Cruel Instructor

Chamius Lune PFS's page

679 posts. Organized Play character for John Woodford.


Full Name

Chamius Lune

Race

Human

Classes/Levels

Bard/5 HP 38/38 AC17/T 12/FF 15 Fort +4/Ref +7/ Will +5 Init +2 Perc +8|Sense Motive +13*

Gender

Male

Size

Medium

Alignment

CN

Occupation

Itinerant Musician

Strength 10
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 10
Charisma 18

About Chamius Lune PFS

Current XP 12
PP 22
Fame 24

Daily Expendables
1st-level Spells (5/day) [ ] [ ] [ ] [ ]
2nd-level Spells (3/day) [ ] [ ] [ ]
Performance (16 rounds/day) [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Lore Master (1/day) [ ]
hp 37 (5d8+10)
Current hp

Male human bard 5
N Medium humanoid (human)
Init +2 (+2 DEX) Perception +8

DEFENSE
AC 17/12 touch/15 flatfooted (+2 DEX, +4 armor, +1 shield)
Fort +3+1, Ref +6+1, Will +4+1

OFFENSE
Speed 30 ft.
Melee mw whip +7 (1d3 nonlethal/x2) or rapier +5 (1d6/18-20/x2) or dagger +5 (1d4/19-20/x2)
Ranged shortbow +5 (1d6/x3)
Special Attacks None

Spells Known (CL 5th)
2nd (3/day)-glitterdust (DC 16 Will), heroism
1st (5/day)-grease (DC 15 Reflex), hypnotism (DC 15 Will), hideous laughter (DC 15 Will), liberating command
0 (at will)-detect magic, prestidigitation, light, mage hand, read magic, unwitting ally (DC 14 Will)

STATISTICS
Str 10, Dex 14, Con 14, Int 13, Wis 10, Cha 18
Base Atk +3; CMB +5/+7 w/whip; CMD 15

Feats
Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (L1)

Agile Maneuvers You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus. (human bonus)

Weapon Focus (whip) Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon.

Skills
Bluff +12 (5 ranks, +4 CHA, +3 class skill)
Knowledge (Local) +7 (1 ranks, +1 INT, +3 class skill, +2 bardic knowledge)
Knowledge (Nature) +7 (1 ranks, +1 INT, +3 class skill, +2 bardic knowledge)
Knowledge (Planes) +7 (1 ranks, +1 INT, +3 class skill, +2 bardic knowledge)
Knowledge (Religion) +7 (1 ranks, +1 INT, +3 class skill, +2 bardic knowledge)
Knowledge (History) +7 (1 ranks, +1 INT, +3 class skill, +2 bardic knowledge)
Knowledge (Nobility) +7 (1 ranks, +1 INT, +3 class skill, +2 bardic knowledge)
Knowledge (Arcana) +11 (5 ranks, +1 INT, +3 class skill, +2 bardic knowledge)
Perception +8 (5 ranks, +0 WIS, +3 class skill)
Perform (Oratory) +13 (5 ranks, +4 CHA, +3 class skill, +1 trait)
Perform (Percussion) +15 (5 ranks, +4 CHA, +3 class skill, +1 trait, +2 circumstance for mw instrument)
Perform (Dance) +8 (1 ranks, +4 CHA, +3 class skill)
Sleight of Hand +10/+9 in armor (5 ranks, +2 DEX, +3 class skill)
Spellcraft +9 (5 ranks, +1 INT, +3 class skill)
Linguistics +6 (2 ranks, +1 INT, +3 class skill)
Versatile Performance (Oratory)-Diplomacy +13
Versatile Performance (Oratory)-Sense Motive +13

Racial Modifiers +1 SR/level
Note: ACP -1

Traits
Performance Artist (Taldan Faction) As a youth, you were involved with the avant garde theater scene of Oppara. Your performance skills have been known to bring even the toughest crowd to their feet. Choose one type of Perform skill. You gain a +1 trait bonus on Perform checks of the chosen type and this skill becomes a class skill for you. Perform (Oratory)

Talented You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (Percussion), and all Perform skills are always class skills for you.

Languages Common (Taldane), Tian, Hallit, Qadiran

Combat Gear mw chain shirt, darkwood buckler, rapier, dagger, shortbow, 16 arrows, mw whip, whip, mw drum, backpack, bedroll, belt pouch (2), alchemist's fire (2), liquid ice (2), spell component pouch, traveler's outfit, flint & steel, rice paper (20 pcs), ink, pen, sack (2), trail rations (6 days), waterskin, cold-weather outfit, climbing kit, antitoxin (1), CLW wand (29 charges), ioun torch, cloak of resistance +1, 982 gp, 6 sp, 0 cp; #43 when carrying pack, #28 without pack

SQ None

SPECIAL ABILITIES

Favored Class: Bard; +1 SR at L1-L5

Bardic Knowledge (Ex): A bard adds half her class level (minimum 1) on 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 her, including herself 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 she has mastered, as indicated by her 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.

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.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent 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 check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

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 herself) 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 her. 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.

Versatile Performance (Ex) (Oratory): 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.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

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. 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.