Miyaro

Qat Tzgane's page

51 posts. Alias of Clebsch73.


Full Name

Qat Tzigane

Race

Human

Classes/Levels

Rogue/Bard 5

stat:
Initiative +2, Perception +11, AC/T/FF 16/13/14 Fort +2 Ref +6 Will +3 BAB +3 CMB +3 CMD 15

Gender

Reserves:
HP: 35/35; Action Points: 4; Ki Pool: 2/2; Guile Pool: 4/5; Fast Fingers: 2/2; Gypsy Intuition: 1/1; Quick Change: 1/1
Female

About Qat Tzgane

Human Glory Rogue (Bakuto/Urban Ninja)/Bard (Gypsy) Gestalt 5
CG Medium Humanoid (Human)
Init: +2; Senses Perception +11

Defense
AC 16, touch 13, flat-footed 14 (+3 Armor, +1 deflection, +2 Dex)
hp 35 (5d8 + 6)
Fort +2 Ref +6 Will +3
Defensive Abilities Uncanny Dodge

Offense
Speed 30 ft.
Melee +1 Bladed Scarf +6 (1d6+4) or War Razor +5 (1d4+2/19-20) or Starknife +5 (1d4+2/x3) or Whip +5 (1d3 non-lethal) or Sap +5 (1d6+2 non-lethal) or switchblade knife +5 (1d4+2/19-20) or sword cane +5 (1d6+2) or Boot blade +5 (1d4+1); +1 on attacks with light weapons during surprise round.
Ranged Hand Crossbow +5 (1d4/19-20) 30 ft. or Star-Knife +5 (1d4/x3) 20 ft.
Special Attacks Bardic Performance (modified by Tarot Reading) 15/day (distraction, fascinate, inspire competence +2, inspire courage +1), Ambush (DC 14), Sneak Attack +3d6, Gypsy Prank, Hidden Hand

Concealed weapons:

Qat keeps her weapons concealed in her clothes and armor. She gets bonuses to her sleight of hand check to conceal certain weapons: Dagger +2, war razor +2; the hidden hand trait gives an additional +1 for all weapons. Bonus to conceal weapons is +16 or +18 for dagger and war razor. Her cane sword is concealed in an umbrella handle and her switchblade is concealed in a hairbrush.

Bard Spells Known (CL 5th; concentration +8)
2nd (3/day)--Anonymous Interaction (DC 15), Cat’s Grace, Pilfering Hand (DC 15)
1st (5/day)--Disguise Self, Cure Light Wounds, Silent Image (DC 14), Tap Inner Beauty
0 (any)--Dancing Lights, Flare (DC 13), Haunted Fey Aspect, Lullaby (DC 13), Mage Hand, Open/Close
Level 2 Spells:

Anonymous Interaction
School enchantment (compulsion) [mind-affecting]; Level bard 2, witch 2
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration permanent (see text)
Saving Throw Will negates; Spell Resistance yes

You cause the targets to forget all but the most general information about you. If they saw you or interacted with you, they still remember your presence and your general shape (such as humanoid), as well as the gist of your interactions with them (such as "She was asking about the queen"), but they don't remember specifically what you said, details of your appearance, or any identifying information about you. This spell targets any memories of you in the minute preceding its casting, but is otherwise permanent.

Cat's Grace
School transmutation; Level alchemist 2, bard 2, bloodrager 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, summoner 2
Components V, S, M (pinch of cat fur)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes

The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.

Pilfering Hand
School evocation [force]; Level bard 2, cleric 2, magus 2, sorcerer/wizard 2
Components S
Range close (25 ft. + 5 ft./2 levels)
Target one object
Duration see text
Saving Throw none; Spell Resistance yes (object)

You create and control an invisible telekinetic force, manipulating it with either startling abruptness or careful deliberateness, allowing you to seize an object from an opponent or remotely manipulate an object. You can utilize this force to one of two ends.

Abrupt Maneuver: You instantaneously attempt a disarm or steal combat maneuver against a target within range. Use your caster level as your Combat Maneuver Bonus, adding your Charisma modifier (bard, oracle, sorcerer), Intelligence modifier (magus, wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. This combat maneuver attempt does not provoke an attack of opportunity from its target, but casting this spell might. If you are successful, you pull the target object to you, and if you have enough hands free, you can catch it. Otherwise, the object lands in your square as if you dropped it.

Careful Maneuver: You attempt a Disable Device check or a Sleight of Hand check to pick-pocket a target within range. This spell lasts as long as you need to accomplish the task, requiring your full concentration for that duration. Once you resolve the skill check, the spell ends. If you are successful on your Sleight of Hand check, you pull the target object to you as with an abrupt maneuver. The target gains a +2 bonus on its Perception check to notice the successful attempt.

