Thricetrod

Iko Ilue's page

118 posts. Alias of gyrfalcon.


Race

Fly 70’ | Init+20 (best-of-two, always acts in surprise round) | Per+20, see in darkness, sense magic 220’, lifesense 220’, spiritsense (undead; fey; outsiders; and astral, ethereal, or incorporeal creatures) 220’

Gender

AC 31 (T 30, F 23) CMD 29 | F+14 R+22 W+15 | DR 5/cold iron; immune: electricity, mental control, petrification, poison; resist cold 10, fire 10; can oppose Bluff with Bluff | can reroll 1s |

About Iko Ilue

Advancement / choices:

Race Build
4 Advanced stats
4 Advanced CHA
4 See in Darkness
4 Lucky, Greater
4 Focused Study
2 Static Bonus Feat (Combat Reflexes)
2 Static Bonus Feat (Noble Scion)
2 Static Bonus Feat (Extra Performance)
2 Static Bonus Feat (Escape Route (Teamwork))
3 Fey DR
6 At Will SLA (channel vigor)
4 1/day SLA (legend lore)

Classes:
(Primary) Bard: FCB +5 songs known (traded for masterpieces); +5 HP
Incanter: +10/6 magic talents
Hedgewitch: +10/6 secrets

Feats:
General feats (13)
Battle Fanfare
Crescendo
Enchanting Performance
Deadly Agility
Discordant Voice
Master Performer (kitharodian Academy)
Grand Master Performer
Tribal Rhythm
Extra Magic Talent
Extra Magic Talent
Extra Combat Talent
Extra Combat Talent
Extra Secret

Incanter bonus feats (6):
Counterspell,
Improved Counterspell,
Counterspell Mastery,
Dazing Spell[APG],
Persistent Spell[APG],
Extra Magic Talent,

Race feats (4+2):
Extra Performance,
Combat Reflexes,
Escape Route (Teamwork),
Noble Scion,
Skill Focus (Perform [dance]),
Skill Focus (Perform [sing]),

Hedgewitch Secrets (7; 5 level, 1 FCB, 1 feat):
Familiar
Combat Talent
Combat Talent
Combat Talent
[Grand] Temporal Mastery (Temporal Celerity)
[Grand] Metamagic Master (Persistent Spell)
[Grand] Metamagic Master (Dazing Spell)

Magic Talents 33 (2 tradition, 15 incanter, 7 hedgewitch, 2 sphere-drawbacks, 2 feat, 4 bard, 1 FCB)
Drawbacks:Skilled (sing), Verbal, Somatic x2
Boons: Virtuoso
SP = 69 (LVL+CHA+1+⅓ CL )*3 caster classes
Death sphere (limited: no reanimate)
Death: Draina
Death: Poltergeist Strike
Death: Greater Ghost Strike
Divination Sphere (limited: no divine)
Divination: Alternate Divinations, Advanced
Divination: Widen Sight
Divination: Expansive Vision
Divination: Foreshadow
Divination: Prescience
Divination: Sense Magic
Fallen Fey sphere
Fallen Fey: Beckoning Call
Fallen Fey: Enchanting Music
Fallen Fey: Fairy Dust
Fallen Fey: Fairy Flight
Fallen Fey: Fey Beauty
Fallen Fey: Fey Potency
Fallen Fey: Greater Fey-Link
Fallen Fey: Gremlin’s Presence
Life Sphere
Life: Break Enchantment
Life: Greater Invigorate
Life: Painkiller
Life: Deeper Invigorate
Time Sphere
Time: Improved Haste
Time: Improved Slow
Time: Ranged Time
Time: Retry
War Sphere
War: Gyroscopic Totem
War: Totem of Tactical Prowess
War: Totem of Shared Sight

Combat Talents 28 (6 tradition:cunning leader(+2), 6 hedgewitch, 3 bard(bonus), 6 feat/secret, 1 drawback, 6 bard)
[Tradition: Cunning Leader] Fencing Sphere
[Tradition: Cunning Leader] Fencing: Expert Feint
[Tradition: Cunning Leader] Warleader Sphere
[Tradition: Cunning Leader] Equipment: Unarmored Training,
[Tradition: Cunning Leader] Equipment: Critical Genius
[Tradition: Cunning Leader] Equipment: Staff Mastery,
Athletics Sphere (Fly)
Athletics: Dizzying Tumble
Athletics: Swift Movement
Alchemy Sphere + War Paint
Equipment: Spear Dancing
Fencing: Fast Feint
Fencing: Master of Words
Fencing: Master of Deception
Fencing: Parry & Riposte
Fencing: Parry Anything
Gladiator Sphere
Gladiator: Exemplar (Boast)
Gladiator: Fan Favorite
Guardian Sphere (limited: no challenge/patrol)
Guardian: Endure Pain
Guardian: Greater Delayed Damage
Scout Sphere
Scout: Find Gap
Warleader: Aggressive Flanking
Warleader: Focusing Tactics
Warleader: Fortifying Phalanx

