-- SKILLS --
Acrobatics -5 (Dex +1, ACP -6 )
Appraise +10 (Rank 1, Class +3, Int +6)
Climb -4 (Rank 1, Class +3, Str -2, ACP -6)
Craft Alchemy +10 (Rank 1, Class +3, Int +6)
Bluff – Deceive or Lie +15 (Rank 5, Class +3, Int +6 'Student of philosophy' trait, ‘Mullberry Cracked Ion Stone’ +1) OR Bluff - Feint +7 (Rank 5, Class +3, Cha -2, ‘Mullberry Cracked Ion Stone’ +1)
Diplomacy – Influence attitude, make request, convince +15 (Rank 5, Class +3, Int +6 'Student of philosophy' trait, ‘Mullberry Cracked Ion Stone’ +1) OR Diplomacy – Gather Information +7 (Rank 5, Class +3, Cha -2, ‘Mullberry Cracked Ion Stone’ +1)
Escape Artist +0 (Rank 0 [Headband of Vast Intelligence Rank 5], Dex +1, ACP -6)
Knowledge Arcana +16 (Rank 5, Class +3, Int +6, +2 Brigh’s Knowledge ½ Bard level)
Knowledge Dungeoneering +12 (Rank 1, Class +3, Int +6, +2 Brigh’s Knowledge ½ Bard level)
Knowledge Engineering +12 (Rank 1, Class +3, Int +6, +2 Brigh’s Knowledge ½ Bard level)
Knowledge Geography +10 (Rank 1, Class +3, Int +6)
Knowledge History +10 (Rank 1, Class +3, Int +6)
Knowledge Local +10 (Rank 1, Class +3, Int +6)
Knowledge Nature +10 (Rank 1, Class +3, Int +6)
Knowledge Nobility +10 (Rank 1, Class +3, Int +6)
Knowledge Planes +14 (Rank 5, Class +3, Int +6)
Knowledge Religion +15 (Rank 4, Class +3, Int +6, +2 Brigh’s Knowledge ½ Bard level)
Linguistics +16 (Rank 5, Class +3, Int +6, Magenta Prism (Cracked) Ioun Stone +2) used via ‚Scrivener’s Versatility‘ for Survival
Perception +4 (Rank 1, Class +3, Wis +0)
Perform (Dance) +4 (Rank 1, Class +3, Cha -2, +2 Circumstance MW Soft Shoes)
Spellcraft +10 (Rank 1, Class +3, Int +6)
Stealth -1 (Rank 1, Class +3, Dex +1, ACP -6)
Survival +16 {via ‚Scrivener’s Versatility‘}
Swim -4 (Rank 1, Class +3, Str -2, ACP -6)
Headband of vast intelligence (Escape Artist) +2
MW Full Plate Armor, 50 lbs.
MW Heavy Wooden Shield, 10 lbs.
3 x Holy Symbol of Pharasma, 0 lbs.
Cloak of resistance +2
Dagger
Spell Component Pouch, 2 lbs.
CLW wand, 44 charges
Minor bag of holding, 2 lbs.
Backpack, Masterwork, 1 lbs. (in bag of holding)
Air bladder, 0 lbs. (in bag of holding)
Snorkel masterwork, 0 lbs. (in bag of holding)
Animal glue, 0 lbs. (in bag of holding)
MW Soft Shoes (peform dance), 2 lbs.
Earplugs, 0 lbs. (in bag of holding)
Bell string, 0 lbs. (in bag of holding)
Whistle signal, 0 lbs. (in bag of holding)
Smoked Goggled, 0 lbs. (in bag of holding)
Smelling Salts, 0 lbs. (in bag of holding)
Vermin repellent, 0 lbs(in bag of holding)
Scroll of ' Blurred Movement’
Scroll of ‘Obscuring Mist’
Scroll of ‘Comprehend Languages’
Scroll of ‘Decrepit Disguise’ Make an object seem worthless.
Scroll of ‘Remove fear’
Scroll of ‘Detect Charm’
2 x Oil of ‘Unwelcome Halo’
5 x Alchemical Grease
Scroll of ‘Expeditious Retreat ’
Scroll of ‘Faerie Fire’
Scroll of ‘False Face: Polymorph into a disguised identity’
Scroll of ‘Invigorate’
Scroll of ‘Remove Sickness’
Scroll of ‘Share Language’
Scroll of ‘Speechreader's Sight: Read lips from a distance’
3 x Oil of grease (in bag of holding)
3 x Potion of 'Touch of Sea', 0 lbs. (in bag of holding)
2 x Acid, 2 lbs. (in bag of holding)
Mirror, 0 lbs. (in bag of holding)
Scroll of ‘Undetectable Alignment’, 0 lbs. (in bag of holding)
2 x Antiplague, 0 lbs (in bag of holding)
2 x Antipoison, 0 lbs (in bag of holding)
Meditation tea (+2 mind-aff.), 0lb (in bag of holding)
• Level 1: EXTRA PERFORMANCE
• Level 3: WANDERER’s FORTUNE (Conduit): The promise of Elysium’s freedom liberates you from all forms of restraint, allowing you to move as you will and to avoid numerous kinds of restraints that would otherwise vex a traveler or explorer. Prerequisites: Knowledge (planes) 3 ranks. Benefit: As a swift action, you gain the benefits of freedom of movement until the end of your turn or until you benefit from the effects to escape a grapple or magical restraint, whichever comes first. You can use this feat’s benefit once per day, plus an additional time per day for every 5 ranks you have in Knowledge (planes).
