Jhavhul

Callum's page

Organized Play Member. 1,005 posts (1,174 including aliases). No reviews. No lists. 1 wishlist. 12 aliases.


RSS

1 to 50 of 1,005 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

If an invisible creature makes multiple, iterative attacks on their turn, do they gain the benefits of being invisible for their first attack only, or all of them?


Are there any good ways for an alchemist to avoid attacks of opportunity? Foes with good reach and Combat Reflexes can be a real pain when trying to use Fast Bombs!


If you are 6th level or higher, you can take the Spirit Talker feat.


If a character makes multiple attacks in a round of a type that provokes attacks of opportunity (eg a full attack with a ranged weapon, or an alchemist with Fast Bombs) and they are threatened by a foe with Combat Reflexes, does the foe get to make an AoO for each of the character's attacks, or only one AoO (for the full-round action)?


My players recently encountered a good-aligned creature that was behaving oddly - acting threateningly when they approached and not speaking to them - but they couldn't detect any magic effects on it. They realised that they wouldn't be able to detect a spell with an instantaneous duration, and the player of the witch PC asked if they knew of any specific spells that could create this observed behaviour, by virtue of her very high Knowledge (arcana) and Spellcraft skills. Is this a reasonable request? What might they know?


Tinalles wrote:

I'm running the fight against Karzoug tomorrow. One thing that makes high-level play difficult to run is that there's just so damn much to keep track of. In particular, I struggle to remember all the defenses of the monsters.

And so, for Karzoug -- and a little earlier, for Viorian Dekanti -- I took the time to put together flow charts for their defenses. Just so I would not forget anything. Here they are:

Karzoug's Defenses Flow Chart (PDF)

Viorian Dekanti's Defenses Flow Chart (PDF)

These are great - thanks very much! Can I suggest a couple of minor changes? It would be nice if the two starting boxes were on the top line alone, to make it clear that these are the start points.

For Karzoug, I'd move the 'CMD 38' and 'Miss' boxes so they are to the side of the boxes they come from, rather than above them (it's hard to see the direction of the arrows with the 'No' on when they're so short, too). You might have to shift the 'Grapple' box down to make this work.

For Viorian Dekanti, I'd have two copies of the '20% Miss Chance (Displacement)' box, one each for the Physical and Spell routes (which makes the arrows leading out of them cleaner), and then have the 'Miss' box in the centre, common to both. I also think there should be a 'No' arrow leading from the 'Touch attack?' box to the 'Allows SR?' box.


So you think the 16 pillars are around a 40-foot circle, and the column is 40 feet across, too? The description of the circle as 200 feet across comes from the first edition of RotR, where the whole of the Eye of Avarice was 200 feet across.


How does the ramp that leads up into the Pinnacle of Avarice work? The ground floor is "a huge circular room" with "a 200-foot-diameter polished stone circle on the floor surrounded by 16 immense pillars that rise up...to support a central column that itself extends all the way up to Karzoug’s personal chambers more than 2,000 feet above. A spiraling ramp wraps around the outer circumference of the lower 16 pillars up to the central column, continuing up its length". But on the 'Pinnacle of Avarice' map showing the chambers at the top, the ramp is only 120 feet across in total, made up of a 40-foot-wide ramp spiraling around a 40-foot-diameter central shaft.

Furthermore, the 'Pinnacle of Avarice' map appears to have 16 pillars around the outer circumference, but this is 460 feet in diameter. To further confuse matters, on the overland 'Spires of Xin-Shalast' map, the Pinnacle of Avarice is shown as being 600 feet in diameter.


Diego Rossi wrote:
pad300 wrote:
Diego Rossi wrote:
Tremorsense give what the text says and nothing more. You can locate the square that a creature occupies.
Diego, I think your RAW interpretation is wrong. Anything is not restricted to creatures, it includes objects as well... The creature restriction is only for aquatic creatures through water.
Invisibility wrote:
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack. It’s practically impossible (+20 DC) to pinpoint an invisible creature’s location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.
Pinpoint is very limited.

Diego, you are my favourite contributor to these forums - your answers are always so clear, and you have an amazing in-depth knowledge of the rules! However, on this rare occasion, I'm not sure that I agree with you. I don't think there's anything in the invisibility rules (or the other mentions of pinpointing) that suggests that it can only be used with respect to creatures.


1 person marked this as a favorite.
MrCharisma wrote:

For thise who don't understand the reasoning:

OOOOOOO
OOOOOOO
OOOOOOO
OXXXXXO
OOOOOOO
OOOOOOO
OOOOOOO

This is a line of enemies blocking the path. They are lined up from east to west.

