Male human on stilts

~Glorion~'s page

No posts. Alias of Douglas MacIntyre.


Full Name

Glorion

Race

MuseTouched Azata Aasimar

Classes/Levels

Bard 5/ Ranger (trapper/freebooter) 1

Gender

M

Size

M

Age

19

Strength 8
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 10
Charisma 21

About ~Glorion~

Glorion is still in his youth but is a font of knowledge from his time growing up in the town of Promise. He is generally seen with a hooded robe to keep too many from looking into his newly shown angelic heritage after his recent eviction from the island of Hermea. He has long flowing blonde hair and striking green eyes. He has an intricately made mail shirt with bronze embellishments and draconian carvings over it. to his side is a rolled whip and a scabbarded rapier, looking very polished and never seen the fire of combat.

Glorian Vallen
Male Musetouched Azata Aasimar
bard 5 (Pathfinder Core RPG P34)
ranger 1 (Freebooter + Trapper)
CG Medium humanoid (human)
Init +6; Senses Perception +5
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
resistance: acid 7, cold 7, electricity 7
hp 45 (5d8+5+1d10+5)
Fort +4 (1+2+1), Ref +10 (4+2+4), Will +4 (4+0+0)
*+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 (mwk) +9 (1d3-1)
+1 keen rapier +9 (1d6) (intelligent - blackjack. see below)
Racial Spell Like Ability (CL3; concentration +8)
. . Glitterdust (DC 17 Will)
Bard Spells Known (CL 3rd; concentration +8)
. . 2nd (3/day)— Suppress Charms and Compulsions, Gallant Inspiration, Cacophonous Call (DC17 Will)
. . 1st (6/day)— Ear Piercing Scream (DC 16 Fort), feather fall, Saving Finale, Grease
. . 0 (at will)— mage hand, message, prestidigitation, read magic, detect magic

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Statistics
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Str 8, Dex 18, Con 12, Int 14, Wis 10, Cha 21
Base Atk +3; CMB +2; CMD 16
Feats Flagbearer, Weapon Finesse, Trapfinding, Combat Expertise
Traits hermean Paragon , Unscathed
Skills ^(-1ACP)
+7 ^Acrobatics (1 rank)
+6 Appraise (1 rank)
+26 Bluff*** (*) +10 from blackjack
+2 ^Climb (1 rank)
+2 Craft
+16 Diplomacy (6 ranks) +2 racial *
+13 ^Disable Device (6 rank)
+9 Disguise (1 rank)
+7 ^Escape Artist (1 rank)
XX ^Fly
+8 Handle Animal (1 rank)
+0 Heal
+8 Intimidate (1 rank)
+7 Knowledge[Arcana] (1 rank)
+7 Knowledge[Dungeoneering] (1 rank)
+7 Knowledge[Engineering] (1 rank)
+7 Knowledge[Geography] (1 rank)
+7 Knowledge[History] (1 rank)
+7 Knowledge[Local] (1 rank)
+7 Knowledge[Nature] (1 rank)
+7 Knowledge[Nobility] (1 rank)
+7 Knowledge[Planes] (1 rank)
+7 Knowledge[Religion] (1 rank)
+6 Linguistics (1 rank)
+5(6) Perception (1 rank) +1 for traps ******
+11 Perform [Oratory] (1 rank) +2 racial
+16 Perform [Sing] (6 rank) +2 racial *
+11 Perform [Dance] (1 rank) +2 racial
+4 Profession [harrow reader] (1 rank)
+7 ^Ride (1 rank)
+16 Sense Motive*** (*)
+7 ^Sleight of Hand (1 rank)
+6 Spellcraft (1 rank) *
+7 ^Stealth (1 rank)
+4 Survival (1 rank) (+1 on tracking)
+2 ^Swim (1 rank)
+9 Use Magic Device (1 rank)
*** Versatile Performance
Languages Common, Celestial, Draconic, Elven, Varisian

Combat Gear

Personal
509 GP
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Special Abilities
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Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

bardic performance ()
12 rounds per day, Begin as Standard action, continue as a free.
-----countersong
bard’s Perform(sing) check result vs sonic/language
-----distraction
bard’s Perform(dance/oratory) check result vs Illusions
-----fascinate
DC 15 Will save
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.
-----inspire courage +2
+2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.
-----Inspire competence +2
+2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance.

Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in even when threatened or distracted. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Versatile performance
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
2nd - Sing (Bluff, Sense Motive)

well-versed
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.

Skill Modifiers Diplomacy, Perform
Spell-Like Ability Musetouched gain glitterdust as a spell-like ability.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Freebooter's Bane (Ex): At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1.

The freebooter’s bane lasts until the target dies or the freebooter selects a new target. This ability replaces favored enemy.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

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Intelligent Rapier - Blackjack
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Blackjack
Source - Book 1 to 2 of Curse of Crimson Throne
Aura ?? CL ??th
Slot none; Price ?,??? gp; Weight 1 lbs.
Statistics
Alignment true neutral; Ego ??
Senses 60 ft. (vision and hearing)
Int ??, Wis ??, Cha ??
Communication speech (Common, Varisian)
Description
Forged by ??? in ??? , this intelligent +1 keen Rapier is infused with infused with the spiritual essence of the last mentor to the current bearer of the title blackjack. This sword does not inflict the normal negative levels for an intelligent item (assuming judged worth by the bearer) and gives such a weilder a +10 bonus to bluff checks.

Sword can use ??? on itself three times per day
Construction
Craft Magic Arms and Armor, Price ??,??? gp

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traits
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Unscathed [Link]
Source Ultimate Campaign pg. 58
You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.

Hermean Paragon
Source Inner Sea Primer pg. 20
Category Region
Requirement(s) The Steaming Sea
You are a product of Hermea’s breeding programs—either your parents were chosen to be citizens, or you were, but later failed to live up to the island’s high standards. Whatever the case, you are quicker than normal members of your race, and gain a +2 trait bonus on Initiative checks.

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Racial
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Aasimar Racial Traits
+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable. Aasimars of specific bloodlines (see below) gain different ability score modifiers as indicated.
Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks. Aasimars of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (with a caster level equal to the aasimar’s character level). Aasimars of specific bloodlines (see below) gain other spell-like abilities in place of daylight.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Azata-Blooded (Musetouched)
Source Blood of Angels pg. 22
The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.

Ancestry Azata
Typical Alignment CG
Ability Modifiers +2 Dex, +2 Cha
Alternate Skill Modifiers Diplomacy, Perform
Alternate Spell-Like Ability Musetouched gain glitterdust as a spell-like ability.

Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

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Spells
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CANTRIPS

Message
Source PRPG Core Rulebook pg. 313
School transmutation [language-dependent]; Level arcanist 0, bard 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0
Casting
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)
Effect
Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
Description
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Mage Hand
Source PRPG Core Rulebook pg. 306
School transmutation; Level arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, wizard 0
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one nonmagical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no
Description
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Light
Source PRPG Core Rulebook pg. 304
School evocation [light]; Level adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0
Casting
Casting Time 1 standard action
Components V, M/DF (a firefly)
Effect
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
Description
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Prestidigitation
Source PRPG Core Rulebook pg. 325
School universal; Level arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, psychic 0, skald 0, sorcerer 0, wizard 0
Casting
Casting Time 1 standard action
Components V, S
Effect
Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no
Description
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Read Magic
Source PRPG Core Rulebook pg. 330
School divination; Level adept 0, antipaladin 1, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, paladin 1, psychic 0, ranger 1, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0
Casting
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Effect
Range personal
Target you
Duration 10 min./level
Description
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Detect Magic
Source PRPG Core Rulebook pg. 267
School divination; Level adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0
Casting
Casting Time 1 standard action
Components V, S
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
Description
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 x 10 minutes
Overwhelming 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic 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.

