Countersong (Su):[i] At 1st level, a bard learns to counter magic effects that
depend on sound (but not spells that have verbal components.) Each round of
the countersong he makes a Perform (keyboard, percussion, wind, string, or sing)
skill check. Any creature within 30 feet of the bard (including the bard
himself) that is affected by a sonic or language-dependent 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 countersong is already under the effect of a
non-instantaneous sonic or language-dependent magical attack, it gains another
saving throw against the effect each round it hears the countersong, but it
must use the bard's Perform skill check result for the save. Countersong does
not work on effects that don't allow saves. Countersong relies on audible
components.
[i]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.
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.
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.
Weird Words (Su): At 6th level, a sound striker can start a performance as a
standard action, lashing out with 1 potent sound per bard level (maximum 10),
each sound affecting one target within 30 feet. These are ranged touch attacks.
Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus
(Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing,
or slashing damage for each word.
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.
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.
Chosen:Perform (Sing)(String)
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.
Lore Master (Ex):At 5th level, the bard becomes a master of lore and can
take 10 on any Knowledge skill check that he has ranks in. A bard can choose
not to take 10 and can instead roll normally. In addition, once per day, the
bard can take 20 on any Knowledge skill check as a standard action. He can use
this ability one additional time per day for every six levels he possesses
beyond 5th, to a maximum of three times per day at 17th level.
Feats: Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Mobility
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Skill Focus (Handle Animal)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Improved Familiar
Improved Initiative
Shield Proficiency
When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Simple Weapon Proficiency
Traits:
Warrior of Old
Elven Reflexes
Racial Traits:
On post-pone:Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2
racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of
dim light.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit
point or +1 skill point whenever they take a level in either one of those
classes.:
New:Shadowspark (Su): As a standard action a P’Tan can unlease a bolt of crackling black lightning against a target
within 30 feet that deals 1d6 plus one for every two level points of electrical damage with a successful ranged
touch attack. A P’Tan can use this ability a number of times per day equal to 3 + the P’Tan’s Wisdom modifier.
Level 0
Ghost Sound (Illusion)
Saves: Will disbelief DC: 15 Casting: 1 standard action
Duration: 8 rounds [D] Range: Close (45 ft.) Components: V, S, M
SR: No Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. Target: Illusory sounds
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 80 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
Stabilize
Detect Magic
School (Divination)
Casting Time 1 standard action
Component: V, Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
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 emanates from a magic item, you can attempt to identify its properties
(see Spellcraft).
Message (Transmutation, AirSchool)
Saves: None DC: Casting: 1 standard action
Duration: 80 minutes Range: Medium (180 ft.) Components: V, S, F
SR: No Effect: You can whisper messages and receive whispered replies. Target: 8 creatures
Spark (Evocation, FireSchool)
Saves: Fortitude negates (object) DC: 15 Casting: 1 standard action
Duration: Instantaneous Range: Close (45 ft.) Components: V or S
SR: Yes (object) Effect: Ignites flammable objects. Target: one Fine object
Summon Instrument (Conjuration)
Saves: None DC: Casting: 1 round
Duration: 8 minutes [D] Range: 0 ft. Components: V, S
SR: No Effect: This spell summons one handheld musical instrument of your choice. Target: One summoned handheld musical instrument
Level 1
Alarm (Abjuration)
Saves: None DC: Casting: 1 standard action
Duration: 16 hours [D] Range: Close (45 ft.) Components: V, S, F/DF
SR: No Effect: Alarm creates a subtle ward on an area you select. Target: 20-ft.-radius emanation centered on a point in space
Cause Fear (Necromancy)
Saves: Will partial DC: 16 Casting: 1 standard action
Duration: 1d4 rounds or 1 round; see text Range: Close (45 ft.) Components: V, S
SR: Yes Effect: The affected creature becomes frightened. Target: One living creature with 5 or fewer HD
Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text DC: 16 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless); see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage. Target: Creature touched
Feather Fall (Transmutation, AirSchool)
Saves: Will negates (harmless) or Will negates (object); DC: 16 Casting: 1 immediate action
Duration: Until landing or 8 rounds Range: Close (45 ft.) Components: V
SR: Yes (object) Effect: The affected creatures or objects fall slowly. Target: 8 Medium or smaller freefalling objects or creatures, no two of which may be more than 20 ft. apart
Summon Monster I (Conjuration)
Saves: None DC: Casting: 1 round
Duration: 8 rounds [D] Range: Close (45 ft.) Components: V, S, F/DF
SR: No Effect: This spell summons an extraplanar creature. Target: One summoned creature
Level 2
Blindness/Deafness (Necromancy)
Saves: Fortitude negates DC: 17 Casting: 1 standard action
Duration: Permanent [D] Range: Medium (180 ft.) Components: V
SR: Yes Effect: You call upon the powers of unlife to render the subject blinded or deafened, as you choose. Target: One living creature