OOOOOOO
OOOOOXO
OOOOXOO
OOOXOOO
OOXOOOO
OXOOOOO
OOOOOOO

This is the same 5 enemies blocking a different path. They are lined up from North-East to South-West.

Why is it that when facing one way they form a solid wall that people cannot step through, but when facing another way there are gaps in the wall?

Well, in the second diagram the enemies have spread out a bit, so they're farther apart. If they were like this:

OXOXOXO

you would say there's definitely room to step between them. When they're like this

OXXXXXO

you'd say there's definitely not room to step between them. The diagonal version is in-between those two, so it seems reasonable to say that this is the point where they're just far enough apart to step through.

But, of course, it's all just an approximate simulation!


Yes, that's the conclusion I came to, as well. However, the concentration check required for vigorous motion is DC 10 + spell level, which is pretty much a sure-fire success for mid- to high-level characters. And if the "mount" is only taking a single move, there's no penalty to ranged combat.


Can a (druid wildshaped into a) huge air elemental carry other medium creatures while flying? How many? Can those creatures cast spells while being carried? Make ranged attacks?

Can other medium creatures ride a huge air elemental while it is flying? How many? Can those creatures cast spells while riding? Make ranged attacks?


Using the guidelines for Estimating Magic Item Gold Piece Values for a ring of divine favor +3 gives a price of 72,000 gp (spell level 1 x caster level 9 x 2,000 gp x 4 for a spell duration measured in rounds). Does that seem right to you? It seems to compare reasonably with an amulet of mighty fists +4 (80,000 gp), given that it gives its bonus to any attack and weapon damage rolls, and it's a bonus type (luck) that will stack with many other standard attack and damage bonuses.


Can a zen archer monk select their bow for the monk weapon skill trait?


Thanks for your replies. Specific perception penalties for different types of precipitation are already given in the weather section.

It's the phrasing that puzzles me - saying "Light fog reduces visibility to three-quarters of the normal ranges" suggests that there are normal ranges for visibility (and these ranges should be outdoor ones, since rain, snow and fog are likely to be encountered outdoors).


Various things (eg precipitation) can reduce visibility ranges to three-quarters or half of normal. But what are normal visibility ranges outdoors?


Do the penalties to ranged attacks from fog and snow apply to a creature with the Improved Precise Shot feat? I guess they do, RAW, since these penalties aren't labelled as either cover or concealment. RAI, though, they do seem to me to represent a form concealment/cover (which is less than total).


Can incorporeal creatures be set on fire (say, by a fire storm spell)? I'm inclined to say that they can catch on fire, but the fire won't damage them.


When a menhir savant uses the spirit sense ability, can they tell which of the kinds of creature they are detecting?


What languages would have been spoken in ancient Thassilon? I'm asking in order to assign languages to an Int-boosting item that dates from that period.


What languages would have been spoken in ancient Thassilon?


You make some excellent points - it definitely is a mess!

The trouble with the other branching corridors is that, on the Runeforge map, they mostly look to be one-and-a-half squares wide (7-1/2 feet or 15 feet, depending on the scale). The maps for all the other wings show entry corridors that are clearly ten feet wide, which means they either have to narrow down or broaden out along the way! (Interestingly, in the original book these maps show the corridors as being wider towards the central chamber - but this was deliberately obscured in the Anniversary Edition.)

I recently ran this part of the adventure using Fantasy Grounds, and the central chamber didn't feel large enough with a scale of 1 square = 5 feet - particularly the corridors branching out of it. I'm definitely going to be making it bigger the next time I run it.


In Sins of the Saviors, D. The Runeforge, there is a discrepancy between the map scale and various parts of the text. The boxed text says that the "chamber is nearly two hundred feet across" and that each statue has "its back approximately ten feet from a partially concealed arched opening in the wall directly behind it." This text would need a map scale of 1 square = 10 feet, but the one shown on the map states 1 square = 5 feet. I believe it's the scale that is incorrect - a larger scale matches not only with the text, but also with the Huge construct in the encounter in Part Ten, A Runelord Enraged, and with the width of the corridor on the Halls of Wrath map.


avr wrote:

The robe of runes is missing that language because it was written up pre-Pathfinder, in D&D 3.5. In that system Int-enhancing items did not grant skill ranks. Ever.

When using D&D 3.x items in PF you need to adjust them sometimes for the new system.

That makes sense. However, the robe of runes was updated to Pathfinder rules in the Rise of the Runelords Anniversary Edition, but doesn't have any text about skill ranks there. That could just have been an oversight, I suppose. But the other two items (staff of mithral might and dance of seven veils) both appear in Pathfinder RPG products without any skill ranks text.

