Captain Josper Creesy

Oliveo Taragoš's page

79 posts. Alias of gyrfalcon.


Classes/Levels

skills:
Acro/Fly +34, Bluff/Diplo/Intim/SenseMotive +40, Know (arcana) +34, (dungeon, planes, religion) +33, (local, nature) +26, (history, nobility) +19, (engineer, geo) +17, Spellcraft +25, Stealth +29, UMD +30

Gender

AC 32 (T 17, F 28) CMD 25 | F+14 R+18 W+21 (+4 v bardic, sonic, language-dep; reroll failed will each round when holding banner) | immune: gas+vapor | Init+14 | Per+30 darkvision 120 ft, blindsense 60 ft, low light 4x, normal light 2x

About Oliveo Taragoš

Fluff:

Background
Oliveo Taragoš /oh-lee-VAY-oh Ta-ra-GOSHZ/ is renowned across all of Avistan, and into the vast Padishah Empire of Kelesh as a musician who can inspire armies to glory, melt the hearts of women and men, converse with songbirds, and (they say) make a stony sphinx weep with joy. Oliveo is known as well for his great devotion to Shelyn, and as a man of deep passions and big appetites.

To this day, in Qadira the Satrap himself will tell that--when feuding efreet and shaitans were engaged in a sprawling battle that was ravaging his kingdom--this lone wandering minstrel succeeded at brokering a truce between the warring factions. As a reward for making peace and ending the devastation (the Satrap will tell you) Oliveo was given a flying carpet out of the Satrap’s own stores.

In Lastwall, when an encroaching horde of frigid corpses with bloody claws marched out of the Hungry Mountains toward Vigil, the faith of the stalwart defenders started to falter and fall beneath the undead army’s frozen fists. Fortunately word came via songbirds to Oliveo, who was a rare invited non-elven guest musician in Kyonin performing The Starfall Sonnets on an outdoor stage in the enchanted Fierani Forest. He begged forgiveness of Queen Telandia for delaying the next week’s performances (for the Sonnets are written to be sung under the moon for six hours each evening for a fortnight) and--with the Queen’s blessings--flew through the night on the Satrap’s magic carpet. Oliveo arrived, concertina in hand, and with a rousing hymn to Shelyn he lead the vanguard to beat back the Whispering Tyrant’s servants.

There are less grand tales as well: tales that he’s quick to fall head over heels in love, tales of his legendary devotion to the Eternal Rose, who is his greatest muse, and even (if you ask for them) tales of his childhood in Varisia.

You see, Oliveo was born to a Varisian family that had put down roots in Korvosa. His mother Zora was a Cleric at the Sanctuary of Shelyn and his father Jerome was a local woodworker. Together they raised Oliveo in the city’s North Point district and taught their son to love the arts and beauty in all forms. With the blessing of the Eternal Rose, young Oliveo proved quite gifted at song, dance, and at playing the concertina. He can tell of his early dreams of a place in the grand Marbledome opera...and of his bitter rows with it’s director Touran Palastus (who found Oliveo as intolerable as Oliveo found him). Before his first season was over, Oliveo stormed off, bid his parents a teary farewell, and took to the road to pursue his dream elsewhere. He made his way to Taldor where he studied at the Kitharodian Academy in Oppara for many years, eventually achieving the distinguished title of Grand Master. Of course, he left and returned many times before achieving that highest honor: often traveling across the Inner Sea sharing the music he so loved, other times joining up with an adventuring band off to stop raiding ogres or--much later--an ancient black dragon that was terrorizing the Shackles.

Wherever he’s gone he’s worked to praise love in all forms, to bring beauty to the towns and villages he passes through, and to help those in need as he’s able. As he’s traveled, performing at venues both small and grand, his fame as a musician has grown...and he enjoys the fame and adoration he often receives from those who appreciate the arts.

