Demon Slayer

Josten Cailean's page

107 posts. Alias of TheWaskally.


Full Name

Josten Cailean

Race

Sublime aasimar

Classes/Levels

Tristalt Godling (mighty)/(eldritch)|Bard/6th|HP 133/133|F: +14, R: +14, W: +14|Init + 7|AC 24 (14 T, 21 FF)|

Gender

Male

Skills:
Acro +24|Bluff +23|Diplo +33|Invest +13|Lore +9|Percept +11|Perform (dance, sing, string) +18|SM +10|Spell +13

Size

Medium

Age

30 (looks 20)

Alignment

Chaotic Good

Deity

Shelyn|Cayden Cailean

Languages

Common (Taldane), Celestial, Sylvan, Elven, Draconic, Infernal, Giant, Abyssal, Auran, Protean

Occupation

'Demigod-for-Hire', planar adventurer

Homepage URL

Portrait

Strength 18
Dexterity 16
Constitution 22
Intelligence 18
Wisdom 12
Charisma 26

About Josten Cailean

Basic Info:
Initiative +7 (+3 Dex, +4 Improved Initiative), Senses Perception +11, Darkvision 60ft.

Defense:
AC 24 (10 Base, +8 Armor, +3 Dex, +2 Natural, +1 Deflect), Touch 14, Flat-Footed 21

HP 133/133 (1d12 (max) + 6 Con + 7 Cha + 3 Toughness at 1st level, then 1d12 (max) + 6 Con + 8 Cha + 1 Toughness/level),
Fast Healing 8

Fort +14 (+5 Class, +8 Cha, +1 Resistance)
Ref +14 (+5 Class, +8 Cha, +1 Resistance)
Will +14 (+5 Class, +8 Cha, +1 Resistance

Offense:
Speed 50 ft (30 ft Base, +10 ft. Travel Domain, +10 Sublime)

Melee +1 holy longsword +11/+6 (1d8 + 5 (+2d6), 19-20/x2)
Unarmed Strike +10/+6 (1d3 + 4, x2)

Ranged +9

Special Attacks Channel energy 3d6 11/11x/day

Statistics:
Base Attack +6/+1, CMB +10, CMD 28 (+4 Battle Lord I (Ex))

Feats (Background) Heavenly Radiance (Aasimar), (Background, mythic) Mythic Companion, (Story) Blessed, (Occupation) Acrobatic, (Sublime Bonus) Toughness, (1st) Improved Initiative, (1st Bonus) Angel Blood (Aasimar), (2nd) Skill Focus (Diplomacy),
(3rd) Extra Talent - Physical Avatar (Ex), (3rd Bonus) Improved Unarmed Strike, (4th) Persuasive, (Godling Bonus) Arcane Strike, (5th) Alignment Channel, (5th Bonus) Selective Channeling, (6th) Combat Casting

Traits (Social) Charming, (Religion) Inner Beauty and (Regional) Planar Negatiator

Racial Traits +2 Str, +2 Cha, -2 Wis; Outsider (native), Medium, Normal Speed, Celestial Resistances (acid 5|cold 15|electricity 15|negative energy 10), Skilled, Spell-like Ability (Sp) - daylight, Darkvision 60ft., Fast Healing 8, Immune to magic aging, disease, positive energy damage; Ageless, Channel Positive Energy, Positive Energy Affinity, Strong Life-Force, Languages.

Skills (15/lvl): Acrobatics (Dex) +24, Bluff (Cha) +23, Climb (Str) +11, Diplomacy (Cha) +33 (+35, Charming), Disguise (Dex) +12, Escape Artist (Dex) +10, Fly (Dex) +8, Intimidate (Cha) +14, Investigate (Cha) +13, K: Arcana(Int) +16, K:Local (Int) +13, K; nature (Int) +13, K:Planes(Int) +16, K:Religion(Int) +16, Lore: Society (Int) +9, Perception (Wis) +11, Ride (Dex) +10, Sense Motive (Wis) +10, Spellcraft (Int) +13, Stealth (Dex) +10, Survival (Wis) +5, Swim (Str) +11, Use Magical Device (Cha) +12.

