Baron Hannis Drelev

Crispus Uticulanus's page

1 post. Alias of hustonj.


Full Name

Crispus Uticulanus

Race

Taldane Human

Classes/Levels

Bard 1

Gender

M

Alignment

NG

Deity

Shelyn

Languages

Taldane (Common), Elvish, Kellish

Occupation

Entertainer

Strength 11
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 16

About Crispus Uticulanus

The young Taldane man is wearing a green leotard, a blue doublet with yellow tracings through the cloth reminiscent of the lines children draw to represent wind, matching shoes, and a bright red tall hat with an assortment of large, dyed feathers. Situationally, he could be carrying a mandolin, a rapier, a whip, or even a shortbow and quiver. His eyes seem to always be scanning the area, his feet ready to move, and a glow from his smile is spreading across his face. He has the typical bronze skin tone and brown hair of the Taldane, the unusual amber eyes, and currently wears a royale beard.

Background:
Crispus's earliest memories are of the orphanage in The Narrows. It was named Aroden's Domain, apparently in hope that the children would be raised above the squalor that surrounded them. The problem with that is it really doesn't matter how rich the community is, the orphans of the poor are about as poor as it is possible to get. Then, of course, there's the simple lack of funds available to the Arodenite church. In a bold attempt to fund the orphanage, Sentidia, the matron of the house, worked to form a choir from the children, hoping to have them earn the money to keep all of the children clothed and fed. The singing introduced Crispus to both Elvish and Kellish tongues, as the sounds of those languages are so well suited for song.

Crispus displayed a natural talent for song, and quickly became a soloist in the choir. He learned more about music, and survival on the streets, as he approached his teen years. Before his voice began changing, he had one performance in particular, in Westpark, that he just absolutely nailed. It was as close to a perfect performance as he could have gotten. One of the many passers-by who stopped to listen, an older woman named Voreia Lotheed, decided to take her generosity beyond donating to the orphanage. She did that, too, but she sponsored Crispus into the Kithadorian Academy on the condition that he would work for her after graduation.

Having experienced living as one of the poorest in Oppara, he didn't go through the normal rebellious issues as a teenager but worked hard to keep the relative luxury in which the students live. While he wasn't the most talented student in his age group, he worked the hardest. His instructors taught him several skills that the more educated would have recognized as not tied to performing as a Kith Bard.

Around 16 months before Crispus's graduation, Voreia died. Crispus, of course, attended the funeral, dressed in his best student performer's garb. There he was introduced to her family and realized that she was one of THE Lotheeds. They offered to continue sponsoring him at Kith, if he would honor the arrangement and return to work for the family after graduation. Having experienced actual poverty and realizing that he might have a chance to live in relative opulence, even as a servant, he agreed without hesitation.

After graduation, the Kith staff reminded him that he was welcome to return for both practice and research, and even told him they hoped he would return. Crispus thanked them, of course, but he was working through what he needed to do to get and stay in his patrons' good graces. After all, Crispus only had a few weeks to prepare entertainment for his patrons for the events they would host leading up to the Exaltation Gala itself.

---

Outlook and personality notes:

Sentidia taught Crispus, through her actions, that a woman could set plans, implement them, and improve the lives of many others, working against the policies and procedures men put in place. This is NOT something he thinks about consistently, but it absolutely shapes his impression of the primogeniture question.

Basically, everything positive in Crispus' life was the result of Taldane generosity. He believes he must help others to repay those who have helped him.

NG worshipper of Shelyn


Combat:
Init +2 (+2 Dex)
Speed 30' (20' with adventuring load)

Melee+0; Finesse/Ranged+2; CMB+0/+2 (+0 BAB, +0 Str, +2 Dex)

** Standard Attacks **
Rapier +2 for 1d6 @ 18+, P
[Finesse]
Shortbow +2 for 1d6 @ x3 over 60', P, 20 arrows
[Ranged]
Whip +2 for 1d3 @ x2 over 15', B, Non-lethal, reach, disarm, trip
[Finesse]

AC 14, T12, FF12, CMD12 (2 Armor, 0 Deflection, 0 Dodge, 0 Natural, 0 Shield, +2 Dex, +0 Str, +0 BAB)

