Sound Warrior

Corba Nana's page

502 posts. Organized Play character for kaervek78.


Classes/Levels

Female NG Halfling Bard 4 | HP 27/27 | Riding dog HP 13/13 | AC 18 T 13 FF 16 | CMB 2, CMD 14 | F: +5, R: +8, W: +5 (+2 vs. Fear) | Init +2 | Perc +7 | SM +16 | Speed 20ft (40ft on riding dog)

Gender

#2-15: Shades of Ice - Part I: Written in Blood (CORE)

About Corba Nana

Bard
Paladin

Shopping:

To Buy/Do: Circlet of Persuasion (4500g, 0lb); Ring of Protection +1 (2000g, 0lb); Amulet of Natural Armor +1 (2000g, 0lb) ???

Definitely buy next: Headband of Alluring Charisma (4000g, 1lb);

Already bought (scenario 10): Wand of ??? (50/50) (2PP, 0lb);
Already bought (scenario 9): Wand of Protection from Evil (50/50) (2PP, 0lb); 1x Alchemist's Fire (20g, 1lb); 2x Rope (Silk) 50 ft. (10g, 5lb)
Already bought (scenario 8): Wand of Identify (50/50) (2PP, 0lb); Cloak of Resistance +1 (1000g, 1lb)
Already bought (scenario 7): Wand of Detect Secret Doors (50/50) (2PP, 0lb); 1x Crossbow Bolts (10) (1g, 0.5lb); 2x Alchemist's Fire (20g, 1lb); MW thieves' tools (100g, 2lb)
Already bought (scenario 6): Wand of Comprehend Languages (2 PP)
Already bought (scenario 5): Wand of Endure Elements (2 PP); MW Tool for Performance: Oratory (Bullhorn) (50g, 1lb); Dog, riding (150g, 50lb); Saddle, military (20g, 30lb); Saddlebags (4g, 8lb); 5x Feed (5c, 10lb)

Already bought (scenario 2): Wand of CLW (2 PP); ???

Bought: Mithral Chain Shirt, MW Buckler, 1x Crossbow Bolts (10)
Sold: Buckler, Studded Leather (full price, rebuild)

Note to self: rebuilt with fashionable trait and feat Skill Focus (perform (oratory)); I am not skilling Bluff, Handle Animal, Intimidate, Diplomacy and SM!

Corba Nana is... now LEVEL 4!
Already done: BAB, CMB, CMD, Saves, HP, Weapons, Spells, Feat, Ability Score Increase, Skills, Shopping
TO DO: wand uses (end of chronicle #9)

Special Abilities, Feats, Traits, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.

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DEFENSE
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CMD 14
AC 18, touch 13, flat-footed 16
hp 27
Fort +5, Ref +8, Will +5 (all +2 vs. Fear)
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OFFENSE
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CMB 2
Speed 20 ft.
Ranged
Light Crossbow +6 (1d6/19-20/x2)
[dice=Light Crossbow]1d20+6[/dice] for [dice=Piercing]1d6[/dice]
[dice=Light Crossbow PBS]1d20+6+1[/dice] for [dice=Piercing]1d6+1[/dice]

Melee
Longsword +4 (1d6/19-20/x2)
[dice=Longsword]1d20+4[/dice] for [dice=Slashing]1d6[/dice]

Club +4 (1d6/20/x2)
[dice=Club]1d20+4[/dice] for [dice=Bludgeoning]1d4[/dice]

Spiked Gauntlet +4 (1d3/20/x3)
[dice=Spiked Gauntlet]1d20+4[/dice] for [dice=Piercing]1d3[/dice]

Bard Spells known (CL 4; concentration +9 [4 CL + 5 CHA])
. . 2nd (2 known, 2 slots): glitterdust, heroism (DC 17)
. . 1st (4 known, 5 slots): charm person, feather fall, grease, sleep (DC 16)
. . 0 (6 known, at will): dancing lights, daze, detect magic, mending, prestidigitation, read magic (DC 15)