Personality
* quick to fall in love,
* loves fame, great food, great drink, and great beauty in all of its forms,
* devoted to Shelyn,
* generous and big hearted

Drawback
His heroic flaw is his great appetite: for fame, great food, great drink, and great beauty in all of its forms

Appearance
Height: 6' 1"
Weight: 150 lbs
Eyes: Amber, draconic
Skin: Olive
Hair: Black, long, free flowing under a Varisian scarf

Reference image

Oliveo has a loose, easy demeanor and a warm smile that draws people in. He wears his hair long and flowing, and keeps his mustache waxed into a handsome handlebar. His eyes have no whites, instead being amber pools with a black pupil (due to the eyes of the dragon that he wears). With his sleeves of many garments he is able to change his attire at will--and does so frequently--but he generally chooses colorful, flowing outfits. He carries a longspear on which is mounted an impressive banner emblazoned with a colorful songbird-and-rose motif in honor of Shelyn.

Advancement choices:

1: Bard 1, human: focused study (singing), feat: Extra Performance, fcb: +1 SP
2: Bard 2, fcb: +1 SP
3: Bard 3, fcb: +1 SP, feat: deific obedience
4: Bard 4, fcb: +1 spell (1st), +1 CHA
5: Bard 5, fcb: +1 spell (1st), feat: steadfast personality
6: Bard 6, fcb: +1 spell (1st)
7: Bard 7, fcb: +1 spell (2st), feat: master performer
8: Bard 8, fcb: +1 spell (2st), +1 INT, focused study (keyboard)
9: Bard 9, fcb: +1 spell (2st), feat: grand master performer
10: Bard 10, fcb: + spell (3rd)
11: Bard 11, fcb: +1 spell (3rd), feat: discordant voice
12: Bard 12, fcb: +1 spell (3rd), +1 CHA
13: Bard 13, fcb: +1 spell (4th), feat: flagbearer
14: Bard 14, fcb: +1 spell (4th)
15: Bard 15, fcb: +1 spell (4th), feat: lingering performance
16: Bard 16, fcb: +1 spell (5th), +1 CHA, focused study (k. arcane)
17: Bard 17, fcb: +1 spell (5th), feat: eldritch heritage (arcane)