HP 9 (8+[1x+1 Con])

Fort +1 (+0 Base, +1 Con)
Ref +4 (+2 Base, +2 Dex)
Will +3 (+2 Base, +1 Wis)


Class & Magic:
** Bard Song ** 13 Rounds/Day
Countersong: audible
Distraction: visual
Fascinate: 1 creature: DC13 Will: audible and visual
Inspire Courage +1: audible or visual

** Magic **
* Spell Slots *
Cantrips DC13, infinite

Level 1 DC 14, 2/Day

* Spells Known *
Cantrps
Detect magic
Mending
Prestidigitation
Unwitting Ally

Level 1
Cure light Wounds
Fastidiousness


Skills & Languages:
Bard: 6 Base + 2 Int + 1 Skilled + 1 Favored Class = 10 Adventuring & 2 Background Skill Ranks per Bard Level
Rogue: 8 Base + 2 Int + 1 Skilled = 11 Adventuring & 2 Background Skill Ranks per Rogue Level
Lion Blade: 6 Base + 2 Int + 1 Skilled = 9 Adventuring & 2 background Skill Ranks per Lion Blade Level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational)[+Over-ridden]{Note}
+ 6-Acrobatics (Dex) 2+1+3+ACP
+ 2 Appraise (Int) 2+0+0
+ 8+Bluff (Cha) 3+1+3+1 Witty Repartee(+2 Rising Star)
+ 0-Climb (Str) 0+0+0+ACP
+ 2 Craft (any) (Int) 2+0+0
+ 7+Diplomacy (Cha) 3+1+3(+2 Rising Star)
+ 3~-Disable Device (Dex) 2+1+0+ACP(+2 MW Thieves' Tools)
+ 7 Disguise (Cha) 3+1+3
+ 2-Escape Artist (Dex) 2+0+0+ACP
+ 2-Fly (Dex) 2+0+0+ACP
+ 7+Intimidate (Cha) 3+1+3(+2 Rising Star)
+ 7 Knowledge (history) (Int) 2+1+3+1 Bardic Knowledge {Background}
+ 7 knowledge (nobility) (Int) 2+1+3+1 Bardic Knowledge {Background}
+ 3 Knowledge (all others) (Int) 2+0+0+1 Bardic Knowledge
+ 5 Perception (Wis) 1+1+3
+11 Perform (sing) (Cha) 3+1+3+3 Skill Focus+1 Rising Star
+ 6+Perform (strings) 3+0+0+3 Skill Focus(+2 MW Mandolin)
+ 6 Perform (any other) 3+0+0+3 Skill Focus
+ 2-Ride (Dex) 2+0+0+ACP
+ 6 Sense Motive (Wis) 1+1+3+1 Rising Star
+ 6-Stealth (Dex) 2+1+3+ACP
+ 2 Survival (Wis) 1+0+0+1 Rising Star
+ 0-Swim (Str) 0+0+0+ACP

Armor Check Penalty: -0 Normal/Combat; -3 with adventuring load

Languages Known: Common (Taldane), Elven, Kellish


Gear:
180 Gp Budget
FREExxx MW Mandolin (3#)
FREExxx Entertainer's Outfit (4#)
xx3.0.0 Entertainer's Outfit (4#)
xx9.0.0 Fighter's Kit (29#, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10) trail rations (5 days), waterskin)
x20.0.0 Rapier (2#, 1d6/18+/P/agile)
xx1.0.0 Whip (2#, 1d3/x2/S/agile, disarm, nonlethal, reach, trip)
x30.0.0 Shortbow (2#, 1d6/x3/60'/P)
xx1.0.0 Arrows, 20 (3#)
x10.0.0 Leather Armor (15#, +2/+6/+0/10%/30')
100.0.0 MW Thieves' Tools (2#)

For 174 GP spent and 66# with all gear.
6 GP on hand.
Weapons, Armor, Belt Pouch, & Mandolin is 33.5#

Light <= 38# (~/-0/30/x4)
Medium <= 76# (+3/-3/20'/x4)
Heavy <= 115# (+1/-6/20'/x3)


