole running up one side. If mounted on a longspear or pole at least 8 feet in length, the banner shifts in appearance to match the heraldry or coat of arms of the person who attached it. If that person has no device, the flag instead displays a device that echoes the owner’s personality (such as a favorite animal, favored weapon, or holy symbol of the wielder’s deity).

When carried into battle, a banner of the ancient kings confers several benefits. As long as the longspear or pole to which the banner is attached is firmly wielded in two hands, its carrier gains a +4 circumstance bonus on Initiative checks. In addition, when so wielded, it grants the wielder and all allies within 30 feet a +2 resistance bonus on all saving throws against mind-affecting effects. If the carrier of the banner fails a saving throw against a mind-affecting effect, he may attempt a new saving throw against that effect every round he continues to wield the banner of the ancient kings— once he releases his firm grip on the banner’s haft, though, he no longer gets this benefit, even if he wields the banner properly at a later point while still under the effects of the mind-affecting effect.

If the banner’s carrier possesses the Flagbearer feat (Pathfinder Campaign Setting: The Inner Sea World Guide 286), the banner of the ancient kings doubles the morale bonuses granted by that feat. A bard who carries a longspear or pole to which a banner of the ancient kings has been attached is treated as four levels higher than his actual bard level for the purposes of determining the bonuses granted by his inspire courage bardic performance ability.
Construction
Requirements Craft Wondrous Item, heroism, resistance; Cost 9,000 gp

PFS Legal Sandals of Quick Reaction
Source Ultimate Equipment pg. 232
Aura faint transmutation; CL 4th
Slot feet; Price 4,000 gp; Weight 1 lb.
Description
These supple leather sandals grant a burst of speed during times of duress. When the wearer acts during a surprise round, he can take a standard and a move action during the surprise round. If the wearer already has the ability to take a standard and a move action during the surprise round, he instead gains a +10 circumstance bonus to speed when acting during a surprise round.
Construction
Requirements Craft Wondrous Item, anticipate peril (Ultimate Magic), haste; Cost 2,000 gp

Item Wish List:

increase headband to +6 Wis and Int,

Starknife +1 Ghosttouch, Undead-bane 18k

Metamagic Rods
Lesser Quicken
Lesser Echoing

dice:

Thrown Starknife +10bab +8Cha +1 W Focus +1PBS +3 weapon -2Flurry +2morale Banner

Damage +8cha+4startoss+1PBS +3holy
+2morale Banner

[dice=attack #1] 1d20+23[/dice]
[dice=damage #1] 1d4+18[/dice]
[dice=holy damage] 2d6[/dice]

[dice=attack #2] 1d20+23[/dice]
[dice=damage #2] 1d4+18[/dice]
[dice=holy damage] 2d6[/dice]

[dice=attack #3] 1d20+18[/dice]
[dice=damage #3] 1d4+18[/dice]
[dice=holy damage] 2d6[/dice]

Melee Starknife
[dice=attack #1] 1d20+24[/dice]
[dice=damage #1] 1d4+17[/dice]
[dice=holy damage] 2d6[/dice]

[dice=attack #2] 1d20+19[/dice]
[dice=damage #2] 1d4+17[/dice]
[dice=holy damage] 2d6[/dice]