Background Skills Appraise (Int) +9, Craft (Int) +4, Handle Animal (Cha) +12, K: engineering (Int) +12, K: geography (Int) +13, K:History (Int) +13, K: nobility (Int) +12, Linguistics (Int) +9, Perform: dance (Cha) +18, Perform: sing (Cha) +18, Perform: string (Cha) +18, Sleight of Hand (Dex) +10.

Languages Common (Taldane), Celestial, Sylvan, Elven, Draconic, Infernal, Giant, Abyssal, Auran, Protean

_____________________________________________
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Senses: Perception +11, Darkvision 60ft.
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AC 24 (14 Touch, 21 FF)(+8 Armor, +3 Dex, +2 Natural, +1 Deflect)
HP 133/133 (1d12 (max) + 6 Con + 7 Cha + 3 Toughness at 1st level, then 1d12 (max) + 6 Con + 8 Cha + 1 Toughness/level),
Fast Healing 8
Fort +14 (+5 Class, +8 Cha, +1 Resistance)
Ref +14 (+5 Class, +8 Cha, +1 Resistance)
Will +14 (+5 Class, +8 Cha, +1 Resistance)
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Speed 50 ft (30 ft Base, +10 ft. Travel Domain, +10 Sublime)
Melee +1 holy longsword +11/+6 (1d8 + 5 (+2d6), 19-20/x2)
Unarmed Strike +10/+6 (1d3 + 4, x2)
Ranged
Special Attacks Channel energy 3d6 11/11x/day
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Spells
╬Godling Spells╬
0-level spells known (DC 18) - prestidigitation, detect fiendish presence, message, mage hand, detect magic, detect poison, resistance
1st-level spells known (DC 19) - charm person, magic missile, burning hands, enlarge person 6/x7/day
2nd-level spells known (DC 20) - scorching ray, burst of radiance 6/x6/day
3rd-level spells known (DC 21) - fireball 3/x4/day

╬Bard Spells╬
0-level spells known (DC 18) - summon instrument, ghost sounds, open/close, read magic, know direction, lullaby.
1st-level spells known (DC 19) - enhance water, identify, aspect of the nightingale, heightened awareness. 6/6x/day
2nd-level spells known (DC 20) - heroism, tongues, mirror image, eagle's splendor (5/5x/day)
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BAB +6/+1, CMB +10, CMD 28 (+4 Battle Lord I (Ex))