Oliveo Taragoš
Male human (Varisian) bard 17
NG Medium humanoid (human)
Init +10; Senses Perception +30, darkvision 120’, blindsense 60’, sees 4x in dim light and 2x in normal light
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Defense
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AC 32, touch 17, flat-footed 28 (+10 armor, +5 shield, +4 dex, +3 deflection)
hp 156 (17d8+68)
Fort +14, Ref +18, Will +21; +4 vs. bardic performance, language-dependent, and sonic
Immune gases & vapors
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Offense
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Speed 30 ft.
Melee +1 ghost touch net +8/+3/-2 () or
. . +1 longspear +12/+7/+2 (1d8/×3) or
. . +1 ghost touch net +8/+3/-2 or
. . mwk whip +12/+7/+2 (1d3-1 nonlethal) or
. . mwk net +8/+3/-2
Special Attacks bardic performance 43 rounds/day (swift action; countersong, dirge of doom, distraction, fascinate [DC 25], frightening tune [DC 25], inspire competence +7, inspire courage +6, inspire greatness, inspire heroics, soothing performance, suggestion [DC 25])
Bard Spells Known (CL 17th; concentration +26) (Total known (+fcb) = 1st: 6+3=9; 2nd:6+3=9, 3rd:6+3=9, 4th: 5+3=7, 5th: 4+2=6, 6th=3+0=3)
. . 6th (3/day)—brilliant inspiration, heroes’ feast, veil
. . 5th (5/day)—clamor of the heavens (masterpiece), greater dispel magic, greater heroism, shadow walk, shadowbard, song of discord
. . 4th (5/day)—break enchantment, dimension door, freedom of movement, heroic finale, Pallavi of Nirvana’s Blossoming (masterpiece), song of healing, virtuoso performance
. . 3rd (7/day)—Dance of 23 steps (masterpiece), dispel magic, displacement, feather step (mass), haste, remove curse, scrying (DC 20), slow (DC 20), Symphony of the Elysian Heart (masterpiece)
. . 2nd (7/day)—blistering invective (DC 19), commune with birds[ARG], delay poison, gallant inspiration (DC 19), glitterdust (DC 19), Minuet of the Midnight Ivy (masterpiece), mirror image, Pageant of the Peacock (masterpiece), versatile weapon
. . 1st (7/day)—comprehend languages, expeditious retreat, feather fall, grease (DC 18), liberating command, saving finale (DC 18), silent image (DC 18), vanish, windy escape
. . 0 (at will)—daze (DC 17), detect magic, ghost sound (DC 17), light, mage hand, prestidigitation
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Statistics
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Str 9, Dex 18, Con 18, Int 20, Wis 12, Cha 24
Base Atk +12; CMB +11; CMD 25
Feats Deific Obedience (Shelyn), Discordant Voice[UC], Eldritch Heritage[UM], Extra Performance, Flagbearer, Grand Master Performer, Lingering Performance, Master Performer (Kitharodian Academy), Skill Focus (Knowledge [arcana]), Skill Focus (Perform [keyboard instruments]), Skill Focus (Perform [sing]), Steadfast Personality[ACG]
Traits focused mind, reactionary
Drawback hedonist
Skills (241 ranks; 102 bard, 34 background, 85 INT, 17 human, 3 fcb)
Acrobatics +34 (versatile (dance))
Appraise +15 (7 ranks, 3 class, 5 INT)
Bluff +40 (versatile (singing))
Climb +3 (1 rank, 3 class, -1 STR)
Craft (woodworking) +13 (1 rank, 3 class, 5 INT, 4 sacred)
Diplomacy +40 (versatile (keyboard))
Disguise +14 (1 rank, 3 class, 7 CHA, 3 competence)
Fly +34 (versatile (dance))
Handle Animal +18 (versatile (percussion))
Intimidate +40 (versatile (keyboard))
Knowledge (arcana) +34 (12 ranks, 3 class, 5 INT, 8 bard, 6 skill focus)
Knowledge (dungeoneering) +33 (17 ranks, 3 class, 5 INT, 8 bard)
Knowledge (engineering) +17 (1 rank, 3 class, 5 INT, 8 bard)
Knowledge (geography) +17 (1 rank, 3 class, 5 INT, 8 bard)
Knowledge (history) +19 (3 rank, 3 class, 5 INT, 8 bard)
Knowledge (local) +26 (10 rank, 3 class, 5 INT, 8 bard)
Knowledge (nature) +26 (10 rank, 3 class, 5 INT, 8 bard)
Knowledge (nobility) +19 (3 rank, 3 class, 5 INT, 8 bard)
Knowledge (planes) +33 (17 rank, 3 class, 5 INT, 8 bard)
Knowledge (religion) +33 (17 rank, 3 class, 5 INT, 8 bard)
Linguistics +16 (8 ranks, 3 class, 5 int)
Perception +30 (17 ranks, 3 class, 1 WIS, 5 competence, 4 alertness)
Perform (dance) +34 (17 ranks, 3 class, 7 CHA, 4 sacred, 3 competence)
Perform (keyboard) +40 (17 ranks, 3 class, 7 CHA, 4 sacred, 3 competence, 6 skill focus)
Perform (percussion) +18 (1 ranks, 3 class, 7 CHA, 4 sacred, 3 competence)
Perform (singing) +40 (17 ranks, 3 class, 7 CHA, 4 sacred, 3 competence, 6 skill focus)
Ride +4 (4 DEX)
Sense Motive +40 (versatile (singing))
Sleight of Hand +8 (1 rank, 3 class, 4 DEX)
Spellcraft +25 (17 ranks, 3 class, 5 INT)
Stealth +29 (17 rank, 3 class, 4 DEX, 5 competence)
Survival +5 (1 rank, 3 class, 1 WIS)
Swim +16 (14 rank, 3 class, -1 STR)
Use Magic Device +30 (17 ranks, 3 class, 7 CHA, 3 competence)
Languages Abyssal, Celestial, Common, Draconic, Giant, Shoanti, Skald, Sylvan, Undercommon, Varisian
SQ bardic knowledge +8, hedonistic, jack-of-all-trades, lore master 3/day, masterpieces (clamor of the heavens, minuet of the midnight ivy[UM], pallavi of nirvana’s blossoming, symphony of the elysian heart, the dance of 23 steps[UM], the lullaby of ember the ancient[UM]), versatile performances (dance, keyboard, percussion, sing)

