The Rake

Ioney Dragi's page

130 posts. Alias of hustonj.


Full Name

Ioney Dragi

Race

Varisian Aasimar (Scion of Humanity) Bard (Sea Singer) 2

Classes/Levels

| HP 15/15 | AC16/T12/F14/CMD13 | F+2/R+6/W+5 | Init+2 | Per+6 | Bard Song 8/11; Perform+14

Special Abilities

Bard Song; Celestial Resistance; Darkvision; Spells

Alignment

CG

Deity

Cayden Cailean

Languages

Common (Taldane), Elven, Polyglot (Mwangi), Varisian

Strength 10
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 12
Charisma 20

About Ioney Dragi

The young, obviously Varisian, man seems calm and untroubled, but something about his attitude, appearance, and slight smirk makes him seem far more interesting than you expect.

Background:

Codruta Rebrea grew up in a typical Varisian caravan. She learned to dance, to tell pretend fortunes, and to find ways to get men to let go of their purses. Cristofor Dragi, on the other hand, was born and raised in Port Peril. He learned how to survive in a violent place without becoming the target. They met when Cristofor intervened before a few members of the caravan suffered at the hands of pirates loose in the streets.

Eventually, they were working the taverns of Port Peril as entertainers. Codruta gave birth to Ioney about 14 months later. Most of his life has been spent in the taverns of Port Peril. As the local temple to Cayden Cailean, The Cup and Rudder was usually the safest place for the two to have their child with them, so they were regulars on a stage there.

Growing up as an entertainer in a tavern gave Ioney an unusual perspective on the weaknesses of men, and a wide variety of stores and songs. One of the truths about growing up, though, is that children want to rebel, to prove they are different than their parents. Being in The Shackles, the easiest way to do something else was to sign up as a sailor. Ioney snuck off to the Last Catch, a much seedier place, to find a crew to sign on with. He joined The Wife's Waistline, a squat, wide merchant vessel.

He was onboard, learning the ropes if you will, for 4 months before the attack. The pirates took what they thought would fit in their smaller hold, and then scuppered The Wife's Waistline, with all of her crew still onboard. A few of the crew managed to disassemble part of the ship to build a pseudo-life raft. Ioney spent a couple of weeks on the large flotsam, with little other than his stories and apparent enthusiasm to try to help the injured survive. The Besmaran was able to produce clean water which they all needed to survive. But Ioney kept even the worst of the injured involved and optimistic enough to survive until they were rescued.

As might be expected, the ordeal turned Ioney off of the idea that he should be a sailor. In the few days since the rescue, he has gathered together what he can, and started on the path to long-term healing. Tonight, he's headed for a local tavern to try to make some coin, as an entertainer, before heading back towards home, back to a safer life that has provided him everything he's needed.

That's not quite how the night will play out, though. As a Caydenite, he will feel obligated to do what he can to free not just himself but everyone press-ganged onto the Wormwood.


Combat:

Init +2 (+2 Dex)
Speed 30' (30' with pack)

Melee+1; Finesse/Ranged+3; CMB+1/+3 (+1 BAB, +0 Str, +2 Dex)

** Standard Attacks **
Rapier +4 for 1d6+1 @ 18+, P
[Finesse, Attuned]
Shortbow +3 for 1d6 @ x3 over 60', P, 20 arrows
[Ranged]
Sap +3 for 1d6 @ x2, B, Non-lethal
[Finesse]
Dagger +3 for 1d4 @ 19+ over 10', P or S
[Finesse/Ranged]
Unarmed +3 for 1d3 @ x2, B, Non-lethal, Provokes
[Finesse]

Defensive Stance: -1 Attack for +1 Dodge
Risky Strike: -1 Attack for +2 Damage

AC 16, T12, FF14, CMD13 (+3 Armor, 0 Deflection, 0 Dodge, +1 Natural, 0 Shield, +2 Dex, +0 Str, +1 BAB)

Defensive Stance: -1 Attack for +1 Dodge
Sea Legs: +2 CMD vs grapple, overrun, and trip.