-- TRAITS --
• STUDENT OF PHILOSOPHY (Social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
• FATE’s FAVORED (Faith): The fates watch over you. Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• 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.
• 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. 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 such performances are language dependent. 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.
- 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 non instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
- 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.
CHRONICLER OF WORLDS
In eons past, the angel Tabris was tasked with cataloging all knowledge of the Great Beyond, only to eventually be cast from Heaven for penning the Book of the Damned, the perfect catalog of all planar evil. His dedication and sacrifice to the task have inspired some to follow his example; these bards are known as the chroniclers of worlds. A chronicler of worlds forsakes morality in service of understanding; she is both warrior and mystic, scholar and soldier. Some chroniclers congregate in Axis to share their discoveries and theories, but the majority wander the planes, steadfastly pushing the boundaries of what is known.
• Wanderer’s Insight: A chronicler of worlds gains power not from her personality but from an analytical understanding of existence. She uses Intelligence instead of Charisma to determine the effects of bard class features, including spellcasting and bardic performance. A chronicler of worlds must have an alignment with at least one neutral component; a character who does not meet this requirement cannot use or benefit from this archetype’s abilities.
• Planar Lore (Ex): A chronicler of worlds can take 10 on Knowledge (planes) checks. A number of times per day equal to her Intelligence modifier, she can take 20 on a Knowledge (planes) check. This ability stacks with that gained by lore master at 5th level. A chronicler of worlds can attempt all Knowledge checks untrained. This alters bardic knowledge.
• Bardic Performance: The chronicler of worlds gains the following bardic performances.
- Quintessence Infusion (Su): This performance infuses allies with planar quintessence. At 9th level, while on a plane other than the Material Plane, the chronicler of worlds can use this performance to target an ally within 30 feet. For every 3 bard levels she has beyond 9th, she can affect one additional creature. Affected allies gain the plane’s basic infusion effect (see Planar Infusions). If the chronicler of worlds is 13th level or higher, affected creatures also gain the plane’s improved infusion. If she is 16th level or higher, affected creatures also gain the plane’s greater infusion. The first time each day a creature benefits from quintessence infusion, the plane infused is set for the day and additional infusions can grant only that plane’s infusions. Infusions that have limited uses per day remain limited in that way, regardless of how many times quintessence infusion is gained. Quintessence infusion relies on audible and visual components. This replaces inspire greatness.
- Mantra of Tabris (Su): Tabris survived his travels through the darkest realms, his dedication to the pursuit of knowledge a shield against planar horrors. The chronicler of worlds walks in his footsteps. At 15th level, the chronicler of worlds can create a potent ward against outsiders. While maintaining this performance, when the chronicler of worlds is hit by an attack from an outsider or fails a saving throw against an outsider’s extraordinary, supernatural, or spell-like ability, as an immediate action she can attempt a Knowledge (planes) check and use the result as her Armor Class or her saving throw result against that attack or effect. The chronicler cannot use her planar lore ability to take 20 on this Knowledge (planes) check. This can retroactively alter the results of the attack or ability. The chronicler of worlds must decide to use this ability before the effects of the successful attack or failed saving throw have been announced. Mantra of Tabris relies on audible components. This replaces inspire heroics.
• Amoral Scholar (Ex): A chronicler of worlds rejects cosmic morality. At 2nd level, she does not take penalties imposed by planar alignment traits, and she gains a +4 bonus on saving throws against spells and effects that vary based on their target’s alignment. This replaces well-versed.
• Scrivener’s Versatility (Ex) [Survival chosen at 2nd level]: A chronicler of worlds seeks to emulate history’s greatest scribe; studying the lore of Tabris grants insight into widely varying subjects, from anatomy to discourse. At 2nd level, a chronicler of worlds selects a skill from the following list: Bluff, Diplomacy, Disable Device, Heal, Intimidate, Profession (scribe), Sense Motive, or Survival. When attempting skill checks of that type, a chronicler can use her Linguistics skill bonus in place of her bonus with the chosen skill. At 6th level and every 4 levels thereafter, a chronicler of worlds selects an additional skill to gain this benefit. This replaces versatile performance.
SPEAKER OF THE PALATINE EYE
Working from the shadows of Ustalav’s high society, the Esoteric Order of the Palatine Eye is a mystical cult built around the quest for immortality. Founded by a count who claimed to have been enlightened by angels, the Order follows a strict hierarchy, and membership is open only to the elite. The more money a member provides the Order, the more secrets he learns to aid his path toward angelic ascension.
A speaker of the Palatine Eye influences others using his occult knowledge rather than the boisterous enthusiasm of most bards. He must be a worshipper of Pharasma, but he may worship additional deities as well.