Feats:
(Background) Heavenly Radiance (Aasimar), (Background, mythic) Mythic Companion, (Story) Blessed, (Occupation) Acrobatic,
(Sublime Bonus) Toughness, (1st) Improved Initiative, (1st Bonus) Angel Blood (Aasimar), (2nd) Skill Focus (Diplomacy),
(3rd) Extra Talent - Physical Avatar (Ex), (3rd Bonus) Improved Unarmed Strike, (4th) Persuasive, (Godling Bonus) Arcane Strike, (5th) Alignment Channel, (5th Bonus) Selective Channeling, (6th) Combat Casting
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Skills 6 + 4 Int + 2 Bonus + 3 Background/level
Acrobatics +24 (Versatile Performance [dance], 2 Acrobatic, 1 Entertainer Occupation, 3 Physical Avatar (Ex))
Appraise +9 (2 Rank, 3 Class, 4 Int)
Bluff +23 (+25, good-aligned outsiders/+21, evil-aligned outsiders) (Versatile Performance [string], 5 Bracelet of Bargaining)
Climb +11 (1 Rank, 3 Class, 4 Str, 3 Physical Avatar (Ex))
Craft +4 (0 Rank, 0 Class, 4 Int)
Diplomacy +33, +35 Charming (+35-37, good-aligned outsiders/+31, evil-aligned outsiders) (Versatile Performance [string], 3 Skill Focus, 2 Persuasive, 5 Bracelet of Bargaining, 3 Legendary Beauty I (Ex), 2 Skilled)
Fly +23 (Versatile Performance [dance], 2 Acrobatic, 3 Physical Avatar (Ex))
Handle Animal +12 (1 Rank, 3 Class, 8 Cha)
Intimidate +14 (+16, good-aligned outsiders/+12, evil-aligned outsiders) (1 Rank, 3 Class, 8 Cha, 2 Persuasive)
Investigate +13 (+14, good-aligned outsiders/+10, evil-aligned outsiders) (2 Rank, 3 Class, 8 Cha)
Knowledge (arcana) +16 (6 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (dungeoneering) +12 (2 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (engineering) +12 (2 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (geography) +13 (3 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (history) +13 (3 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (local) +13 (3 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (nature) +12 (2 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (nobility) +12 (2 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (planes) +16 (6 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (religion) +16 (6 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Linguistics +9 (2 Rank, 3 Class, 4 Int)
Lore of Society +9 (2 Rank, 3 Class, 4 Int)
Perception +11 (5 Rank, 3 Class, 1 Wis, 2 Skilled)
Perform (dance) +18 (+20, good-aligned outsiders/+16, evil-aligned outsiders) (6 Rank, 3 Class, 8 Cha, 1 Entertainer Occupation)
Perform (sing) +18 (+20, good-aligned outsiders/+16, evil-aligned outsiders) (6 Rank, 3 Class, 8 Cha, 1 Entertainer Occupation)
Perform (string) +18 (+20, good-aligned outsiders/+16, evil-aligned outsiders) (6 Rank, 3 Class, 8 Cha, 1 Entertainer Occupation)
Profession +1 (0 Rank, 0 Class, 1 Wis)
Ride +10 (1 Rank, 3 Class, 3 Dex, 3 Physical Avatar (Ex)
Sense Motive +10 (1 Rank, 3 Class, 1 Wis, 5 Bracelet of Bargaining)
Spellcraft +13 (6 Rank, 3 Class, 4 Int)
Stealth +10 (1 Rank, 3 Class, 3 Dex, 3 Physical Avatar (Ex))
Survival +5 (1 Rank, 3 Class, 1 Wis)
Swim +11 (1 Rank, 3 Class, 4 Str, 3 Physical Avatar (Ex))
Use Magic Device +12 (1 Rank, 3 Class, 8 Cha)
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Class Features:

Weapon and Armor Proficiency
A mighty godling is proficient with all simple and martial weapons; with light, medium, and heavy armor; and with all shields (other than tower shields). Eldritch godlings are proficient with simple weapons, but no armor or shields. A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).
Lineage Domain Travel, Luck and Charm
As a result of their divine bloodline, mighty godlings gain access to the powers (though not spells) of a cleric domain. The mighty godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the mighty godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A mighty godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.
A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine what domain spells are gained.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your spellcasting modifier. 11/11x/day

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your spellcasting modifier. 11/11x/day

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your spellcasting modifier. 11/11x/day
Spellcasting
The spells of an eldritch godling are an expression of her raw will and inherent mystic power. Because of this, her spell ability works slightly differently than most spellcasting classes. The details of an eldritch godling’s spell ability are detailed below.
Spell List Selection An eldritch godling casts spells drawn from a spell list selected when the character is created. Eldritch godlings may choose the list of any class that is a dedicated spellcasting class (one that both has access to 1st level spells at level 1, and that eventually receives 9th level spells). The godling is considered an arcane spellcaster if an arcane spell list is selected, and a divine caster if a divine list is selected. The selected list becomes the class spell list for that particular godling character.
Spellcasting Attribute An eldritch godling must select an ability score to fuel her spells when she takes her first level of eldritch godling. This is referred to as her spellcasting attribute. She may select any ability score to act as her spellcasting attribute, but once this choice is made it can never be changed.
To learn or cast a spell, an eldritch godling must have a spellcasting attribute score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an eldritch godling’s spell is 10 + the spell level + the eldritch godling’s spellcasting attribute modifier.
Spells Known/Spells Per Day The eldritch godling can cast any spell she knows without preparing it ahead of time. Like other spellcasters, a godling can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Eldritch Godling Spells Known. In addition, she receives bonus spells per day if she has a high spellcasting attribute score. The eldritch godling’s selection of spells is extremely limited. An eldritch godling begins play knowing four 0 level spells and two 1st level spells of the godling’s choice from her spell list. At each new eldritch godling level, she gains one or more new spells, as indicated on Table: Eldritch Godling Spells Known. (Unlike spells per day, the number of spells an eldritch godling knows is not affected by her spellcasting attribute score. The numbers on Table: Eldritch Godling Spells Known are fixed.)