Daily Buffs (10/hr day):

At-Will: Channel Vigor, allowing a choice of the following (changeable as a Move)
. . Limbs: You gain the benefits of a haste spell.
. . Mind: You gain a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls.
. . Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks.
. . Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks.
5 SP: lifesense 220’, spiritsense 220’, sense magic 220’, foreshadow, prescience
12 SP: greater fey-link, beckoning call, enchanting music, fairy dust (+2 SP), fairy flight, fey beauty, fey potency, collateral damage, jinx, pugwampi’s aura,
War paint: Blue (+15’ move), Silver (+3 deflection to AC)

Common Actions (WIP):

Free
Regain martial focus via a Move from familiar (Focusing Tactics)
1 SP: change concentration spell to duration (e.g. Haste to Rounds/level)
[After save vs hostile effect] Boast

AoO
Parry melee, ranged, or spell

Swift
2 insight: spell or attack action
[during performance] 1 SP: Crescendo (Invigorate all allies)

Immd
Counter a spell as it’s cast
Redirect an attack that misses me at someone of my choice (within their reach)
[after confirming a critical hit, reducing an enemy to 0 or fewer hit points, or succeeding on a combat maneuver] Boast

Move
Fly 55’ (35 when no martial focus)
Feint (DC 24 Will or Confused for 1 rnd)
Begin performance (including 1 War Totem)
Begin a warleader tactic (fortifying phalanx, aggressive flanking, courier’s dash)

Stnd
Cast
Attack
[during performance] Crescendo (Invigorate all allies)