Level 1 Spells:
Disguise Self
School illusion (glamer); Level alchemist 1, antipaladin 1, bard 1, inquisitor 1, sorcerer/wizard 1; Domain trickery 1
Components V, S
Range personal
Target you
Duration 10 min./level (D)

You make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.

The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

Silent Image
School illusion (figment); Level bard 1, magus 1, sorcerer/wizard 1
Components V, S, F (a bit of fleece)
Range long (400 ft. + 40 ft./level)
Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration concentration
Saving Throw Will disbelief (if interacted with); Spell Resistance no

This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

Tap Inner Beauty
School divination; Level bard 1, cleric/oracle 1, witch 1
Components V, M (a tiny mirror)
Range personal
Target you
Duration 1 minute/level

This spell allows you to tap into the natural beauty of your soul and let it shine from your eyes and your speech. While the spell is active, you gain a +2 insight bonus on all Charisma ability checks and Charisma-based skill checks.

Level 0 Spells:
Dancing Lights
School evocation [light]; Level bard 0, magus 0, sorcerer/wizard 0, witch 0
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Flare
School evocation [light]; Level bard 0, druid 0, magus 0, sorcerer/wizard 0
Components V
Range close (25 ft. + 5 ft./2 levels)
Effect burst of light
Duration instantaneous
Saving Throw Fortitude negates; Spell Resistance yes

This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Ghost Sound
School illusion (figment); Level bard 0, magus 0, sorcerer/wizard 0
Components V, S, M (a bit of wool or a small lump of wax)
Range close (25 ft. + 5 ft./2 levels)
Effect illusory sounds
Duration 1 round/level (D)
Saving Throw Will disbelief; Spell Resistance no

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Ghost sound can enhance the effectiveness of a silent image spell.

Prestidigitation
School universal; Level bard 0, magus 0, sorcerer/wizard 0
Components V, S
Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Mage Hand
School transmutation; Level bard 0, magus 0, sorcerer/wizard 0, summoner 0
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one non-magical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Open-Close
School transmutation; Level bard 0, magus 0, sorcerer/wizard 0, summoner 0
Components V, S, F (a brass key)
Range close (25 ft. + 5 ft./2 levels)
Target object weighing up to 30 lbs. or portal that can be opened or closed
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.


Statistics
Str 10 Dex 14 Con 12 Int 14 Wis 14 Cha 16
Base Atk +3; CMB +5 (+12 Disarm, +14 dirty trick, steal); CMD 15 (17 vs. dirty trick and steal)
Feats Combat Expertise, Power Attack, Agile Maneuvers, Weapon Finesse, Skill Focus (Sleight of Hand), Improved Dirty Trick, Quick Draw, Improved Steal, Ensemble
Traits Hidden Hand, Convincing Liar, Intense Artist
Drawback Hedonistic
Skills Acrobatics +9 (+13 evade AOO), Appraise +6, Bluff +13, Climb +4, Craft (writing) +7, Craft (composing) +7, Diplomacy +8 (+10 to influence crowds or gather info), Disable Device +11, Disguise +9, Escape Artist +7, Knowledge (Dungeoneering) +6, Knowledge (history) +6, Knowledge (local) +8, Linguistics +6, Perception +11, Perform (act) +12, Perform (Strings) +14, Profession (gambling) +12, Sense Motive +11, Sleight of Hand +15 (+17 checks made with dice, cups, cards, or other gambling paraphernalia; +16 to conceal light weapon), Stealth +9, Swim +4, Survival +6, Use Magic Device +8
Languages Common, Skald, Tien, Gypsy Cant, Sylvan
Gear 2 Cure Moderate Wounds Potions, +2 quilted Armor, ring of protection (+1), +1 Bladed Scarf, Belt of Tumbling
Other Gear MWK Thieves' Tools, MWK Violin, Cards, Marked cards, Dice, Superior loaded dice, dagger, sling, 5 sling bullets, 5 smoke bullets, switchblade knife (hidden in hairbrush), sap, starknife, war razor, blade boot, sword cane (in umbrella), whip, hand crossbow, 5 hand crossbow bolts.

Background:
Qat was born in the land of Minkai to a poor peasant family. Her given name was Tomatzu. She was an attractive and precocious child, loved by all. When her parents could not pay their required tax, the clan lord took Tomatzu as a slave in payment. She was trained to be a geisha. She found a secret mentor, a trainer of the clan leader's ninjas, who taught her many of the ninja arts. She also became friends with a kitsune and some other fey who lived in a nearby forest.

When Tomatzu came of age, she was going to be given as tribute to a powerful warlord. This warlord had a dire reputation, so before she was delivered, she used her ninja training to slip away into the forest. She was pursued and so her fey friends revealed a secret gate that went to another world. Tomatzu was sad to say farewell to her homeland, but found the new realm to her liking.

