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About Harmonius[b]About Harmonious-60921-7 Harmonious
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Skills:
Skills 53 Ranks total: • Acrobatics(0): +7, • Appraise(2 ranks) +6, • Bluff(1 rank) +9, • Climb -2, • Diplomacy(7 ranks) +17, • Disable Device(7 rank) +15, • Disguise(3 ranks) +11, • Escape Artist(1 rank) +9, • Intimidate(1 rank) +9, • Kn: Local, Dungeoneering, Religion, Nobility (1 rank each) all +5, • Linguistics(1 rank) +5, • Perception(4 ranks) +7, • Perform: Dance(7 ranks) +19, • Slight of Hand(1 rank) +9, • Spellcraft(4 ranks) +8, • Stealth(1 rank),+9, • Swim -2, • Use Magic Device(6 ranks) +14, • Perform: Act(2 ranks) +12. Languages: Common, Celestial, Hallitte, Kelishite SQ: Battle Dance 19 rounds/day, Versatile Performance(Dance), Panache(5pts/day), Swashbuckler Deeds Gear: +1 Mithril Scimitar, +1 Mithril Chainshirt, Darkwood Light Crossbow(10 Bolts), 5 Days Trail Rations, Journal, Wand of Infernal Healing(31Used 0 charge this adventure Charges), MWK Dancer’s Outfits(+2 to Perform, sometimes?), 1 Alchemist Fire(For the sake of things), Potion of Touch of the Sea, Wand of Endure Elements(20 Charges), Headband of Charisma +2, Belt of Dexterity +2. Pathfinder’s Pouch, Wayfinder, Dusty Rose Cracked Ioun Stone. The two wands, potion and alchemist fire are stored in his Pouch. Tear-Away Entertainer’s Outfit(If I tear this off I’m just wearing my Dancer’s Leotard) Scroll with 2 castings of Lessor Restoration, Ring of the Ram(10 Charges). Timeworn Flashlight, First Aid Gloves, Cloak of Resistance +3.
Battle Dance: TLDR: I get double the bonus with Inspire Courage but only to myself and its a move action to start, its a +4 bonus to Attack/Damage and Morale Saving Throws Against Fear. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability. Versatile Performance: 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. I chose Perform(Dance) which replaces Fly and Acrobatics! Spinning Spellcaster (Ex): At 5th level, a Dawnflower dervish gains a +4 bonus on concentration checks to cast spells defensively. This ability replaces lore master. Panache: 5 points a day, I can recover a panache point by scoring a killing blow or with a critical hit. Swashbuckler Deeds::
[spoiler=Derring-Do (Ex):] At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swimcheck to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1). Dodging Panache (Ex)::
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. Opportune Parry and Riposte (Ex):: [/spoiler]
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making anattack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. Ring of the Ram:
A ring of the ram has a setting crafted to resemble a ram's head. The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.
The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. The ram is Large and uses the ring's caster level as its base attack bonus, with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended. In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item. Urban Ranger Archetype:
Urban Ranger
At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills. Favored Enemy(Humanoids:Human):
a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. Track, wooboy:
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Scenarios:
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