Peren Ambergross

Petromyscus "Chinchi" Spalaxchi's page

154 posts. Organized Play character for PJP.


Full Name

Petromyscus "Chinchi" Spalaxchinchillidae

Race

Gnome Animal Speaker Bard 4

Classes/Levels

| 28/28 HP | AC: 16 T:11 FF:15 | F+3 R+5 W+6 | CMB +3 CMD 14 | SP 20 FT | INIT +1 | Perc +7 | Disable Device +8 | Darkvision 60'

Gender

Male

Size

Small

Alignment

CN

Languages

Common, Gnome, Sylvan, Goblin, Dwarven

Strength 8
Dexterity 10
Constitution 15
Intelligence 14
Wisdom 12
Charisma 19

About Petromyscus "Chinchi" Spalaxchi

Party Treasure:

Scroll: unknown DC 23
Scroll: Fly
2 potions of Cure Moderate Wounds
a pouch with a vial of silversheen
a green emerald token
a duplicate key
potion of invisibility
+1 chain shirt
+1 rapier
potion of cure light wounds
four ceremonial candlesticks, each worth 80 gp
masterwork silver dagger

150786-35
XP 10.5 / PP 7 / FP 15
Petromyscus "Chinchi" Spalaxchi
Gnome Animal Speaker Bard 4

Init +1
Darkvision 60'
Languages: Common, Gnome, Sylvan, Goblin, Dwarven, Ignan.

FACTION Grand Lodge
HP 28 (5+2 Con/5+2/5+2/5+2)

DEFENSE
AC 15, touch 10, flat-footed 15 (+0 Dex +4 armor +1 shield)
CMD 13
Fort +3 (1 class +2 Con)
Ref +4 (4 class +0 Dex)
Will +6 (4 class +2 Wis)
Defensive Abilities
+2 racial saving throw bonus against illusion spells and effects.

Bardic Performances: 19 of 19 rounds per day remaining (4+2+2+2 +4 Chr +3 trait +4 FC)
Lingering performance (performance continues for 2 rounds after stopping)
FC: Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Inspire courage
. +1 competence to attack and damage
. +1 morale to fear and charm saves
Flagbearer +1 morale bonus to attack, damage, fear and charm saves
Sooth animals - use performance to work like wild empathy, make perform check

OFFENSE
Speed 20 ft
Base Attack +3; Melee Touch +3; Ranged Touch +4 (+1 size)
CMB +2

Melee
Dagger Att: +3 Dmg: 1d3-1 (+3 BAB -1 Str +1 Size)
Whip Att: +3 Dmg: 1d2-1 (+3 BAB -1 Str +1 Size)

Ranged
Sling Att: +4 Dmg: 1d3-1 (+3 BAB +0 Dex +1 Size)

Spells
1st: 4 of 4 remaining
2nd: 2 of 2 remaining
1/day—dancing lights, ghost sound, prestidigitation, and speak with animals.

Spells Known
0(5): Prestigidation, Detect Magic, Mend, Lullaby, Unwitting ally, Message
1(3): Silent Image (DC 16), Sleep (DC 15), Summon nature’s ally I, Moment of Greatness, Jitterbugs
2(2): Tactical acumen, Summon Swarm; summon nature’s ally II

EQUIPMENT
Backpack (2 gp, .5 lb)
Masterwork bagpipe (100 gp, .75 lb)
Masterwork Thieves tools (100gp, 1 lb)
Whip (1 gp, 1 lb)
Dagger (2 gp, .5 lb)
Sling (-, -)

Wand of Cure Light Wounds (20 charges) (300 gp - chronicle)
Ring of feather falling (2200 gp)
3 continual light stones (150 each)

Flag (10 gp, 3 lb)
Mithral Chain Shirt (1100 gp, 12.5 lb)
Masterwork Buckler (155)

Giant gecko (combat trained) 150gp, exotic military saddle (60 gp), harness (2 gp), bit & bridle (2gp)

Antiplague (50 gp), antitoxin (50 gp), soothe syrup (25 gp)
Scrolls: 2x endure elements(25x2), darkvision (150), 2x touch of the sea (25x2), see invisibility (150), 2x air bubble(2x25)

Coins: 7570 gold

FEATS
Lingering performance (Level 1) Performance continues for 2 rounds after stopping.
Flagbearer (Level 3) 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 a +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).