Feats & Traits:
** Feats **
* EitR Freebies *
<Defensive Stance: -1 Melee Attack for +1 Dodge: Need BAB +1>
<Risky Strike: -1 Attack for +2 Damage: Need BAB +1>

* Level Selections *
H Extra Performance
1 Skill Focus (Perform)
R1 (2) <Deft maneuvers>
3 <Deceitful>
R2 (4) <Improved Initiaitve>
5 <Master Performer>
7 <Persuasive>
9 <Stealthy>
11 <Improved Critical>
13 <Accomplished Sneak Attacker>
15 <Weapon Focus>
17
19

** Traits **
Campaign: War for the Crown: Rising Star: +1 trait on Sense Motive, Survival, Perform (sing); Once/day invoke patron's name or own work for +2 circumstance to 1 Bluff, Diplomacy, or Intimidate
Combat: Kitharodian Academy: Witty Repartee: +2 trait on Bluff


Advancement Plan:

2 Rogue 1
3 Bard 2
4 Rogue 2
5 Bard 3
6 Rogue 3
7 Lion Blade 1
8 Lion Blade 2
9 Lion Blade 3
10 Lion Blade 4
11 Lion Blade 5
12 Lion Blade 6
13 Lion Blade 7
14 Lion Blade 8
15 Lion Blade 9
16 Lion Blade 10
17
18
19
20

Bard:
Alignment: Any.
Hit Die: d8.
Starting Wealth: 3d6 x 10 gp (average 105 gp).
Class Skills: 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).
Skill Points at each Level: 6 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1
2nd +1 +0 +3 +3 Versatile performance, well-versed
3rd +2 +1 +3 +3 Inspire competence +2
4th +3 +1 +4 +4 —
5th +3 +1 +4 +4 Inspire courage +2, lore master 1/day
6th +4 +2 +5 +5 Suggestion, Versatile performance
7th +5 +2 +5 +5 Inspire competence +3
8th +6/+1 +2 +6 +6 Dirge of doom
9th +6/+1 +3 +6 +6 Inspire greatness
10th +7/+2 +3 +7 +7 Jack-of-all-trades, Versatile performance
11th +8/+3 +3 +7 +7 Inspire competence +4, inspire courage +3, lore master 2/day
12th +9/+4 +4 +8 +8 Soothing performance
13th +9/+4 +4 +8 +8 —
14th +10/+5 +4 +9 +9 Frightening tune, Versatile performance
15th +11/+6/+1 +5 +9 +9 Inspire competence +5, inspire heroics
16th +12/+7/+2 +5 +10 +10 —
17th +12/+7/+2 +5 +10 +10 Inspire courage +4, lore master 3/day
18th +13/+8/+3 +6 +11 +11 Mass suggestion, Versatile performance
19th +14/+9/+4 +6 +11 +11 Inspire competence +6
20th +15/+10/+5 +6 +12 +12 Deadly performance
Spells Per Day
Level 1st 2nd 3rd 4th 5th 6th
1st 1 - - - - -
2nd 2 - - - - -
3rd 3 - - - - -
4th 3 1 - - - -
5th 4 2 - - - -
6th 4 3 - - - -
7th 4 3 1 - - -
8th 4 4 2 - - -
9th 5 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
15th 5 5 5 4 3 -
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2 - - - - -
2nd 5 3 - - - - -
3rd 6 4 - - - - -
4th 6 4 2 - - - -
5th 6 4 3 - - - -
6th 6 4 4 - - - -
7th 6 5 4 2 - - -
8th 6 5 4 3 - - -
9th 6 5 4 4 - - -
10th 6 5 5 4 2 - -
11th 6 6 5 4 3 - -
12th 6 6 5 4 4 - -
13th 6 6 5 5 4 2 -
14th 6 6 6 5 4 3 -
15th 6 6 6 5 4 4 -
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
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.
Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.
Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target 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 target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect 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.

