Harrow Reading

Emma Holt's page

612 posts. Alias of Deaths Adorable Apprentice.


Full Name

41/41 / spells 1st 6/7, 2nd 3/4 / fort +3, ref +6, will+5 / performances 18/18

Age

16

Deity

Shelyn, Desna, Pharasma

Strength 10
Dexterity 12
Constitution 13
Intelligence 16
Wisdom 10
Charisma 14

About Emma Holt

Emma Holt is a young Varisian woman. Thick wavy brown hair trails down to her elbows and well tanned skin. She has a thin and willowy build. She has large pale grey eyes, something she says she inherited from her grandfather. Her clothing tends to be brightly colored and easy to move in. She wears a red scarf around her head that keeps her hair out of her face. That scarf has a beaded band running down the middle.

She wears two sets of hoop earrings. The larger one has little bead hanging from it and the smaller on is a simple circle with a point on the end. Three necklaces hang around her neck. A simple golden stand. A twisted cord made of bronze, copper, and brass. The last one which hangs lower than the other two is a golden necklace with a small oblong amulet with a hunk of turquoise. Four thin bands with little stones on them adorn her left wrist. Her right wrist has a thick metal band with flowers embossed on it that has little chains with little flowers on them running down to connect to a simple ring on her middle finger.

Like many Varisian's Emma has decorated her body with tattoos. A thick black outline of a seven pointed star is on her inner left wrist, each point has its own color. The top is green while the going right are blue, purple, red, orange, pink, and the point between green and pink has no coloring. Three black silhouetted birds in flight cross her stomach just below her bellybutton. The top of her left foot is covered in brightly colored flowers. And a small rabbit is on her right thigh, made to match the vibrate pink and white rabbit her mother was born with.

Emma Holt
Female NG Human Street Performer Bard lvl 6
Init+3; Senses Harrow Points: 3
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Defense
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AC 15, touch 11, flat-footed14 (+4 AC, +1 Dex)
hp:d8 41 (5+com each level)
Fort +2 base +1 con = +3
Ref +5 base + 1 dex = +6
Will +5 base +0 wis = +5
+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
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Offense
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Speed 30 ft.
Melee Whip +4 (1d3x2, reach), rapier +4 (1d6 18-20x2)
Ranged
Special Attacks
Bard Spells CL 6th; concentration +7(CL + cha mod )
CL 6th; concentration +8(CL + cha mod )
. . 2nd (DC 14)(4 known)(3/day)Cure Moderate Wounds, Hold Person, Mirror Image, Invisibility
. . 1st (DC 13)(7 known)(5/day) - Cure Light Wounds, Vanish, Hideous Laughter, Shadow Trap, Chord of Shards, Comprehend Languages, Alarm
. . 0th (DC 12)(6 at will) - Detect Magic, Message, Read Magic, Prestidigitation, Mage Hand, Dancing Lights

