About Speaker of the Scarlet FlameCharacter Sheet Template:
‘Speaker of the Scarlet Flame’ Ifrit/Bard (Dervish Dancer) CN Medium Outsider (Native) Init ; +4 Senses: Darkvision 60’ Perception +0 ; Sense Motive +0 --------------------
HP 19 Fort +4, Ref +7, Will +4 ; Resist 5 Fire --------------------
Melee: M/W Cold Iron Scimitar + 6 ; D6 + 4 (+1 Arcane Strike, Magic) 18-20/x2 S Ranged: Light Crossbow + 5 ; D8 19-20/x2 P/B
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Str 7, Dex 18, Con 14, Int 12, Wis 10, Cha 16 Base Atk +1 ; CMB -1 ; CMD 13 Feats: (Bard Bonus) Dervish Dance, (1st) Arcane Strike Traits: Maestro of The Society, Ambassador Skills: 14; Bluff (2) +8, Diplomacy (2) +10, Escape Artist (2) +8, Intimidate (2) +8, K. Religion (2) +6, Perform (Dance)/Acrobatics (2) +9, Use Magic Device (2) + 8 Languages: Common, Ignan, Terran SQ : Combat Gear: 600gp: M/W Cold Iron Scimitar (330gp), M/W Parade Armour (175gp), Cloak of Resistance (+1) 1000gp Kit: Bard’s Kit (41gp); backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin. Other: Hot Weather Outfit (Free), Alchemical: Alchemist fire x2 (20gp), Wands: Wand of Cure Light Wounds 48/50 (2pp) --------------------
Spells: 0 (5 Known DC 13) : Detect Magic, Grasp, Prestidigitation , Message, 1(3 Known | 3/Day DC 14): Hideous Laughter, Liberating Command (+2), Feather Fall Race: Spell-Like Ability: Burning hands 1/day (DC 14) (caster level equals the Ifrit's level; DC 11 + Charisma modifier). Fire in the Blood: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. Energy Resistance: Ifrits have fire resistance 5. Class: 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. 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 this ability from working. For every three levels the 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 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. Battle Dance: A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action. When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). Fleet (Su): While performing a battle dance, a dervish dancer gains a +10 enhancement bonus to his land speed. This bonus increases by 5 feet for every four bard levels gained after 1st level, to a maximum of +30 feet at 19th level. This ability replaces bardic knowledge and lore master. Versatile Dance (Ex): At 2nd level, a dervish dancer gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics. Traits: Maestro of the Society: Studying this knowledge gives you the ability to use your bardic performance an additional 3 rounds per day. Ambassador: You gain a +2 trait bonus to Diplomacy checks.
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