About Desmond DeverinRace: Aasimar (30 RP)
Spells: -------
Spell-like Abilities
daylight once per day Bard Spells Known
Sorcerer Spells
BAB +15, CMB +20, CMD 35 Feats (1) Persuasive, (b) Skill Focus (Perform), (Background) Noble Scion (War), (b) Eschew Materials, (2) Angel Blood (Aasimar), (3) Heavenly Radiance (Aasimar), (4) Noble Stipend, (5) Combat Casting, (6) Uncanny Concentration, (7) Extra Performance, (8) Prodigy [Perform (string), Perform (sing)], (9) (Metamagic) Consecrate Spell (10) (Monster) Hover, (11) Discordant Voice, (12) (Monster) Wingover, (13) Aerial Roll, (b) Alignment Channel, (14) Channel Force (Aasimar), (15) Improved Channel Force (Aasimar), (16) Greater Channel Force (Aasimar) (17) Signature Skill [Perform (string)], (18) Selective Channel, (19) Martial Weapon Proficiency (glaive), (20) Weapon Focus (glaive) ------- Skills: 8 + 6 Int/Level +2/Background
Acrobatics +50 Versatile Performance: Perform (dance) Appraise +14 (4 Rank, 3 Class, 6 Int, 1 Luckstone) Bluff +50 Versatile Performance: Perform (sing) Climb +10 (1 Rank, 3 Class, 5 Str, 1 Luckstone) Craft +7 (0 Rank, 0 Class, 6 Int, 1 Luckstone) Diplomacy +50 Versatile Performance: Perform (sing) Escape Artist +10 (1 Rank, 3 Class, 5 Dex, 1 Luckstone) Fly +29 (20 Rank, 3 Class, 5 Dex, 1 Luckstone) Heal +33 (20 Rank, 3 Class, 6 Wis, 3 Healer's Kit, 1 Luckstone) (30/30 uses) Intimidate +15 (0 rank, 0 Class, 14 Cha, 1 Luckstone) Knowledge (arcana) +40 (20 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone) Knowledge (dungeoneering) +21 (1 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone) Knowledge (engineering) +21 (1 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone) Knowledge (geography) +25 (5 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone) Knowledge (history) +25 (5 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone) Knowledge (local) +21 (1 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone) Knowledge (nature) +24 (4 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone) Knowledge (nobility) +25 (5 Rank, 3 Class, 6 Int, 10 Bardic knowledge, 1 Luckstone) Knowledge (planes) +30 (10 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone) Knowledge (religion) +40 (20 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone) Linguistics +7 (1 Rank, 3 Class, 6 Int, 1 Luckstone) Perception +32 (20 Rank, 3 Class, 6 Wis, 2 Skilled, 1 Luckstone) Perform (dance) +50 (20 Rank, 3 Class, 14 Cha, 2 Skilled, 10 Ring of Improved Inspired Performance, 1 Luckstone) Perform (keyboard instruments) +50 (20 Rank, 3 Class, 14 Cha, 2 Skilled, 10 Ring of Improved Inspired Performance, 1 Luckstone) Perform (oratory) +50 (20 Rank, 3 Class, 14 Cha, 2 Skilled, 10 Ring of Improved Inspired Performance, 1 Luckstone) Perform (sing) +50 (20 Rank, 3 Class, 14 Cha, 2 Skilled, 10 Ring of Improved Inspired Performance, 1 Luckstone) Perform (string) +50 (20 Rank, 3 Class, 14 Cha, 2 Skilled, 10 Ring of Improved Inspired Performance, 1 Luckstone) Profession +7 (0 Rank, 0 Class, 6 Wis, 1 Luckstone) Sense Motive +35 (20 Rank, 3 Class, 6 Wis, 5 Bracelet of Bargaining, 1 Luckstone) Sleight of Hand +11 (1 Rank, 3 Class, 6 Dex, 1 Luckstone) Spellcraft +30 (20 Rank, 3 Class, 6 Int, 1 Luckstone) Stealth +50 Versatile Performance: Perform (dance) Use Magical Device +28 (10 Rank, 3 Class, 14 Cha, 1 Luckstone) Class Features: Traits
Weapon and Armor Proficiency
A legendary 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 legendary 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 legendary bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. Legendary sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a legendary sorcerer's gestures, which can cause their spells with somatic components to fail (see Arcane Spells and Armor).
