Sorry for the none reply, its been a busy weekend.. Quimby listens intently to what Ash and Varrel both have to say.. "I heard things were getting bad in Korvosa, but i had no idea it was this bad.. Being from the Old District and living my whole life here this very much pains me to here.. Things are getting worse there, getting worse for my father.. I feel it is my personal duty to help in this matter.. It would be a great honor to lend my blade to your cause and regardless if you have me along i will do what can to help.. On my own if i must.." Turning to Varrel.. "I am indeed skilled with blade and song, as well as many verstaile spells to help one succeed where they might have otherwise failed.. I am not as skilled with enchantments as others, but do have basic knowledge of there use and can certainly help with words in a pinch.."
I understand you wanna keep your characters unique, but saying a melee bard is like a magus is like saying a melee paladin is like a magus.. Both cast spells and melee.. The bard has 0 ability to cast them and use his weapon, like the magus.. He has no offensive spells save enchantments so say you prefer gnome bards over other bards, not an arcane duelist is to much like your party magus lol.. He cast buffs, not in combat spells.. Although the inspiration spells and saving finale will save a butt or two in combat.. Ntm his Inspire Courage +2 affects the whole party, not just himself.. And with fc bonus it goes to +3 at 8th.. Combine with Good Hope, which he'll have next level, is a +5hit/dam buff party wide..
Ok ive got him updated to 6th level.. Quimby Cross: Quimby Cross Male Angel-Blooded Aasimar (Angelkin) Bard (Arcane Duelist) 6 CG Medium Outsider (human, native) Init +2; Senses darkvision 60 ft.; Perception + 9 -------------------- Defense -------------------- AC 21, touch 13, flat-footed 19 Hp 50 (6d8+12) Fort +5, Ref +8, Will +6 Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft. Melee +1 Longsword +11 (1d8+6/19-20/x2) and Sap +9 (1d6+5/x2) and Scorpion whip +9 (1d4+5/x2) Special Attacks bardic performance (standard action) (16 rounds/day, bardic performance: blade thirst +1, distraction (dc 15), fascinate (3 targets) (dc 15), inspire competence +2, inspire courage +2 Bard (Arcane Duelist) Spells Known (CL 6): CC +12 2 (4/day) Gallant Inspiration, Glitterdust, Heroism, Mirror Image 1 (5/day) Liberating Command, Saving Finale, Silent Image, Timely Inspiration 0 (at will) Detect Magic, Ghost Sound, Know Direction, Mage Hand, Message, Prestidigitation -------------------- Statistics -------------------- Str 20, Dex 14, Con 14, Int 10, Wis 10, Cha 15 Base Atk +4; CMB +11; CMD 22 Feats Arcane Strike(+2), Combat Casting, Disruptive, Lingering Performance, Harmonic Spell, Power Attack(-2/+4) Traits Group Fighter, Sword Scion Skills Acrobatics +6, Climb +8, Diplomacy +6, Intimidate +10, Know(Arcana) +4, Know(local) +9, Know(Planes) +8, Know(Religion) +4, Lingusitics +6, Perception +9, Perform (comedy) +11, Ride +2, Sense Motive +6, Spellcraft +4, Stealth +6, Swim +4, Umd +6 Languages Celestial, Common, Varisian SQ bardic performance, scion of humanity, truespeaker Gear +1 Mithril Chain Shirt, +1 Quickdraw Buckler, +1 Longsword, +1 Ring of Prot, +1 Amulet NA, +2 Belt of Str, +1 Cloak of Resistance, Wand of Cure Lt(50), Sap, Scorpion whip, Grappling hook, Hammer, Pathfinder's kit, Piton (5), Rope, Spring Loaded Wrist Sheath(Wand), Trail rations (10), Weapon cord, 21 GP -------------------- Special Abilities -------------------- Arcane Bond Longsword +1 Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Bardic Performance (standard action) (16 rounds/day) Your performances can create magical effects. Bardic Performance: Distraction (Su) Counter magical effects that depend on sight. Bardic Performance: Fascinate (3 targets) (DC 12) (Su) One or more creatures becomes fascinated with you. Bardic Performance: Inspire Competence +2 (Su) Competence Bonus of all skill checks. Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls. Bardic Performance: Rallying Cry (Su) Replace your allies' saves vs. fear with your Intimidate check result. Damage Resistance, Acid (5) Damage Resistance, Cold (5) Damage Resistance, Electricity (5) Darkvision (60 feet) Group Fighter +1 Attack while Flanking Lingering Performance Bardic Performances last 2 rds after you stop concentrating. Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise. Sword Scion +1 to hit and CMB with longswords and Aldori Dueling Swords. Truespeaker Learn two languages for each rank you put in Linguistics. Weapon cord Attached weapon can be recovered as a swift action. |