![]() About Marta x SabrineF Changeling Fortune-Teller VII | Swashbuckler I
Spells:
Spell-Like: Augury (2/week, harrow) +2 CL of the Divination spells 0-level:
Level 1 (6/day +2)
Level 2 (5/day)
Level 3 (2/day)
Skills:
Perform (Oratory) +17 (+7 rank +3 skill +6 cha) Intimidate +13 (+1 rank +3 skill +2 story +6 cha) Bluff | Disguise +10 (+1x2 rank +3 skill +6 cha) Perseption +10 (+8 rank +3 skill -1 wis) Stealth +7 (+1 rank +3 skill +3 dex) Appraise | Linguistics +3 (+1x2 rank +3 skill -1 int) -4 on Diplomacy and Perform when in the presence of 5 or more unfamiliar creatures +2 competence bonus on all Knowledge checks [Heightened Awareness] Knowledge (Planes) +20/+22 (+7 rank +3 skill +6 cha +3 class) Knowledge (Any) +6/+8 (+1x9 rank +3 skill -1 int +3 class) Can take 25 (1/day), 15 (3/day) and 10 (at will) on Knowledge checks Special:
Swashbakler: 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. Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. Fortune-Telling: Fortune-Teller’s Acumen: At 2nd level, whenever he casts a spell from the divination school, a fortune-teller can use a fortune-teller’s deck, crystal ball, or similar item instead of the spell’s material component, as long as the cost of the material component is no more than 100 gp per bard level. If he chooses to cast the spell using such an item and the spell’s normal material component (regardless of that component’s cost), he casts the spell at +1 caster level. This special focus can’t be used with other special foci that have a similar effect, but can be used with spells that normally require a focus component (which must also be provided). 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. Bardic Performance: Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature 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. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible 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 this ability from working. For every three levels the 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 all 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. That ally must be within 30 feet and be able to 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. Traits:
Drawbacks: Arcane Malignancy (78)
Equipment:
Amulet of Mighty Fists +2 Wooden Armor
Family Harrow Deck - free
Belt of mighty constitution +2
Pouch, spell components - 5 gp
+1 Cold Iron Keen Starknife
Starknife - 24 gp
Club - 0 gp
Holy Symbol of Black Butterfly cloak of resistance - 1000
Book of the loremaster (15000 gp!) Coin 635 gp |