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STATISTICS
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Str 10, Dex 14, Con 13, Int 10, Wis 7, Cha 21
BAB +2
AC Calc 4 Armor, 1 Shield, 2 Dex, 1 Size, 1 Dodge (Feat)
HP Calc 1) 8, 2-4) 15, Con 4
Save Calc Base (Bard) +1/+4/+4, Base (Paladin) +2/+0/+2, Ability +1/+2/-2, Racial +1/+1/+1, Trait +1/+0/+1, Cloak +1/+1/+1, Divine Grace: +7/+7/+7
Feats Skill Focus (perform (oratory)), Additional Traits
Traits Fashionable (Faction), Resilient (Combat), Indomitable Faith (Faith), Magical Knack (Magic)
Languages Common, Halfling
Favored Class Bard 1-4) Skill Point

SKILLS:
Bard: 6 + 1 = 7 Skillpoints
Paladin: 2 + 0 = 2 Skillpoints
[dice=Acrobatics - ACP]1d20+9-0[/dice] <2 ranks, +2 racial> x (use Perform: Dance?)
[dice=Appraise]1d20+0[/dice]
[dice=Bluff]1d20+5[/dice] (+1 on Bluff)
[dice=Climb - ACP]1d20+2-0[/dice] <0 ranks, +2 racial>
[dice=Craft: Anything]1d20+0[/dice]
[dice=Diplomacy]1d20+5[/dice] (use Perform: Oratory)
[dice=Disable Device t - ACP]1d20+3+2-0[/dice] <1 rank, +2 circumstance (MW thieves' tools)>
[dice=Disguise]1d20+5[/dice]
[dice=Escape Artist - ACP]1d20+6-0[/dice] <1 rank>
[dice=Fly - ACP]1d20+2-0[/dice] (use Perform: Dance?)
[dice=Handle Animal untrained]1d20+5[/dice] (use Perform: Percussion)
[dice=Heal]1d20-2[/dice]
[dice=Intimidate]1d20+5[/dice] (use Perform: Percussion)
[dice=Knowledge: Arcana t]1d20+6[/dice] <1 rank>
[dice=Knowledge: Dungeoneering t]1d20+6[/dice] <1 rank>
[dice=Knowledge: Engineering t]1d20+2[/dice]
[dice=Knowledge: Geography t]1d20+2[/dice]
[dice=Knowledge: History t]1d20+6[/dice] <1 rank>
[dice=Knowledge: Local t]1d20+6[/dice] <1 rank>
[dice=Knowledge: Nature t]1d20+6[/dice] <1 rank>
[dice=Knowledge: Nobility t]1d20+6[/dice] <1 rank>
[dice=Knowledge: Planes t]1d20+6[/dice] <1 rank>
[dice=Knowledge: Religion t]1d20+6[/dice] <1 rank>
[dice=Linguistics t]NA[/dice]
[dice=Perception]1d20+7[/dice] <4 ranks, +2 racial> x
[dice=Perform: Oratory]1d20+12+3+2[/dice] <4 ranks, +3 feat(skill focus), +2 circumstance (MW tool: bullhorn)> x (+1 trait on Diplomacy, and Sense Motive) x
[dice=Perform: Percussion]1d20+9[/dice] <1 rank>
[dice=Perform: Any other]1d20+5[/dice]
[dice=Profession: Any t]NA[/dice]
[dice=Ride - ACP]1d20+3-0[/dice] <1 rank>
[dice=Sense Motive]1d20-2[/dice] (use Perform: Oratory)
[dice=Sleight of Hand t - ACP]1d20+6-0[/dice] <1 rank>
[dice=Spellcraft]1d20+4[/dice] <1 rank>
[dice=Stealth - ACP]1d20+10-0[/dice] <1 rank, +4 racial>
[dice=Survival]1d20-2[/dice]
[dice=Swim - ACP]1d20+0-0[/dice]
[dice=Use Magic Device]1d20+12[/dice] <4 ranks> x