Eldritch godlings can periodically change their spells known. An eldritch godling does so at 4th level, and every even-numbered level after that (6th, 8th, and so on). At these levels, the godling can choose to learn a new spell in place of one she already knows. In effect, the godling “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 spell the godling can cast from her spell list. A godling 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 she gains new spells known for the level.

An eldritch godling need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
Dispel Resistance Because the spells of eldritch godlings are powered by internal immortal might, rather than drawn from a pool of magic accessed by some mortal heritage or tapped through skill and training, the spells are much harder to dispel or suppress. The godling is considered to have special spell resistance (equal to 10 + godling level) that applies only against dispel and anitmagic effects. This special SR applies to antimagic and dispel affects that ignore normal SR.
When spells cast by a godling first interact with an antimagic field (or any similar area), there is a chance the field fails to suppress the godling’s innate spell power. A caster level check must be made for each spell when it first encounters the antimagic field. This SR also applies to any similar effect that does not work against gods and artifacts.
Concentration As acts of will, the spells cast by eldritch godlings do not require focused attention to cast. Thus an eldritch godling does not need to make concentration checks to cast her spells, even if she suffers damage, distraction, violent motion, or is grappled. An eldritch godling does still need a free hand to cast spells with somatic components, so a pinned godling may not be able to cast such spells because her hands are also pinned.
Arcane Spell Failure As long as an eldritch godling feels secure and confident, she can make very simple gestures to satisfy the somatic componets of her spells. As a result, godlings do not suffer arcane spell failure in armor with which they are proficient. This is true even for eldritch godlings that select a spell list from a class that does suffer arcane spell failure.
Ascendancy
As expressions of the godling’s innate mystic power, her spells are subject to her desires, and can be altered through pure acts of will. This power is known as the godling’s ascendancy and is divined into minor and major powers. An eldritch godling has one minor and one major ascendancy at 1st level. Eldritch godlings receive additional minor ascendancies at 5th and 9th level, and major ascendancies at 13th and 17th level. Once an ascendancy has been selected, it cannot be changed. An eldritch godling may always select a minor ascendancy instead of a major, if she prefers.
Minor Ascendacies
Good Ascendancy (Su): Only godlings with a good alignment may select this ascendancy. The godling cannot cast spells with the evil descriptor. The godling may cast any spell that does not include her as a target and is from her godling spell list as a good spell. Such spells gain the [good] descriptor. Evil creatures suffer a –1 penalty to saving throws against spells the godling casts with the good descriptor.
Lineage Domain: The godling gains an additional lineage domain. This ascendancy may be selected more than once.
Major Ascendancies
Uncommon Element (Su): Choose one of the following damage types: acid, force, sonic. Whenever the godling casts a spell from her godling spell list that deals hit point damage, she may change the type of damage it does to the selected damage type. The spell loses any of the following descriptors: acid, cold, electricity, fire, force, and sonic. It gains the type of damage it now deals as a descriptor. This ascendancy may be selected more than once.
Divine Traits
Divine traits are special powers a mighty godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous).
A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).
A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Legendary Beauty I (Ex): Diplomacy and Perform skills are always class skills. The godling gains a bonus equal to half his class level to Diplomacy checks made to make a request of a creature that is at least indifferent toward him (see the Diplomacy skill).

