Jamus Hainard

Creydon Clay's page

670 posts. Alias of Decimus Observet.


Race

| HP: 115/115 Temp: 0 | AC: 32 (16 Tch, 28 Fl) | CMB: +11, CMD: 235 | F: +11, R: +18, W: +15, +2 vs enchantment spells | Init: +5 | Perc: +19, SM: +19

Classes/Levels

| Speed 30ft | Bardic Performance: 37/40 | Tactician: 4/4 | Spells: 1st 6/6, 2nd 6/6, 3rd 5/6, 4th 5/5, 5th 3/3, 6th 1/2 | [ooc][/ooc]

Gender

(+0 att/skills/saves) Living Male NG Halfling Bard VMC Cavalier 16 (Order of the Dragon, Arcane Duelist)

Languages

Common, Dwarven, Giant, Halfling, Infernal, Orc, Thassilonian, Varisian Sign Language

Strength 10
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 11
Charisma 24

About Creydon Clay

Creydon Clay
Halfling Bard VMC Cavalier 16 (Order of the Dragon, Arcane Duelist)
Neutral Good Small Humanoid (halfling)
Init +5; Senses Perception +19, Sense Motive +19

Favoured Class: Bard (+1 hp per level)
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Defense
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AC 32, touch 17, flat-footed 28 [10 +3 Dex +11 armour +4 shield +2 deflection +1 size +1 dodge]
hp 115 (7 per level after first- 5+1+1 )
Fort +11, Ref +18, Will +15

+2 morale bonus on all saving throws against enchantment spells

Cloak of Resistance +5
+3 darkwood buckler carved with the symbol of Kyonin on its face
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Offense
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Speed 30 ft.
Melee +3 Benevolent Whip +14 1d3+3 disarm, nonlethal, reach, trip
Cold Iron Dagger
Silver Dagger

Ranged Sling +15 1d4+0; x2; B

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Magic
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Caster Level 16; Concentration +22 (+26 when casting defensively or while grappling)

Bard Spells Known

. . 6th (2/day) - Brilliant Inspiration, Overwhelming Presence
. . 5th (4/day) - Bard's Escape, Greater Dispel Magic, Shadowbard
. . 4th (5/day) - Dimension Door, Freedom of Movement, Heroic Finale, Virtuoso Performance
. . 3rd (6/day) - Dispel Magic, Good Hope, Haste, Overwhelming Grief
. . 2nd (6/day) - Alter Self, Bestow Insight, Cacophonous Call, Heroism, Hold Person, Invisibility
. . 1st (6/day) - Charm Person, Cure Light Wounds, Ear-Piercing Scream, Expeditious Retreat, Saving Finale, Timely Inspiration
. . 0th (at will) - Detect Magic, Ghost Sound, Mage Hand, Mending, Message, Read Magic

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Statistics
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Halfling: +2 Dexterity, +2 Charisma, and –2 Strength. L4: +1 Cha. L8: +1 Cha. Headband: +2 Cha. L12: +1 Cha. L16: +1 Cha
Str 10, Dex 16, Con 12, Int 10, Wis 11, Cha 24
Base Atk +12/+7/+2; CMB +11; CMD 24
Feats
L1: Combat Reflexes, Arcane Duelist: Arcane Strike
L2: None, Arcane Duelist: Combat Casting
L3: VMC
L4: None
L5: Combat Advice
L6: None, Arcane Duelist: Disruptive
L7: VMC
L8: None
L9: Bodyguard
L10: Arcane Duelist: Spellbreaker
L11: VMC (Tactician): Shake It Off
L12: None
L13: Lingering Performance
L14: Arcane Duelist: Penetrating Strike
L15: VMC
L16: None

Arcane Strike (Combat)
You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Bodyguard (Combat)
Your swift strikes ward off enemies attacking nearby allies.

Prerequisite: Combat Reflexes.

Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.

Normal: Aid another is a standard action.

Combat Advice
Your succinct words can aid an ally even in the heat of battle.

Benefit(s): As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.

Combat Casting
You are adept at spellcasting when threatened or distracted.

Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks
of opportunity per round equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity
while flat-footed.
Normal: A character without this feat can make only
one attack of opportunity per round and can’t make
attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue
to use her opportunist ability more than once per round.