Unchained Rogue:
Alignment: Any.
Hit Die: d8.
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points at each Level: 8 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Finesse training, sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Danger sense +1, finesse training, sneak attack +2d6
4th +3 +1 +4 +1 Debilitating injury, rogue talent, uncanny dodge
5th +3 +1 +4 +1 Rogue's edge, sneak attack +3d6
6th +4 +2 +5 +2 Danger sense +2, rogue talent
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Danger sense +3, sneak attack +5d6
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge
11th +8/+3 +3 +7 +3 Finesse training, sneak attack +6d6
12th +9/+4 +4 +8 +4 Danger sense +4, rogue talent
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Danger sense +5, rogue's edge, sneak attack +8d6
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Danger sense +6, rogue talent
19th +14/+9/+4 +6 +11 +6 Finesse training, sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent, rogue's edge
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Deft Maneuvers as a bonus feat. In addition, starting at 3rd level, she can select any one weapon group listed under the fighter’s Weapon Training class feature. Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with a finesse weapon or an agile weapon from this group, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon group at 11th level and a third at 19th level.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.
Master Strike (Ex): At 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Lion Blade Prestige Class:
Alignment: Any neutral.
Feats: Deceitful, Improved Initiative, Skill Focus (Perform).
Skills: Bluff 3 ranks, Disguise 5 ranks, Stealth 5 ranks, either Perform (sing) or Perform (act) 3 ranks.
Special: Inspire competence bardic performance, servant of Taldor or the Sovereign Court affiliation, sneak attack +2d6.
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sleight of Hand (Dex), Stealth (Dex), Sense Motive (Wis).
Skill Points at each Level: 6 + Int modifier.
Hit Die: d8.
Class Features
Level BAB Fort Ref Will Special
1st +0 +0 +1 +1 Bardic performance, inspiring poise +2, master of disguise, move with the crowd
2nd +1 +1 +1 +1 Slowing strike, sneak attack +1d6
3rd +2 +1 +2 +2 Hide in the crowd, unexpected suggestion
4th +3 +1 +2 +2 Expeditious advance, perfect surprise
5th +3 +2 +3 +3 Dirge of misfortune, inspiring poise +4
6th +4 +2 +3 +3 Crowd strike, sneak attack +2d6
7th +5 +2 +4 +4 Cloud the mind, secret step
8th +6 +3 +4 +4 Narrow miss
9th +6 +3 +5 +5 Grandmaster of disguise, inspiring poise +6
10th +7 +3 +5 +5 Silent soul, sneak attack +3d6
Weapon and Armor Proficiency: A Lion Blades gains no proficiency with any weapons or armor.
Bardic Performance: The Lion Blade adds her class level to any other levels in classes that grant the bardic performance ability to determine the effects of her bardic performance but not for the purpose of gaining access to new bardic performances. She also learns the following performances.
Inspiring Poise (Ex): A Lion Blade gains a +2 competence bonus on checks with a skill of her choice for as long as she maintains the performance. The bonus increases to +4 at 5th level and +6 at 9th level. The performance is ended by any condition that imposes a penalty to her Dexterity score or immobilizes her.
Dirge of Misfortune (Su): A Lion Blade of 5th level or higher can use her performance to break the concentration of her enemies, causing them to fail even at simple tasks. Once per round as an immediate action, as long as the Lion Blade continues performing, she can force a creature within 30 feet to reroll any d20 roll it just made before the effects are applied. The opponent must use the result of the reroll, which has a –2 penalty. Dirge of misfortune is a mind-affecting ability that relies on audible and visual components.
Master of Disguise (Ex): A Lion Blade takes no penalties on Disguise checks to change her gender, race, or age.
Move with the Crowd (Ex): When moving through groups of intelligent Small, Medium, or Large creatures that would normally count as difficult terrain, the Lion Blade instead moves normally. In addition, she gains a +5 competence bonus on Acrobatics checks to avoid attacks of opportunity or move through an enemy’s square when moving faster than half speed.
Slowing Strike (Su): At 2nd level, once per round upon successfully hitting a target with a sneak attack, a Lion Blade can choose to deal 1 fewer die of sneak attack damage and instead reduce one of the target’s speeds by 5 feet. Once a target’s speed has been reduced to 0 feet, it is immobilized (but not helpless). A target’s fly speed can be reduced this way only if it uses wings to fly. The movement penalties imposed by slowing strike can be removed by healing the affected target to full hit points or a lesser restoration spell.