Starting a bardic performance is usually 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 1st level, 2nd level, and every two levels thereafter, the legendary bard learns a single bardic performance. The bardic performances a legendary bard can choose from can be found here. ✰ Components
A legendary bard can use any Perform skill for any of their performances, however there are some cases where their choice of skill will change the performance’s components: If a performance says it relies on either audible or visual components, the components depend on the Perform skill used for the performance. Perform (dance) produces visual components, Perform (keyboard, oratory, percussion, string, wind, sing) produces audible components, and Perform (act, comedy) produces both audible and visual components. 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 they fail this check, the attempt still counts against their 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 they fail this check, the attempt still counts against their daily limit. Blind creatures are immune to bardic performances with visual components. ✰ Fortissimo of Flames Components: Audible or visual, fire The legendary bard can use this performance to cause their allies’ weapons to burn with magical flames. To be affected, each ally must be able to hear or see the bard perform and be within 30 feet. An affected creature’s successful attacks with manufactures or natural weapons deal an additional 1d4 points of fire damage. At 5th level, and every six bard levels thereafter, this bonus fire damage increases by 1d4 (to a maximum of 4d4 at 17th level). These flames do not harm the affected weapons, or their wielders.
Components: Audible and visual, enchantment (compulsion), mind-affecting The legendary bard can use their performance to cause one or more creatures to become fascinated with them. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and be capable of paying attention to them. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this performance from working. The legendary bard can target one creature with this ability at 1st level, and can target an additional creature at 2nd level, and every 2 levels thereafter. Each targeted 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 legendary 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.
Prerequisite(s) Legendary bard level 4 Components: Audible and visual, mind-affecting, enchantment (charm) The legendary bard learns a performance that charms the minds of a single creature. The target of this performance must be within 90 feet, able to see and hear the bard, share a language with the bard, and be capable of paying attention to them. The bard must be able to see the target. The targeted creature receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the creature is being threatened or attacked by the bard or their allies, the creature receives a +5 bonus to their saving throw. If a creature’s saving throw succeeds, the legendary bard cannot attempt a charming performance against that creature again for 24 hours. If its saving throw fails, the creature becomes charmed by the bard, as charm person, for as long as the bard continues the performance. This performance costs 1 round of bardic performance for each minute it is performed (spent at the beginning of each minute).
Prerequisite(s) Legendary bard level 6 Components: Audible and visual, sonic The legendary bard can use this performance to cause damaging vibrations within the foes who perceive it. The bard chooses a single creature they can see within 30 feet of them each round. That target must make a Fortitude saving throw or take 4d6 points of sonic damage plus the legendary bard’s level. A successful save halves this damage. This performance cannot be affected by effects that allow the bard to continue a performance after they stop maintaining it, such as the Lingering Performance feat. At 8th level, and every four levels thereafter, the legendary bard can create an additional damaging vibration each round they perform the discordant orchestra. Each vibration after the first costs an additional round of bardic performance, and can be targeted at the same or different creatures within 30 feet. The number of vibrations the bard wishes to create and their targets are determined at the same time. If a single creature is targeted by multiple vibrations, the creature only makes a single saving throw and each vibration targeting that creature after the first adds an additional 4d6 sonic damage, halved on a successful saving throw.
Prerequisite(s) Legendary bard level 4 This performance allows the legendary bard to restore their allies of harmful effects. When the bard begins this performance they select a single ally suffering from a harmful effect that could be affected by the lesser restoration spell. After three rounds of continuous performance, that creature is affected by the effects of lesser restoration. This performance requires no material components, but otherwise follows the same restrictions as the spells it is emulating. This performance cannot be affected by effects that allow the bard to continue a performance after they stop maintaining it, such as the Lingering Performance feat. At 8th level, the legendary bard can choose to effect an ally suffering from an effect that could be affected by the restoration spell, and after performing for six rounds affect them by the effects of restoration. At 14th level, the legendary bard can choose to effect an ally suffering from an effect that could be affected by the greater restoration spell, and after performing for ten rounds affect them by the effects of greater restoration.
Prerequisite(s) Legendary bard level 8 Components: Audible and visual The legendary bard learns a performance that soothes the injuries of their allies. By spending four consecutive rounds of performing the soothing ballad as a full-round action, the legendary bard can create an effect equivalent to the mass cure light wounds spell, using the bard’s level as their caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. As the bard increases in level, so too does the healing provided by this performance. It functions as mass cure moderate wounds at 11th level, mass cure serious wounds at 14th level, and mass cure critical wounds at 17th level. The legendary bard must spend a full-round action each round they wish to use this performance. Soothing ballad cannot be used to harm undead creatures, nor can it be extended using the Lingering Performance feat, or any similar effects.