Additionally, once per day he may make a Diplomacy check to make a request of a creature that is unfriendly or hostile toward him (though he does not gain the benefit of this trait on such checks, as the targets are not at least indifferent). Each time he uses this ability on a specific creature, it becomes immune to this ability until the godling gains a level.
Legendary Beauty II (Ex): The godling’s presence lifts spirits and inspires artists. Creatures within 60 feet of the godling that can hear or see him gain a circumstance bonus to Perform checks equal to the godling’s Charisma modifier.
Additionally, creatures within 60 feet of him that can hear or see him who gain a morale bonus (from any source) act as if that bonus were 1 higher. Additionally, so inspired are those who work to assist the godling that if a character takes an aid another action to help him, the godling gains double the normal bonus.
Battle Lord I (Ex): The godling gains a +4 bonus to his CMD against disarm and sunder maneuvers.
Scion Talents
As a mighty godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a mighty godling gains one scion talent. A mighty godling cannot select an individual talent more than once unless the talent states otherwise.
Force of Personality (Su): Your deific heritage manifests in the form of an amazingly strong presence, which allows you to accomplish things through sheer ego rather than physical ability or natural talent. This presence also powers a barrier of divine defense which helps protect you from harm. You may add your Cha mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Cha mod for Fort saves, your Dex mod with your Cha mod for Ref saves, and your Wis mod with your Cha mod for Will saves).
You cannot take this talent if you already have the force of brawn or force of intellect talents.
Physical Avatar (Ex): The godling adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution.
Retribution (Su): When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker.
Using this ability counts against your attacks of opportunity for the round, and you cannot use it if some condition or circumstance prevents you from making attacks of opportunity. You may use this ability a number of times per day equal to 3 + your highest ability modifier. 11/11x/day
Bonus Feat
At 4th level, and again at 12th, a mighty godling receives a bonus feat. The godling must meet all prerequisites for these feats. For a mighty godling, the feats must be Combat Feats.
Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance
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.
List of Bardic Performances:
Countersong (Su)
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.
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) +2
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.
Inspire Competence (Su) +2
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Suggestion (Sp)
A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Cantrips (Sp)
Bard’s 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.
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.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
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) 1/day
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.

Racial Traits +2 Str, +2 Cha, -2 Wis; Outsider (native), Medium, Normal Speed, Celestial Resistances (acid 5|cold 15|electricity 15|negative energy 10), Skilled, Spell-like Ability (Sp) - daylight, Darkvision 60ft., Fast Healing 8, Immune to magic aging, disease, positive energy damage; Ageless, Channel Positive Energy, Positive Energy Affinity, Strong Life-Force, Languages.
Traits(Social) Charming, (Religion) Inner Beauty and (Regional) Planar Negatiator.
Items An explorer's outfit (includes sturdy boots, leather breeches, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. The clothes have plenty of pockets, one of them is a concealing pocket), an ioun torch, a bandolier, a compass, one silver holy symbol of Cayden Cailean, one gold holy symbol of Shelyn, tankard of the drunken hero, bracelet of bargaining, and a bag of holding, type II.

