Camper

Dro'gan 'Manyfaces''s page

785 posts. Alias of Jeremy Clements.


Full Name

Dro'gan Mpak-ten ("Manyfaces Drogan")

Race

Fetchling (Native Outsider/Human)

Classes/Levels

Bard 7 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 44/49 (-0 NL)

Stats:
AC 19, T 13, FF 16| CMB +6, CMD 19 | F 5, R 10, W 7 | Init +4, Perc +10 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current:Prt/Evil; Swift Hands

Gender

Male

Alignment

NG

Deity

Shelyn

Location

Taldor

Languages

Common, Aklo, Infernal, Draconic, Giant, Elven, Sylvan, Kelish

Occupation

Spy-in-Training

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

About Dro'gan 'Manyfaces'

Dignity’s Barb Shortcuts:
Third Triumph: Dignity’s Barb is (now) a +2 seeking darkwood light crossbow. The wielder can use its ability to roll twice to confirm a critical hit twice per day (though he can use it only once on a given critical threat). In addition, the wielder can attempt a lucky shot to foil a ranged attack. Once per day when a ranged weapon attack targets a creature within 30 feet of the wielder, the wielder can shoot Dignity’s Barb at the projectile as an immediate action. He rolls a ranged attack, and if the result exceeds the attacker’s roll, that attack is negated. This ability can be used only if Dignity’s Barb is loaded or if the wielder can use Rapid Reload or a similar ability.

[dice=Dignity's Barb(+2 Seeking Darkwood Light Crossbow)]1d20 + 10[/dice]
[dice=Piercing Damage(Magic)+Arcane Strike]1d8 + 2 + 2[/dice]
Crit?
[dice=Dignity's Barb(+1 Seeking Darkwood Light Crossbow)]1d20 + 10[/dice] – 2x per day can roll twice for Possible Crit!
[dice=Additional Crit Piercing Damage(Magic) + Killer Trait Bonus + Arcane Strike]1d8 + 2 + 2 + 2[/dice]

New Loot:

Bought:
Wand of Protection from Evil (50 ch) -1ch

From 'Book 2'
*Oil of Obscure Object (2)
*Wand of Cure Moderate Wounds (50 chs) -2ch
*Amulet of Natural Armor +2

From 'Book 1'
*Dust of Illusion(1)
*Wand of Eagle's Splendor (5 charges)
*Fine liquor (2)
*Wand of Create Food and Water (14 charges)
*Everburning Lantern (1)
*Boots of Elvenkind - Now Wearing!
*Wand of Cure Disease (5 charges)(What does 'Left Alone' mean?)
*Whistles(2)
*Potion of Enlarge Person(1)
*Potion of Hide from Animals(1)
*Tanglefoot bag(3)
*Fine wine(2)
*Smokestick(7)
*Tindertwig(10)
*Oil of keen edge(1)
*Healer's kit(1)
*Disguise kit(1)
*Juggler's kit(1)
*Potion of gaseous form(1)
*Sustaining Spoon

Normal Shortcuts:

Bladed Belt!

[dice=+1 Keen Falcata (Bladed Belt)]1d20 + 8 + 2[/dice]
[dice=Slashing Damage + Arcane Strike(Magic)]1d8 + 3 + 2[/dice]
Crit? (Keen!)
[dice=+1 Keen Falcata (Bladed Belt)]1d20 + 8 + 2[/dice]
[dice=Crit Damage + Trait Bonus + Arcane Strike(Magic)]2d8 + 6 + 3 + 2[/dice]

[dice=+1 Keen Falcata (Bladed Belt)w/Quick Hands]1d20 + 9 + 2[/dice]
[dice=Slashing Damage + Arcane Strike(Magic)]1d8 + 3 + 2[/dice]
Crit? (Keen!)
[dice=+1 Keen Falcata (Bladed Belt)w/Quick Hands]1d20 + 9 + 2[/dice]
[dice=Slashing Crit Damage + Trait Bonus + Arcane Strike(Magic)]2d8 + 6 + 3 + 2[/dice]