HP 15 (8+[1x5]+[2x+1 Con])

Celestial Resistance: Acid Resistance 5
Celestial Resistance: Cold Resistance 5
Celestial Resistance: Electricity Resistance 5

Fort +2 (+0 Base, +1 Con, +1 Resistance)
Ref +6 (+3 Base, +2 Dex, +1 Resistance)
Will +5 (+3 Base, +1 Wis, +1 Resistance)

Sea Legs: +4 vs air & water effects and any effects to cause slip, trip, or knocked prone.
Secret-Keeper: +1 vs divinations, domination effects, and affects that compel telling the truth


Class & Magic:

** Perform ** 11 Rounds per Day (3 used to keep crew energized)
Distraction: Perform (Oratory) replaces saves vs Illusion
Fascinate: DC16 Will; 1 Target?
Inspire Courage +1: Morale to save vs Charm/Fear; Competence to Atack & Damage rolls
Sea Shanty: Perform check every round vs Save DC to avoid listeners becoming (and can remove) exhausted, fatigued, nauseated, or sickened

** Magic **

Glitterdust, DC 17 Will, 1/Day

Cantrips DC 15, infinte per day
Dancing Lights
Detect Magic
Mending
Prestidigitation

Level 1 DC 16, 4 per day
Cure light Wounds
Songbird


Skills & Languages:

6 Base +1 Int +1 Favored Class (Bard) = 8 Adventuring and 2 Background skills per level
Bonus Skill Attribute+Ranks+Class+Specified(+Situational)[+Over-ridden]{Note}
+ 2-Acrobatics (Dex) 2+0+0+AC
+ 1 Appraise (Int) 1+0+0
+11+Bluff (Cha) 5+2+3+1 Secret-Keeper(+1 Voice of the Sybil)
+ 0-Climb (Str) 0+0+0+AC
+ 1 Craft (Any) (Int) 1+0+0
+14 Diplomacy (Cha) 5+2+3+2 Musetouched+1 Barroom Talespinner+1 Voice of the Sybil
+ 5 Disguise (Cha) 5+0+0
+ 2-Escape Artist (Dex) 2+0+0+AC
+ 2-Fly (Dex) 2+0+0+AC
+ 1 Heal (Wis) 1+0+0
+10 Intimidate (Cha) 5+2+3
+ 7 Knowledge (Local) (Int) 1+2+3+1 World Traveler
+ 7 Linguistics (Int) 1+2+3+1 World Traveler {Background}
+ 6 Perception (Wis) 1+2+3
+12 Perform (Sing) (Cha) 5+2+3+2 Musetouched {Background}
+14 Perform (Oratory) (Cha) 5+2+3+2 Musetouched+1 Barroom Talespinner+1 Voice of the Sybil
+ 6 Profession (Sailor) (Wis) 1+2+3
+ 2-Ride (Dex) 2+0+0+AC
+ 6 Sense Motive (Wis) 1+2+3
+ 2-Stealth (Dex) 2+0+0+AC
+ 1 Survival (Wis) 1+0+0
+ 0 Swim (Str) 0+0+0+AC

Barroom Talespinner: 1/week DC 15 Knowledge (Local) to gain +1 Trait to influence NPCs on Wormwood
World Traveler: 1 reroll per day against Knowledge (Local) or Linguistics

AC +0 (+0 w/o armor)

Languages: Common (Taldane), Elven, Polyglot (Mwangi), Varisian


Gear:

180 GP (max) to start
x20.0.0 Rapier (2#, 1d6/18+/P) - Attuned
x30.0.0 Shortbow (2#, 1d6/x3/60'/P)
xx1.0.0 20 arrows (3#)
xx2.0.0 Dagger (1#, 1d4/19+/10'/P or S)
xx1.0.0 Sap (2#, 1d6/x2/B/Non-lethal)
x15.0.0 Lamellar Cuirass (8#, +2/+4/-0/5%/30') - Attuned
FREExxx Entertainer's Outfit (4#)
xx2.0.0 Backpack (2#)
xx1.0.0 Belt Pouch (.5#)
xx1.0.0 Flint and Steel (-) - Beltpouch
xx8.0.0 Vial of Ink (-) - Waterproof bag
xxx.1.0 Ink Pen (-) - Waterproof bag
x10.0.0 Journal (1#) - Waterproof bag
xxx.5.0 Waterproof Bag (.5#) - Backpack
Light Mace (4#)
Amulet of Natural Armor +1 (-)

