About BellarStatistics:
(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 ------------------------------ DEFENSE ------------------------------ 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
+1 saves vs death effects
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Spells:
Oracle
Bard FCB +1 spell known x13 Bard lvls
Cantrips = Detect Magic, Mage Hand, Mending, Message, Read Magic, Summon Instrument
1rst 7/day Saving Finale, Liberating Command, Heighted Awareness, FeatherFall, True Skill, Ears of the City
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
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)
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 ?
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)
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)
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)
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)
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 :
------------- Feats ---------------- lvl1 Monk1
Lvl2 Monk2
Lvl3 Lore Oracle1 (Seeker)
Lvl 5 Bard2
Lvl 7 Bard4
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
Feat: PFS Legal Startoss Style (Combat, Style)
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
Lvl 13 Bard10
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
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:
-------------- Skills 90 ----------- +7Acrobatics*(Dex)____{+3rank,+1Dex,+3Class }
+15Disguise (Cha)____{+1rank,+8Cha,+3Circ,+3Class}
KNOWLEDGES
PERFORMANCE
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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Alternate Race Traits
PFS Legal Dusksight
Special Abilities:
------------------------------ SPECIAL/CLASS ABILITIES [spoiler=Class Abilities]
Flurry of Throws
Lore Oracle 1 (Seeker) Tinkering (Ex)
This ability replaces all of the bonus class skills he would otherwise normally gain from his mystery. Mystery: Lore
Bard 13
Well Versed
[u]Versatile Performances[/u]
6th lvl Martial Performance=Weapon Focus Starknife
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=
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:
------------------------------ GEAR/POSSESSIONS ------------------------------ 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
+3spellstoring dagger Consumables: Dervish Sikke
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.
PFS Legal Circlet of Persuasion
Banner of the Ancient Kings
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.
PFS Legal Sandals of Quick Reaction
Item Wish List:
increase headband to +6 Wis and Int, Starknife +1 Ghosttouch, Undead-bane 18k Metamagic Rods
dice:
Thrown Starknife +10bab +8Cha +1 W Focus +1PBS +3 weapon -2Flurry +2morale Banner Damage +8cha+4startoss+1PBS +3holy
[dice=attack #1] 1d20+23[/dice]
[dice=attack #2] 1d20+23[/dice]
[dice=attack #3] 1d20+18[/dice]
Melee Starknife
[dice=attack #2] 1d20+19[/dice]
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