Cure Moderate Wounds (Conjuration)
Saves: Will half (harmless) or Will half; see text DC: 17 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless) or yes; see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 2d8+8 points of damage. Target: Creature touched
Hold Person (Enchantment)
Saves: Will negates; see text DC: 17 Casting: 1 standard action
Duration: 8 rounds [D]; see text Range: Medium (180 ft.) Components: V, S, F/DF
SR: Yes Effect: The subject becomes paralyzed and freezes in place. Target: One humanoid creature
Summon Monster II (Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool)
Saves: None DC: Casting: 1 round
Duration: 8 rounds [D] Range: Close (45 ft.) Components: V, S, F/DF
SR: No Effect: This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list. Target: One summoned creature
Level 3
Cure Serious Wounds (Conjuration)
Saves: Will half (harmless) or Will half; see text DC: 18 Casting: 1 standard action
Duration: Instantaneous Range: Close (45 ft.) Components: V, S
SR: Yes (harmless) or yes; see text Effect: When laying your hand upon a living creature, you channel positive energy that cures 3d8+8 points of damage. Target: Creature touched
Exquisite Accompaniment
School illusion (shadow)
Saves: none DC: none Casting Time 1 standard action
Duration 1 round/level Range personal Components V, S
Saving Throw none;
You create a phantom instrument, a glowing construct of magic in the form of a
portable musical instrument of your choice. The instrument floats beside you,
moving as you move (even if you teleport). It cannot be damaged, but can be
dispelled. The instrument plays as you direct, and as long as it plays, you do
not have to expend rounds of bardic performance from your daily allotment to
maintain an effect. Activating a bardic performance or switching to a new
effect still costs a round of your overall bardic performances per day
Thundering Drums (Evocation)
Saves: Fortitude partial DC: 18 Casting: 1 standard action
Duration: Instantaneous Range: 15 ft. Components: V, S
SR: Yes Effect: 5d8 damage and knocked prone. Target: cone-shaped burst
Equipement:
Weapons:
Unarmed attack:
to hit: +8
damage: 1d3+2
critical: 20/x2
Misc:
Adventure Gear:
set of Hot weather Gear (4lb)
Blanket (Winter) (3lb)
Chain (10 Ft) (4lb)
Flint and Steel
Masterwork Musical Instrument (Fiddle) (3lb)
Potion of CLW x 4 (1d8+1)
Potion of Cure Moderate Wounds x 6
Rope (Silk/350 ft) (15lb)
Tent (Medium) (30lb)
Backpack (2lb)
Pouch (Belt) (0.5lb)
Chest (20lb)
Disguise kit
Half-elf Wine
Magical:
1 Exotic Saddle and saddlebags
1 Combat Trained Griffon Creature Companion (Reksha)
1 Year's worth of food for the Griffon
Headband of Alluring Charisma +2 (1lb)
Cloak of resistence +1 (1lb)
Hat of Disguise
Aura faint illusion; Slot head;
This apparently normal hat allows its wearer to alter her appearance as with a
disguise self spell. As part of the disguise, the hat can be changed to appear
as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.
Muleback Cords (1/4lbs)
Aura faint transmutation; Slot shoulders;
wearer treats his Strength score as 8 higher than normal when determining his
carrying capacity. This bonus does not apply to combat, breaking items, or any
other Strength-related rolls, it only contributes to the amount of equipment or
material the wearer can carry.
Ruff, Mummer’s
Aura faint illusion; Slot: Neck
+10 bonus on Bluff skill checks when attempting to imitate
another’s voice. In addition, once per day, the wearer of the mummer’s ruff can
throw his voice as if using ventriloquism for up to 5 minutes.
Gloves, Apprentice’s Cheating
Aura faint transmutation; Slot: Hands
can employ mage hand and prestidigitation at will.
Shirt, Quick Runner's
Aura faint transmutation; Slot chest
Once per day as a swift action, the wearer can take an additional move action
to move on his turn.
Wayfinder
Aura faint evocation;Slot none; (1lb)
Command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus
on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner
grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself. This one has
2 indentations
Clear Spindle (Ioun Stone slotted in Wayfinder)
Aura strong varied;
This stone sustains the wearer without food or water.
Resonant power (83):
Stone knows 1st level spell
(Chord of Shards
School evocation
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex negates; Spell resistance no)
Cracked Dusty Rose Prism
Cracked: This stone grants a +1 competence bonus on initiative checks.
Resonant power (18)
stone grants the feat Alertness:You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases
to +4 for that skill.
Immovable Rod (x2) (10lb)
Ring of Protection +1
Cash:
2695 gp
4 sp
0 cp
Total weight carried:
Current load:128.75
Heavy Encumbrance
Light: 699
Medium: 1,398
Heavy: 2,100
AC 20, touch 13, flat-footed 19 (+1 Dex, +7 natural, +2 size)
hp 30 (4d12+4)
Fort +5, Ref +7, Will +6
Immune paralysis, sleep
OFFENSE
Speed 10 ft., fly 30 ft. (average), swim 60 ft.
Melee bite +6 (1d3), 2 claws +6 (1d3 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. line, 2d6 fire damage, Reflex DC 13 for
half, usable every 1d4 rounds)
Spell-Like Abilities (CL 4th; concentration +6)
STATISTICS
Str 11, Dex 13, Con 13, Int 12, Wis 14, Cha 14
Base Atk +4; CMB +3; CMD 13
Feats Improved Initiative, Lightning Reflexes
Skills Fly +12, Knowledge (nature) +6, Perception +9, Survival +9, Swim +15
Languages Common, Draconic, Elven
SQ amphibious
SPECIAL ABILITIES
Attach (Ex)
When a tidepool dragon hits with a claw attack, it automatically grapples its
foe, dealing automatic damage with that claw each round.
Breath Weapon (Su)
When a tidepool dragon uses its breath weapon underwater, it creates a 10-foot
cone of superheated water rather than a line of fire (as noted above). This
effect deals the breath weapon's damage to any creatures in the cone's area,
though victims can still save to take only half damage