Starting an inspiration requires a standard action and lasts until the legendary bard chooses to end their inspiration (a free action) or if the legendary bard loses the ability to take any actions (such as if they are dazed, nauseated, unconscious, paralyzed or stunned). A legendary bard can only use a single inspiration at a time, attempting to start a second inspiration ends the first. Each of the legendary bard’s inspiration are mind-affecting effects. A creature must either be able to either hear or see the legendary bard to benefit from their inspirations, and cannot benefit from the same inspiration more than once. A legendary bard always gains the benefits of their own inspirations, even if they can’t hear or see themselves or if they would normally be immune to mind-affecting effects. If the legendary bard gains an ability, item, or feat that would increase the effects of one of their performances that share a name with one of their inspirations, it affects those inspirations as well. As the legendary bard increases in level they gain inspirations from the list below: Inspire Courage: At 1st level, the legendary bard can inspire courage within their allies, granting them 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 four legendary bard levels thereafter, this bonus increases by +1 to a maximum of +5 at 17th level. ✰ Inspire Competence
At 2nd level, this region is a settlement, group of settlements, or subsection of a larger settlement of 1,000 or fewer people, and the bonus on Diplomacy and Intimidate checks is +2. As the legendary bard grows even more famous, additional areas learn of them and their bonus applies to even more people. At 8th level, the region is a settlement or settlements with a total population of 5,000 or fewer people, and the modifier on Diplomacy and Intimidate checks is +3. At 14th level, the region is a settlement or settlements with a total population of up to 100,000 people, and the modifier to Diplomacy and Intimidate is +4. At 20th level and above, the bard’s fame has spread far, and most civilized folk know of him (GM’s discretion); the bard’s modifier on Diplomacy and Intimidate checks is +5.
Unless otherwise specified, a bloodline gift may be activated as a standard action and the DC to save against a bloodline gift is equal to 10 + 1/2 the legendary sorcerer's level + the legendary sorcerer's Charisma modifier.
At 6th level, your aura applies to saves against curses, negative energy effects, and death effects. At 10th level, your aura applies to saves against charm and compulsion effects. At 14th level, your aura applies to all saving throws.
At 7th level, and every four levels thereafter, the legendary bard can choose to improve one of their schools by (gaining additional benefits), or can choose to gain the benefits of a new bardic school.
Versatile Performance: When the legendary bard selects this school, they choose one type of Perform skill. The legendary bard can use his bonus in that skill in place of their bonus in associated skills to that Perform skill. When substituting in this way, the legendary bard uses their 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. Sing (Bluff, Diplomacy), Dance (Acrobatics, Stealth)
At 4th level, the legendary sorcerer chooses a method by which to explore their expanding power. They may choose to have a Wandering Heart, a Mysterious Heart, or an Inspired Heart. They gain a benefit at 4th level, and the same benefit every 4 levels thereafter, for a total of 5 benefits at 20th level. ✰ Inspired Heart
Metamagic abilities may be applied to the spell the legendary sorcerer is attempting to cast. If this raises the level of the spell slot used, the original level of the spell is used to calculate the DC of the saving throw to use this ability. Using this ability only grants a use of the spell, it does not grant any other abilities the spell may refer to, such as raise animal companionUM. They may use this ability once per day for each time they gain this benefit.
Spells gained from this ability do not need to come from the same spell list. ✰ Wandering Heart
At 5th level, the legendary bard can use any skill, even if the skill normally requires them to be trained in the skill to use it. When making an untrained skill check with a class skill, the legendary bard adds a +3 bonus to their roll as if they had ranks in the skill they were making the check with. At 10th level, the legendary bard considers all skills to be class skills. When the legendary bard uses a skill, 7 they may use the higher of their ranks in that skill or half their legendary bard level (rounded down) as their effective number of skill ranks in the used skill. At 15th level, the legendary bard can take 10 on any skill check, even if it is not normally allowed with that skill (this follows the other rules for taking 10 on a skill check as normal). At 20th level, when the legendary bard uses a skill, they may use the higher of their ranks in that skill or their legendary bard level as their effective number of skill ranks in the used skill.
Items Combat items Wealth 828gp, 39sp, 12cp (bag) one unpolished semi-precious stone
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