>>>>>>>>>>>>>>>>>>

[dice=Cold Iron Dagger(Melee)]1d20 + 7[/dice]
[dice=Damage+Arcane Strike(Cold Iron/Magic)]1d4 + 2 + 2[/dice]
Crit?
[dice=Cold Iron Dagger(Melee)]1d20 + 7[/dice]
[dice=Crit Damage+Arcane Strike(Cold Iron/Magic) + Trait Bonus]1d4 + 2 + 2 + 2[/dice]

[dice=Cold Iron Dagger(Thrown)]1d20 + 8[/dice]
[dice=Damage+Arcane Strike(Cold Iron/Magic)]1d4 + 2 + 2[/dice]
Crit?
[dice=Cold Iron Dagger(Thrown)]1d20 + 8[/dice]
[dice=Crit Damage+Arcane Strike(Cold Iron/Magic) + Trait Bonus]1d4 + 2 + 2 + 2[/dice]

>>>>>>>>>>>>>>>>>>

[dice=Use Magic Device]1d20 + 8[/dice]
[dice=Sense Motive]1d20 + 7[/dice]
[dice=Spellcraft]1d20 + 5[/dice]
[dice=Linguistics]1d20 + 10[/dice]
[dice=Perception]1d20 + 9[/dice]
[dice=Stealth]1d20 + 12[/dice]

[dice=Knowledge(local)]1d20 + 12[/dice]

[dice=Perform(Juggling)]1d20 + 6+3+3[/dice]
[dice=Perform(Comedy)]1d20 + 6+3+3[/dice]

[dice=Busker Bluff(as Diplomacy)]1d20 + 12[/dice] (Free Re-Roll once per day?)

[dice=Entangling Ectoplasm Spell-Like RTA]1d20 + 7[/dice]
[dice=Entangle Duration]1d3[/dice]

[spoiler=Entangling Ectoplasm!]
At 1st level, you can create a ball of ectoplasm and hurl it at targets within 30 feet.
This ectoplasm acts as a tanglefoot bag that can also entangle incorporeal creatures.
The ectoplasm dissipates within 1d3 rounds. You can use this ability a number of times
per day equal to 3 + your Charisma modifier. An entangled creature takes a –2 penalty
on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be
glued to the floor, unable to move. Even on a successful save, it can move only at half
speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is
not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly
(assuming it uses its wings to fly) and fall to the ground. A creature that is glued
to the floor (or unable to fly) can break free by making a DC 17 Strength check or by
dealing 15 points of damage to the goo with a slashing weapon. A creature trying to
scrape goo off itself, or another creature assisting, does not need to make an attack
roll; hitting the goo is automatic, after which the creature that hit makes a damage
roll to see how much of the goo was scraped off. Once free, the creature can move
(including flying) at half speed. If the entangled creature attempts to cast a spell,
it must make concentration check with a DC of 15 + the spell’s level or be unable to
cast the spell.[//spoiler]

[spoiler=Snapdragon Fireworks!]Source Ultimate Magic pg. 239; School transmutation [fire, light]; Level arcanist 1, bard 2, red mantis assassin 1, skald 2, sorcerer 1, wizard 1
Casting Time 1 standard action; Components S, V, M (a bundle of sulfur wrapped in cloth); Range long (400 ft. + 40 ft./level); Effect: dragon-shaped fireworks; Duration 1 round/level;Saving Throw Reflex negates; Spell Resistance yes; Description: A favorite display at halfling midsummer festivals, this spell lets you create fireworks in the shape of tiny dragons. Once per round, as a move action, you may designate a target 5-foot-square within range and launch a pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light. Creatures in the target square take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers.
[//spoiler]

[dice=Fire Damage+Dazzle(Ref DC 15 for 1/2 dam and ignore Dazzle]1d4[/dice]

[spoiler=Grease Spell!]School conjuration (creation); Level bard 1; Casting Time 1 standard action, Components V, S, M (butter), Range close (25 ft. + 5 ft./2 levels); Target one object or 10-ft. square; Duration 1 min./level (D); Saving Throw see text; Spell Resistance no!; DESCRIPTION: A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.[//spoiler]

[spoiler=Liberating Command!]Source Ultimate Combat pg. 233; bard 1; Casting Time 1 immediate action; Components V, Range close (25 ft. + 5 ft./2 levels); Target one creature;Duration instantaneous; Saving Throw Will negates (harmless); Spell Resistance yes (harmless); Description:If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).[//spoiler]

[spoiler=Detect Thoughts (Will DC 16)]
School divination [mind-affecting]; Level bard 2; Casting Time 1 standard action; Components V, S, F/DF (a copper piece);Range 60 ft.;
Area cone-shaped emanation; Duration concentration, up to 1 min./level (D); Saving Throw Will negates (see text); Spell Resistance no;
DESCRIPTION:You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.
*1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
*2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
*3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.

Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.[//spoiler]

[spoiler=Will save DC15 for a forced yes or no answer.]
Busker Stunts (Su)
*A busker knows how to magically enhance the effectiveness of his physical stunts. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining a stunt is a free action, but it ends immediately if the busker is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. This ability is treated as bardic performance for the purposes of feats, abilities, and other effects that affect bardic performance. Like a bardic performance, a busker stunt cannot be maintained at the same time as other performance abilities.
Patter (Su)
*A busker can engage in brisk conversation that seems innocuous, but actually encourages creatures to reveal secrets to the busker. Each round while maintaining this stunt, the busker can force one creature within 30 feet that is able to see and hear the busker and has an attitude of indifferent or better towards him to attempt a Will save (DC = 10 + 1/2 the busker’s bard level + the busker’s Charisma modifier). On a failed save, the target must answer one yes/no question the busker asks to the best of its ability. Anyone observing this (including the creature asked, even if it succeeds at its save) must succeed at a Sense Motive check (opposed by the busker’s Bluff check) to realize the question was asked or answered. A target that feels threatened or is in combat is immune to this ability. This is a language-dependent, mind-affecting enchantment effect.[//spoiler]

[spoiler=Busker Stunts (Su) - 7 Rounds]A busker knows how to magically enhance the effectiveness of his physical stunts. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining a stunt is a free action, but it ends immediately if the busker is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. This ability is treated as bardic performance for the purposes of feats, abilities, and other effects that affect bardic performance. Like a bardic performance, a busker stunt cannot be maintained at the same time as other performance abilities.
*Quick Hands (Su): At 1st level as a swift action, a busker can call on his stunts to gain a +1 competence bonus on Acrobatics checks, a +1 dodge bonus to AC and on Reflex saves, and a +1 bonus on attack rolls as if from haste. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level. At 5th level, while maintaining this stunt the busker also gains an extra attack at his highest base attack bonus as if from haste.[//spoiler]

---------------------------------------------------

[spoiler=Mad Monkeys!]
School conjuration (summoning)
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect: swarm of monkeys
Duration 1 round/level
Saving Throw none; Spell Resistance no
DESCRIPTION:You summon a swarm of screeching, mischievous monkeys. The swarm understands and obeys your commands and has the statistics of a monkey swarm. Creatures failing a saving throw against the mad monkeys’ distraction attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers, and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt against that CMB +10. An object stolen by the monkeys takes swarm damage each round the swarm is in possession of the object.[//spoiler]

[spoiler=Monkey Swarm!! (AC15/HP22) 1/2 damage from weapons +swarm traits, space is 10ftx10ft.]
Primate, Monkey Swarm
Screeches and bestial calls precede this pack of monkeys, each primate propelling itself forward on calloused knuckles.

CR 2
N Tiny animal (swarm)
Init +7; Senses low-light vision; Perception +5

DEFENSE:
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 22 (3d8+9)
Fort +6, Ref +8, Will +2
Defensive Abilities half damage from weapons, swarm traits

OFFENSE:
Speed 30 ft., climb 20 ft.
Melee swarm (2d6 damage plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 14)

STATISTICS:
Str 7, Dex 16, Con 17, Int 2, Wis 12, Cha 11
Base Atk +2; CMB —; CMD —
Feats Improved Initiative, Lightning Reflexes
Skills Acrobatics +11, Climb +10, Perception +5; Racial Modifiers +4 Acrobatics
SQ coordinated swarm

SPECIAL ABILITIES
Coordinated Swarm (Ex):A monkey swarm coordinates its attacks more than a typical swarm, and deals swarm damage one step higher than a swarm of its HD would normally cause.[//spoiler]

[dice=Swarm Damage!]2d6[//dice]
[dice=Steal Item? CMB]1d20 + 10[//dice]