So, going back to my original question, how would you handle the skill ranks granted by these items?


Chell Raighn wrote:
"such as" does not equate to "functions as" or "is like" it equates to "for example".

I'm afraid that's not correct. "Such as" has two meanings: the one you gave ("for example") and the one I was referring to ("that are like"). See Merriam-Webster, for example: https://www.merriam-webster.com/dictionary/such%20as. The FAQ can be read with either meaning, although the convention is that when you are using "such as" to give an example, you precede the phrase with a comma. Since the comma is missing here, I'm inclined to read it with the second meaning.

Chell Raighn wrote:
That FAQ does in fact pertain to ALL Int-enhancing items, not just those that specifically call out rules for how to handle skill ranks from them.

It could be read that way, as I said above. But even if that was the intent, it would be making an assumption about Int-enhancing items that isn't actually supported by the rules. As far as I can see, there is no rule that says all Int-enhancing items grant ranks in specific skills. One shouldn't have to rely on an implication in the answer to a FAQ on a different topic!


zza ni wrote:

i specifically called out the words "such as" to show that it is not only talking about the int headband but any item that increase int.

lets read that line again:

"Technically, Int-enhancing items such as a headband of vast intelligence should grant a specific language (in the same way they do for skill ranks)."

the headband is just an example here. not named as the only item that the rules work with, but to show one of many that it apply to. the fact the first apart is actuly about increase int by leveling up bonus (the one you get every 4 levels) show that the mention of the headband is not to limit but to give an example. that and the words 'such as'

Thanks again, but I don't think that FAQ is saying that all Int-enhancing items grant specific skill ranks. Rather, it appears to be saying that those Int-enhancing items that are like ("such as") a headband of vast intelligence - those that grant specific skill ranks - should also grant a specific language. The trouble is, there are several Int-enhancing items that grant specific skill ranks (such as a headband of vast intelligence) and several that don't (such as a robe of runes). This FAQ doesn't say what you should do about those that don't.


Thanks, those links are helpful. However, the FAQ only refers to the headband of vast intelligence, not magic items in general. The trouble is, I can't find any general rule (or even guidance) about how this should be handled by default. The rule about granting ranks in sepcific skills is in the text of the headband of vast intelligence, but isn't repeated in every other Intelligence-boosting item.


Some items that grant enhancement bonuses to Intelligence (eg the staff of mithral might, dance of seven veils, robe of runes) make no mention of granting ranks in specific skills (unlike the headband of vast intelligence and others). How should the skill ranks granted by these items be handled? Should the player get to choose where to place them? Should they go on randomly-determined knowledge skills? Something else?


In Sins of the Saviors area A9, Outer Sanctum, the Scribbler's Suggestion trap creates a suggestion spell effect. Suggestion is language-dependent, but the trap doesn't specify what language is used. However, the only languages that the Scribbler speaks are Abyssal and Thassilonian, so whichever one is chosen, it's unlikely that many of the PCs will be affected by this trap.


In area A9, Outer Sanctum, the Scribbler's Suggestion trap creates a suggestion spell effect. Suggestion is language-dependent, but the trap doesn't specify what language is used. However, the only languages that the Scribbler speaks are Abyssal and Thassilonian, so whichever one is chosen, it's unlikely that many of the PCs will be affected by this trap. How have other GMs handled this?


Skeld wrote:
Runeforge in Sins of the Saviors ended up being one of my players' favorite parts of the campaign.

What did they like about it?


Hey, Sunderstone, one more question, if I may: why have you removed all the hill giants "for flavor"? To remove the Sihedron shard plotline, you could just remove the shard, couldn't you?


Sunderstone wrote:
I'm toying with the idea of eliminating Rimeskull altogether and replacing it with a reworked Giantslayer #4 but on a smaller scale. The frost giant village will be almost abandoned and at the base of Rimeskull as most of the giants have already been sent to Xin-Shalast.

Yes, I think I might leave Rimeskull out and just have the Scribbler's rhyme lead to Guiltspur.

Spoiler:
I also feel as though the portal behind Mesmalatu, which leads to Runeforge, should need to be activated somehow. Maybe something like casting a spell of each school at the portal?


That's fantastic, Sunderstone, and very helpful!

Spoiler:
One thing I'm not clear on is the transition from Rimeskull to Guiltspur. The sequence in SotS is that the PCs must cast appropriate spells on the stone heads (B), which cause them to release keys. These keys must then be taken down into the frozen cathedral (C3-5) and put into the pillars there. This opens a portal that leads to the demiplane of Runeforge (D). In your version, does this portal lead to Guiltspur?