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EQUIPMENT AND GOLD
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On person (small equipment)
*Combat Gear Light Crossbow (35g, 2lb); 1x Crossbow Bolts (10) (1g, 0.5lb); 1x Longsword (15g, 2lb); Spiked Gauntlet (5g, 0.5lb); Mithral Chain Shirt (1,100g, 6.25lb); MW Buckler (155g, 2.5lb); Cloak of Resistance +1 (1000g, 1lb) - 14.75lb
*Other Gear Explorer's Outfit (0g, 2lb); Spell Component Pouch (5g, 2lb); MW thieves' tools (100g, 2lb); MW Tool for Performance: Oratory (Bullhorn) (50g, 1lb) - 7lb
*Alchemical/Magic Gear 1x Alchemist's Fire (20g, 1lb) - 1lb
*Adventuring Gear (Backpack) Backpack (2g, 0.5lb); 1x Trail Rations (0.5g, 0.25lb); 1x Waterskin (1g, 1lb) - 1.75lb
*Alchemical/Magic Gear (Backpack) Wand of Protection from Evil (50/50) (2PP, 0lb); Wand of Identify (50/50) (2PP, 0lb); Wand of Endure Elements (50/50) (2PP, 0lb); Wand of Detect Secret Doors (50/50) (2PP, 0lb); Wand of Comprehend Languages (50/50) (2PP, 0lb); Wand of CLW (34/50) (2PP, 0lb) - 0lb
On riding dog (small equipment)
*Combat Gear Club (0g, 1.5lb); 1x Crossbow Bolts (7) (1g, 0.5lb) - 2lb
*Adventuring Gear (Saddle Bags) Bedroll (0.1g, 1.25lb); 2x Rope (Silk) 50 ft. (10g, 5lb); 2x Feed (5c, 10lb); 2x Trail Rations (0.5g, 0.25lb); 1x Waterskin (1g, 1lb); 5x Torches (0.01g, 1lb) - 37.75lb
*Alchemical/Magic Gear (Saddle Bags) Backup Spell Component Pouch (5g, 2lb); 2x Alchemist's Fire (20g, 1lb); 2x Acid (10g, 1lb) - 6lb
Dog, riding (150g, 50lb); Saddle, military (20g, 30lb), Saddlebags (4g, 8lb)
Left at Lodge ; 1x Crossbow Bolts (10) (1g, 0.5lb); 5x Torches (0.01g, 1lb); 1x Trail Rations (0.5g, 0.25lb); 3x Feed (5c, 10lb)
Starting GP 150 - 146.2 (shopping) = 3.8 + 461 = 464.8 - 40 (shopping) = 424.8 + 463 = 887.8 - 0 (no shopping) + 558 = 1445.8 - 1.226 (shopping) = 219.8 + 520 = 739.8 - 224.05 (shopping) = 515.75 + 527 = 1042.75 + 550 = 1592.75 gold
Starting GP 1592.75 - 141 (shopping) = 1451.75 + 1270 + 20 = 2741.75 - 1000 (shopping) = 1741.75 + 992 + 75 = 2808.75 - 343 (info, bribe) = 2465.75 gold
Starting GP 2465.75 - 40 (shopping) = 2425.75 + 1172 + 50 = 3647.75 gold
Weight Carried 14.75 + 7 + 0 + 1.75 + 1 = 24.50 lbs
Weight Carried without backpack (with all gear inside: 1.75 lbs) 22.75 lbs
Carrying Capacity Light (24.75 lb), Medium (49.50 lb), Heavy (75 lb), LoH (75 lb), Lift (150 lb), Drag/Push (375 lb)

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APPEARANCE
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Age 26
Height 2'11'
Weight 30
Eye Color brown
Hair Color red
Skin Tone pale
Region of Origin unknown
Deity Shelyn (holy symbol: songbird with rainbow feathers)

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SPECIAL ABILITIES
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Class Features Bard:

Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
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.
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 himself) 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 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.
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.
Suggestion (Sp) A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su) A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su) A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Soothing Performance (Su) A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp) A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.
Inspire Heroics (Su) A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Cantrips Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
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.
Jack-of-All-Trades (Ex) At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.


Class Features Paladin:

Aura of Good (Ex) The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Divine Grace (Su) At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (Su) Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Faction Rewards: none so far

Feats:

Skill Focus (perform (oratory)) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Additional Traits You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.
Skill Focus (perform (comedy)) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Point-Blank Shot You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Traits:

Fashionable (Faction) You spent your formative years as a young blade in Oppara and learned the ins and outs of using fashion to improve your relations with others. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) becomes a class skill for you.
Resilient (Combat) Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
Indomitable Faith (Faith) You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
Magical Knack (Magic) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait - your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. ===> Bard

Racial Traits:

+2 Dexterity, +2 Charisma, –2 Strength Halflings are nimble and strong-willed, but their small statures make them weaker than other races.
Small Halflings are Small creatures 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 their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed Halflings have a base speed of 20 feet.
Fearless Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck Halflings receive a +1 racial bonus on all saving throws.
Keen Senses Halflings receive a +2 racial bonus on Perception checks.
Sure-Footed Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following languages: Dwarven, Elven, Gnome, and Goblin.