Drogan Stats/Crunch:

Name: Dro'gan Mpak-ten("Drogan Manyfaces")

NG, Male Fetchling, Bard 7 (Busker) w/Varient Multiclassing-Sorcerer (Ectoplasm Bloodline)
Init +4; Senses: Low-Light Vision, Darkvision

Statistics:
Str 14 (+2)
Dex 16 (+3)
Con 12 (+1)
Int 12 (+1)
Wis 11 (+0)
Cha 16 (+3)

Speed: 30ft.
Hit Points: 49 (9+6+6+6+6+6+6) (+4 Favored Class)

Defense
AC 19 ; Touch 13; Flat Footed 16 (+4 armor, +3 Dex, +2 natural)

Saving Throws:
Fort +5; Ref +10; Will +7
~Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
~+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects
+2 Cloak of Resistance

Offense
Base Attack: +5; CMB: +7; CMD: 20

~Melee: +7
+1 Keen Falcata +8 (1d8+3; 18-20/x3) +3 trait dam w/Crit
Cold Iron Dagger +7 (1d4+2; 19-20/x2) +2 trait dam w/Crit
+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.

~Ranged: +8
Dignity’s Barb +10 (Light Crossbow +2; 1d8+2, 19-20x2; 80 ft. Range)
Cold Iron Dagger +8 (1d4+2; 19-20/x2; 10ft. Range) +2 trait dam w/Crit
'+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.
Ball of Ectoplasm +8 (Effect: 1d3 round Tanglegfoot Bag; 30ft. Max Range)

Special Attacks:
*Entangling Ectoplasm (Sp)- 3rd Level Feat
At 1st level, you can create a ball of ectoplasm and hurl it at targets within 30 feet. This ectoplasm acts as a tanglefoot bag that can also entangle incorporeal creatures. The ectoplasm dissipates within 1d3 rounds. You can use this ability a number of times per day equal to 3 + your Charisma modifier. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.

Spellcasting:
Level 0 (Infinite/day) Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Message, Sift
Level1 (5/day) Grease, Liberating Command, Recharge Innate Magic, Expeditious Retreat
Level2 (4/day) Pilfering Hand, Snapdragon Fireworks, Detect Thoughts, Blistering Invective
Level3 (2/day) Mad Monkeys, Cure Serious Wounds

Possible Spells to Get!
~1st: Unnatural Lust
~2nd: Shatter; Bladed Dash; Umbral Weapon; Anonymous Interaction; Blood Biography; Cure Moderate Wounds;Dark Whispers; Disguise Other; Dust of Twilight;Glitterdust; Instant Weapon; Invisibility;
~3rd: Bit of Luck; Beacon of Luck, Confusion; Good Hope; Deep Slumber; Dispel Magic; Phantom Steed; Summon Monster III; Triggered Suggestion; Witness; Arcane Concordance
~4th: Passing Fancy, Mass; Ancestral Gift; Break Enchantment; Cure Critical Wounds; Dimension Door; Discordant Blast; Feast On Fear; Forgetful Slumber; Freedom of Movement; Modify Memory; Neutralize Poison; Hold Monster;
~5th: Bladed Dash, Greater; Bard’s Escape; Resonating Word; Shadow Evocation; Summon Monster V; Sabotage Construct; Foe to Friend; Phobia

Skills: 7/lvl (41pts +3 for Favored Class) Bardic Knowledge is Factored In!
* = Class Skills

*Acrobatics +1+3+3 (Boots of Elvenkind: +5 competence bonus on all his ~Acrobatics checks)
*Bluff +7+3+3
*Climb +1+2+3
*Diplomacy +1 (See Bluff)
*Disable Device +3+3+3+1
*Disguise +3+3+3 (+10 w/Disguise Self SLA)
*Escape Artist +1+3+3
Fly
Heal
*Intimidate **See Perform (Comedy)
*Knowledge (arcana) +1+1+3+3
*Knowledge (dungeoneering) - NSP
*Knowledge (local) +5+1+3+3+1
*Knowledge (nature) - NSP
*Knowledge (planes) - NSP
*Knowledge (religion) - NSP
*Perception +7+0+3
Ride
*Sense Motive +4+0+3+1
*Spellcraft +1+1+3
*Stealth +5+3+3+2 (->includes racial trait bonus!)
Survival +1+0+3
Swim +1+2+3
*Use Magic Device +3+3+3

