Full Name |
Auriea |
Race |
Sylph Bard (Dervish Dancer)3/ Fighter (Lore Warden)2 |
Classes/Levels |
HP 27/47 | AC 19 T 14 FF 15 | Fort +5 Ref +8 Will +4 | Init +6 | Per +5 Darkvision |
Gender |
Male? |
Size |
Medium |
Age |
63 |
Special Abilities |
Darkvision, Whispering Wind, Thunderous Resilience |
Alignment |
Chaotic Neutral |
Deity |
Desna |
Languages |
Aklo, Auran, Common, Dwarven, Elven, Gnome, Thassilonian, Varisian |
Occupation |
Dancer |
Strength |
12 |
Dexterity |
18 |
Constitution |
10 |
Intelligence |
14 |
Wisdom |
10 |
Charisma |
16 |
About Mythic Auriea
Auriea
Mythic Male Sylph Bard (Dervish Dancer) 3; Fighter (Lore Warden) 2
CN Medium Outsider (Native)
Init +6; Senses Darkvision 60ft; Perception +5
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Defense
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex)
hp 47 (3d8+1, 2d10+5, +12)
Fort +5, Ref +8, Will +4
Armor Mithral Chain Shirt +1, LIGHT
Defensive Abilities Thunderous Resilience, Well Versed
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Offense
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Speed 30 ft.
Melee MWK Cold Iron Kukri +9 (1d4) 18-20/x2 or
. . Mithral Kukri +9 (1d4+1) 18-20/x2 or
. . Dual Kukris +7/+7 (1d4/1d4+1) 18-20/x2
Ranged MWK Darkwood Composite Shortbow +9 (1d6+1) 20/x3
Special Attacks [TRANCE] MWK Cold Iron Kukri +10 (1d4+2) 18-20/x2 or
. . [TRANCE] Mithral Kukri +10 (1d4+2) 18-20/x2 or
. . [TRANCE] Dual Kukris +8/+8 (1d4+1/1d4+2) 18-20/x2
Bard Spells (CL 3):
1st 3/4: Cure Light Wounds, Hypnotism (DC 14), Sleep (DC 14), Unnatural Lust (DC 14)
0 at will: (at will) Daze (DC 13), Detect Magic, Light, Presdigitation, Read Magic, Resistance
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Statistics
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Str 12, Dex 18, Con 10, Int 14, Wis 10, Cha 16
Base Atk +4; CMB +5; CMD 18
Mythic Amazing Initiative, Hard To Kill, Mythic Power, Recuperation, Surge
Exceptional Deeds Fleet Charge, Surprise Strike
Feats Airy Step, Butterfly's Sting, Combat Expertise, Toughness, Two Weapon Fighting, Weapon Finesse
Traits Maestro of the Society, Anatomist
Skills Acrobatics +8, Climb +8, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +6, Knowledge (History) +6, Knowledge (Local) +6, Knowledge (Planes) +6, Knowledge (Religion) +7, Linguistics +9, Perception +6, Perform (Dance) +13, Sleight of Hand +8, Spellcraft +8, Stealth +12, Use Magic Device +10
Languages Aklo, Auran, Common, Elven, Gnome, Dwarf, Thassilonian, Varisian
SQ Thunderous Resilience, Whispering Wind
Combat Gear Wand of Cure Light Wounds
Leather Armor +1, Cold Iron Arrows (20), Blunt Arrows (15), Masterwork Cold Iron Kukri, Mithral Kukri, Masterwork Darkwood Composite Shortbow
Other GearPotion of Endure Elements (1); Handy Haversack, Bedroll, Hat of Disguise, Cloak of Resistance +1, Hot Weather Outfit, Traveler's Outfit, Waterskin, Elven Trail Rations (x1)
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Special Abilities
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Battle Dance
A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action. Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.
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.
Thunderous Resilience
Sylphs with this racial trait gain sonic resistance 5. This racial trait replaces energy resistance.
Versatile Dance
At 2nd level, a dervish dancer gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics. This ability replaces versatile performance.
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.
Whispering Wind
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait.
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Mythic Abilities
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Amazing Initative
You gain a +3 bonus on initative checks. In Addittion, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spellm and you can't gain an extra action in this way more than once per round.
Hard to Kill
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when you fall below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your constitution score.
Mythic Power
You can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you have nine uses of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Recouperation
You are restored to full hit points after 8 hours of rest as long as you aren't dead. In Addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, Spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that ate limited to a number of times per day.
Surge
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6+1 twice and adding the higher roll to the result. Using this ability is an iimediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
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Exceptional Deeds
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Fleet Charge
As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding 3 to the attack roll. This is in additino to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Surprise Strike
as a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add 3 to the attack roll. Damage from this attack bypasses damage reduction.