TRAITS
Vagabond Child (Urban) +1 Disable Device and class skill
Maestro of the Society (+3 Bardic performances per day)

STATISTICS
Abilities Str 8 (-1), Dex 10 (+0), Con 15 (+2), Int 14 (+2), Wis 12 (+1), Cha 18 (+4)

Stats:

S 0 10 -2 8 -1
D 0 10 10 +0
C 3 13 +2 15 +2
I 5 14 14 +2
W 2 12 12 +1
Ch 10 16 +2 +1 19 +4
Gnome +2 Constitution, +2 Charisma, –2 Strength

SKILLS 32 (6+2/6+2/6+2/6+2)
Skills (6+2 / level)
Acrobatics* +0 (+0 Dex) (maybe use perform at some point)
Appraise* +6 (1 rank +2 Int +3 class)
Bluff* +4 (+4 Chr) (probably use perform at lvl 6)
Climb* +3 (1 rank -1 Str +3 class)
Craft (alchemy)* +8 (1 rank +2 Int +3 class skill +2 race)
Diplomacy* +10 (uses Perform(Winds))
Disable Device* +9 (4 rank +0 Dex +3 class skill + 1 trait +1 race)
Disguise* +4 (+4 Chr) (maybe use perform at lvl 14 or 18)
Escape Artist* +5 (2 rank +0 Dex +3 class)
Fly +0 (+0 Dex) (use perform at lvl 10)
Handle Animal +10 (uses Perform(Winds))
Heal +1 (+1 Wis)
Intimidate* +4 / +6 (+4 Chr / +2 vs goblinoid) (maybe use perform at some point)
Knowledge(any)* +3 (+2 Int +1 bard knowledge)
Knowledge(Dungeoneering)* +7 (1 rank +2 Int +3 class +1 bard)
Knowledge(Engineering)* +8 (1 rank +2 Int +3 class +1 bard +1 race)
Knowledge(Planes)* +7 (1 rank +2 Int +3 class +1 bard)
Linguistics* +6 (1 rank +2 Int +3 class)
Perception* +8 (4 rank +1 Wis +3 class skill)
Perform (Winds)* +11 (4 rank +4 Chr +3 class skill)
Perform (Comedy)* +8 (1 rank +4 Chr +3 class skill)
Ride +2 (2 rank +0 Dex)
Sense Motive* +5 (1 rank +1 Wis +3 class skill) (maybe use perform at some point)
Slight of Hand* +0 (+0 Dex)
Spellcraft* +7 (2 rank +2 Int +3 class)
Stealth* +8 (1 rank +0 Dex +4 size +3 class skill)
Survival +1 (+1 Wis)
Swim -1 (-1 Str)
Use Magic Device* +11 (4 rank +4 Chr +3 class skill)

Bard - +1/2 level to all knowledge, can make untrained knowledge
Versatile: Winds (Diplomacy, Handle Animal);

The bard's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Giant Gecko CR 1:

N Medium animal
Init +6; Senses low-light vision; Perception +6

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +2

OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +2 (2d4+1)

STATISTICS
Str 13, Dex 15, Con 12, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Improved Initiative
Skills Climb +21, Perception +6; Racial Modifiers +8 Climb
SQ expert climber

SPECIAL ABILITIES
Expert Climber (Ex)
A gecko’s feet allow it to climb virtually any surface, no matter how slick or sheer. In effect, geckos are treated as constantly being under a natural version of the spell spider climb.

Features and Abilities:

BARD ABILITIES - Archtypes: Animal Speaker
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use 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.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, 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 for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Cantrips: Bards 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.