Fortune (or perhaps Songheim) smiled on her as she stumbled into the new place, for she was discovered by a traveling theater troupe of gypsies. She spoke only Tien when she arrived, but quickly learned the common language and began to contribute to the activities of the gypsy tribe. She already had many performing talents, as part of her geisha training. She had been taught other things by her ninja mentor. The gypsies guided her into acting and performing on the violin, plus helped her hone her already adroit sleight of hand skill to supplement the income of the group by picking pockets and conning marks out of gold at gambling tables and with blackmail. She took on the name Qat Tzgane, which translates roughly to Gypsy Girl.

She left the troupe when she arrived in London and surrounding state of Weit Weg, where she got a job with an established theater and began to get involved with a group of adventurers who share a common respect for a local god Songheim. She developed a bisexual orientation and had affairs with several adventurers. She also got involved with local organized crime groups, doing free-lance work that could make use of her exotic looks and her particular set of skills.

Her most recent lover was a partner in crime, a cat burglar and fellow actress, named Gianaconia. So she was most upset to learn that Gia was murdered, apparently by the serial killer who was becoming the talk of the region. After going on a serious bender and mourning her loss, Qat shows up at the Mended Drum, determined to find others who want to locate and obliterate this murderer.


Appearance:
Qat is a petite woman, 5 feet 4 inches tall with a pretty face and shapely figure. Her face reveals her ancestry is from the Golarnian nation of Minkai, with dark, almond-shaped eyes, a dainty flat nose, and flowing straight black hair. She usually wears colorful clothing with several layers, with a beautiful suit of quilted armor adorned with embroidered emblems of a crane taking flight and cherry blossoms. Her clothes and jewelry are always colorful and slightly gaudy, in the style of well known gypsy entertainers. She does not carry any weapons (that can be seen), unless you count her axe (a masterwork violin) or her umbrella. Despite her apparently unarmed state and small, dainty manner, she seems unafraid to walk down dark alleys or enter rowdy gaming rooms.

Image Link

Special Abilities

Rogue Abilities:

Sneak Attack: +3d6 damage

Uncanny Dodge: Starting 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 Dex 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 (see Combat) against her.

Bakuto Abilities:

Skilled Cheat: A bakuto adds half her class level (minimum +1) to all Sleight of Hand checks made with dice, cups, cards, or other gambling paraphernalia.

Skilled Gambler: A bakuto adds half her class level (minimum +1) to all Profession (gambling) checks.

Gambler's Eyes: Beginning at 3rd level, the bakuto adds +1 to all Perception and Sense Motive checks.
This bonus increases by an additional +1 every three levels (6th, 9th, 12th, 15th and 18th). If the check is made in relation to a game of chance, the bonus is doubled.

Urban Ninja abilities:

Ki Pool (Su): At 2nd level, an urban ninja gains a ki pool equal to his Wisdom modifier. This ki pool functions like a ninja’s ki pool, granting the same abilities and bonuses as a ninja of equal level.
At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Guile Pool (Ex): At 2nd level, an urban ninja gains a guile pool equal to his Charisma modifier. At 5th level and every 3 levels after, an urban ninja may choose to add 1 point to either his guile pool or his ki pool.
At 2nd level, a rogue gains a guile pool equal to half her rogue level plus her Charisma modifier (minimum 1).
A rogue may spend one point from her guile pool as part of any skill check to gain a +2 bonus to that skill check. At 10th level, this bonus increases to +4.
A rogue may spend 1 point from her guile pool as a swift action to grant herself a +1 circumstance bonus to her to- hit modifier until the end of her turn. For every four levels beyond 2nd the rogue possesses, this bonus increases by 1, to a maximum of +5 at 18th level.
As long as she has at least 1 point remaining in her guile pool, the rogue is treated as if under the effects of the Improved Feint feat.

Gypsy Bard Abilities:

Tarot Reading (Su)
By spending 10 minutes performing a tarot reading, a gypsy may affect her allies as if she had performed inspire courage as a bard of her gypsy level. The reading's effects last for 10 minutes. The gypsy must spend 4 rounds of bardic performance for each creature to be affected. At 3rd level, the gypsy may instead affect her allies as if she had performed inspire competence as a bard of her gypsy level.
This ability replaces inspire courage, inspire competence, inspire greatness, and inspire heroics.

Gladhanding (Ex)
A gypsy earns double the normal amount of money from Perform checks. As a standard action, she may use a Bluff check in place of a Diplomacy check to improve a creature's attitude for 1 minute, after which its attitude becomes one step worse than originally.

