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Loot:
Wand of CLW uses this chronicle:
Wand of Heightened Awareness uses this chronicle:
Rod of Extend uses this chronicle (3/day):
Bardic Performance round uses (14/day, +2/+2):
Level 1 Spell uses (5/day):
Level 2 Spell uses (4/day):
Dancing Lights uses (3/day):
Kami Reunited uses (1/chronicle move through diff terrain or +2 perception and augury):
Crossbow bolt uses this chronicle:
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Bot Me:
Every once in a while you just cannot get online to post. If so, here are my bot instructions
1) Cast Heroism on self if heading into known trouble area
2) Cast heightened awareness from wand on self if heading into known trouble area
3) Before opening a door in a known trouble area cast haunted fey aspect
4) After entering a new area in a known trouble area with no opponents in it, cast Detect Magic and scan the room.
Combat:
Start performance as first action
Attempt to trip adversary, dropping whip if not doing so might cause Kit to be tripped.
In order of preference cast the following if the target looks susceptible
cacophonous call, but only on the big bad guy
Hideous Laughter
Ear-piercing scream
Throw an acid flask if no minuses from cover, melee, prone, etc.
Throw a holy water if no minuses from cover, melee, prone, etc.
Use Saving Finale if someone needs a reroll
Start a Countersong if needed.
For many years Kitoro, or Kit for short, and her family, had served as serfs on Mediogalti Island. Seizing an opportunity she stowed away on board a Pirate Vessel. Fortunately the captain found her skills as a comedian the perfect solution to a restless, down and out crew. It helped that Kane (her mongoose familiar) was able to scurry though the rigging and do useful tasks that none of the crew was capable of. Kit wanted to explore the world, though, so she left at their port of call in the Shackles. Kit made a living by honest and not so honest means. Though she performed for money and lodging like any other bard, she also supplemented her earnings by fascinating the crowd while Kane liberated a little extra cash. Just for fun and to divert attention she would often have Kane plant a stolen purse on a neighbor.
Kit specializes in oration, parody, and comedy, making it a fine art of mocking those she dislikes without actually coming out and saying anything. Kane often plays the part of a comical buffoon waving a sword around erratically and squeaking humorously. If all else fails, usually a Charm Person spell will get her out of any trouble.
In the one time she was in combat on the Pirate ship she stowed away on, she wielded her whip as an aid to the other crew, tripping as opportunity presented itself. Kit is loath to kill anyone, and will avoid slaying another intelligent being if at all possible, though she doesn't seem to mind if someone else does the killing.
Kit is shorter than average with lustrous coal black hair and a pale complexion (when in human form as she normally is in mixed company). Kit's cloak has all kinds of mask embellishments on it. Tiny theater masks with serious and comedic expressions.
[cmpis] - cracked magenta prism ioun stone (set to Perform Comedy, +2 competance)
[criminal] - Disable Device is a class skill and +1 trait bonus
[cs] - Kitsune change shape gives +10 to appear human
[fam] - the mongoose familiar grants a rank in escape artist and alertness which gives a +2 to perception and sense motive
[jkit] - juggler's kit, +1 to Perform Comedy or Act, day job only
[vp] - Virtual performance using comedy or oration instead
Gear:
Carried Gear
Sleeves of Many Garments
Weapon Cord
Masterwork Whip
Light Crossbow
19 cold iron crossbow bolts
Mithril Chain Shirt, +1
Belt Pouch
- 400 gp or equivelent
Spell Component Pouch
Pathfinder Pouch (10 lbs, 2 cu ft)
- Backup spell components
- Master Lockpics
- 2 Antiplague
- 2 Antitoxin
- Air Crystals
- 2 Holy water
Ioun torch
Ring of Protection, +1
Headband of Alluring Charisma, +2
Cracked Magenta Prism Ioun Stone (set to Perform Comedy, +2)
Cracked Dusty Rose Prism Ioun Stone, +1 init
Muleback Cord (+8 str carry)
Lesser Metamagic Rod of Extend
Spring-loaded Wrist Sheath
- Wand of Cure Light wounds (41/50 ch)
Wand of Heightened Awareness (30/50 ch)
Potion of Alter Self in a potion sponge
Scroll Box with (1x Dimension Door, 2x Scroll of Comprehend Languages, Scroll of 5 Lesser Restoration)
Wayfinder
Traveller’s Any-Tool
1 Oil of Bless Weapon
4 Alchemist's fire
4 Acid Flask
1 Vermin Repellent
3 Spider Sac
>2000 gp
Light Warhorse
Saddle, Saddle bags, 20 days feed,
Tent, Medium
Bard's Kit with 1 gp extra rations and horse feed
Survival kit, masterwork
Disguise Kit (8/10 uses)
Climber's Kit
Juggler's Kit, +1 to Perform Comedy, day job only - A few light weight odds and ends from the kit are carried with her such as miniature blades, finger puppets, and a tiny rubber chicken. Not enough to give a bonus but enough to allow some creative role-play
Traits:
Race Specials
Low-Light Vision: can see twice as far as humans in conditions of dim light
Kitsune Magic: +1 DC enchantments, dancing lights 3/day
Natural Weapons bite attack that deals 1d4 points of damage
Starting Traits
Shrouded Casting (Magic Trait): You have learned the secret to casting some spells without lesser material components. Choose one school of magic (enchantment) when you pick this trait. You can cast spells from that school as if you had the Eschew Materials feat.