• Angelic Grace (Ex): Members of the Order of the Palatine Eye carry themselves with the austerity and import their heavenly aspirations demand. A speaker of the Palatine Eye does not have Acrobatics or Escape Artist as class skills, but he gains Celestial as a bonus language. This does not count toward the number of languages he is otherwise able to learn. This alters the bard’s class skills.
• Spells: A speaker of the Palatine Eye draws his powers from the mysterious rites of the Esoteric Order of the Palatine Eye. He casts psychic spells from the mesmerist list instead of arcane spells from the bard spell list. He otherwise casts spells, learns spells, and determines his spell allotment and spell DCs as a bard. This alters spells.
• Corpse Speaker (Su): A speaker of the Palatine Eye can make it appear as if a corpse is speaking, similar to ventriloquism. A creature must succeed at a Will saving throw (DC = 10 + half the bard’s level + the bard’s Charisma modifier) to see through the ruse. A creature that fails the saving throw is convinced that the corpse is speaking of its own volition.This replaces countersong.
• Keen Ritualist (Ex): At 10th level, a speaker of the Palatine Eye reduces the number of secondary casters required to cast a ritual by 2. At 16th level, the DCs of skill checks the speaker of the Palatine Eye attempts during a ritual are reduced by 2. At 19th level, a speaker of the Palatine Eye can perform any ritual by himself without needing to satisfy any secondary caster requirements. The DCs of skill checks he attempts during a ritual are reduced by an additional 2, for a maximum DC reduction of 4. This replaces jack-of-all-trades.
SOUND STRIKER
• Bardic Performance: A sound striker gains the following type of bardic performance. Neither performance can be performed more quickly than a standard action.
- Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature. This performance replaces inspire competence.
- Weird Words (Su): At 6th level the bard can start a performance that is always a standard action to speak up to one word per 4 bard levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The bard adds his charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The bard can target all words at the same or different targets, but he unleashes all words simultaneously. Each word costs 1 round of bardic performance. This performance replaces suggestion.
VOICE OF BRIGH
The Whisper in Bronze sometimes sends inspiration to her favorite followers in the form of music. These songs hold the notes of creation and unmaking that allow her followers to affect constructs. The bards who learn these songs take on the title of Voice of Brigh and typically play custom-made instruments that are themselves marvels of engineering and invention.
• Brigh’s Knowledge (Ex): A bard adds half his class level (minimum 1) as a bonus on Knowledge (arcana), Knowledge (dungeoneering), Knowledge (engineering), and Knowledge (religion) checks and can attempt these skill checks untrained. In addition, a Voice of Brigh can affect constructs with his bardic performance, even if they would normally be immune to or unaffected by his performance.
• Bardic Performance: A Voice of Brigh gains the following bardic performances.
Brigh’s Soothing (Su): A Voice of Brigh can use Brigh’s calming voice to pacify constructs. This functions as the fascinate bardic performance, except it can target only constructs. This replaces fascinate.
Brigh’s Anger (Su): At 8th level, a Voice of Brigh can use Brigh’s enraged voice to instill constructs with a sense of dread. This functions as the dirge of doom bardic performance, except it can target only constructs. This replaces dirge of doom.
Brigh’s Spark (Su): At 12th level, a Voice of Brigh can use Brigh’s animating spark to reanimate a destroyed construct. The Voice of Brigh selects a destroyed construct within 60 feet and expends 1 round of bardic performance to reanimate the chosen construct. The construct reanimates with a number of hit points equal to the Voice of Brigh’s level, but it is staggered. The affected construct follows the Voice of Brigh’s orders while reanimated. Each round, the bard can expend another round of bardic performance to keep that construct reanimated for another round. The construct regains a number of hit points equal to the Voice of Brigh’s level for every round it remains reanimated. If the construct recovers all of its hit points in this way, it becomes fully reanimated and no longer requires bardic performance to remain animated. A construct fully reanimated in this way follows the orders of the Voice of Brigh that reanimated it, as if the Voice of Brigh were its original creator, for 24 hours. Afterwards, the construct reverts to its original programming. The construct is completely destroyed if the Voice of Brigh ends this performance before the construct regains its full hit points, is interrupted, or is reduced to 0 hit points. A completely destroyed construct cannot be repowered or reanimated, even by another Voice of Brigh. The Voice of Brigh can reanimate multiple constructs with this ability (either at the same time or over successive rounds) but must expend 1 round of bardic performance per reanimated construct per round to maintain the effect. This replaces soothing performance.
Brigh’s Wrath (Su): At 14th level, a Voice of Brigh can use Brigh’s furious voice to instill in constructs a fear of destruction. This functions as the frightening tune bardic performance, it can target only constructs. This replaces frightening tune.
• Dex: -2, Con: +2, Int: +2
• TYPE: Outsider (Native), Humanoid (human)
• SIZE: Medium
• DARKVISION 60 ft.
• WILD HEART: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
• EEFRITI MAGIC: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
• MOSTLY HUMAN: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.
• FIRE IN THE BLOOD: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.