About Ruatria Nyvannalis
Female Elf bard 12 Archetypes Arcane Duelist,
NG Medium humanoid (elf)
Init +6, Senses low-light vision; Perception +3
AC 24, touch 15, flat-footed 22 (+8 armor, +2 deflection, +2 Dex, +1 insight, +1 natural, )
hp 108 ((12d8)+12)
Fort +9, Ref +12, Will +11, +2 vs. enchantment spells and effects
Bard Spells Known (CL 12th; concentration +15)
Arcane Armor (Ex) At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane spell failure. This ability replaces jack of all trades.
Arcane Bond (Ex) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.
Arcane Strike Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.
Aristocratic Erudition (Ex) At 3rd level, a noble scion gains a bonus equal to ½ her class level on Diplomacy, Knowledge (Local), and Knowledge (Nobility) checks. This ability also reduces the DCs of Diplomacy and Knowledge (Local) checks others have to gather publicly known information about the noble scion by the same amount.
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Avid Reader (Knowledge (History)) As a youth, you voraciously cosumed books and scrolls provided by a member of an adventurer’s guild or a learned organization like the Pathfinder Society, and you have internalized these stories of bold adventurers. You can always choose to take 10 on checks with Knowledge (History) skill, even when distracted or threatened.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 30 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a move 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 move action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Bladethirst (Su) An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +3 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item's enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding (Pathfinder RPG Core Rulebook page 469). If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. This performance replaces suggestion.
Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.
Bonus CMD (Disarm & Sunder) (2x) Add +1 to the elf's CMD when resisting a disarm or sunder attempt.
Bonus Feats An arcane duelist weaves might and magic in his combat style, gaining the following bonus feats at 2nd level and every four levels thereafter: 2nd level-Combat Casting, 6th level-Disruptive, 10th level-Spellbreaker, 14th level-Penetrating Strike, 18th level-Greater Penetrating Strike. This ability replaces versatile performance and well-versed.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Chivalrous You were raised on tales of heroic knights and benevolent wizards from Taldor's Golden Age, and try to emulate their great deeds. You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.
Dilettante Studies Dilettante Performer x2 (Effective Bard Level as four higher for the purpose of the bardic performance class ability), Dilettante Warrior x2 (+2 Attack/Damage)
Dirge of Doom (Su) You can use your performance to foster a sense of growing dread in your enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear your performance. The effect persists for as long as the enemy is within 30 feet and you continue your 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.
Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Fascinate (Su) You can use your performance to cause up to 4 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 20) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all 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.
Greater Leadership At 2nd level, a noble gains the Leadership feat as a bonus feat. She can recruit a cohort up to one level lower than herself. At 10th level, she can recruit a cohort of the same level as herself.
Inner Beauty Once per day, you can manifest your faith in your goddess and gain a +4 trait bonus to a single Bluff, Craft, Diplomacy, or Perform skill check. You can choose to use this trait immediately after making the skill check.
Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +4 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. 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.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +3 morale bonus on saving throws against charm and fear effects and a +3 competence bonus on attack and weapon damage rolls. 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 Greatness (Su) You can use your performance to inspire greatness in yourself or up to 2 willing allies within 30 feet, granting extra fighting capability. To inspire greatness, all of the targets must be able to see and hear you. 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.
Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.
Leadership (Base Score 15) You attract loyal companions and devoted followers.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Peerless Patrician At 10th level, once per round a noble scion can roll twice on any Bluff, Diplomacy, Intimidate, Knowledge (nobility), or Sense Motive check and take the better roll. Once per day, instead of rolling one of these skill checks, she can assume the roll resulted in a natural 20.
Prestigious Influence (250 GP) At 4th level, a noble scion can use her influence to receive special treatment, favors, and other services. She effectively has a pool of virtual gold pieces equal to 150 gp plus 10 gp per class to spend on services and non-material goods. This pool replenishes at the beginning of every week.
Rallying Cry (Su) At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.
Regional ExpertiseTaldor in Decline Feats Chosen: Additional Traits, Prodigy, Scholar
Scholar ~ Arcana You gain a +2 bonus on Knowledge (Arcana).
Scholar ~ History You gain a +4 bonus on Knowledge (History).
Servitor At 7th level, a noble scion gains a faithful NPC servitor of the same level as his cohort granted by the Leadership feat. This servitor can only have levels in NPC classes and comes equipped with gear appropriate for a character 1 level lower than the servitor’s actual level. The servitor does not follow the noble scion as would a cohort or follower, but instead can run various errands for his master while the noble scion is adventuring, such as delivering messages or maintaining the scion’s manor in her stead.
Soothing Performance (Su) You can use your performance to create an effect equivalent to a Mass Cure Serious Wounds (caster level 12). 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 you throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.
Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.