Detect magic can be made permanent with a permanency spell.

Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)

LEVEL 1

Ear-Piercing Scream
Source Ultimate Magic pg. 218
School evocation [sonic]; Level arcanist 1, bard 1, bloodrager 1, inquisitor 1, medium 1, psychic 1, skald 1, sorcerer 1, witch 1, wizard 1
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes
Description
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Feather Fall
Source PRPG Core Rulebook pg. 281
School transmutation; Level arcanist 1, bard 1, bloodrager 1, magus 1, occultist 1, psychic 1, redmantisassassin 1, skald 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, wizard 1
Casting
Casting Time 1 immediate action
Components V
Effect
Range close (25 ft. + 5 ft./2 levels)
Targets one Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration until landing or 1 round/level
Saving Throw Will negates (harmless) or Will negates (object); Spell Resistance yes (object)
Description
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Grease
Source PRPG Core Rulebook pg. 291
School conjuration (creation); Level arcanist 1, bard 1, magus 1, mesmerist 1, skald 1, sorcerer 1, summoner 1, summoner (unchained) 1, wizard 1
Casting
Casting Time 1 standard action
Components V, S, M (butter)
Effect
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.

Saving Finale
Source Advanced Player's Guide pg. 241
School evocation [mind-affecting]; Level bard 1, skald 1
Casting
Casting Time 1 immediate action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
You must have a bardic performance in effect to cast this spell. With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a saving throw, allowing the subject to immediately reroll the failed saving throw.

LEVEL 2:

Gallant Inspiration
Source Advanced Player's Guide pg. 225
School divination; Level bard 2, skald 2
Casting
Casting Time 1 immediate action
Components V
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes
Description
This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively. If the bonus is enough to turn the failure into a success, the roll succeeds.

Suppress Charms and Compulsions
Source Adventurer's Guide pg. 77, Andoran, Spirit of Liberty pg. 27
School abjuration; Level arcanist 2, bard 2, cleric 2, mesmerist 2, oracle 2, paladin 2, psychic 2, shaman 2, skald 2, sorcerer 2, warpriest 2, wizard 2
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one creature plus one additional creature per 4 levels, no two of which can be more than 30 ft. apart
Duration 10 minutes or concentration (up to 1 round/level); see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
You bolster the subject’s sense of willpower and self-worth when you cast this spell. As you cast it, you must decide if you want to grant a bonus to saving throws against charms and compulsions or suppress charms and compulsions.

If you grant a bonus to saving throws, you grant all affected creatures a +4 morale bonus on saving throws against charm and compulsion effects for 10 minutes.

If instead you suppress charms and compulsions, the spell’s duration drops to concentration, to a maximum duration of 1 round per level. As long as you continue to concentrate, the spell suppresses all existing charm and compulsion effects affecting the targets, regardless of whether the effect is beneficial or harmful. New charm or compulsion effects that successfully target such a protected creature are automatically suppressed as long as you continue concentrating. If you cease concentrating, the spell effect immediately ends, and remaining charm or compulsion effects resume for the rest of their remaining durations as normal.

Cacophonous Call
Source Advanced Player's Guide pg. 208
School enchantment (compulsion) [mind-affecting]; Level bard 2, skald 2
Casting
Casting Time 1 standard action
Components V, S, M (a scrap of sheet music)
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
Description
You fill your target’s mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The creature gains the nauseated condition for the duration of the spell if it fails its Will save.

SPELL LIKE ABILITY

Glitterdust
Source PRPG Core Rulebook pg. 290
School conjuration (creation); Level arcanist 2, bard 2, bloodrager 2, magus 2, mesmerist 2, occultist 2, skald 2, sorcerer 2, summoner 2, summoner (unchained) 2, witch 2, wizard 2
Casting
Casting Time 1 standard action
Components V, S, M (ground mica)
Effect
Range medium (100 ft. + 10 ft./level)
Area creatures and objects within 10-ft.-radius spread
Duration 1 round/level
Saving Throw Will negates (blinding only); Spell Resistance no
Description
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a –40 penalty on Stealth checks.