Disruptive (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.

Prerequisites: 6th-level fighter.

Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.

Lingering Performance
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Penetrating Strike
Benefit: Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).

Shake It Off (Teamwork)

Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

Spellbreaker

Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.

Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.

Traits
Battlefield Disciple, Fools for Friends, Poverty-Stricken

Drawback: Overprotective

Battlefield Disciple
You are skilled at supporting your allies in the heat of battle.

Benefits: You gain a +2 trait bonus on Heal checks made to stabilize a dying creature. In addition, when you successfully use the aid another action in combat to grant an ally a bonus on her next attack roll, the bonus you grant increases by 1.

Fools for Friends
Benefits: Whenever you take the aid another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.

Poverty-Stricken
Category Basic (Social)
Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Overprotective
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Languages
Common, Halfling, Dwarven, Giant, Infernal, Orc, Thassilonian, Varisian Sign Language

Skills
Class Skills

The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Survival is always a class skill for you.

Skill Ranks Per Level: 6 + 0 Int modifier +2 background skills

+3 to charisma checks

Armour Check Modifier: -1

+Acrobatics +7 |+3 Dex +1 rank +3 class
+Appraise +4 |+0 Int +1 rank +3 class
+Bluff +24 |+7 Cha +11 rank +3 class +3 circlet
+Climb +4 |+0 Str +1 rank +3 class
+Craft (woodcarving) +4 |+0 Int +1 rank +3 class
+Diplomacy +24 |+7 Cha +11 rank +3 class skill +3 circlet
Disable Device* +4 |+3 Dex +1 rank
+Disguise +14 |+7 Cha +1 rank +3 class +3 circlet
+Escape Artist +7 |+3 Dex +1 rank +3 class
Fly +4 |+3 Dex +1 rank
Handle Animal* +11 |+7 Cha +1 rank +3 circlet
Heal +1 |+0 Wis +1 rank
+Intimidate +19 |+7 Cha +6 rank +3 class +3 circlet
+Knowledge Arcana* +4 |+0 Int +1 rank +3 class
+Knowledge Dungeoneering* +4 |+0 Int +1 rank +3 class
+Knowledge Engineering* +4 |+0 Int +1 rank +3 class
+Knowledge Geography* +4 |+0 Int +5 rank +3 class
+Knowledge History* +4 |+0 Int +1 rank +3 class
+Knowledge Local* +4 |+0 Int +1 rank +3 class
+Knowledge Nobility* +4 |+0 Int +1 rank +3 class
+Knowledge Nature* +4 |+0 Int +1 rank +3 class
+Knowledge Planes* +4 |+0 Int +1 rank +3 class
+Knowledge Religion* +4 |+0 Int +1 rank +3 class
+Linguistics* +9 |+0 Int +6 rank +3 class
+Perception +19 |+0 Wis +16 rank +3 class skill
+Perform (Oratory) +29 |+7 Cha +16 rank +3 class +3 circlet
+Perform (String Instruments) +21 |+7 Cha +8 rank +3 class +3 circlet
+Profession (Soldier) +10 |+0 Wis +2 rank +3 class +5 item
Ride +4 |+3 Dex +1 rank
+Sense Motive +19 |+0 Wis +16 rank +3 class
+Sleight of Hand* +7 |+3 Dex +1 rank +3 class
+Spellcraft* +4 |+0 Int +1 rank +3 class
+Stealth +11 |+3 Dex +1 rank +3 class +4 size
+Survival +10 / +18 |+0 Wis +6 rank +3 class +1 trait (+8 to help allies)
Swim +1 |+0 Str +1 rank
+Use Magic Device* +14 |+7 Cha +1 rank +3 class +3 circlet

Special Qualities

Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Type: Halflings are humanoids with the Halfling subtype.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.

Feat and Skill Racial Traits

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Offense Racial Traits

Low Blow: Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses.

Shadowhunter (2 RP): Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Halflings can take this trait in place of weapon familiarity.

Gear
Whip, +3 Benevolent 8001 +12k cost to turn it to +3

The wielder gains a +2 morale bonus on all saving throws against spells from the weapon's opposed magic.

A wielder who is considered sinful or virtuous with the same type of sin/virtue as a runeforged weapon he wields becomes more aware of danger around him-gaining a +2 insight bonus on Initiative checks and a +1 dodge bonus to AC.