Gear sheet
Carrying Capacity: 86 lbs. light; 173 lbs. medium; 260 heavy

Total weight carried: 68.5 lbs (light encumbrance)
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Special Abilities
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Bardic Knowledge +8 (Ex) Add +8 to all knowledge skill checks.

Bardic Performance (swift action, 43 rounds/day):
Countersong (Su) +40 (sing): 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) +34 (dance): 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) DC 25: 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) +6: 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 bonuson 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) +7: 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).
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.
Suggestion (Sp) DC 25: A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has alreadyfascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to thefree action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su) +2d10 HD, +4 competence to attack, +3 competence to Fort: A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dicedependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Soothing Performance (Su) 3d8+17: A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp) DC 25: A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.
Inspire Heroics (Su) +6: A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Deific Obedience (Shelyn):
Paint a small picture, compose a short poem or song, dance a scene from a ballet, or create another work of art, whispering praise to Shelyn’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with a note praising Shelyn and asking whoever finds it to take it with your warmest wishes. Gain a +4 sacred bonus on Craft and Perform checks.

1: Devotionals (Sp) unbreakable heart 3/day, calm emotions 2/day, or good hope 1/day

2: Joyous Ally (Sp) Your sense of beauty and the loyalty you bear your goddess have attracted the notice of her celestial servants. Once per day as a standard action, you can summon a lillend azata from Shelyn’s divine realm in Nirvana to aid you. You gain telepathy with the lillend to a range of 100 feet. The lillend follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home on Elysium. The lillend doesn’t follow any commands that would cause it to commit evil acts or destroy works of art, and the creature could even attack you if the command is particularly egregious.


Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.

Flagbearer As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

Focused Mind +2 to Concentration checks

Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)

Jack-of-all-trades (use any skill, all skills are class skills) (Ex) You may use all skills untrained and you treat all skills as class skills.

Lore Master (3/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.

Master + Grand Master Performer (Kitharodian Academy) When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +2.

Masterpiece: Clamor of the Heavens (DC 25):
Effect: Evil creatures that hear the performance and fail a Will save against the effect are blinded and deafened for the duration. On a successful save, they are shaken instead. Undead or creatures with the evil subtype that fail their saves are stunned for the duration, while those that succeed are staggered.

Use: 3 bardic performance rounds, +1 round per additional round of duration.

Action: 3 full rounds.


Masterpiece: Minuet of the Midnight Ivy:
Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance.

Use: 1 bardic performance round per round.

Action: 1 full round.


Masterpiece: Pageant of the Peacock:
Effect: By gracefully weaving your body through subtle forms and postures you can convince others of your breeding, eloquence, and refinement. For the duration of the effect, you gain a +4 circumstance bonus on Bluff checks, and may attempt a Bluff check in place of an Intelligence check or Intelligence-based skill check.
The subtle changes in your movements also confer a +4 circumstance bonus on Disguise checks to appear to be someone of a higher station (an aristocrat, merchant prince, or even a queen).

Use: 1 bardic performance round per 10 minutes of the effect's duration.

Activation: 1 standard action.


