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About Ligeia. . .
Attributes
BAB: +3 Dagger
Scorpion Whip
Notes:
HP: 38 (5d8 + 2 Con per Dice)
CMB: 4 (3 BAB + 1 Str)
Notes:
Fort +2 (+0 Base Bard +0 Base Mesmer +2 Con)
Notes
Per Level: 8 (6 Base + 2 Int) (+3 Favoured Class for Bard)
Notes:
Magical Knack (Magic): +2 to Bard caster level up to max. Demoralizing Presence (Religion): +2 Trait bonus to Intimidate to demoralize opponents
Enforcer: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt. (Level 1 Feat) 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. (Level 3 Feat) Spellsong: You can spend a swift action to combine casting a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realise you are casting a spell. This uses 1 round of Bardic performance, regardless of the spell’s casting time. You can also use a move action and spend 1 round of Bardic performance to maintain a spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of. (Level 5 Feat)
Proficiencies - Simple weapons, longsword, hand crossbow, swordcane, rapier, sap, shortsword, shortbow, whip. Light armour and shields (except tower shields). No spellcasting failure chance when wearing light armour for Bard spells. Consummate Liar - Add ½ Mesmerist level to Bluff checks (+1). Compelling Voice - Focusing the sound of your voice on one creature within 30 feet as a swift action, you can sap the target’s willpower and render them more vulnerable to mind-affecting powers. This ability has a 20% chance to fail if you are deafened. The target does not need to be able to understand your words, but needs to be able to hear them. This otherwise functions as Hypnotic Stare. The target takes a -2 penalty on Will Saving throws. The mesmerist can remove the memory of her voice from the target's mind; The creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. Painful Speech - When an attack that deals damage hits the target of the mesmerist’s compelling voice ability, the mesmerist can cause the target to take an amount of damage equal to ½ the Mesmerist’s class level. This is a free action, usable even if it isn’t the mesmerist’s turn. If the Mesmerist uses this to increase their own damage, it instead deals 1d6 for every 3 levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round. Hilt Bash - A buccaneer develops the ability to fight with the hilts and flats of his weapons, aiming to leave his victims alive. He can use a weapon that normally deals lethal damage to deal nonlethal damage with no penalty on his attack roll. Versatile Performance - You can use Perform (Oratory) in place of Diplomacy and Sense Motive checks Well-Versed - The bard is 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. Mesmerist Trick (5 / Day) - Standard action & touch to implant a trick into an ally. Max of one at a time. Activate as a free action when the condition is met, even if it's not your turn, as long as target is within medium range of the Mesmerist (120 feet). Does not require line of sight, but blocking telepathic connection will disrupt the trick. DC is 15 (10 + 1/2 Mesmerist Level + Cha modifier).
Silver Tongue (7 / Day) - 3 + Cha times per day you can bolster your lies as a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words. If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC + your level) to succeed.
Performance (12 / Day) - Use Perform to do magical stuff. Number of times per day equal to 4 + Charisma Modifier + 2 for each level over 1st. Starting a performance is a standard action, it can be maintained as a free action. Bardic performance cannot be disrupted but ends immediately if the bard is killed, paralyzed, stunned, knocked out, or otherwise prevented from taking a free action to maintain it. Countersong - The 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 - Each round make a Perform check. Any creature within 30 feet of the bard (including the bard) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the Bard’s perform skill in place of a 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. Fascinate - You can fascinate creatures who can see and hear you within 90 feet. They must be capable of paying attention to you, and you must also be able to see them. Affects 2 targets. They get a Will save of 10 + ½ Bard Level + Cha modifier to negate. Successful save makes them immune for 24 hours. Failed save means they watch the performance as long as the Bard maintains it. They take a -4 on all skill checks made as reactions. Potential threats allow a saving throw. Obvious threats break the effect. Inspire Courage - Allies who can see/hear the Bard’s performance (including the Bard) gain a +1 morale bonus on saving throws against charm and fear, and a +1 to attack and weapon damage rolls. Inspire Competence - An ally within 30 feet who can hear/see the bard gains a +2 competence bonus on one skill check with a particular skill as long as they continue to hear the bard’s performance.
DC: 10 + Spell Level + Cha modifier +1 DC to Enchantment Spells (Racial)
DC: 10 + Spell Level + Cha modifier +1 DC to Enchantment Spells (Racial)
Dagger
Masterwork Scorpion Whip
+1 Mithral Shirt
Circlet of Persuasion
Wand of Cure Light Wounds
Still need to get Mundane gear...
Pick up Mesmerist 3 at some point for Bold Stare and the Sonic Blast thing. Otherwise, full bard. |