Giant Frog

Lump's page

319 posts. Alias of Tenro.


Race

Grippli river battle MAP

Classes/Levels

Brd/Clr/UCRog(Spy)5/Swb(Mouser)~1 ||| HP: 61/61 | AC: 21, T: 17, FF: 15 | Fort: +8*, Ref: +11*, Will: +11* | BAB +3, CMB: +9, CMD: 19 | Init: +6, Perception: +14

Gender

M

Size

S

Age

8

Special Abilities

  • Bardic Performance 16/18
  • Channel Energy 9/9
  • Touch of Chaos 9/9
  • Vision of Madness 9/9
  • Panache 6/6
  • Lore Master 1/1
  • Hero Points 2/2

  • Alignment

    CN

    Location

    Spells Used:

  • 1st:
  • 2nd:
  • 3rd:

  • Languages

    Common, Grippli, Draconic, Celestial, Abyssal

    Occupation

    0 XP

    Homepage URL

    loot to add

    Strength 13
    Dexterity 22
    Constitution 16
    Intelligence 16
    Wisdom 22
    Charisma 22

    About Lump

    LEVEL FIVE CHANGES
    No BAB
    No Saves
    FEAT
    ===CLERIC:
    * Channel 3d6
    * 1+1 (plus WIS) 3rd level spell slots
    ===ROGUE
    * 11 skill pts
    * Rogue Edge: Skill Unlock for a skill
    * Sneak Attack 3d6
    ===BARD
    * +1 spell slot lvl 1
    * +1 spell slot lvl 2
    * +1 spell known lvl 2
    * Inspire Courage becomes +2
    * +2 rounds of music/day
    * Lore Master 1/day

    ===========================
    ===========================
    ===========================
    Lumpsong +2

    HP: 61
    AC: 17 =10 + 6 DEX + 0 ARMOR + 1 SIZE
    Resist: Uncanny Dodge, Deeds
    Init: +6
    Speed: 30

    F: 8 = 5 base + 3 CON
    R: 11 = 5 base + 6 DEX | + Evasion
    W: 11 = 5 base + 6 WIS
    MISC: +2 Racial vs poison, spells, and spell-like abilities
    +4 vs bardic performance, sonic, and language-dependent effects.

    COMBAT
    Melee
    Mandolin, +11 melee, 1d4+1+6 dmg, crit x2, B; Light, Improvised
    Tongue, +9 melee touch, 0 dmg (can deliver spells/abilities), 10ft

    Ranged

    calculated:
    +2 attack with improvised weapons

    not calculated (conditional):
    Arcane Strike, Swift Action, +2 to damage and counts as magic vs DR
    Sneak Attack +3d6 PLUS Debilitating Injury Rogue Class Ability

    BAB: +3
    CMB: +9
    CMD: 19
    +2 CMB/CMD for Disarm, no AoO
    +2 CMB/CMD for Steal, no AoO

    Racial Traits:
      6 RP base
    • Ability Score Racial Traits: Gripplis are nimble and alert, but spindly. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
    • Size: Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
    • Type: Gripplis are humanoids with the grippli subtype.
    • Base Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
    • Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan. See the Linguistics skill page for more information about these languages.
    • Jumper: Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.
    • Princely: The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks. This racial trait replaces swamp stride and weapon familiarity.
    • Darkvision: Gripplis can see perfectly in the dark up to 60 feet.

      RP Expenditure: (24 bonus points)

    • (1)Glider: Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.
    • (4)Advanced Charisma: +2 CHA
    • (4)Advanced Dexterity: +2 DEX
    • (4)Advanced Constitution: +2 CON
    • (4)Advanced Wisdom: +2 WIS
    • (3)Hardy: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    • (1)Darkvision 120ft: cost is reduced as base race had Darkvision 60ft.
    • (1)Hold Breath: members of this race can hold their breath for 4xCON rounds before risking drowning or suffocation.
    • (2)Gift of Tongues: members of this race gain +1 racial bonus on Bluff and Diplomacy, and gain one language per skill point in linguistics.

    • Favored Class: +2 HP, +4 Skill Points

    Class Abilities:

    • Combined Weapon and Armor Proficiencies:
      Weapons: Simple; plus longsword, rapier, sap, shortsword, shortbow, whip, hand crossbow, all Martial weapons.
      Armor: Light, Medium, Shields (except tower shields)

      = = = BARD = = =

      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.

    • 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% change 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): 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): 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).

    • 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): 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.

      = = = CLERIC = = =

    • Spells: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
      To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
      Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
      Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
      Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
      Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

    • Channel Energy 3d6 (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
      A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
      Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
      A cleric must be able to present her holy symbol to use this ability.

    • Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
      Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
      In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

    • Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
      An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
      A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

    • Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

      = = = Unchained Rogue (Spy) = = =

    • Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
      The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
      With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
      The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

    • Skilled Liar (Ex): Whenever a spy uses Bluff to attempt to deceive someone, she gains a bonus on the opposed roll equal to 1/2 her rogue level (minimum +1). This bonus does not apply to feint attempts or attempts to pass secret messages.
      This ability replaces trapfinding.

    • Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

    • Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

    • Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
      Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
      - Coax Information (Ex): A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her. When the duration of the attitude shift ends, that opponents' attitude toward the rogue returns to its previous level, rather than dropping one level.
      - Combat Swipe: Benefit: A rogue with this talent gains Improved Steal as a bonus feat. At 6th level, she is treated as if she met all the prerequisites for Greater Steal (although she must take the feat as normal).

    • Poison Use (Ex): A 3rd level, a spy is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade.
      This ability replaces trap sense.

    • Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

      Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

      Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

      Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

      These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

    • Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
      If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

    • Rogue's Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
      - Perform

    Cheese Dip:

    = = = Swashbuckler (Mouser) = = =
  • Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

    - Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

    - Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

  • Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

    - Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

    - Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

    - Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space.
    While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

  • Spells:

  • Bard DC: 10 + Spell Level + CHA; +1 [Enchantment]
  • Cleric DC: 10 + Spell Level + WIS; +1 [Enchantment]

    BARD SPELLS PER DAY:
    0th: 4
    1st: 4+1
    2nd: 2+1

    BARD SPELLS KNOWN:
    Oth: Dancing Lights, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Summon Instrument
    1st: Charm Person, Disguise Self, Sleep, Share Language
    2nd: Alter Self, Minor Image, Focused Scrutiny

    CLERIC SPELLS PER DAY:
    0th: 4
    1st: 5+1
    2nd: 4+1
    3rd: 2+1

    CLERIC SPELLS PREPARED:
    0th: Create Water, Enhanced Diplomacy, Mending, Purify Food and Drink, Read Magic
    1st: Abstemiousness, Bane, Burning Disarm, Command x2, + Lesser Confusion
    2nd: Calm Emotions, Snow Shape x1, Resist Energy x2 + Hideous Laughter
    3rd: Create Food and Water, Protection From Energy + Good Hope

    DOMAINS:
    Chaos (Revelry) CL 4

  • Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Domain Spells:
    1st: Protection from Law
    2nd: Hideous Laughter
    3rd: Good Hope

    Madness CL 4

  • Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

    Domain Spells:
    1st: Lesser Confusion
    2nd: Touch of Idiocy
    3rd: Rage

  • Special Item:

    Masterwork Mandolin

    Item name:
    Description:
    Category: no longer required
    Slot: Held
    Feats Granted (and level):
    2nd: Lingering Performance
    3rd: Spell Focus (Enchantment)
    4th: Spellsong
    Magic Creation Pool (spent/total): (0 / 6000)
    Show break down of all powers purchased and the cost for those powers.
    Flexible Power Pool (spent/total):
    Show break down of all powers purchased and the cost for those powers.

    Skills:

    Skill Points at Each Level: 8 + Int modifier +1 Campaign
    + 4 Favored Class

    Acrobatics +9=1+3 +6 DEX
    - Gliding (Racial Traits)
    - Versatile Performance (Dance) (Bard Ability)
    Appraise +3= +3 INT
    Bluff +13=5+3 +6 CHA +1 Race
    - Skilled Liar (Rogue, Spy) = 1/2 rogue level to lie
    - Power of Suggestion (Trait)
    - Rogue Edge: Perform = DC 20 Perform gives +2 to this
    Climb +9= +1 STR +8 Race, see skill
    Craft +3= +3 INT
    Diplomacy +16=5+3 +6 CHA +3 Race
    - Rogue Edge: Perform = DC 20 Perform gives +2 to this
    Disable Device +6= +6 DEX
    Disguise +6= +6 CHA
    Escape Artist +12=3+3 +6 DEX
    Fly +6= +6 DEX
    - Versatile Performance (Dance) (Bard Ability)
    Heal +10=1+3 +6 WIS
    Intimidate +12=1+3 +6 CHA +2 Race
    - Coax Information (Rogue Trick)
    - Rogue Edge: Perform = DC 20 Perform gives +2 to this
    Know: Arcana: +12=5+3 +3 INT +2 Bard; (LM)
    Know: Dungeon: +9=1+3 +3 INT +2 Bard
    Know: Engineer: +5= +3 INT +2 Bard
    Know: Geography: +9=1+3 +3 INT +2 Bard; (LM)
    Know: History: +5= +3 INT +2 Bard
    Know: Local: +9=1+3 +3 INT +2 Bard; (LM)
    Know: Nature: +9=1+3 +3 INT +2 Bard; (LM)
    Know: Nobility: +5= +3 INT +2 Bard
    Know: Planes: +5= +3 INT +2 Bard
    Know: Religion: +5= +3 INT +2 Bard
    Linguistics +8=2+3 +3 INT
    Perception +13=5+3 +6 WIS
    Profession +6= +6 WIS
    Perform: Strings +13=5+3 +6 CHA
    Perform: Dance +13=5+3 +6 CHA
    Sense Motive +13=5+3 +6 WIS
    Sleight of Hand +13=5+3 +6 DEX
    Spellcraft +10=5+3 +3 INT
    Stealth +14=1+3 +6 DEX +4 Size
    Swim +7=3+3 +1 STR
    - Hold Breath (Racial Traits)
    Use Magic Device +13=5+3 +6 CHA

    MISC
    Handle Animal: - Rogue Edge: Perform = DC 20 Perform gives +2 to this

    Equipment:

    Special Item: Mandolin

    Player Notes:

    Dragon Disciple (Gold, or maybe Green) later, in Bard Tree?

    WEAPON FOCUS
    +WEAPON VERSATILITY

    Agile Maneuvers
    Improved Dirty Trick
    Improved Steal

    Deadly Agility at BAB +1
    Extra Performance - get +6 rounds of song
    Lingering Performance - effects last 2rnds after stop playing
    Harmonic Spell - rounds you cast a spell don't expend performance
    Spellsong - use performance to conceal casting or maintain concentration
    Expanded Arcana - add 1 or 2 spells known

    Channeling Force - req ability to cast one force spell (Admonishing Ray, Clr2)
    Directed Disarm - req BAB +11
    NERFED - DIVINE PROTECTION - req religion 5 - gain CHA to all saves
    Combat Casting

    Channel Ray, maybe?
    Shadow Gambit, if i get into illusion stuff
    Minor Spell Expertise / Major Spell Expertise?
    Intimidating Performance after Bard 7, or Bard 13 and take Dazzling Display