Please cancel my Pathfinder Adventure Path subscription. Thank you!


Belegdel wrote:


So I worked up a 17th level version of Karzoug last night (Hero Labs is a godsend) and he is still a TPK waiting to happen.

Would you mind sharing your 17th-level version of Karzoug, if you still have it?


I'm thinking of skipping Sins of the Saviors and taking my group straight from Fortress of the Stone Giants into Spires of Xin-Shalast. I don't think my group will enjoy Sins of the Saviors, as it's mainly a long dungeon-crawl with little to liven it up, and nothing significant in terms of the story other than gaining dominant weapons (which can be achieved some other way). Would this be a foolish idea? Are there any problems that you can foresee?

Of course, this would mean that I would have to scale down the encounters in Spires of Xin-Shalast to be appropriate for a party of 13th-15th level. Is that do-able? Has anyone tried something similar?


Another great post - thanks, Askar Avari!

Again, my issue is really that Runeforge is mentioned for the first (and only) time on the map in Mokmurian's lair, and no mention is made of what might be found out about it in the Therassic library. Given this, it doesn't seem particularly important, and yet it is where the PCs are supposed to head in the very next chapter! Given Karzoug's dramatic speech at Mokmurian's death, it's not surprising for the players to focus on finding Xin-Shalast, especially given the detailed information about it available in the library. I just feel something more is needed to help the players understand the importance of Runeforge.


Thanks, outshyn, all that is very helpful! It does seem odd to me that there is only one mention of Runeforge in Mokmurian's lair - on the map - and no guidance is given on researching it in the library. Conversely, lots of information can be discovered about Xin-Shalast and Karzoug, which tends to encourage the PCs to start searching for Xin-Shalast right away. If I were to rewrite this section, I'd add notes written by Mokmurian indicating that he thought it was important to find Runeforge (why would he think it important?), and remove Karzoug's reference to Xin-Shalast. I'd also replace the set of Knowledge (history) checks about Xin-Shalast with ones about Runeforge.

Your reminder about Father Zantus' sending spell is a good one, though. I'll use that to stop my players heading off in search of Xin-Shalast.


Am I missing something, or is there not really any lead to encourage the PCs to go back to Sandpoint after defeating Mokmurian? The text says “It’s likely, however, that the PCs head back to Sandpoint soon enough on their own, particularly if they found the notes in Mokmurian’s lair that spoke of his concern about the chambers below Sandpoint housing a “traitor to Runelord Karzoug.” However, I can't find any such notes mentioned in Mokmurian's lair. The only related thing is the map of the Lost Coast, which has a note reading “Hellfire Flume ruins — foundation stones from each would know where the traitor Xaliasa dwelt, and perhaps where he hid his key to Runeforge.” But this doesn't encourage the PCs to return to Sandpoint - it merely gives the explanation of why Mokmurian wanted a stone from the Old Light. Given what Karzoug says through Mokmurian, isn't it more likely that they will try to find Xin-Shalast?

What did you do to get your PCs to return to Sandpoint?


I agree, that FAQ is confusing! It doesn't actually specifically say that a bard's inspire courage will affect those spells, though - just that "effects that affect weapons work on these spells." My view is that inspire courage would affect the attack and damage rolls made with a flame blade, as you are wielding the blade yourself. Conversely, inspire courage would not affect the attack and damage rolls made for a mage's sword or a spiritual weapon, as those spells make their own attacks.


Balkoth wrote:
If a PC casts Spiritual Weapon, what buffs increase the attack/damage of the spell's attacks?

The weapon "uses your base attack bonus...plus your Wisdom modifier as its attack bonus", "dealing 1d8 force damage per hit, + 1 point per three caster levels (maximum +5 at 15th level)", so only buffs that affect those things (or that can somehow affect the weapon directly) would affect the weapon's attack or damage.

Balkoth wrote:

1, does an active Inspire Courage increase attack?

2, does an active Inspire Courage increase damage?

No - the weapon is not the bard's ally (so it can't be affected directly), and inspire courage doesn't affect the PC's BAB, Wisdom modifier or caster level.

Balkoth wrote:
3, does a Heroism cast on the PC increase attack?

No - heroism doesn't affect the PC's BAB, Wisdom modifier or caster level.

Balkoth wrote:
4, can you cast Heroism on the "spell" to increase its attack?

No - the target for heroism is "creature touched".

Balkoth wrote:

5, does a Prayer active when the spell is cast result in increased attack/damage for the spell?