Bag of Holding (118|500# limit):
A fighter's kit (includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.) (29#)
Grooming Kit (2#)
Tent, Medium (30#)
Mead, Gallon (8#)
Ale, Gallon (8#)
Applejack, Gallon (8#)
Noble's outfit (with signet ring and jewels, 10#)
Cold Weather outfit (7#)
Hot Weather outfit (4#)
Canteen (1#)
Holy Text, Melodies of Inner Beauty (10#)
Holy Text, Placard of Wisdom (1#)
Combat items +1 holy longsword, +1 expeditious mithril shirt.
Wealth 324gp, 9sp, 8cp
Carrying Capacity
Light (101 lbs or less); Medium (102-202 lbs.); Heavy (203-303 lbs.)
Current Load: 56.7
Height 6'6", Weight 190 lbs, Eyes Sapphire Blue, Hair Crimson Red
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10-Minute Background:
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1) Josten Cailean is the godling offspring of Shelyn, Golarian Goddess of Art, Beauty, Love, and Music; and Cayden Cailean, Golarian God of Ale, Bravery, Freedom, Wine.
2) Shelyn had a problematic pregnancy with Josten, During the delivery, it had gotten so bad that the Goddesses Desna and Sarenrae planeshifted Shelyn to The Positive Energy Plane. The life-giving energies of the plane allowed for an easier delivery, assisted by the native manasaputra. This event transformed Josten into a sublime creature.
3) Josten spent half his childhood living with his mother Shelyn in Nirvana, and the other half living with his father Cayden in Elysium. Both parents decided on using the Golarion solar cycle as a marker.
4) Josten is an accomplished singer and dancer, and likes to play string instruments; all skills taught by his mother. Josten also love trying unique alcoholic beverages, and 'hanging out' with different types of people, traits Josten learned from his father.
5) Josten tries to live by both parent's example: to find the beauty in all beings, both inner and outer; and to fight for the freedom and well being of others.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1) Josten would like to meet other godlings and deities, and take part in planar politics.
2) The godling of two gods wishes to prove to himself that he can stand alone as his own being, and make his parent's proud.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1) Josten has been given a liberal free reign over his own life, but the one thing Shelyn forbid her godling son from doing is associating with his father's known occasional lover, Calistria, elven goddess of lust. Because of this mandate, relations between Shelyn and Calistria are cool, and more detacted since Josten's arrival to prepubescence.
2) Shelyn has always been afraid her godling boy would be caught in the clutches of her evil brother, Zon-Kuthion, Golarion god of Darkness, Envy, Loss, and Pain. And she has every right to be. Despite Shelyn's protective nature, Zon-Kuthion knows of Josten's existence, and seeks to take the godling as a instrument of revenge..

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
1) Somasora is a cynosoma in the service of Josten's 'aunt', Desna, Golarion Goddess of Dreams, Luck, Stars, Travelers. Somasora was Josten's introduction into romantic love. Both celestials care deeply for each other, but due to their separate mobile lifestyles and goals, both lovers are kept apart, but help each other when they are nearby.
2) Ibby is a Josten's ataxian childhood friend in Elysium. The godling and the axatian have a true friendship, closer than other servitors of Cayden Cailean, despite Thais's best efforts. Both are always overjoyed to reunite and catch up on upper planar gossips, women, alcohol, and spirits.
3) Knight-General Cassandoria is the paladin godling daughter of Iomedae, Golarion Goddess of Honor, Justice, Rulership, and Valor. Due to a fumbled first impression, Cassandoria openly views Josten as a flighty drunk musician just as unworthy as his father. Both godlings often butt heads on theological and philosophical points on how to best promote good throughout the universe; Cassandoria taking the more lawful approach, while Josten rallies for a less-structured approach. Either way, when both godlings meet, those around them cringe from all the bickering.

Step 5: Describe three memories that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1) On of Josten's fondest memories was the one time Ibby visited the adolescent godling in Nirvana. Josten, Ibby, and a dozen agathion friends spent an entire afternoon running up and down the flowing hills near the Hall of the Slumbering Kings. Sometimes they would roll down the hills often to race up them again. When Josten needs to call up a pleasant memory to fight off some sadness, the godling smiles and remembers that wonderful care-free afternoon.
2) The first and only time Josten won one of Thais's challenges in Field of Battle in Cayden Cailean's Domain in Elysium. The godling barely made it through the weight-lifting qualifier, but did surprising well in the obstacle course and drinking contest. But Josten won decisively in the last event, the high jump. What was even better was his father was in attendance when Josten won. The younger Cailean remembers his father holding him high on his shoulders with pride, and all celebrated Josten's hard-won win in the various taverns and drinkhalls afterward.
3) The first time Josten experienced the wonder that is The World Serpent Inn. One minute, Josten thought he was going through the door to the bathroom, then walked out into a technologically-advanced world on the Material Plane. After that adventure, the godling realized The World Serpent Inn was an amazing way to experience the Multiverse, and decided to become a regular: always pleased to help the other patrons whenever he could.