Criminal (Social Trait): You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Resilient (Boon, Combat Trait): Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.
Class Abilities:
Class Abilities
0) Diminished Competency: A duettist does not gain the well-versed or jack-of-all-trades class features.
Bardic Knowledge: replaced by Familiar
1) Familiar: gain familiar, replaces Bardic Knowledge
- 1) Inspire Courage: +1/+1 competence bonus to attacks, +1 morale bonus to ST vs charm and fear. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level.
- 3) Inspire Competence: +2 competence bonus to one skill for 1 ally, +1 to bonus for every four levels the bard has attained beyond 3rd
- 6) Suggestion: standard action to make a suggestion.
- 8) Dirge of Doom: 30', shaken.
- 9) Inspire Greatness: 30', 1 ally +1 ally per 3 levels above 9. +2d10 HP, +2 competence bonus to attack rolls, +1 competance to fort ST
Versatile Performance - replaced by Versatile Familiar
2) Versatile Familiar
- 2) Comedy: Bluff and Intimidate
- 6) Oratory: Diplomacy and Sense Motive
- 10) Dance: Acrobatics and Fly
Well-Versed: replaced by archetype
4) Performing Familiar (Su): The familiar can use any of its master’s bardic performances, but only the familiar or the duettist can have a performance active at any given time, not both. If one is performing and the other starts a performance, the previous performance immediately ends. Each round that the familiar performs consumes 2 rounds of the duettist’s bardic performance. This ability replaces lore master.
Lore Master: replaced by archetype
8) Harmonizing Familiar (Su): At 8th level, the duettist and his familiar have learned how to perform together in harmony. When a duettist and his familiar perform the same bardic performance simultaneously, its effects are enhanced. If the performance has a DC, the DC increases by 2. If the performance provides a competence bonus, the competence bonus increases by 1. Because both the duettist and the familiar are performing, each round performed consumes 3 rounds of bardic performance. This ability replaces dirge of doom.
14) Symphonic Familiar (Su): At 14th level, the duettist and his familiar have learned how to create a symphony of complementary performances that meld together to produce two different effects. They can each perform a different bardic performance simultaneously, and each has its full effect. Because both the duettist and the familiar are performing, each round performed consumes 3 rounds of bardic performance. This ability replaces frightening tune.
3) Spellsong: Conceal the activity of casting a bard spell or maintain concentration with a move action and 1 performance round.
5) Antagonize: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10+ the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
- Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
- Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
7) Improved Familiar: Brownie or Pooka
9) Spell focus: Enchantment: +1 DC vs. Enchantement school
11) Discordant Voice: Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks.
Debt of Cyphers: +2 knowledge arcana and linguistics in Riddleport if you consult Guru, +2 diplomacy in Riddleport
2) Slave Pits of Absalom
3) The Overflow Archives
Darklands Study: +2 sense motive vs. darkland dwellers
Upstanding Archivist: Purchase item from chronicle at 75% cost - purchased DDoor
4) The Wounded Wisp
Explore, cooperate, report: Ask if it is a good idea
Prized find: Gain extra PP if ungained
5) The Sun Orchid Scheme
Infiltrator: Borrow stealth roll
6) Assault on the Kingdom of the Impossible
Zamir Slain: +2 diplomacy in Jalmery
7) Beyond Azlant Ridge:
Azlanti Historian: +1 Knowledge history and linguistics in Azlanti, +2 extra check box
May buy slitherbane
8) BtD I: The Bloodcove Disguise
The Favor of Cartahegu: 10% discount on wortheless item in Garund
9) To Seal the Shadow
Grace of Minatan Heros: Gain Greater Magic Fang or weapon for one minute/level
Inahiyu Gratitude: Check box to treat negative energy as if undead
10) From the Tome of Righteous Repose
No boons as the chronicle was aborted.
11) The Midnight Mirror
- Savior of the Shadowblooded: +2 circumstance bonus on diplomacy checks with fetchlings
12) Ward Asunder
Coiled Companion: Get a snake animal companion.
Jiraku’s Respect: Check box to cast invisibility, longstrider, stone shape, or wind wall.
Kami Reunited: +2 cha to influence kami and oni and +2 ST vs kami and oni. Once per chronicle may do the following as a swift action:
- Jiraku’s Eternal Path: Until the beginning of your next turn, you may move through up to 10 feet of difficult terrain as if it were normal terrain; this effect stacks with the benefits of the Acrobatic Steps and Nimble Steps feats. During this time, you also gain a +3 bonus on saving throws against any effect that would directly impede your movement, such as entangle or slow. When this effect ends, you regain 1d8+5 hit points.
- Tanbaru’s Insight: For the next 10 minutes, you gain a +2 insight bonus on Perception checks and the ability to cast detect magic at will as a spell-like ability. When this effect ends, you receive the answer to a single question as if you had cast augury (CL 6th). If you are at least 5th level, you can instead ask one question as per divination. At 7th level, you can instead ask one question as per commune.
13) What the Helms Hide