Iko Ilue
Fey-touched human Bard (Sovereign Piper) 10 | Incanter 10 | Hedgewitch (Martial Hedgewitch) 10
CN Medium humanoid
Init +20 (best-of-two, always acts in surprise round); Senses Perception +20, see in darkness, sense magic 220’, lifesense 220’, spiritsense (undead; fey; outsiders; and astral, ethereal, or incorporeal creatures) 220’
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Defense
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AC 31, touch 30, flat-footed 23 (+5 armor, +5 deflection(incl paint), +6 Dex, +2 enhancement(ABP), +1 natural(ABP), +2 dodge(prescience))
hp 133 (10d8+40+5)
Fort +14, Ref +22, Will +15
Immune mental control (incl charm, compulsion), electricity, mental control, petrification, poison
resist cold 10, fire 10
DR 5/cold iron
Weaknesses skilled casting, somatic casting (x2), verbal casting
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Offense
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Speed 45 ft., 50’ fly (ave) (+20’ to both when martially focused)
Melee +2 quarterstaff +19/+14 (1d6+11/19-20)
. . (On parry and/or riposte) +2 quarterstaff[/i] +22 (1d6+14/19-20)
Ranged Ghost strike vs touch +17 (200’ range)
Space 5 ft.; Reach 5 ft. (10 ft. with +2 quarterstaff)
Special Attacks bardic performance 37 rounds/day (move action; countersong, dirge of doom, distraction, inspire competence +5, inspire courage +4, inspire greatness)
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Statistics
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Str 9, Dex 22, Con 18, Int 14, Wis 14, Cha 28
Base Atk +7; CMB +13; CMD 29
Feats Battle Fanfare, Crescendo, Enchanting Performance, Deadly Agility, Discordant Voice[UC], Master Performer (kitharodian Academy), Grand Master Performer, Harmonic Spell[ISWG], Tribal Rhythm, Escape Route (Teamwork), Extra Combat Talent, Extra Combat Talent, Extra Secret, Counterspell, Improved Counterspell, Counterspell Mastery, Dazing Spell[APG], Persistent Spell[APG], Extra Magic Talent, Extra Performance, Combat Reflexes, Noble Scion (War), Spellsong[UM],Skill Focus (Perform [dance]), Skill Focus (Perform [sing]),
Traits born healer (religion), innocent (race), resilient (combat), highlands clansman (social), time lost (campaign)
Skills (120 pts; 12/level: 6 Bard, 2 INT, 2 campaign; 2 background)
Acrobatics +39 [versatile: dance]
Appraise +6 (1 rank, 3 class, 2 INT),
Bluff +39 [versatile: sing]
Climb +3 (1 rank, 3 class, -1 STR),
Craft (Alchemy) +15 ([alchemist:10], 3 class, 2 INT),
Diplomacy +39 [master of words: bluff]
Escape Artist +39 [versatile: sing]
Fly +39 [versatile: dance]
Handle Animal +22 (10 rank, 9 CHA, 3 untyped(fey beauty)),
Intimidate +39 [master of words: bluff]
Knowledge (arcana) +6 (1 rank, 3 class, 2 INT),
Knowledge (dungeoneering) +6 (1 rank, 3 class, 2 INT),
Knowledge (engineering) +6 (1 rank, 3 class, 2 INT),
Knowledge (geography) +6 (1 rank, 3 class, 2 INT),
Knowledge (history) +6 (1 rank, 3 class, 2 INT),
Knowledge (local) +6 (1 rank, 3 class, 2 INT),
Knowledge (martial) +6 (1 rank, 3 class, 2 INT),
Knowledge (nature) +6 (1 rank, 3 class, 2 INT),
Knowledge (nobility) +6 (1 rank, 3 class, 2 INT),
Knowledge (planes) +6 (1 rank, 3 class, 2 INT),
Knowledge (psionics) +6 (1 rank, 3 class, 2 INT),
Knowledge (religion) +6 (1 rank, 3 class, 2 INT),
Linguistics +11 (6 rank, 3 class, 2 INT),
Perception +20 (10 ranks, 3 class, 2 WIS, 5 competence(eyes of the eagle)),
Perform (dance) +39 (10* ranks, 3 class, 9 CHA, 5 competence(bracers), 6 untyped(skill focus), 3 untyped(familiar), 3 untyped(fey beauty)),
Perform (sing) +41 (10* ranks, 3 class, 9 CHA, 5 competence(bracers), 6 untyped(skill focus), 3 untyped(familiar), 3 untyped(fey beauty), 2 trait),
Ride +19 (10 rank, 3 class, 6 DEX),
Sleight of Hand +19 (10 rank, 3 class, 6 DEX),
Spellcraft +20 (10 rank, 3 class, 2 INT, 5 competence(amulet)),
Stealth +24 ([scout:10] ranks, 3 class, 6 DEX, 5 competence(tunic)),
Survival +8 (6 ranks, 2 WIS),
Swim +5 (6 ranks, -1 STR),
Use Magic Device +22 (10 ranks, 3 class, 9 CHA, 3 untyped(fey beauty)),
Languages Aklo, Common
Gear see sheet
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Tracked Resources
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Bardic Performance (move action, 37 rounds/day) - 0/37
Guardian: Delayed Damage Pool - 0/28
Spell Points - 17/69 (*spends 17 at start of each adventuring day)
Spell-Like Ability, Greater (Legend Lore, 1/day) (Sp) - 0/1
Time Lost (1/adventure) - 0/1
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Athletics: Afterimage When moving more than 5' during your turn, you leave an illusionary image that may take an attack in your place
Athletics: Coordinated Movement Whenever you take the withdraw action, you regain your martial focus.
Athletics: Dizzying Tumble (DC 24 Will) Motion - As long as you move no more than your base speed, when you exit a square adjacent to a hostile creature, that creature must succeed on a Will save or be sickened for one round. If you move no more than half your base speed, they are instead nauseated for 1 round on a failed save; this talent cannot be used with the 5-foot step action. You may not nauseate an individual creature with this talent more than once per hour.
Athletics: Swift Movement +20’ While martially focused, gain movement bonus to Athletics movement modes
Alchemy: War Paint (Blue, Silver)
. . Blue (+15’ move) You gain a 5-foot enhancement bonus to your base move speed. The bonus to speed increases by 5 feet per 4 ranks in Craft (alchemy).
. . Silver (+3 AC) You gain a +1 deflection bonus to AC, +1 per 5 ranks in Craft (alchemy).
Bardic Performance (37 rounds, DC 24)
. . Countersong 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.
. . Distraction 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.
. . Dirge of Doom (30’, DC 24) Enemies save (Will) or 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.
. . Inspire Courage +4 competence bonus to hit & damage, morale bonus vs charm & fear
. . Inspire Competence +5 competence bonus to a skill I choose
. . Inspire Greatness +4 +4 temp HD (4*(d10+CON) THP) +4 competence bonus to hit, +3 to Fort
Battle Fanfare The character gains the ability to attach tactics they create to their songs. While using bardic performance, the character may maintain an active tactic as part of the song without spending additional actions, this has no effect on the area affected by the tactic. They still must pay any costs associated with the tactic, such as martial focus if required, to use the tactic. Once per round you may recenter an ongoing tactic maintained as part of using bardic performance at a new location. Whenever the character creates a new tactic, they may attach it to their song or create it normally. Tactics attached to songs can be ended as a free action. Finally, as long as the song continues, the character may shout once per round as a swift or move action.
Crescendo As a standard action you may invigorate all allies affected by your bardic performance or raging song, OR
. . 1 SP: invigorate them as a swift action.
Enchanting Performance You may use your Beckoning Call or any of your Enchanting Music options in place of a bardic performance or raging song, starting and maintaining the effects as if it was a performance or raging song by spending performance or raging song rounds. Feats such as Lingering Performance apply to your Beckoning Call and Enchanting Music when used in this way.
Bardic Performance (move action, 37 rounds/day) Your performances can create magical effects.
Casting (CL 10, MSB +10 (+2 to Counterspell), MSD 21, Concentration +19, DC 24)
. . [b]For Fallen Fey and Time: CL 12, MSB +12, MSD 23, Concentration +21, DC 25

Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Training (DC 13) You have training in one or more combat spheres
Counterspell & Improved (3 targets or 20 ft. burst) You may spend a spell point as a standard action to dispel an existing magical effect on a creature, item, or location within Medium range. You may target a specific effect if you have identified it, otherwise the effect with the highest caster level on the target is automatically targeted. Alternatively, you may ready an action to use this ability to counter a spell or magical effect cast by another. In both cases, you must succeed at a magic skill check against the caster or magical effect in question. If you succeed then the targeted effect is destroyed.
If you target a magic item, the item is not destroyed; instead the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged; a suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
When using the Counterspell feat against a creature or object, you may spend an additional spell point to target an additional 1 magical effect on the target per 5 caster levels. Alternatively, you may spend an additional spell point to affect multiple effects in a 20-ft burst. Roll one MSB check and apply that check to each creature in the area, as if targeted by the basic Counterspell feat. Objects that are the target of magical effects are also targeted by this ability, but magic items are not.
For each ongoing effect that targets an area and whose point of origin is within the counterspell area, apply your MSB check to end that effect. If a magical effect overlaps the counterspell area but is not centered within it, apply your MSB check to end that effect, but only within the overlapping area.
If an object or creature within the area of effect is the result of ongoing magic (such as a summoned monster or companion, or an object created through the Creation sphere), apply the MSB check against the spell or effect that summoned them, causing them to disappear (or return to their home plane) if successful.
Counterspell Mastery +2 to MSB Immed+1SP: Counterspell as a spell is cast.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Deadly Agility Use Dex for damage with light and finesse weapons
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Death: Drain (1d3 neg. lvls) 1 SP: Ghost strike gives target negative levels for 1 hr/CL (no save, levels cannot kill but impose -4 CON drain if over HD count)
Death: Exhausting Strike (DC 24 Fort) Ghost strike causes target to be fatigued. Fort Negates. +1 SP: exhausted, or fatigued for 1 rnd on successful Fort.
Death: Greater Ghost Strike +1 SP: You can make a ghost strike as a Close-range cone
Death: Poltergeist Strike (-4, 10 rounds) Whenever the target makes a d20 roll within 1 round per caster level, you can choose for them take a -3 penalty to the roll, ending this effect. This penalty is increased by 1 for every 6 caster levels you have. If you spend a spell point when you use this ghost strike, you can impose the penalty on up to one d20 roll the target makes each round for the effect’s duration, and imposing the penalty does not end the effect. A creature can only be affected by one poltergeist at a time.
Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage
Divination: Limited Divination (Divine banned) You lose access to either sense or divine
Divination: Alternate Divinations, Advanced
. . Lifesense If you possess the Life sphere, you may spend a spell point to gain the lifesense ability. You sense and locate living creatures within 30 feet, as if you had the blindsight ability.
. . Spirit Sense If you possess the Death sphere, you may spend a spell point to gain the spirit sense ability, which allows you to know when immortal or deathless beings are nearby. You can sense the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures within 30 ft, as if you had the blindsight ability.
Divination: Expansive Vision Sense abilities' range increases to Medium
Divination: Foreshadow +2/+3 You gain a danger sense that grants bonuses to AC and Ref saves
Divination: Prescience Sense grants insight bonus to attack and CMB
Divination: Read Magic You can read and decipher magical writing
Divination: Sense Magic Divine magic as a constant ability
Divination: Widen Sight You may increase the range of any sense abilities from a static number such as 30 ft to a range of close (25 ft + 5 ft per 2 CL).
Virtuoso Your magic is blended into your performance making it more difficult to identify. Whenever you make a Skilled Casting check, onlookers make their Spellcraft check against your result or against the typical DC (whichever is higher) to identify the sphere talent or ability. In addition, if they fail their check by 5 or more, they interpret your casting as nonmagical activity. In addition, if you purchase this boon with either somatic casting or verbal casting in addition to Skilled Casting, you do not automatically alert nearby creatures to the casting of your sphere talents or abilities by those drawbacks alone. Creatures specifically observing you for the purpose of detecting spellcasting are still entitled to their Spellcraft check as written above.
Equipment: Critical Genius (Quarterstaff) Chosen weapon crits at 19-20/x2 (18-20/x2 at BAB +10), and adds your BAB to damage on crit
Equipment: Spear Dancer You may wield spear and polearm weapons as one-handed and finesse weapons
Equipment: Staff Mastery (1-Handed Reach) Fire two arrows at different targets as an attack action
Equipment: Unarmored Training +5 While unarmored and unencumbered, gain an armor bonus to AC and touch AC
Fallen Fey: Beckoning Call (DC 25) You gain the ability to, as a standard action, sing, speak, or dance in such a manner as to cause any creature of one non-fey specific form of creature (humans, rats, orcs, birds, etc., chosen when this fey blessing is activated) within 60 ft. who can see and hear you to become fascinated with you (Will negates). A creature that successfully saves cannot be targeted with your beckoning call for 24 hours. If a creature fails its saving throw, it approaches to sit before you, and follows you if you move, so long as you take a standard action each round to maintain the effect. As normal, fascinated creatures suffer a -4 penalty to Perception, but cease to be fascinated if attacked or approached with an obviously hostile intent, such as someone drawing a weapon. This is a mind-affecting effect.
Fallen Fey: Enchanting Music (DC 25) As a move action, you may summon one masterwork musical instrument, be it a percussion, string, or wind, of a size no greater than 1 size smaller than your own size. The instrument is weightless and has hardness 5 and 5 hit points per caster level. If the instrument is not in your possession at the start of your turn, you may summon it into your possession as a move action as long as you have line of sight to it. You can never have more than one such instrument summoned at one time. You may perform, singing or playing (either on the summoned instrument or another that you possess) the songs listed below. Starting a song requires a standard action and maintaining one requires a move action. Starting a new song ends any previous songs. A creature can only be under the effects of one song at a time; should a creature affected by one be subjected to another, the caster (not necessarily the performer, if using the Share Link talent) of the second effect must make a magic skill check against the MSD of the existing effect’s caster. All options are sonic mind-affecting effects with medium range unless noted.