Botting Preferences:

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Non-Combat
*Corba Nana has ranks in the following skills: Acrobatics, Knowledge (Arcana), Knowledge (Local), Knowledge (Planes), Knowledge (Religion), Perception, Perform (Oratory), Spellcraft, Stealth, UMD
*to be done
Skill Checks are all preformatted in the Skills section

Combat
*Start Bardic Performance
*Shoot with Crossbow
*In melee:
*Attack with Longsword
Combat Rolls should mostly be preformatted in the Offense section.


PFS Boons:

Mask of the Tiger’s Eye (55 gp)

Venture-Captain Mihir presents you with a copper coin that has the sigil of the open road on one side and the flag of Jalmeray on the other. When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario.


Scenario List:

1) #06-08: The Segang Expedition: 1 XP, 2 PP, 451 + 10 gold
2) #00-01: Silent Tide: 1 XP, 2 PP, 453 + 10 gold
3) #01-33: Assault on the Kingdom of the Impossible: 1 XP, 2 PP, 553 + 5 gold
4) #04-S: Race for the Runecarved Key: 1 XP, 2 PP, 500 + 20 gold
5) #07-12: The Twisted Circle: 1 XP, 2 PP, 507 + 20 gold
6) #02-S: Year of the Shadow Lodge: 1 XP, 2 PP, 500 + 50 gold
7) #10-14: Debt to the Quah: 1 XP, 2 PP, 1270 + 20 gold
8) #00-14: The Many Fortunes of Grandmaster Torch: 1 XP, 2 PP, 992 - 343 + 75 gold
9) #02-15: Shades of Ice, Part I - Written in Blood: 1 XP, 2 PP, 1172 + 50 gold
10) #02-17: Shades of Ice, Part II - Exiles of Winter: 1 XP, 2 PP, ??? + ?? gold
Total XP: 9
Total Fame: 18 (5.250 gold cap / next level at Fame 22: 8.000 gold / next level at Fame 27: 11.750 gold)
Current Prestige: 4 (at the start of chronicle 10)

Chronicle Info:

Player: Chris N. aka kaervek78
Character Name: Corba Nana
PFS #: 331079-7
Faction: Sovereign Court
Day Job: Perform (Oratory)
Normal Progression (CORE)

Test:

L?: Handle Animal - 1 skill point Not needed.
L5: Bard 5 (inspire courage +2, lore master 1/day, relearn 1 spell: sleep); Skill Points for UMD, Perception, Perform (oratory), 2x Perform (percussion), Kn (eng), Kn (geography); Feat Skill Focus (perform (percussion))
L6: Bard 6 (Suggestion, Versatile performance); Skill Points for UMD, Perception, Perform (oratory), 4x Perform (percussion)
L7: multiclass to Paladin of Shelyn (martial weapon proficiency [Longbow, reach weapons], detect & smite evil)
L8: Paladin 2 (LoH and Divine Grace: +Cha to saves)
L9+: Bard 7
L9+: Bard 8 (Dirge of doom, relearn 1 spell: ???)
L9: Bard 7 (bardic perf. as a move action, Inspire competence +3, 3rd level spells) OR Paladin 3 (Aura of courage, divine health, mercy)?
L10: Paladin or Bard?
L11: Paladin or Bard?
L12+: Bard

https://legacy.aonprd.com/coreRulebook/spellLists.html

L1 Wands for 2PP: Magic Missile, Entangle, Bless, Faerie Fire, Protection from Evil, Identify, Produce Flame (?)


Other personal stuff:

Inspire courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls

"Each mission took place in Cassomir..."

Corba then a layer of bacon grease under the feet of the vikings with the yellow and grey scarves. (see map)

"Hey guys, do you know the song Slippery when fat?"

5 foot step, casting grease, creatures in the area must make a Reflex save with DC 16 or fall prone
---------------------------------
She then addresses the foe in front of her: "Stop and stare, you think you're moving, but you'll go nowhere..." (Link)

casting daze on yellow, Will DC 15 negates