Background Skills: +2/lvl (10pts)
*Linguistics +10 (+Infernal, Draconic, Giant, Elven, Sylvan, Kelish)
*Perform (Juggling) +7+3+3
*Perform (Comedy) +7+3+3 (Versatile Performance: Intimidate)
*Lore (Lion Blades) +5
*Sleight of Hand +7
*Appraise +5
*Knowledge (engineering) – NSP +1+3
*Knowledge (geography) – NSP +1+3
*Knowledge (history) – NSP +1+3
*Knowledge (nobility) – NSP +1+3

Languages: Common(Taldane), Aklo, Infernal, Draconic, Giant, Elven, Sylvan, Kelish

Feats:
1st level Feat: Exotic Weapon Prof (Falcata)
3rd level Feat: (Variant Multiclassing-Sorcerer)1st-level bloodline power
5th level Feat: Arcane Strike
7th level Feat: (Variant Multiclassing-Sorcerer)3rd-level bloodline power
~9th level Feat: Extra Performance
~11th lvl Feat: (Variant Multiclassing-Sorcerer)Choose a bloodline feat or Eschew Materials
~13th lvl Feat: Arcane Blast
~15th lvl Feat: (Variant Multiclassing-Sorcerer)9th-level bloodline power

Traits:
*Young Reformer (Campaign); You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you. Once per day, you can call upon your co-conspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces. Whatever arrangements you make—for doors left unlocked, guards strong-armed out of your way, stolen keys left for you to find—must be reasonable to have anticipated and achieved beforehand; you could arrange to have a noble convinced you’re a very important diplomat traveling in disguise, for example, but if a fight breaks out you could not rely on your network of contacts to feint for you in combat. You don’t have to use this ability in advance; you can announce its use as you encounter a challenge, implying you foresaw this challenge and made arrangements prior to your arrival.
*Killer (Combat); You deal an amount of additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
*Narrows Survivor (Region); You spent your childhood in the infamous Narrows district of Oppara. Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity. You gain a +1 trait bonus to Initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Drawback
*Paranoid; You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

SQ:
*Disguise Self (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling’s caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling’s caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling’s caster level is equal to his total Hit Dice.

*Emissary: Rare fetchlings excel in the role of emissary between the Shadow Plane and the Material Plane. Once per day, such a fetchling can roll twice when making a Bluff or Diplomacy check and take the better roll. This racial trait replaces shadow blending.

*Bound to Here: Fetchlings with this racial trait count as outsiders with the native subtype and humanoids with the human subtype for any effect related to race, including feat prerequisites and spells that affect humanoids. They can pass for human without using the Disguise skill. This racial trait replaces the +2 racial bonus on Knowledge (planes) checks from the skilled racial trait, and alters the native outsider racial trait

*Skilled: Fetchlings have a +2 racial bonus on Stealth checks.

Busker Stunts (Su)
*A busker knows how to magically enhance the effectiveness of his physical stunts. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining a stunt is a free action, but it ends immediately if the busker is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. This ability is treated as bardic performance for the purposes of feats, abilities, and other effects that affect bardic performance. Like a bardic performance, a busker stunt cannot be maintained at the same time as other performance abilities.

Quick Hands (Su)
*At 1st level as a swift action, a busker can call on his stunts to gain a +1 competence bonus on Acrobatics checks, a +1 dodge bonus to AC and on Reflex saves, and a +1 bonus on attack rolls as if from haste. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level. At 5th level, while maintaining this stunt the busker also gains an extra attack at his highest base attack bonus as if from haste.

Patter (Su)
*A busker can engage in brisk conversation that seems innocuous, but actually encourages creatures to reveal secrets to the busker. Each round while maintaining this stunt, the busker can force one creature within 30 feet that is able to see and hear the busker and has an attitude of indifferent or better towards him to attempt a Will save (DC = 10 + 1/2 the busker’s bard level + the busker’s Charisma modifier). On a failed save, the target must answer one yes/no question the busker asks to the best of its ability. Anyone observing this (including the creature asked, even if it succeeds at its save) must succeed at a Sense Motive check (opposed by the busker’s Bluff check) to realize the question was asked or answered. A target that feels threatened or is in combat is immune to this ability. This is a language-dependent, mind-affecting enchantment effect.