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Special Gear
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Mistmail - Aura faint conjuration; CL 3rd; Weight 25 lbs.; Price 2,250 gp

DESCRIPTION - The fine links of this +1 chain shirt form a pattern of roiling clouds.

On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance) for 3 minutes. This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character’s body, as does speaking the command word or entering a place where the fog-magic doesn’t function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character’s feet.

+1 Chain shirt
Light Armor
Cost 100 gp; Weight 25 lbs.
Armor Bonus +4; Max Dex Bonus +4; Armor Check Penalty -2(0)
Arcane Spell Failure Chance 20%; Speed 30 ft./20 ft.

Covering the torso, this shirt is made up of thousands of interlocking metal rings.

Game details - table 25 Discord Curse of Crimson Throne

GM C-Diddy(BrotherKazmock,Ismus) GM

*Giga(Kivik/Khalas/Akkin) occultist Akkin
*Th3 Wraith druid Gral'usk
*Shadows Bard Glorion
*Doc Bloodrager Nash
MrStr4ng3 Magus Gal
(Mujie Rogue Radoc)

Loot tracking

ASSIGNED
2000 Ring of Protection +1 NASH
150 Scroll of Cure Moderate Wounds (L2, CL3) GRAL
75 Wand of Mage Armor, 5 Charges (L1,CL1) GLORION
50 Potion of Cure Light Wounds
50 Potion of Cure Light Wounds

Ornate Sword GLORION
Belt of Con +2 Gral

Treasury
5020.37 gp from the 'All the Worlds'
1000 per person as reward

All the Worlds

book prices for Loot:
4000 Belt of Dex +2

Early finds

Gaedran's Leger (coded. Varisian)
a narrow teak cigarcase inlaid with tiny bits of jade (worth 25 gp,)
a 2-pound gold ingot bearing the Cheliax coat of arms (worth 100 gp),
an abalone-shell holy symbol of Shelyn (worth 300 gp)
a miniature gold crown (worth 350 gp)
a fist-sized scrimshaw carving of a kraken with garnets for eyes (worth 200 gp)
a silver ring bearing the inscription “For Emmah—the light in my nights” (worth 150 gp)
a highly realistic and highly scandalous ivory figurine of two entwined succubi (worth 450 gp)
a masterwork shuriken
an adamantine arrowhead

a glass tube containing a dose of oil of keen edge
an obsidian wand of magic missile (23 charges)
a crystalline vial (itself worth 50 gp) containing a dose of silversheen

Key shaped Dagger (a masterwork dagger with a strange blade shaped almost like a key bearing the inscription: “For an inspiration of a father” (worth 750 gp))

PLOT

a bejeweled brooch with a broken clasp (Brooch of the Queen )
Zellara's Harrow Deck
Zellara's head with make up (decomposing,)

Tarot cards

Gribbleshnibit8#9335 Usagi " The Twin."
eddv ♠#6341 Barti " The Paladin."
lukavago#2275 , Tora " The Twin."
Joakker#4884 Thalion " The Juggler."

@ElectricGiga#0162 Akkin "The Hidden Truth."
@Th3 Wraith 91#1642 Gral'usk "The Survivor."
@Doc Nash "The Fiend"

Progression:

7th level - Butterfly sting (extra 2nd cast, 2nd known) Versatile performance (Dance (Acrobatics, Fly)) + extra bard know +1
8th level - 3rd level (cast, two known)
9th level - Angelic Blood (need con 13)
10th level -
11th level - Angel Wings, Versatile performance (Percussion (Handle Animal, Intimidate), (4th level spells)