. . Bewitching Melody (-3 vs charm to foes within Med range) You may perform a haunting melody that opens the minds of those who hear it to outside influence, inflicting a -2 penalty (increasing by 1 at 7th caster level and every 7 caster levels thereafter) against charm effects on all hostile creatures.
. . Distracting Cacophony (+3/-3) You may fill the air with discordant notes, granting all creatures within medium range a +2 (+1 per 7 caster levels) bonus on saves against sonic effects, but imposing an equal penalty on hearing-based Perception checks and concentration checks. The penalty portion of this ability is not a mind-affecting effect.
. . Dancing Tune You play a bouncy jig that compels any creature within close range to dance and caper. A creature can resist by making a Will save. Creatures that fail are compelled to dance and shuffle their feet, and are effectively staggered as long as you continue to play. Once a creature makes the save against a this song, it is immune to further instances originating from you for 24 hours. This is a compulsion effect.
. . Lullaby -3 You may play a peaceful lullaby to inflict a -2 penalty (increasing by 1 at 7th caster level and every 7 caster levels thereafter) against effects that cause sleep or the staggered condition on all hostile creatures.
Fallen Fey: Fairy Dust By activating this fey-blessing, you gain a pouch of fairy dust. This pouch has hardness 5 and 5 hit points per caster level. The pouch is weightless and may not be used to hold anything other than the fairy dust it contains. If the pouch is destroyed, this fey-blessing ends. Destroying the pouch fills a 10-ft. radius with the chosen fairy dust, affecting all creatures in the area, including the caster. A successful saving throw against any effect that allows it grants the affected creature immunity to that effect from that caster for 24 hours. You gain knowledge of two types of fairy dust when you gain this talent; you may activate any one type of dust that you know when activating this fey -blessing. Choose from the following options:
. . Amnesia (DC 25) Affected creatures must succeed on a Will save or forget the past minute. This otherwise functions as the Amnesia talent of the Mind sphere. You must spend an additional spell point for this option.
. . Sleep (DC 25) Affected creatures must succeed on a Will save or fall asleep for 1 round per caster level. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). You must spend an additional spell point for this option.
As a standard action, you may fill a 5-ft. cube within close range with the dust, affecting any creature in that space. As a move action, you may apply fairy dust to a weapon, natural weapon, or piece of ammunition, or to a number of weapons or pieces of ammunition equal to your casting ability modifier (minimum 2) as a standard action. A creature that is struck by the weapon within 1 round per caster level of it being so treated suffers from the effects of the dust. You may choose to end this fey-blessing early, drawing and throwing the pouch to create a 20-ft. radius spread of fairy dust within close range, affecting all creatures within the area.
The duration of multiple applications of dust stack. The pouch replenishes itself as a free action for the duration of the fey-blessing, then disappears when it ends. You may have multiple instances of this fey-blessing active at once; select a different option you know for each. Each instance creates a separate pouch. You may select this talent multiple times; each time you gain two more types of fairy dust. If the pouch is not in your possession at the start of your turn, you can summon it to yourself as a move action as long as you have line of sight to it.
Fallen Fey: Fairy Flight 35’, average maneuverability
Fallen Fey: Fey Beauty +3 You gain a +1 bonus to all Charisma-based skill and ability checks. This bonus increases by +1 for every 5 caster levels you possess.
Fallen Fey: Fey Potency +3 Bonus to Spell Penetration
Fallen Fey: Greater Fey-Link +1 SP for 1 hr / lvl duration
Fallen Fey: Gremlin’s Presence (DC 25) You may activate the following abilities as fey-blessings:
. . Collateral Damage IMMD: Whenever a creature misses you with a melee attack, you may redirect the attack to another creature within the attacking creature’s reach as an immediate action. Make a new attack roll with the original bonus to determine the result.
. . Jinx (-4 to attack, save, skill; 50’ range) As a standard action, you can place a curse on a single creature within close range. A Will save negates the effect. On a failed save, the target is cursed for the duration of your feylink. The victim of the curse takes a -2 penalty on all attack rolls, saving throws, and skill and ability checks until the curse is removed. This penalty increases by +1 for every 5 caster levels you possess. A creature can only be affected by a single jinx at one time. This is a curse effect. A creature that succeeds on the save against this effect is immune to that caster’s use of it for 24 hours.
. . Pugwampi’s Aura (-3 to foes’ saves; 30’ radius) All hostile creatures within 30 ft. of you take a -1 bonus to all saving throws. This penalty increases by +1 for every 5 caster levels you possess. A creature benefiting from any luck bonus ignores this penalty.
. . Stymie Channeling Any hostile creature that attempts to channel energy within 30 ft. of you must succeed on a Will save or be unable to channel for that round. The use is not lost, but the action is wasted.
Fencing: Expert Feint When you succeed at a feint check against a target, that target also loses its Dexterity bonus to its armor class against all attacks until the beginning of your next turn, in addition to your next attack.
Fencing: Fast Feint Feint as a Move action.
Fencing: Fatal Thrust +2d6 +2d6 precision dmg vs targets that are flanked, flat-footed, or denied DEX to AC
Fencing: Master of Words Exploit - Target's DR reduced by -1 for 1 round
Fencing: Parry and Riposte Focus+AoO: opposed roll to-hit, -2/size category foe is larger. If > the attack: it misses and you regain focus or counterattack.
Fencing: Parry Anything Use Parry & Riposte against ranged attacks and spells that require attack rolls
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Gladiator: Boast (50 feet) Immediate actions that become available when you confirm a crit or defeat an enemy while martially focused
Gladiator: Demoralization Additional options to demoralize enemies or affect enemies that have been demoralized
Gladiator: Exemplar Boast - Allies in range may roll next attack or combat maneuver check twice and take better result
Gladiator: Fan Favorite Perform a boast as a free action when you save vs an effect from an enemy
Gladiator: Frightful Demoralization - Increase DC of your Intimidate check to intensify the fear effect
Gladiator: Prowess Boast - Roll next weapon attack twice and take the better result
Gladiator: Strike Fear Demoralization - Full-round action and expend martial focus to demoralize all targets within 30 feet
Grand Master Performer When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1.
Guardian: Endure Pain Damage from delayed damage pool is received as nonlethal (ignores resistance/immunity to nonlethal)
. . Indifferent Defender You do not get to select a Guardian package.
Greater Delayed Damage (28 dam) Delayed pool = BAB*4
Innocent When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.
Life: Break Enchantment Remove magical effects with your restore ability
Life: Cure 2d8+10 (DC 24) Heal a target
Life: Greater Restore When restoring a target, instead of lessening the exhausted, nauseated, frightened, and panicked conditions, they are completely removed. This also heals all ability damage and the stunned condition.