Masterpiece: Pallavi of Nirvana’s Blossoming:
Effect: You begin your dance slowly, focusing on exact posture, the position of your limbs, even the direction of your gaze, then build to a blur of motion. Upon completing the performance, you summon a fixed aura of divine sunlight that glows in a 100-foot-radius circle centered on you.
The divine sunlight acts as true daylight and affects creatures damaged or destroyed by such light. The light is as bright as sunlight at full noon and counters or dispels any darkness spells of 4th level or lower. If the dance is performed in an area of more powerful magical darkness, both the divine sunlight and darkness are temporarily negated so that otherwise prevailing light conditions exist in the overlapping areas of effect.
Within the area of the sunlight, plants grow and blossom rapidly, becoming a overgrown tangle. This effect mimics the overgrowth version of plant growth. You and one ally per three bard levels are immune to the movement-impairing effects of the overgrowth. (Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. If this spell is cast on an area that is already affected by any spell or effect that enhances plants, such as entangle or wall of thorns, any DC involved with these spells is increased by 4. This bonus is granted for 1 day after the casting of plant growth.) The divine sunlight and all its associated effects last for 1 minute per bard level you possess.

Use: 3 bardic performance rounds.

Action: 3 full rounds.


Masterpiece: Symphony of the Elysian Heart:
Effect: The complex arpeggios in this piece follow each other so quickly that the music can sound jumbled and disjointed at first. As the piece progresses, however, distinct phrases emerge, creating a wild but harmonious piece that inspires feelings of unfettered freedom. You and up to one ally per bard level within 30 feet who can hear you can move and attack normally for the duration of your performance, even if under the influence of magic that usually impedes movement. This effect is identical to that of freedom of movement, except that this masterpiece does not allow subjects to move and attack normally while underwater unless these creatures would already be able to do so, and only lasts as long as you continue the performance.

Use: 1 bardic performance round per round.

Action: 1 round.


Masterpiece: The Dance of 23 Steps (+5 dodge to AC, -0 penalty):
Effect: The shuffling steps, bends, and leaps of this intricate dance make you a difficult target to hit, but also make it more difficult for you to perform other actions. When using this masterpiece, you take a –2 penalty on melee attack rolls andcombat maneuver checks, and you must make a concentration check to cast any spell (DC 15 + the spell’s level), but you gain a +2 dodge bonus to your Armor Class. When you have 8 ranks in Perform(dance), and every 4 ranks thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can combine this masterpiece with fighting defensively and Combat Expertise, but not total defense. When you use this masterpiece, it lasts until the start of your next turn. Abilities that extend the duration of a bardic performance (such as Lingering Performance) affect this masterpiece; this allows you to get multiple rounds of its benefit (and its penalties) at the cost of only 1 round of bardic performance.

Use: 1 bardic performance round.

Action: 1 free action.

Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.

Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.

Speak with Familiar (Ex) You can communicate verbally with your familiar.

Versatile Performance (Dance) +34 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Keyboard Instruments) +40 (Ex) You may substitute the final value of your Perform: Keyboard Instruments skill for Diplomacy or Intimidate checks
Versatile Performance (Percussion Instruments) +18 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks
Versatile Performance (Singing) +40 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks

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Petal (mongoose familiar):

Mongoose (protector archetype)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +21
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Defense
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AC 23, touch 14, flat-footed 21 (+2 Dex, +9 natural, +2 size)
hp 78 (1d8)
Fort +5, Ref +12, Will +11
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Offense
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Speed 20 ft., climb 20 ft.
Melee bite +16 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks attach
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Statistics
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Str 3, Dex 15, Con 10, Int 13, Wis 12, Cha 5
Base Atk +12; CMB +12; CMD 18 (22 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, In Harm's Way[APG], Weapon Finesse
[b]Skills
Acrobatics +10 (+6 to jump), Appraise +4, Climb +14, Disguise -2, Escape Artist +3, Handle Animal -2, Heal +2, Linguistics +5, Perception +21, Ride +4, Sleight of Hand +3, Spellcraft +18, Stealth +24, Swim +11, Use Magic Device +14; Racial Modifiers +8 Acrobatics, +4 Stealth
Languages Varisian
SQ loyal bodyguard, shield master
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Special Abilities
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Attach (Ex) If you hit with the listed attack, you can latch on to your opponent.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Climbing (20 feet) You have a Climb speed.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Loyal Bodyguard (Ex) Can use Bodyguard to protect master, even if not threatening attacker.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shield Master (Su) Familiar can take half damage done to you, as shield other