Sneak Attack (Ex): At 2nd level, a Lion Blade gains sneak attack +1d6, as the rogue ability. This extra damage increases by 1d6 at both 6th level and 10th level. These increases stack with sneak attack damage granted by other sources.
Unexpected Suggestion (Su): At 3rd level, once per day, a Lion Blade can use suggestion on a flat-footed target. Her caster level is equal to her Lion Blade level. The save DC is equal to 10 + 1/2 the Lion Blade’s ranks in Bluff + her Intelligence modifier.
Hide in the Crowd (Su): At 3rd level, a Lion Blade can use the Stealth skill even when the only cover she has is that provided by other creatures.
Expeditious Advance (Ex): At 4th level, a Lion Blade’s land speed is faster than normal for her race by 10 feet. This benefit applies only when she is wearing no armor or light armor and not carrying a heavy load. Apply this bonus before modifying the Lion Blade’s speed because of any load carried or armor worn.
Perfect Surprise (Ex): At 4th level, a Lion Blade can deliver a devastating blow to anyone she catches unaware. Whenever she hits a foe with a sneak attack at the end of a charge or while using Spring Attack, she can make the blow a perfect surprise as an immediate action. The target must succeed at a Fortitude saving throw (DC = 10 + the Lion Blade’s class level + her Intelligence modifier) or fall unconscious for 1 round per Lion Blade level. Once targeted by this ability, a victim is immune to perfect surprise for 24 hours.
Crowd Strike (Ex): When a Lion Blade reaches 6th level, all crowd squares (Core Rulebook 436) count as enemies threatening adjacent squares for the purpose of determining whether the Lion Blade is flanking an opponent. In addition, she can use the Stealth skill to snipe at foes even when making melee attacks as long as she attacks from a square containing at least one other creature within one size category of her.
Secret Step (Ex): At 7th level, a Lion Blade’s movement through crowds that would normally be difficult terrain costs only half as many squares of movement as normal. In addition, the Acrobatics bonus she gains from move with the crowd increases to +10.
Cloud the Mind (Su): At 7th level, whenever a Lion Blade’s opposed Disguise or Stealth check is exceeded by one or more observers’ Perception checks, she can trick the observers into thinking they imagined noticing anything wrong as an immediate action. She attempts a Bluff check opposed by the targets’ Sense Motive checks. Each target who fails this opposed check ignores the fact that he saw her. The Lion Blade also gains an amount of spell resistance equal to 10 + her class level against divination spells. If a spell is foiled by her spell resistance, she learns the spell’s normal effect and can choose a substitute result for the divination rather than causing it to obviously fail.
Narrow Miss (Su): At 8th level, a Lion Blade can dodge erratically as a swift action, gaining 20% concealment until her next turn. She can use this ability once per day for every 2 Lion Blade levels she has.
Grandmaster of Disguise (Ex): At 9th level, a Lion Blade can improvise a disguise using materials on hand that is as effective as one crafted using an actual disguise kit. She gains a +2 circumstance bonus on Disguise checks (this does not stack with the bonus from an actual disguise kit). She can attempt a Disguise check at a –20 penalty to create a disguise as a full-round action.
Silent Soul (Ex): At 10th level, a Lion Blade has mastered the ability to still her thoughts and her movements to an amazing degree. The Lion Blade gains a +10 circumstance bonus on Stealth checks. She also gains spell resistance 20 against mind-affecting effects. If a spell is foiled by her spell resistance, she learns the spell’s normal effect and can make it appear as if she were affected by it rather than causing it to obviously fail. If the spell provides a telepathic link, it functions normally, but she can disregard whichever commands she desires.

Human (Taldane):
+2 to One Ability Score: Human characters get a +2 bonus to Charisma.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Attributes:
20 Pt Build
Point Race Level Gear Boon Total
x1 11 +0 11 +0 11 +0 11 +0 S 11 +0
x5 14 +0 14 +0 14 +0 14 +0 D 14 +2
x2 12 +0 12 +0 12 +0 12 +0 C 12 +1
x5 14 +0 14 +0 14 +0 14 +0 I 14 +2
x2 12 +0 12 +0 12 +0 12 +0 W 12 +1
x5 14 +2 16 +0 16 +0 16 +0 H 16 +3