Racial bonus gives one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast. or a skill rank
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Statistics
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Str10, Dex12, Con14, Int16, Wis10, Cha14
Base Atk +4; CMB+4; CMD 16
Feats: Skill Focus (Diplomacy),Eschew Materials, weapon finesse.
Skills: Skill Ranks Per Level: 6 + 3 int, +1 level = 10 per level. or add one from racial, * is a background skill.
Acrobatics (Dex) +2 rank, +1 mod, +3 class = 6
Appraise (Int) +3* rank, +3 mod, +3 class = 8
Bluff (Cha) +6 rank, +2 mod, +3 class, +3 half level =14 (standard action to use in place of diplomacy to improve others attitudes for 1min)
Climb (Str) +1 rank, +0 mod, +3 class =4
Craft (Int) (alchemy)
Diplomacy (Cha) +6 rank, +2 mod, +3 class, +3 skill focus = 14 (+2 to gather info which is half time) (+3 half level influence crowds)
Disguise (Cha) +1 rank, +2 mod, +3 class, +3 half level =9
Escape Artist (Dex) +1 rank, +1 mod, +3 class = 5
Intimidate (Cha) +3 rank, +2 mod, +3 class, +1 trait =9(+3 half level influence crowds)
Knowledge (Arcana) (Int) +3 rank, +3 mod, +3 class = 9
Knowledge (Dungeoneering) (Int) +1 rank, +3 mod, +3 class =7
Knowledge (Engineering) (Int) +1 rank, +3 mod, +3 class = 7
Knowledge (Geography) (Int) +2 rank, +3 mod, +3 class = 8
Knowledge (History) (Int) +2 rank, +3 mod, +3 class = 8
Knowledge (Local) (Int) +4 rank, +3 mod, +3 class, +3 half level =13
Knowledge (Nature) (Int) +1 rank, +3 mod, +3 class =7
Knowledge (Nobility) (Int) +1 rank, +3 mod, +3 class =7
Knowledge (Planes) (Int) +1 rank, +3 mod, +3 class =7
Knowledge (Religion) (Int) +1 rank, +3 mod, +3 class =7
Linguistics (Int) +1 rank, +3 mod, +3 class =7
Perception (Wis) +4 rank, +0 mod, +3 class = 7
Perform (Cha) (sing) +2 rank, +1* rank, +2 mod, +3 class = 8 (earns double from Gladhandling)
Perform (Cha) (dance) +2* rank, +2 mod, +3 class = 7 (earns double from Gladhandling)
Perform (Cha) (violin) +3* rank, +2 mod, +3 class = 8 (earns double from Gladhandling)
Profession (Wis)
Sense Motive (Wis) +4 rank, +0 mod, +3 class = 7
Sleight of Hand (Dex) +4* rank, +1 mod, +3 class, +3 half level =11
Spellcraft (Int) +4 rank, +3 mod, +3 class = 10
Stealth (Dex) +5 rank, +1 mod, +3 class = 9
Use Magic Device (Cha)+3 rank, +2 mod, +3 class =8

Traits:
Affable: You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you.
Benefit(s): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you

LOVE LOST: Someone you loved was knifed to death in a dark alley one night. You were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for you, you also noticed a ring was missing from your loved one's finger. Whoever murdered your loved one stole that ring—you're convinced of it. You've done some investigation on your own and recently found the ring for sale at a local merchant's shop. To your great frustration, you can't yet afford the 500 gp to buy it back, but the merchant did tell you from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal killed your loved one, or at the very least, he knows who did. The only problem is finding him.
All Alone: The murder victim was a lover. With your lover's death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +1 trait bonus on Intimidate checks, and Intimidate is a class skill for you.
Languages:Common, Varisian, Varisian Sign Language, Orc, Sylvan,
Other Gear:2514gp, 4sp, 4cp
travelers any tool, handy haversack
Worn: explorers outfit, jewelry, red scarf on head, water skin, Alex's engagement ring
Backpack: Violin wrapped in poncho, journal, small, steel mirror, x1 rations, x3 chalk,
Belt pouch: flint and steel, chalk, ink, ink pin, 50ft twine
Bandolier: Entertainer's Kit (distributed around the pouches)
Left at home: silk rope soap, x3 rations, x2 mess kits, cooking kits, grooming kit, gear mantinace kit, purple scarf, x2 travelers clothing.

Gear with prices:
Chain shirt 100gp, Whip 1gp, rapier 20p,
30gp worth of jewelry, 2gp spent on tattoos, 7 gp spent on this month's rent (Studio in Pillar Hill district in Midland)
Explorers outfit (black leather boots, a billowy red and white skirt, thick leather belt, a purple shirt with a red and gold vest, fingerless gloves, a bright green hooded cloak She as pale leather overtunic but she rarely wears it. instead opting for a dark blue scarf wrapped around her waist.),
Travelers Clothing 1gp (brown boots, a light blue wool skirt, a sturdy belt, a green shirt with a pink vest, and a large blue hooded cloak),
Travelers Clothing 1gp (brown boots, a red skirt wool skirt, a sturdy belt, a white shirt with a yellow vest, and a short red hooded cloak),
Scarf 3gp (bright purple with yellow embroidery and little bells hanging from it)
Scarf 5sp (dark red and typically worn on her head to hold her hair back)
Poncho 5sp 2lbs
Gear Maintenance Kit 5 gp (metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons),
Grooming Kit 1 gp (comb. scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder),
Entertainer's Kit Price 5 sp (juggling balls, colored handkerchiefs, playing cards, clownish makeup, and other simple props for stage magicians and other street entertainers.),
Cooking Kit Price 3 gp (This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.),
x2 Mess Kit Price 4 sp (plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.),
Violin 5gp, flint and steel 1gp, backpack 2gp, belt pouch 1gp, Bandolier 5sp, water skin 1gp, soap 1cp, silk rope 5gp, chalk 1cp, ink 8bp, ink pin 1sp, journal 10gp, small steel mirror 10gp, x4 rations 2gp, 50ft twine 1cp, x3 chalk 3cp