6, does a Prayer cast once the spiritual weapon exists/is active increase the attack/damage for the spell's attacks?

No - the weapon is not the cleric's ally (so it can't be affected directly), and prayer doesn't affect the PC's BAB, Wisdom modifier or caster level.

Conversely, an owl's wisdom targeting the PC who cast the spiritual weapon would increase the weapon's attack bonus.


I see what you mean about the FAQ, Jeff. So, your view is that source severance on a Medium creature will affect the creature's square and three other squares around one corner of the creature's square? I can see this point of view, based on the general rule that "The point of origin of a spell is always a grid intersection." However, I see that rule as being trumped by the spell's specific definition of "centered on you". So I think it's probably best to use the FAQ approach for Medium creatures, too.


I don't think I'd include the corners of a 15' cube in the area affected - but that's not going to make any practical difference the vast majority of the time!


That's very helpful, avr - thanks! I hadn't seen that FAQ. So what it's effectively saying is that a Medium creature will actually affect a 15-foot-diameter sphere with source severance.


The area affected by the spell source severance is a "5-ft.-radius emanation, centered on you". What squares on the grid does this affect, if you are a Medium creature? Just yours? Yours, and the the four squares orthogonal to you? Yours, and the eight squares around you?

What squares does this affect if you are a Large creature? How about if you are a Huge creature?

Now, suppose you are a creature with some spells active on you, standing adjacent to a creature under the effect of a source severance that would suppress your spells. If you are a Large creature, does the source severance suppress your active spells? How about if you are a Huge creature? Does the answer to these questions depend on how many of your squares are in the area of the source severance?


Is there a list anywhere of what the locations are illustrated by icons on the beautiful map of Thassilon in this volume? I know some are new, but many of them must be known, or named, at least.


My party scouted Jorgenfist using arcane eye and then dimension doored to the library area. My question is: should I award them XP for all the encouters they've bypassed? They are already lagging behind the expected advancement level somewhat.


I have a player who would like to play a skald with a bear as an animal companion. Is this possible? If so, what's the easiest way to achieve it? He'll be starting at 11th level.

Thanks!


Are the heights of the various buildings in Sandpoint listed anywhere? Longtooth is about to attack the town in my game, and I'm wondering how high up he'll be when he's "periodically landing on the roofs of sturdy buildings"...

Full Name

Ashleaf

Race

Gathlain

Classes/Levels

Bard (Flame Dancer) 8

Size

S

Age

???

Special Abilities

Spells, Bardic Performance

Alignment

CG/Fey

Strength 9
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 12
Charisma 21

About Ashleaf

Crunch:
9, 16, 12, 12, 12, 21

HP 65 (3FCB)
AC 21 FF 18, Touch 15
F:+3 R: +9 W:+7

Flame Blade +9/+4 touch 1d8+9 (18-20 x2) *ignores 10 Flame Resistance, +6 to overcome SR
Light Crossbow +9/+4 (19-20 x2)

Feats 1 Magnum Opus, 3 Piercing Spell, 5 Craft Wand, 7 Flame Blade Dervish,... 9 Elemental Spell?, 11 Improved Critical?
Traits: Magical Lineage (Flame Blade), Magic’s Might,
Skills: 9 per level
Craft Instrument +8+1+3=12
Knowledge Planes +8+1+3+4=16
Perception +8+3=+11
Perform Dance, +8+5+3+3+2=21 (Acrobatics, Fly)
Perform Sing, +8+5+3+3+2=+21 (Bluff, Sense Motive)
Perform Wind, +8+5+3+3+5=24
Spellcraft 8+1+3=12
Stealth +8+3+4+3=18
UMD +8+5+3+3=

Gear: (33,333) Circlet of Persuasion 4500, Crossbow +1 2000, +2 Darkleaf Lamelar 4960, Staff of Accompaniment 14800, [total= 26260]
Assorted Wands TBD

Spells known 0th-6, 1st-5, 2nd-4, 3rd-3 (Bonus),[Favored Class Bonus]
0th- Dancing Lights, Ghost Sound. Mending, Message, Prestidigitation, Spark
1st- (6/day) Ear Piercing Scream, Hideous Laughter, Magic Mouth, Silent Image (Burning Hands) [Ant Haul, Aspect of the Falcon, Cure Light Wounds], Triple Time
2nd- (5/day) Eagle’s Splendor, Glitterdust, Mirror Image, Pyrotechnics (Flaming Sphere) [Barkskin, Flame Blade]
3rd- (3/day) Good Hope, Haste, Tongues (Fireball)


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

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.