Life: Invigorate (Up to 29 temp HP) Grant up to LVL*2+CAM temporary HP to an injured target (can’t raise above max HP)
. . Life: Deeper Invigorate Grant 2*LVL instead of LVL THP.
. . Life: Greater Invigorate Add your CAM to the number of temp HP granted by invigorate
. . Life: Painkiller Invigorate also removes an equal amount of nonlethal damage
Life: Restore Heal a target's ability damage and remove negative conditions
Master of Deception (DC 24 Will) On a successful feint: Will or confused for 1 round.
Master of Words Can use Bluff, Diplomacy, and Intimidate interchangeably.
Master Performer (Kitharodian Academy) When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1.
Metamagic Master (Dazing Spell: +2 SP) Using this metamagic feat costs 1 less SP than normal (min: 1)
Metamagic Master (Persistent Spell: +1 SP) Using this metamagic feat costs 1 less SP than normal (min: 1)
Necromantic Limit (Reanimate banned) You lose access to either ghost strike or reanimate
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scout: Find Gap +3 vs scouted: +1 to hit +¼ ranks in Perception.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Skilled Casting (Perform [sing], DC 20) You must succeed at a skill check to use magic
Somatic Casting You must have at least 1 hand free to use magic, and are susceptible to ASF
Tradition: Temporal Traveler (9 insight) At the start of each day you gain an insight pool containing a number of insight points equal to your casting ability modifier (minimum 1). Your insight goes up or down throughout the day, but usually can’t exceed your casting ability modifier, though feats and magic items can affect this maximum. You spend insight points to accomplish deeds, and regain one point of insight whenever they spend two or more spell points on a sphere power or class ability. For the purposes of feat prerequisites, a character with an insight pool satisfies the prerequisites as if she were a grit user, kismet user, luck user, or panache user. Hedgewitch levels for characters with this tradition stack with gunslinger levels for the purpose of satisfying Signature Deed’s level requirement. For feats, magic items, and other effects, an insight user can spend and gain insight points in place of grit points and panache points, and vice versa.
. . Future Insight (Ex) 1 insight: when you make a Knowledge or Disable Device check to roll 1d6 and add the result to the check. You can do this after you make the check but before the result is revealed. If the result of the d6 roll is a natural 6, you roll another 1d6 and add it to the check. You can continue to do this as long as you roll natural 6s, up to a number of times equal to your Intelligence modifier (minimum 1).
. . Traveler’s Initiative (Ex) While you have at least 1 insight point, you gain a +2 bonus on initiative checks. In addition, if you have the Quick Draw feat, your hands are free and unrestrained, and you have a light melee weapon, one-handed ranged weapon, or casting focus that’s unhidden and ready to draw, you can draw that weapon as part of the initiative check.
. . Fast Action (Su) 2 insight: cast a spell with a normal casting time of a standard action, or perform an attack action, as a swift action instead.
Time: Group Time (6 extra targets, DC 25) Affect more targets with your alter time abilities
Time: Haste Target can make an extra attack during a full attack
Time: Improved Haste Your Haste ability becomes more powerful
Time: Improved Slow Your Slow ability becomes more powerful
Time: Retry (DC 25) 2 SP+immd: Force a target to redo their turn
Time: Slow (DC 25) Target becomes staggered
Time Revelation (Temporal Celerity) Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
[Time Lost (trait)[/b] You have a knack for knowing when to act a few instants in advance and gain a +2 trait bonus on Initiative checks. Once per adventure as an immediate action, you may use your strange link to the flow of time to force the GM to reroll a single d20 roll. You must declare the use of this ability immediately after the GM rolls the d20, but you can choose to do so after learning the results of the roll.
Tribal Rhythm The character gains the ability to attach totems they create to their songs. When they do so, the totem affects all allies (but not enemies) who are affected by the song. As long as the song continues, the character may maintain the totem as part of the song without concentration or spending spell points. They must still pay its regular spell point cost to create the totem. Allies affected by a totem attached to a song can be rallied. Whenever the character creates a new totem, they may attach it to their song or create it normally. Totems attached to songs can be ended as a free action. If the character has the ability to move totems, they may attach and detach totems from their song as if the totems were totemic auras attached to themselves. When you begin a song, you may create a totem attached to it as part of the same action.
Verbal Casting You must be able to speak aloud to use magic, and may be susceptible to ASF
Versatile Performance (Dance) (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Singing) (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
War: Gyroscopic Totem 1 SP: Gravitational fluctuation keep enemies within this totem unbalanced while they remain within. An unbalanced creature moves with less grace and agility than normal. They can still move, but entering squares draws attacks of opportunity as if they had left the square, and the creature can not take 5-ft. Steps. In addition, at the end of any movement with a total distance greater than 5 ft., the creature must make a Reflex save or fall prone. If the creature has more than 2 legs, it gains a +1 bonus to this saving throw for each additional leg, and creatures that are flying, crawling, swimming, or burrowing are unaffected, as are creatures that are not affected by gravity, such as incorporeal creatures. Teleporting creatures do not draw attacks of opportunity because of this totem.
War: Totem of Tactical Prowess +3 Totem increases allies' attack or AC bonuses from positioning
War: Totem of War +4 Totem grants damage bonus to allies
Warleader: Meek Leader You do not gain the shout ability. You cannot take (shout) talents. You must take Courier’s Dash with the bonus talent gained through this drawback.
Warleader: Aggressive Flanking (60 feet) Tactic - Allies are considered flanking when they threaten the same creature, regardless of of positioning
Warleader: Courier's Dash +15 ft (60 feet) Tactic - Allies gain enhancement bonus to move speed
Warleader: Focusing Tactics Any ally currently affected by one of your shouts or tactics may spend a move action to restore your martial focus
Warleader: Fortifying Phalanx +3 (60 feet) Tactic - Allies gain morale bonus to Fort saves while within reach of another ally
Masterpiece: Chaos at the Heart of Everything Your performance calms even hostile aberrations and extraplanar creatures within 90 feet. If a creature succeeds at its saving throw, it is immune to this performance by you for 24 hours. There must be no enemies other than you and your allies present. Affected creatures are fascinated and do not attack you or your allies while you perform. The effect ends immediately upon any further hostile action against any of the targets. This is a mind-affecting compulsion effect. This performance has audible and visual components.
Use: 1 bardic performance round per round of fascination.
Action: 1 standard action.