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Special Abilities
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Bardic Performances: DC 13 (10 + 1/2 the bard’s level + the bard’s Cha modifier) 18 rounds per day
Distraction (Su): performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): is an enchantment (compulsion), mind-affecting ability. Will save to negate the effect. Fascinate relies on audible and visual components in order to function. Creatures must be in 90ft, 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. Every third starting at lvl4 level get one more target. Target that passes save cannot be done again for 24hrs. 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.
Disappearing Act (Su): A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components.
Harmless Performer (Su): At 3rd level, a street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual 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 that 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.

A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Dress and the Power of Colors:

Varisians claim that certain colors enhance certain physical and mental attributes, and will vary their dress according to their needs. Pink is associated with love, kindness, and courage, while red is the color of lust, long life, and inner strength. Orange is most commonly linked with happiness and ingenuity, and adventuring Varisians will often wear a splash of orange to help assure success in their endeavours. Green is said to give wisdom and strengthen self-control, while turquoise enhances physical strength and nonverbal communication, and is therefore often worn by dancers. The color blue is associated with health, youth, and beauty, while violet grants intuition and invites divine inspiration, making it a frequent choice for fortune-tellers

Background:
Esmerelda Azarola was born to the traveling Varisian people. Her youth was spent wondering the countryside of Varisia with her large family. Many town and cities were a frequent stopping place to buy food, visit with old friends, and earn coins.

Her family had a strong stance against stealing, from each other and any place they happened to stop at. Earn what you have, do not take from others. They hated the stigma their people had. Fortune telling and various kinds of performances ranging from dancing to theatrical performances were the common ways to earn coins. Her grandmother was a harrower. There was a dashing youth in their clan who liked to juggle knives. Many of their numbers could sing or play some instrument and all danced.

Her clan taught to dance while her mother taught her to make a violin sing. She said that was how she landed such a handsome husband. Whenever he heard her he would always grin and make a lewd joke about her hands. Deafness is something that happens among the Varisian's and Esmerelda's parents taught her to communicate with her hands. It was her father who taught her to speak Orc. Both find that it is wonderful language to swear in. The Sylvan language is something a few others liked to sing in so over her youth Elsmerelda learned the language of the Fey, which is a beautiful language to swear in.

It was one of these stops that convinced Esmerelda to leave the road behind. Over the years the massive city of Korvosa was a reoccurring respite from the winding roads and familiar faces. She loved her family but it was nice to see different faces. When she was fifteen while her family was stopped in Korvosa she met Alexis Holt and everything shifted. Much as she loved her clan she felt that she loved the taller, lanky, pale skinned woman, whom her father accidentally addressed as boy.

For that passionate youthful first taste of love Esmerelda left her clan for the city. She would always have the option to return to them when they visited but at the time she never thought she would want to.

Alexis had a small studio she lived in the Pillar Hill ward in Midland that Esmerelda happily moved into. Alexis, whom typically went by Alex, worked in the tavern called the Bailer’s Retreat. Serving coffee to the Korvosan Guards and ale to all others. Bailer's Retreat is a rough place but the Korvosan Guard keeps it from being too violent. Esmerelda, whom had shortened her name began to go by Emma, it felt odd for people she did not know to call her by her given name. And in a few months she started using Alex's last name. Emma was easily able to find work at the Bailer's Retreat as well.

For just over a year the two enjoyed an easy and happy life together. Their days were spend in leisure together and their evenings were spent working together. Alex was a quiet and calm person. An opposite to Emma's social and boisterous way. Neither seemed to mind, spending time apart is healthy and ensures that you do not want to strangle the people you are with. Alex preferred to relax alone in their tiny home while Emma would wander the streets and chat with strangers or spend a day playing the violin and hoping people would throw coins at her feet.