Streetwise Magpie (Ex)
Don't let a gypsy's colorful dress and lack of etiquette fool you. Gypsies can easily blend into any crowd with a simple change of clothes, a change of language, and a change of manners. All gypsies gain Gypsy Cant as an additional language. In addition, a gypsy gains a bonus equal to half her level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1).

Gypsy Prank (Ex)
There is no such thing as a “fair fight” with a gypsy as they will employ any stratagem to win a conflict, inflicting low blows and sucker punches with verve and joy. Starting at 2nd level, a gypsy selects either Perform (act), Perform (comedy), or Perform (dance). She may use her bonus in the chosen Perform skill in place of her combat maneuver bonus when performing a disarm, dirty trick, or steal combat maneuver. When substituting in this way, the gypsy uses her total Perform skill bonus, including class skill bonus, in place of her combat maneuver bonus. If the gypsy gains bonuses on combat maneuver checks from any feats, spells, magic items, or similar effects, they are added to the Perform bonus when using the appropriate combat maneuver.

Gypsy Intuition (Su)
At 2nd level, once per day as an immediate action, a gypsy may receive a glimpse of the immediate future and predict the results of a specific action as if she had cast an augury spell. The caster level of this spell is equal to the gypsy's bard class level.

Quick Change (Ex)
At 5th level, a gypsy can don a disguise as a standard action by taking a –5 penalty on her check. She can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. She can take 20 on a Bluff or Disguise check once per day, plus one time per six levels beyond 5th.

Bardic Performances:

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).
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.

Rogue Talents and Ninja Tricks:

Fast Fingers: Once per day, the rogue can roll two dice while attempting a Sleight of Hand check and take the better result. She must choose to use this talent before attempting the Sleight of Hand check. A rogue can use this ability one additional time per day for every 5 rogue levels she has.

Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Feats:

Combat Expertise (Combat) 1st level house rule for all PCs
You can increase your defense at the expense of your accuracy.
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Power Attack (Combat) 1st Level House Rule for all PCs
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Ensemble (Teamwork) Level 1 House rule for all PCs.
You can create an ensemble of skilled and amateur performers to aid you in your performance.
Benefit: When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you.

Agile Maneuvers (Combat) Level 1 Feat
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.

Quick Draw (Combat) Level 1 Human bonus feat
You can draw weapons faster than most.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Weapon Finesse (Combat) Level 1 House Rule Extra Feat
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

House Rule: Gain Dex to Damage and Attack rolls. Any penalty you take to strength applies to your HP, AC, Attack, and Damage.

Skill Focus (sleight of hand) Level 3 Feat
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Improved Dirty Trick(Combat) Level 3 extra feat house rule.
You are skilled at pulling dirty tricks on your foes.
Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Dirty Trick Maneuver: You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions: blinded, dazzled, deafened, entangled, shaken, or sickened. This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action.

Improved Steal Level 5 feat
You have a knack for snatching items from your opponents.
Benefit: You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.
Steal Combat Maneuver: You can attempt to take an item from a foe as a standard action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack. You must have at least one hand free (holding nothing) to attempt this maneuver. You must select the item to be taken before the check is made. Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and give the opponent a +5 bonus (or greater) to his CMD. Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver. Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver—you must use the disarm combat maneuver instead. The GM is the final arbiter of what items can be taken. If you do not have the Improved Steal feat or a similar ability, attempting to steal an object provokes an attack of opportunity from the target of your maneuver.
Although this maneuver can only be performed if the target is within your reach, you can use a whip to steal an object from a target within range with a –4 penalty on the attack roll.
If your attack is successful, you may take one item from your opponent. You must be able to reach the item to be taken (subject to GM discretion). Your enemy is immediately aware of this theft unless you possess the Greater Steal feat.

Improved Feint (Combat) In effect so long as Qat has 1 or more points in her guile pool.
You are skilled at fooling your opponents in combat.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.
Feint: To feint, make a Bluff skill check. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. If successful, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
When feinting against a non-humanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a creature lacking an Intelligence score, it's impossible. Feinting in combat does not provoke attacks of opportunity.

Traits/Drawback:

Hidden Hand
Your concealed weapons strike fast and true.
Benefits: You gain a +1 trait bonus on Sleight of Hand checks made to conceal light weapons and a +1 trait bonus on attack rolls when making an attack with a light weapon during a surprise round.

Convincing Liar
You've spent your life perfecting the art of half-truths in order to accomplish what you need to.
Benefit: You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you.

Intense Artist
Your devotion has caused you to delve more deeply into your art.
Benefit(s) Choose two Perform skills; you gain a +1 trait bonus on Perform checks of the selected types, and Perform is a class skill for you.

Hedonistic
You are a creature of pleasure and comfort.
Effect(s): Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.