91.6.0 GP Spent for 30# (26.5# w/o pack but fully armed and armored)
Treasure received now, so 350.4 GP on hand

Light <= 33# (~/-0/30/x4)
Medium <= 66# (+3/-3/20'/x4)
Heavy <= 100# (+1/-6/20'/x3)


Feats/Traits:

** Feats **
* Elephant in the Room Freebies *
Defensive Stance: -1 Attack for +1 Dodge
Risky Strike: -1 Attack for +2 Damage

* Advancement Selections *
1 Voice of the Sybil
3 <Lingering Performance?>
5 <Extra Performance>
7 <Prodigy?>
9 <Harmonic Spell?>
11 <Discordant Voice>
13
15
17
19

** Traits **
Campaign: Skull and Shackles: Barroom Talespinner: +1 Trait Diplomacy and Perform (Oratory); 1/week DC 15 Knowledge (Local) to recall legendary Pirate Tale which grants +1 Trait to influence NPCs on Wormwood
Region: The Shackles: Sustaining Performance: DC 15 Audiotory Perform to stabilize dying creature w/i 30'; Use Perform instead of Heal for long-term care.
Social: Secret-Keeper: +1 Trait to Bluff checks and saves vs divinations, domination effects, and affects that compel telling the truth.


Automatic Bonus Progression:
Level Bonus Gained
1st Resistance +1
2nd Armor attunement +1, weapon attunement +1
3rd Deflection +1
4th Mental prowess +2
5th Physical prowess +2
6th Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1
7th Armor attunement +2, weapon attunement +2
8th Deflection +2, resistance +3
9th Mental prowess +4
10th Physical prowess +4
11th Mental prowess +4/+2, physical prowess +4/+2, resistance +4, toughening +2
12th Armor attunement +2/+2 or +3, resistance +5, weapon attunement +2/+2 or +3
13th Armor attunement +3/+3 or +4, mental prowess +6/+2 or +4/+4, weapon attunement +3/+3 or +4
14th Deflection +3, physical prowess +6/+2 or +4/+4, toughening +3
15th Armor attunement +4/+3 or +5, deflection +4, mental prowess +6/+2/+2 or +4/+4/+2, physical prowess +6/+2/+2 or +4/+4/+2, toughening +4, weapon attunement +4/+3 or +5
16th Deflection +5, mental prowess +6/+4/+2 or +4/+4/+4, physical prowess +6/+4/+2 or +4/+4/+4, toughening +5
17th 3 legendary gifts
18th 5 legendary gifts (8 total)
19th 7 legendary gifts (15 total)
20th 8 legendary gifts (23 total)

Bard (Sea Singer):