Emma had been ill so she had not gone into work for the last two nights. Sleeping off her fever while Alex worked to cover both of their work. So instead of being woken up by a thin body crawling into bed Emma was woken up a few hours before the sun would rise on Oathday by a banging on her door. Wrapping herself in a sheet and preparing to berate the overly bold fool banging on her door before the sun graced the sky.

Her words died a quick death in her throat when she saw that it was the Guard and not some random drunk. He wanted Emma to come with him, something had happened and they needed her. Dashing back inside and throwing clothing and shoes on haphazardly on then following the Guard. Begging to know what had happened all she was told was that they needed her to identify someone. They were not sure.

Not really feeling the early morning chill in the air over her fear. She was lead to an alley not far from the Bailer's Retreat. There were a few Gaurds, men and women she had served drinks to for months. And there was a body a little further in the alley.

All the blood and bruises made it painful to look at the face and clearly what had made it difficult to identify the body. But the close, the loose pants and red shirt were what Alex had gone to work in. That ring Alex had always worn, her mother's wedding ring that Alex had promised to eventually give to Emma, was not there. It was a bloody body and anyone could wear those cloths. Tugging the shirt up to look for a little bird tattoo on the stomach. That would make it real. And it was there, a black silhouetted bird flying across Alex's dead body. Collapsing onto Alex and sobbing was a good indication to the Guard that it was Alex.

Later the next day Alex was laid to rest in the Gray district. Emma stood quietly with a handful of coworkers and some of the Korvosan Guard whom like either Alex or Emma. The punch drunk feeling finally leaves when Alex is put in the ground and a burning need to for revenge fills that empty space in Emma's heart that used to house Alex.

It was luck a few weeks later that caused her to notice the ring that would have marked the eventual marriage between Alex and Emma. But five hundred gold sails is so far from the meager amount she has left after the funeral. But for a few silver shields she did get a name, Gaedren Lamm. That was the man who sold the ring. And vengeance demands that she finds him. It was the vengeance driven high that drove the normally peaceful Emma to spend money on a bit of armor and a more respectable weapon than the whip she owns. Since then she has had issues wanting to wear either item. Though if she is not working and needs to be out of the house she does done both items.

Personality:
The brutal loss of her first love has left a shadow over her. Shifting back and forth between grief torn, the obsessive need to know why it had to happen, and pretending that everything is ok. If she pretends long enough the smile comes easier. At times she feels a deep grief when she realizes that she has honesty laughed at something. Depression is not a natural state for her and she honestly wants to move on from this lose though she currently is no sure how.

Beyond her grief, which is still too new to not be consuming Emma is naturally a friendly, carefree, and slightly naive woman. Despite leaving her clan for the city she still has that need to travel and a deep love for dancing. Not out of need but a love of the practice is what kept Emma preforming on the streets or in the occasional tavern. She generally loves to be the center of attention.

Like many Varisian's Emma worships Desna who blesses the road and dreams. But she also was raised with a deep rooted respect for Pharasma. As the Deity who judges your soul Pharasma is due respect. And Emma's time in the city brought her into the veneration of Shelyn, whom has quickly become her favorite deity. Which for someone with a deep love of the music and dance it only seemed natural.

Korvosan Slang:

Speaking Korvosan The people of Korvosa universally speak Chelaxian (frequently known as “Common”). Korvosans have, over time, created their own slang unique to the city. In order to help you blend in while exploring Korvosa, make sure to (correctly) use the following phrases.
Chel: Mildly derogatory term for people of Chelish descent. Widely used as a contemptuous dismissal in the rest of the world. In Korvosa, the word has evolved into a hate-filled ethnic slur. Use of this word constitutes a grave affront in the city, and using it against the wrong target likely finds the offender beaten, lynched, or killed.
Dancer: Cutpurse, pickpocket, or other thief who works crowds. Comes from the belief that most thieves are Varisians and most Varisians like to dance. Actual dancing performers are called “performers.”
empty: A beggar, vagrant, or homeless person. Most Korvosans consider an empty to be someone without meaning or purpose, whose existence doesn’t matter and whose life and death occur without mention.
Fronter: Someone who lives in Bridgefront or is otherwise poor. Not a polite term and frequently used as a mild (sometimes playful) insult among younger aristocrats and nobles. Connotes dirtiness.
Gater: Someone who lives in Northgate. Common term even used by Gaters themselves. Horser: Highly inflammatory term for a Shoanti or other savage primitive. Holds strong connotations of bestiality.
Imper: A young student of the Acadamae. Older students respectfully receive no nickname, as they wield the power to kill those who insult them.
Moth: A full-blooded Varisian. Because so much of the population in Korvosa descends at least partially from Varisian stock, most people don’t consider it an insult, using it as a nickname for the nomadic people. Full-blooded Varisians differ on their acceptance of the term: some use it themselves while others bristle at its connotations.
Pincher: Someone very poor who scrapes by on only a few copper pinch a month. sails: One or more ships.
Solly: Someone who wishes to unionize or form a guild. Short for “solidarity.” A dire insult in Korvosa (even if the recipient does support the formation of guilds), sometimes considered the foulest thing to call a Korvosan.
Solly slop: Rubbish, excrement. At one time, this referred to the bland porridge of unskilled laborers (the most common agitators for unionizing in the city). Today, Korvosans consider the phrase vulgar and not to be used in public.

Korvosan Money:
Numismatics: The Bank of Abadar mints uniquely Korvosan coins used throughout Varisia. Korvosa ties the value of its coins to those of Cheliax, such that Chelaxian coins are also considered legal tender in the city.
Copper Pinch: Usually referred to as simply a pinch (plural and singular), dropping “copper.” Calling multiple copper coins “pinches” elicits laughs and painful tweaks on the arm or backside.
Silver Shield: Frequently called by its full name to differentiate it from the shields used for protection.
Gold Sail: Always called by its full name to differentiate it from the similar term “sails” (see the Speaking Korvosan sidebar).
Platinum Crown: Occasionally referred to as simply a crown, dropping “platinum.”

Feat Plan that is subject to change:

1= Skill Focus (Diplomacy),Eschew Materials
3= Spellsong
5= Master Alchemist
7= Weapon Focus
8= Skill Focus ()
9=Dazzling Display
11= Lingering Performance
13= Discordant Voice
15=
16=
17=
19= Skill Focus ()

Racial:

• Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
• Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Street Performer Bard:

Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Streetwise
A street performer gains a bonus equal to half his level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1). .
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.
Gladhanding
A street performer earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for 1 minute, after which its attitude becomes one step worse than originally.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Disappearing Act (Su): A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components.
Harmless Performer (Su): At 3rd level, a street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components. 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 that 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.
A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). 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 take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Madcap Prank (Su): At 9th level, a street performer can use performance to discomfit a target within 30 feet, causing its clothing to become tangled, its headgear to fall down over its eyes, or even causing it to slip and fall or otherwise be made to appear a fool. The target must make a Reflex save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) each round that it hears or sees the performance, or it takes one of the following random effects each round:
1—blinded,
2—dazzled,
3—deafened,
4—entangled,
5—fall prone,
6—nauseated.
Each effect lasts 1 round.
Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.
Slip through the Crowd (Su): At 15th level, a street performer’s disappearing act enables affected creatures to move through crowd squares and enemy-occupied squares without impediment. Affected creatures are treated as if having greater invisibility, but enemies gain a new saving throw to notice them each time they are attacked.
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-effecting death effect that relies on audible and visual components.
Cantrips (Sp)
Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
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).
Advanced Versatile Performances
Source PPC:BotB
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.
A bard or skald with an archetype that replaces versatile performance cannot select advanced versatile performance options.
Expanded Versatility (Ex): The bard chooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once.
Martial Performance (Ex): The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown).
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.
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.
Quick Change (Ex)
At 5th level, a street performer can don a disguise as a standard action by taking a –5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. He can take 20 on a Bluff or Disguise check once per day, plus one time per six levels beyond 5th..
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.

1-Skill Focus (Diplomacy),Eschew Materials
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Bonus combat feat=Weapon Finesse
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8- skill focus
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11-Discordant Voice
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Expanded Arcana