Masterpiece: The Lullaby of Ember the Ancient When you activate this soothing performance, one target within close range falls asleep as if affected by deep slumber as long as you maintain the performance. Unlike the spell (which affects weaker creatures first), this masterpiece targets a specific creature of your choice. Although this lullaby does have words, it is not a language-dependent effect.
Use: 1 bardic performance round per round.
Action: 1 round.

Masterpiece: Pageant of the Peacock By gracefully weaving your body through subtle forms and postures you can convince others of your breeding, eloquence, and refinement. For the duration of the effect, you gain a +4 circumstance bonus on Bluff checks, and may attempt a Bluff check in place of an Intelligence check or Intelligence-based skill check. The subtle changes in your movements also confer a +4 circumstance bonus on Disguise checks to appear to be someone of a higher station (an aristocrat, merchant prince, or even a queen).
Use: 1 bardic performance round per 10 minutes of the effect’s duration.
Activation: 1 standard action.

Masterpiece: Third Eye You can see invisible creatures, including ethereal creatures (as see invisibility). In addition, if a creature is scrying upon or otherwise remotely viewing any location within 60 feet of you, you can also perceive a fleeting glimpse of that creature. This might incite dread, if the creature is a Great Old One or other appropriate entity, even if you can’t clearly identify it. You can clearly glimpse these viewers (although not their surroundings) with a successful Perception check against DC 5 + viewer's caster level. You can identify a glimpsed viewer's plane of existence with a successful Knowledge (planes) check against DC 20. This performance has audible and visual components.
Use: 1 bardic performance round per minute.
Action: 1 standard action.