Living Statue (Su)
*At 3rd level, a busker can use this stunt to hold perfectly still. While maintaining this stunt the busker can attempt a Bluff check (opposed by all observers’ Sense Motive checks) to appear paralyzed, dead, or as a statue (this requires that the busker be disguised to look as though he were made of stone or metal, which is aided with a statue disguise kit). Even magical means of determining the true nature of the busker do not function for an observer that fails this check. If the busker takes any physical actions, this stunt ends.

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.

Flexible Performer (Ex)
A busker can attempt Acrobatics, Disguise, Sleight of Hand, and Stealth checks to earn money instead of Perform checks. He can use his Bluff modifier in place of his Diplomacy modifier on Diplomacy checks.

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.

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.
*Comedy (Intimidate)

Advanced Versatile Performance – Something new has been added!
Beginning at 6th level, instead of selecting an additional skill with versatile performance, a bard or skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the bard or skald meets the option’s prerequisites.
*Comedy (Intimidate) Masterpiece: The bard gains a bardic masterpiece, as if he were giving up a feat to learn it. He must meet the masterpiece’s prerequisites, and the masterpiece must list ranks in a Perform skill that the bard has chosen with versatile performance as a prerequisite. This option can be selected multiple times.
**The Dumbshow of Gorroc (Comedy)
~Perform (Comedy) 6 ranks
~Story: This pantomime tells the tale of Gorroc, a foolish farmer who failed to control the weeds that grew so quickly upon his land. In desperation, Gorroc bargained with a devil, who blasted the earth with salt and withering heat, leaving the fertile land desolate for a century.
~Effect(Su): When you complete the performance, you can create a 30-foot cone or a 60-foot line that is blasted with scorching air and hot salt. Plants and oozes in this area take 1d6 points of damage per bard level (maximum 10d6); half this damage is fire damage, half is piercing damage. A Reflex save reduces the damage by half. Creatures other than plants or oozes take half damage, or no damage on a successful save.
~Cost: 2 bardic performance rounds (Stunts)
~Casting Time: 1 full round

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. 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.

Fascinate (Su)
At 6th level, the busker can fascinate creatures with his stunts, as per the bardic performance ability.
[Spoiler=*Fascinate!]
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.

7th level Feat: (Variant Multiclassing-Sorcerer) 3rd-level bloodline power
"Ectoplasmic Reach (Su)
At 3rd level, you can exude small tendrils of ectoplasm that can be used to make melee touch attacks as part of a spell with a range of touch. You can make melee touch attacks as if you had an additional 5 feet of reach. You must have a free hand with which to direct the ectoplasm.
This ability does not otherwise increase your threatened area. At 11th level, this additional reach increases to 10 feet. At 17th level, this additional reach increases to 15 feet."

Starting Money: 6000gp
Gear:
Commoner's clothes w/straw hat
Quarterstaff
Cold Iron Dagger (x6)

Handy Haversack (Dirty Old-looking Rucksack)
"~A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does."

+1 Keen Bladed Belt (Brass Lion-Headed Buckle?)
~Rather than being made of one continuous line of material, this magical belt consists of many bits of tanned leather joined together by thick metal studs. On command, the belt’s wearer can transform the belt into a single masterwork slashing and/or piercing melee weapon of her choice. As long as she is holding the weapon, she can also revert it back to belt form with a command. Furthermore, the belt can be enchanted like a piercing and slashing melee weapon, using the cost of the belt as the cost of the masterwork item.

Mithral Chain Shirt (painted black and hidden under normal clothes)
~This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor.

Feather Token (Tree)
~A token that causes a great oak to spring into being (5-foot-diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.

Bird Feather Token <- Used to summon the Swan.
~A token that creates a small bird that can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it takes to carry the message.

