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106 posts. Organized Play character for heavydisking.


Full Name

Jundu

Race

male kitsune bard 2 | HP 19/19, bardic performance 10/10 | AC 17, T 13, FF 14 | F +2, R +6, W +4 (+4 saves vs sonic/language-dependant) | CMB -1, CMD 12 | Spd 30' | Perc +7 | Init +5

Strength 6
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 12
Charisma 18

About Jundu

JUNDU
male kitsune bard 2
neutral good medium humanoid (kitsune, shapechanger)

Init +5; Senses low-light vision; Perc +7

XP 3 Fame 5 Prestige 3
PFS # 161871-15 Faction Silver Crusade

DEFENSE
AC
17, touch 13, flat-footed 14 (+4 armor, +3 dex)
HP 19 (2d8 +4 Con +2 FC)
Fort +2, Ref +6, Will +4
Special Defenses +4 saves vs sonic/language-dependent

OFFENSE
Speed
30ft
Melee bite -1 (1d4-2) or dagger -1 (1d4-2, 19-20/×2)
Ranged shortbow +4 (1d6, x3, 60 ft)
Special Attacks bardic performance 10/day, lingering performance

STATISTICS
Str
6 (-2), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 18 (+4)
BAB +1, CMB -1, CMD 12

Feats
Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Traits
Vagabond Child: You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Skills 6 skill points/level +0/level (Int) = 12
Acrobatics +9, Diplomacy +9, Disable Device +9, Disguise +4 (+14 to appear human), Fly +9, Knowledge (all) +1, Linguistics +5, Perception +7, Perform (dance) +9, Spellcraft +4, Use Magic Device +9
Armor Check Penalty 0

Languages
Common, Sylvan, Tien, Osiriani

Racial Abilities
Gregarious:
Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.
Change Shape: A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.
Kitsune Magic: Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune's level)
Natural Weapons: In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

SQ
Weapon and Armor Proficiency:
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). A bard can cast bard spells while wearing light armor and using 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. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, 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 (DC) 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. 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 (See Table: Ability Modifiers and Bonus Spells). 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.
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.
Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Versatile Performance: 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: 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.
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:
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: 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: 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: 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.

Spells
1 (3/day) – grease, hideous laughter (DC 16), hypnotism (DC 16)
0 (at will) - daze (DC 15), detect magic, light, mage hand, mending
Caster Level: 2 Concentration: +6

Spell-Like Abilities
3/day - dancing lights
Caster Level: 2

GEAR

Combat Gear
mithral shirt, short bow, 20 arrows, dagger, 2 flasks acid, wand of summon monster I (CL 3rd, 9 charges), wand of burning hands (CL 3rd, 4 charges)

Other Gear
wand of cure light wounds (43 charges), explorer's outfit, monk's kit This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Money 22 gp

FLUFF
Description

Jundu nearly always stays in his natural, foxy form. He proudly displays his crew's colors but no one around the Inner Sea seems to have any idea what they mean.

History
Jundu is from a large city in Tian Xia. His parents were not reliable so he ended up joining an urban gang. This gang specialized in breakdance fighting to protect their turf. Although too weak to do much dance fighting himself, Jundu soon discovered he had a knack for popping and locking in such as way as to inspire his cronies to fight better themselves.

After a big competition where his crew got humiliated, Jundu jumped aboard a ship and wound up in Absalom, where he has taken his skills to the streets once again. Only now, he is using his break dancing to fight crime and injustice with the Silver Crusade.

Age 17

Chronicle Sheets
6-98 Serpent's Rise
Played as pregen. Not yet applied.
7-98 Serpent's Ire Played as pregen. Not yet applied.

5-08: The Confirmation:
XP Earned: 1
PP Earned: 2
Gold Earned: 430
Day Job: 10

Boons:
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Items Available for Purchase:
amulet of natural armor +1 (2,000 gp)
bracers of armor +1 (1,000 gp)
cloak of resistance +1 (1,000 gp)
elixir of swimming (250 gp)
pearl of power (1st-level spell; 1,000 gp)
potion of barkskin (300 gp)
ring of protection +1 (2,000 gp)
scroll of gust of wind (150 gp)
scroll of mage armor (CL 6th; 150 gp)
wand of burning hands (CL 3rd, 4 charges; 180 gp, limit 1) purchased
wand of cure light wounds (CL 3rd, 8 charges; 360 gp, limit 1)

Module Master of the Fallen Fortress:
XP Earned: 1
PP Earned: 1
Gold Earned: 479
Day Job: 1

Items Available for Purchase:
cloak of resistance +1 (1,000 gp)
potion of cat’s grace (300 gp)
potion of lesser restoration (300 gp)
scroll of shatter (150 gp)
scroll of shield other (150 gp)
wand of summon monster I (CL 3rd, 9 charges) (limit 1; 135 gp) purchased

6-10 Wounded Wisp:
XP Earned: 1
PP Earned: 2
Gold Earned: 430
Day Job: 0

Boons:
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name- such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item- would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Items Available for Purchase:
alexandrite gem (750 gp; glows as affected by continual flame heightened to a 3rd-level spell [CL 5th])
cloak of resistance +1 (1,000 gp)
potion of cure moderate wounds (300 gp)
scroll of shatter (150 gp)
wand of cause fear (15 charges, 225 gp)