About Crasius LeoneName: Crasius Leone
Defense
hp: 118 (5d8+6d12+33+11 Toughness) Fort +9, Ref +13, Will + 8 [+1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters] Offense
Ranged: Composite Longbow +16 (17) / +11 (12) [1d8+7; x3] or
Spellcasting
Level 0 (-):[6] Detect Magic, Ghost Sounds, Light, Mending, Message, Prestidigitation Level 1 (5/6): [6] Gravity Bow, Comprehend Languages, Feather Fall, Ear Piercing Scream, Liberating Command, Vanish Level 2 (3/6): [5] Glitterdust, Gallant Inspiration, Heroism, Versatile Weapon, Tongues Level 3 (4/5): [4] Blink, Flame Arrow, Greater Magic Weapon, Slow Level 4 (3/3): [3] Dimension Door, Freedom of Movement, Improved Invisibility Statistics
Base Atk +7 ; CMB +13 [+7 BAB, +6 Str]; CMD 29 [10+ 7 BAB + 6 STR + 6 DEX] Racial Abilities:
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Class Abilities:
At 1st level, she selects a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) and adds them to her bard spell list as bard spells of the same level. The spells selected must not already be on the bard spell list, and must be 6th level or lower. At 4th level and every 4 bard levels thereafter, she adds an additional sorcerer/wizard spell to her bard spell list. An Arrowsong minstrel must still select these spells as spells known before she can cast them. In addition, for the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice). Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell’s somatic components even when using a bow in both hands (though not other ranged weapons). Bardic Performance- 14 Rounds: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. Cantrips: Bard’s 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. Diminished Spellcasting: An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level. This alters the bard’s spellcasting. 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 non-instantaneous 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. Inspire Courage +2: (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. Precise Minstrel: At 2nd level, an Arrowsong minstrel gains Precise Shot as a bonus feat. In addition, any creature that is affected by any of the Arrowsong minstrel’s bardic performance does not provide soft cover to enemies against her ranged attacks with a bow.
Blood of Dragons: A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell’s level. Claws: (SU) 6/6 Rounds
Natural Armor Increase +1: As his skin thickens, a dragon disciple takes on more and more of his progenitor’s physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character’s existing natural armor (if any), as indicated on Table: Dragon Disciple. These armor bonuses stack. Ability Boost: Strength +4, Bloodline Feat: Free Feat from Draconic Bloodline list. Dragon Bite: At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is Small), plus 1–1/2 times the dragon disciple’s Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple’s bloodline. Breath Weapon (Su): 3d6 Fire Reflex DC 16 At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. Natural Armor +1 Blindsense 30 ft: At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using non-visual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature. Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet. Traits: Reactionary: +2 Trait Bonus to Initiative Warded Against Witchery: Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters. Feats: [/i]:Point Blank Shot [i]: Favored Prestige Class [Dragon Disciple & Perception] Precise Shot: Precise Minstrel Feat- [/i]: Rapid Shot [i]Prestigious Spellcaster [Dragon Disciple]:: Gain a CL to replace
Deadly Aim: Power Attack: Draconic Bloodline Feat- Clustered Shot: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction. Toughness: Bloodline Feat Prestigious Spellcaster [Dragon Disciple]:: Gain a CL to replace