Summon Nature’s Ally
At 1st level, the animal speaker adds summon nature’s ally I to his bard spell list and bard spells known as a 1st-level spell. At 4th level (when he gains access to 2nd-level spells) he adds summon nature’s ally II to his spell list and spells known as a 2nd-level spell, and so on every 3 levels thereafter, until 16th level when he adds summon nature’s ally VI to his 6th-level spell list and spells known. This ability replaces mass suggestion.

Animal Friend (Rats)
An animal speaker selects a particular kind of animal, such as apes, badgers, bears, boars, cats, snakes, and so on. The bard gains a +4 bonus on Handle Animal checks to influence animals of his chosen kind. Animals of this kind have a starting attitude of at least “indifferent” toward the bard and never attack him unless he attacks them first.
Animal companions and magically controlled animals of the bard’s chosen kind can be directed to attack the bard if the controlling creature wins an opposed Charisma check against the bard (this check can be made once per round until it succeeds, after which no further checks are needed). Supernatural versions of animals (such as animals with the fiendish template) can attempt an opposed Charisma check against the bard with a +4 bonus on its roll to overcome this hesitation. This ability has no effect on creatures other than animals. This ability replaced fascinate.

Nature’s Speaker
At 5th, 11th, and 17th level, the animal speaker selects another kind of animal friend. The bard can use speak with animals at will on animals of his selected kinds. This ability replaced well-versed.

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% chance 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.

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 noninstantaneous 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

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.

Soothing Performance: At 3rd level, an animal speaker can use bardic performance to influence animals. This works like the druid ability wild empathy, except he expends 1 round of bardic performance and makes a Perform check. If the bard already has wild empathy from another class, he adds the class levels that provide wild empathy to the result of his Perform check to influence an animal. This ability replaced inspire competence.

Attract Rats: At 6th level, the animal speaker can use bardic performance to summon 1d3 rat swarms; they remain as long as he continues performing. At 11th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 17th level, the number of swarms he summons increases to 3d3. This ability replaces suggestion.

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 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 his performance. This 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): 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 the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets 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 Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp): 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): 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 an 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. This 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.

Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target 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 target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components.

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).

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.

Jack-of-All-Trades (Ex): At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

GNOME RACIAL TRAITS
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.

BOONS:
Landowner: A - initial
... C1 - +1 bonus to day job

History:

3 XP - Emerald Spires - The Tower Ruins [1-2] (+3XP +4 PP +1398+20GP)
...Bought wand of cure light wounds from chronicle -300 GP
...Spent 2 PP on Hex A
6 XP - Emerald Spires - The Cellars [1-3] (+3XP +4 PP +1536+20GP)
Purchases: Flag (10 gp), Mithral Shirt (1100 gp), Masterwork Buckler (155)
Sold for 5 gp: Leather Armor
...Spent 2 PP on Hex C1
9 XP - Emerald Spires - Splinterden [2-4] (+3XP +4 PP +3711+20GP) Start:1419 End:5150
...Bought wand of cure light wounds from chronicle -300 GP
...Spent 2 PP on Hex B3 (+1 PP +1 FP)
+1 to Charisma
10.5 XP - Emerald Spires - Godhome (+1.5XP +2 PP +2400+20GP) Start:5150 End:7570
...Spent 2 PP on Hex E (Country Estate vanity)

Start 5150 - 3524
Purchases: Giant gecko (combat trained) 150gp, exotic military saddle (60 gp), harness (2 gp), bit & bridle (2gp), Ring of feather falling (2200 gp), Antiplague (50 gp), antitoxin (50 gp), soothe syrup (25 gp), masterwork thieves tools (100gp - 15 sold), Scrolls: 2x endure elements(25x2), darkvision (150), 2x touch of the sea (25x2), see invisibility (150), 2x air bubble(2x25), 3 continual light stones (150x3): 3524 gp total