Parasitic/Symbiotic (opposes enchantment): A union of necromancy and transmutation magic, a parasitic weapon functions as a bane weapon against enchanters and against creatures that are charmed, dominated, or otherwise under another creature's magic control. The first time each day that this weapon strikes a creature under the effects of an enchantment spell, it automatically makes a dispel magic attempt to dispel the enchantment. If the attempt is successful, it siphons that energy into the wielder, healing her of 6d6 points of damage (hit points in excess of maximum are gained as temporary hit points that last for 1 hour).

Agile Breastplate, Mithral, +5 Benevolent 8400 +9000 to upgrade to +2 +27000 to upgrade to +5

+3 darkwood buckler carved with the symbol of Kyonin on its face

Cloak of Resistance +3 +5000 to upgrade to +3 +16000 to upgrade to +5
4 pots of Green Shoanti War Paint
Ring of Protection +2

Rod of Cancellation
Staff of Charming (0 charges)
+2 keen short sword
Bag of holding IV

Gloves of Arcane Striking 5000
Headband of alluring charisma +2 4000
Circlet of Persuasion 4500
Ioun Torch 75
Sleeves of Many Garments 200
Traveler’s Any-Tool 250
Handy Haversack 2000
Lyre of Building 13000
Masterwork Instrument 100
Bard's Kit 41 This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Canteen 1
Small Tent 10
20 Halfling Trail Rations 2
Grappling Hook 1
Grooming Kit 2
Chalk (10) 0.1
Silver Dagger 22
Cold Iron Dagger 4
Sling 0
Sling Bullets (20) 0.2
Heavy Wooden Darkwood Shield 257

Gold: 4,169.54g

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Class Abilities
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Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.
Aid Allies (Ex)

At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Weapon and Armor Proficiency

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, 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 using 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.

Cantrips (Sp)
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.

Spells
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, 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 (DC) 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.

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 (See Table: Ability Modifiers and Bonus Spells).

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.

Arcane Strike
Arcane duelists gain Arcane Strike as a bonus feat at 1st level.

This ability replaces bardic knowledge.

Bardic Performance 38/38
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.

List of Bardic Performances:

Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.

This performance 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 check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous 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 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 the ability from working. For every three levels a 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 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. The ally must be within 30 feet and able to see and 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). Inspire competence +3

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.

Bladethirst (Su): An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities.

This performance replaces suggestion.

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 take 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 the performance. The 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 a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four 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 the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition 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 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 one 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. The 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.

Bonus Feats
An arcane duelist weaves might and magic in his combat style, gaining the following bonus feats at 2nd level and every four levels thereafter:

2nd level—Combat Casting
6th level—Disruptive
10th level—Spellbreaker
14th level—Penetrating Strike
18th level—Greater Penetrating Strike.

This ability replaces versatile performance and well-versed.

Arcane Bond (Ex)
At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components.

This ability replaces lore master.

Tactician: At 11th level, he gains the tactician class feature, treating his character level as his effective cavalier level.

Tactician (Ex)

At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Greater Order Ability: At 15th level, he gains the 8th-level ability of his chosen order, treating his character level as his effective cavalier level.

Strategy (Ex)
At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

Appearance:

Brown hair, brown eyes, serious expression, especially for a halfling.

Personality:

Stoic in the face of adversity and mockery, Creydon accepts that where he can do the most good is in supporting others. He is torn about the loss of his friends and comrades, even if they were foolhardy.

Background:

Creydon Clay was born to a River Kingdom community who had migrated there as farmers. Their timing was less than excellent, and the Clays suffered during a time of tumult and disorder. Creydon who was jokingly acquired as a mascot by a cavalier order, but turned out to be quite competent. He grew to appreciate the valour of his companions, and they his unswerving commitment to them and their joint cause of protecting others.

And then, the band ended in a brutal ambush. Goblins, led by the orc Gaarsh Black-Eyes. Creydon used every bit of wit and cunning he had to take down Gaarsh and his minions, which included wielders of foul magic and summoners of fell spirits. But none of it could bring his companions back. Or indeed his former home, which by now had crumbled, it's inhabitants dead or fled.

And so Creydon left, wandering far indeed...