Skills: Acrobatics +20 (+19) [11], Diplomacy +19 [11], Knowledge: Arcana +11 [5], Knowledge: Dungeoneering +5 [1], Knowledge: Engineering +5 [1], Knowledge: Geography +5 [1], Knowledge: History +5 [1], Knowledge: Local +5 [1], Knowledge: Nature +5 [1], Knowledge: Planes +8 [4], Knowledge: Religion +5 [1], Linguistics +15 [10], Perform Oratory +12 [5], Perception +16 [11], Sense Motive +12 [9], Spellcraft +11 [5] [+1 to identify spells from Evil Spellcasters] Languages: Common, Draconic, Vudrani, Varisian, Necril, Ancient Osirian, Kelish, Shoanti, Skald, Hallit, Giant Combat Gear: Belt of Physical Might +4 [Str/Dex] [40,000 GP/-] Headband of Alluring Charisma +2 [4000gp/-], +1 Adaptive Composite Longbow [3400 gp/ 3 lbs], Spiked Gauntlet [5 gp / 1 lb], Cloak of Protection +2 [4000 gp/ 1 lb], Efficient Quiver [1800 gp / 2 lbs], Handy Haversack [2000 gp / 5 lbs], Lesser Bracers of Archery (5000 gp, -), MW Chain Shirt [250gp/ lbs], Dragon Iron Amulet from Moc (Aegis of Recovery), Habit of the winter explorer (Group) Gold: 504 Silver: 4 Copper: --------------------
Total Weight 39 [36 in Haversack/Quiver] lbs / 100 lbs light or less/ 101-200 lbs medium / 201-300 lbs heavy Background: Crasius Leone grew up in Cheliax. His family was moderately well off, but he chafed at the incredibly rigid nature of the land. When a passing bard came through, Crasius begged her to let him travel with her as an apprentice. Kahina, a bard from Osirion, was at first reluctant to take him on. After talking to Crasius for a bit she decided that he had the charisma needed in a bard and took him on as an apprentice. She informed him that she was returning to Osirion. Once she had taken care of some business there she would continue on her way and if things were going well he could continue to travel with her. The two traveled for many years as Kahina taught Crasius the skills of being a bard and how to use a bow to defend himself. She showed him how to weave words together to inspire others or to cast bardic magic on allies or enemies. On their final trip back to Osirion, Kahina announced that they would be parting ways as Crasius had gained all the skills she had to teach him. On their final night together Kahina revealed that she was not the human bard that she had pretended to be, but instead was a Brass dragon who had decided to travel the world for a time in the guise of a human. Crasius was amazed at the sight of Kahina as a massive dragon and decided to dedicate himself to the amazing creatures. After she left him he continued to travel the world to gather stories and knowledge and learn the ways of the Dragons. He went on to become a dragon disciple dedicated to the Brass dragons that had helped him for so long. Talsune:
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +18 DEFENSE AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size) hp 115 (10d12+50) Fort +12, Ref +9, Will +8 Immune dragon traits, Acid, paralysis, sleep OFFENSE Speed 40 ft., fly 120 ft. (average) Melee mwk glaive +16/+11 (2d8+9/×3), bite +16 (1d8+6) or bite +16 (1d8+6), 2 claws +15 (1d6+6) Space 10 ft.; Reach 10 ft. (15 ft. with glaive) STATISTICS Str 22, Dex 15, Con 20, Int 11, Wis 12, Cha 17 Base Atk +10; CMB +17; CMD 29 Feats Combat Reflexes, Flyby Attack, Power Attack, Vital Strike, Weapon Focus (bite) Skills Bluff +16, Fly +13, Intimidate +16, Perception +14, Stealth +11, Survival +14 Languages Draconic, Triaxian Talsune's breath weapon is 60-ft. line, 9d6 acid damage, usable every 1d4 rounds.[/dice] [spoiler= Attack Sequence][dice=Primary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot]1d20+14+1+2+2+1-2-2[/dice] [dice=+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot]2d6+8+1+2+2+4[/dice] [dice=Rapid Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot]1d20+14+1+2+2+1-2-2[/dice] [dice=+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot]2d6+8+1+2+2+4[/dice] [dice=Haste Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot]1d20+14+1+2+2+1-2-2[/dice] [dice=+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot]2d6+8+1+2+2+4[/dice] [dice=Secondary Attack: +2 Adaptive Composite Longbow Attack, PBS, Inspire Courage, Heroism, Haste, Rapid Shot, Deadly Shot]1d20+9+1+2+2+1-2-2[/dice] [dice=+2 Adaptive Composite Longbow Damage, Gravity Bow, PBS, Inspire Courage, Deadly Shot]2d6+8+1+2+2+4[/dice] Talsune Attacks [dice=60 ft Acid Line; DC 20 Reflex for Half Damage]9d6[/dice] [dice=Recharge]d4[/dice] OR [dice=Glaive Attack]d20+16[/dice] [dice=Glaive Damage]2d8+9[/dice] [dice=Secondary Glaive Attack]d20+11[/dice] [dice=Secondary Glaive Damage]2d8+9[/dice] [dice=Bite Attack]d20+11[/dice] [dice=Bite Damage]d8+6[/dice] OR [dice=Bite Attack]d20+16[/dice] [dice=Bite Damage]d8+6[/dice] [dice=Claw Attack]d20+15[/dice] [dice=Claw Damage]d6+6[/dice] [dice=Claw Attack]d20+15[/dice] [dice=Claw Damage]d6+6[/dice] |