Planned Progression:

Add Perform each level, vary other skills
1 Rat-Friendly, Feat: Lingering performance; Spells picked: 4@0 Prestigidation, Detect Magic, Mend, Lullaby 2@1 Sleep (retrain later), Silent Image
2 Versatile: Winds (Diplomacy, Handle Animal); Spells picked: 1@0 Unwitting ally; 1@1 Moment of Greatness
3 Feat: Flagbearer +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects; Spells picked: 1@0 Message; 1@1 Jitterbugs
4 Add Animal companion (Dire Rat); Spells picked: 2@2 Tactical acumen, Summon Swarm; gain summon nature’s ally II
5 Add Animal type, Feat: Spell Focus(Conjuration); Spells picked: 1@2 Glitterdust ;retrain Sleep(max HD 4) to Charm Person
6 Summon Rat Swarms; Versatile: Comedy (Bluff, Intimidate) or Sing (Bluff, Sense Motive); Spells picked: 1@2 Dust of Twilight
7 Feat: Augment Summoning; Spells picked: 1@1 Animate Rope, 2@3 Haste, Good hope or Exquisite Accompaniment ; gain summon nature’s ally III
8 Spells picked: 1@3 Crushing Despair, Retrain: ?? Cause fear (6HD max) -> Remove Fear
9 Feat: Flagbearer, Spells picked: 1@3 Control Summoned Creature or Haunting Choir or Mad Monkeys
10 Versatile: Dance (Acrobatics, Fly); Spells picked: 1@2 Hypnotic Pattern, 2@4 Hold Monster, Invisibility(greater), Summon nature’s ally IV
11 Feat: Discordant Voice (req 10 ranks of perform, adds 1d6 dmg to allies weapons); Spells picked: 1@1 Fumbletongue, 1@4 Wall of Sound
12 Spells picked 1@4 Rainbow Pattern or Virtuoso performance?
13 Feat: Spellsong- allows concentration spell to continue while casting more spells, and hidden casting; gain summon nature’s ally V, Spells picked: 1@3 Confusion, 2@5 Mind fog, Persistent image
14 VP: Comedy or Sing (not chosen at 6) Spells picked: 1@2 Hold Person, 1@5 Joyful rapture
15 Feat: Summon boost?, Spells picked: 1@5 Cacophonous call(mass)
16 Spells picked: 1@4 Break Enchantment? or Serenity?, 2@6 Pied piping, Heroes' Feast (Be our guest!); Gain summon nature’s ally VI
17 Feat: Improved Initiative, Spells picked: 1@3 Dispel Magic, 1@6 Animate Objects
18 Spells picked: 1@6 Irresistible Dance
19 Feat: Extra Performance?; Spells picked: 1@5 Cloak of Dreams?, summon nature’s ally VII
20 Spells picked: 1@6 Shout, greater

Final spell list expected:
0 - Prestigidation, Detect Magic, Mend, Lullaby, Unwitting ally, Message.
1 - Sleep (retrain Charm Person), Silent Image, Moment of Greatness, Jitterbugs, Animate Rope, Fumbletongue
2 - Tactical acumen, Hypnotic Pattern, Dust of Twilight, Glitterdust, Summon Swarm, Hold Person
3 - Haste, Good hope, Crushing Despair, Control Summoned Creature or Haunting Choir or Mad Monkeys, Confusion, Dispel Magic
4 - Hold Monster, Invisibility(greater), Wall of Sound, Rainbow Pattern or Virtuoso performance?
5 - Mind fog, Persistent image, Joyful rapture, Cacophonous call(mass), Cloak of Dreams?
6 - Pied piping, Heroes' Feast, Animate Objects, Irresistible Dance, Shout(greater)

Bonuses:
Inspire Courage:
Good Hope: +2 Morale bonus (wont stack with flagbearer, but range)
Haste: untyped attack, dodge AC and Reflex

Does Exquisite Accompaniment circumvent Virtuoso performance??