Alignment: Any - CG
Hit Die: d8.
Starting Wealth: 3d6 x 10 gp (average 105 gp).
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Points at each Level: 6 + Int modifier.
Class Features
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Bardic performance, cantrips, distraction, fascinate, inspire courage +1, sea shanty, world traveler
2nd +1 +0 +3 +3 Familiar, sea legs
3rd +2 +1 +3 +3 Still water
4th +3 +1 +4 +4 —
5th +3 +1 +4 +4 Inspire courage +2, lore master 1/day
6th +4 +2 +5 +5 Whistle the wind
7th +5 +2 +5 +5 -
8th +6/+1 +2 +6 +6 Dirge of doom
9th +6/+1 +3 +6 +6 Inspire greatness
10th +7/+2 +3 +7 +7 Jack-of-all-trades
11th +8/+3 +3 +7 +7 Inspire courage +3, lore master 2/day
12th +9/+4 +4 +8 +8 Soothing performance
13th +9/+4 +4 +8 +8 —
14th +10/+5 +4 +9 +9 Frightening tune
15th +11/+6/+1 +5 +9 +9 Inspire heroics
16th +12/+7/+2 +5 +10 +10 —
17th +12/+7/+2 +5 +10 +10 Inspire courage +4, lore master 3/day
18th +13/+8/+3 +6 +11 +11 Call the storm
19th +14/+9/+4 +6 +11 +11 -
20th +15/+10/+5 +6 +12 +12 Deadly performance
Spells Per Day
Level 1st 2nd 3rd 4th 5th 6th
1st 1 - - - - -
2nd 2 - - - - -
3rd 3 - - - - -
4th 3 1 - - - -
5th 4 2 - - - -
6th 4 3 - - - -
7th 4 3 1 - - -
8th 4 4 2 - - -
9th 5 4 3 - - -
10th 5 4 3 1 - -
11th 5 4 4 2 - -
12th 5 5 4 3 - -
13th 5 5 4 3 1 -
14th 5 5 4 4 2 -
15th 5 5 5 4 3 -
16th 5 5 5 4 3 1
17th 5 5 5 4 4 2
18th 5 5 5 5 4 3
19th 5 5 5 5 5 4
20th 5 5 5 5 5 5
Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th
1st 4 2 - - - - -
2nd 5 3 - - - - -
3rd 6 4 - - - - -
4th 6 4 2 - - - -
5th 6 4 3 - - - -
6th 6 4 4 - - - -
7th 6 5 4 2 - - -
8th 6 5 4 3 - - -
9th 6 5 4 4 - - -
10th 6 5 5 4 2 - -
11th 6 6 5 4 3 - -
12th 6 6 5 4 4 - -
13th 6 6 5 5 4 2 -
14th 6 6 6 5 4 3 -
15th 6 6 6 5 4 4 -
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Distraction (Su): VISUAL 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): AUDIO & VISUAL 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 this ability from working. For every three levels the 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 all 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): AUDIO OR VISUAL 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.
Sea Shanty (Su): AUDIO A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.
Still Water (Su): At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard’s level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components. This performance replaces inspire competence.
Whistle the Wind (Su): A sea singer of 6th level or higher can use performance to create a gust of wind. This wind lasts for as long as he continues his performance. He can extend this duration to 1 minute by playing for 5 consecutive rounds. This performance replaces suggestion.
Dirge of Doom (Su): AUDIO & VISUAL A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to 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 his performance. This 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 Greatness (Su): AUDIO & VISUAL A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Soothing Performance (Su): AUDIO & VISUAL A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp): AUDIO A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.
Inspire Heroics (Su): AUDIO & VISUAL A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Call the Storm (Su): At 18th level, a sea singer can use performance to duplicate control water, control weather, control winds, or storm of vengeance, using his bard level as the caster level. Using this ability requires 1 round of continuous performance per level of the spell (as if he were a druid). These effects continue for as long as the bard continues performing (the effects on control weather happen immediately), but not longer than the spell’s normal duration. This performance replaces mass suggestion.
Deadly Performance (Su): AUDIO & VISUAL A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components.
Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
World Traveler (Ex): A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.
Familiar: At 2nd level, a sea singer acquires an exotic pet—a monkey or parrot (treat as raven)—that gains abilities as a wizard’s familiar, using the sea singer’s bard level as his wizard level. This ability replaces versatile performance.
Sea Legs (Ex): At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip. This ability replaces well-versed.
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.
Jack-of-All-Trades (Ex): At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Aasimar (Musetouched) variant:

+2 Dex, +2 Cha
Native Outsider: Scions of Humanity are both Outsider (Native) and Humanoid (Human).
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: Musetouched have a +2 racial bonus on Diplomacy and Perform checks.
Spell-Like Ability: Musetouched gain glitterdust once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Languages: Scions of Humanity begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Attributes:

25 Point Buy
Point Race Level Attune Boon Total
xx 10 +0 10 +0 10 +0 10 +0 S 10 +0
x2 12 +2 14 +0 14 +0 14 +0 D 14 +2
x2 12 +0 12 +0 12 +0 12 +0 C 12 +1
x2 12 +0 12 +0 12 +0 12 +0 I 12 +1
x2 12 +0 12 +0 12 +0 12 +0 W 12 +1
17 18 +2 20 +0 20 +0 20 +0 H 20 +5