Potion (CLW) 1d8+1

Kit, Rogue's
Weight 37 lbs; This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
Kit, Cat Burglar’s
~Weight 12 lbs; This kit includes a glass cutter, glue paper (5 sheets), a grappling hook, a masterwork backpack, and silk rope (50 feet).
Kit, Disguise
~Weight 8 lbs.; This kit contains tools like makeup and fake facial hair, and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.
Kit, Entertainer’s
~Weight 3 lbs.; This kit includes juggling balls, colored handkerchiefs, playing cards, clownish makeup, and other simple props for stage magicians and other street entertainers.

Total Cost: 5989.5gp

entertainer's outfit, cast in hues of yellow and green
set of servant's clothes show a few rips and frays, but they remain quite serviceable
total cost: 9gps

Treasure gained:
*Wand of Cure Light Wounds [50ch]
*'Magic Aura' antique boots
*Scroll of Animate Object [Used]
*Scroll of Deep Slumber
*Oil of Shrink Item
*MW Rapier
*30x MW Crossbow Bolts
*Book (of crude, salacious drawings) - Don't ask why!
**Star of Cassomir (as a gift for the Swan to cement the group's friendship - So far nobody has really objected!)
*Cloak of Protection +2

*Dignity’s Barb
~Third Triumph: Dignity’s Barb is a +2 seeking darkwood light crossbow. The wielder can use its ability to roll twice to confirm a critical hit twice per day (though he can use it only once on a given critical threat). In addition, the wielder can attempt a lucky shot to foil a ranged attack. Once per day when a ranged weapon attack targets a creature within 30 feet of the wielder, the wielder can shoot Dignity’s Barb at the projectile as an immediate action. He rolls a ranged attack, and if the result exceeds the attacker’s roll, that attack is negated. This ability can be used only if Dignity’s Barb is loaded or if the wielder can use Rapid Reload or a similar ability.

Remainder: 1gp, 1sp, 10cp
'+1000gp (-750gp for Wand of Prot from Evil)

Description and History:

Desc: Pale skin with ashy-colored blotches occasionally, whitish-blonde hair and goatee. Looks older than he is, but has a natural trustworthy nature to his speech. Tends to speak with natural determination, but hardly needs to raise his voice to get his point across. (He feels if you have to intimidate someone into doing anything you have already failed in your plan).

Personal Motto: "Minimal movement...maximum effort."

Combat: Doesn't like combats that surprise him, he prefers to be able to prepare in advance using stealth and equipment to take advantage of any enemy's weaknesses if at all possible. Melee preference is the Falcata, and ranged preferences are Magic/Special abilities or simple thrown daggers.

History:
An orphan born in the Narrows of Oppara, most people thought him a simple albino mutation. When we was ten however he was finally recognized for what he was. A masked Lions Blade Agent offered him a chance to work for Taldor, and ideally improve it for all its people. He spoke well and fascinated the young man. Once he agreed, the masked man and the agency took him in and taught him many skills and how to use these and his natural abilities together in order to 'seek out corruption,' and stop it in its tracks. Unfortunately, on the eve on what he was told was his graduation, a Devilish attack took place on the agency location where he lived in by unknown forces. With the Masked Agent dead, and unsure if he could trust the Blades anymore, he took off for Cheliax, hoping to hide among the various races there and maybe seek a clue to the people behind the purge of his training facility. He recently returned to Taldor empty handed, a fully grown man, to hear of new assassinations and other turmoil rocking the land. Determined to finally put his Blade trained skills to good use, he has slowly began working his way across the country, hoping for any opportunity to inject himself surgically into the country's affairs once more.

Lion's Rules:

Lion's Rule#1: Always keep a dagger handy: Tool, distraction, or weapon.
Lion's Rule#2: A sharp mind is the sharpest Blade of all!
Lion's Rule#3: Never pass up volunteering someone else to go with you or do something for you.
Lion's Rule#4: Never...EVER...underestimate desperate people.
Lion's Rule#5: Never pay less for value beyond the material.
Lion's Rule#6: If you have nothing else...hit them in the funny bone.
Lion's Rule#7: A Lion's Pride is his greatest asset!
Lion's Rule#8: Technicality is king, except in Lion's work.
Lion's Rule#9: Never let pride rule you or fool you: Otherwise you end up the fool...or dead
Lion's Rule#10: Never, EVER, give up. As long as a Lion of Taldor stands, hope remains.