Masterpiece: Vindictive Soliloquy You provide an impassioned monologue from the point of view of a noble queen, voicing her inner turmoil at being betrayed by her own sister and calling for justice to strike from the heavens. If you perform this masterpiece with the Perform (sing) skill, it is a tempestuous aria instead of a rousing soliloquy. Upon completing the performance, you may conjure bolts of lightning as though you had cast call lightning storm, except the bolts are made of elemental thunder and deal sonic damage rather than electricity damage. The bolts do not increase in damage if outdoors in a stormy area. Instead, in any environment, you may attempt a DC 25 Perform check as part of the standard action to call a bolt. If your Perform check is successful, that bolt deals 5d10 points of sonic damage instead of 5d6.
Use: 5 bardic performance rounds.
Action: 5 full rounds.

Artifact: The Scarf of the Stars This glimmering scarf, displaying a subtly shifting view of the night sky grants, the wearer the Azata subtype (including truespeech, resistance to cold 10 and fire 10, and immune to electricity, poison, and petrification). Additionally, it allows any Perform check made by the wearer to be made with Advantage (roll 2x, take highest).

Jam CR –
Butterfly (protector)
Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +18, scent
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Defense
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AC 21, touch 16, flat-footed 19 (+2 Dex, +5 natural, +4 size)
hp 66 (1d8-3)
Fort +1, Ref +10, Will +10
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Offense
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Speed 5 ft., fly 30 ft. (average)
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 13, Con 4, Int 10, Wis 12, Cha 7
Base Atk +7; CMB +5; CMD 10
Feats Agile Maneuvers, Bodyguard[APG], Combat Expertise, Combat Reflexes, Deadly Aim, Power Attack, Skill Focus (Perception), Escape Route (Teamwork)
[b]Skills
Acrobatics +28 (+20 to jump), Appraise +1, Climb +6, Fly +28, Handle Animal -1, Linguistics +6, Perception +18, Ride +6, Sleight of Hand +12, Spellcraft +10, Stealth +27, Swim +6, Use Magic Device +8
Languages speak with master
SQ empathic link, finesse weapon attack attribute, loyal bodyguard, shield master
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Fly (30 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Shield Master (Su) Familiar can take half damage done to you, as shield other
Speak with Master (Ex) You can communicate verbally with your master.