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Thank you guys for the quick replys!

Thats sad day for me I guess being as paizo has decided to, once again, vaguley define their own game (pet peeve of mine) :/. But I see what youre talking about that despite being an enormously common part of the game, how death interacts with abilities and spell effects has no rule and is left to interpretation, among a very long list of other things...

On a more positive note, I do appreciate the replies and even though I am still thoroughly unconvinced my spell effect ends, I suppose I can at least take heart in the fact that even though it sucks... I do understand that my gm is not just trying to spite me; its just what he thinks is the most logical conculsion without further explicit proof


3 people marked this as FAQ candidate.

Hey, having a dispute about if magical effects fall off upon death. Specifically spells with a permanent duration. My argument is that of many others that spell effects remain for their DURATION and do not fade simply bc either the caster or the target recieve the "dead" condition. Unfortunately my GM disagrees and is willing to change his mind IF i can point out a paizo citation.

(More context): i have enlarge person on me, i died, gm says falls off i say no it doesnt

I CITIED the paizo "permanency" duration in the core but is unconvinced. Can someone please give me a rules citation elsewhere that points out what ACTUALLY happens. Again. Need the paizo citation.

Thanks guys!


Aaaah ok, that makes sense. Thanks for the clarification!


Was scrolling through special materials section of d20pfsrd and came across 2 materials who have the exact same description and functionality? Can anyone clarify?

Geranite
Horacalcum

And

Dreamstone
Noqual
http://www.d20pfsrd.com/equipment---final/special-materials#top


Was scrolling through special materials section of d20pfsrd and came across 2 materials who have the exact same description and functionality? Can anyone clarify?

Geranite
Horacalcum
http://www.d20pfsrd.com/equipment---final/special-materials#top


Edit: so far ive tried to prevent most thing with Paladin spells like: grace, for trips (to get back up without being tripped again) and things like litany of escape and liberating command for when my team gets grappled.


Hey guys, so im the party paladin tank and i need some advice on how to boost my CMD. it seems like out party (paladin, oracle, swashbuckler) gets REK'D by overruns and me getting tripped. Anything that allows the enemy to ignore me and/or get to our back line. Any suggestion on how to stop this?


So Bastion of good (Sacred Shield paladin archetype's Smite Evil) halves the damage from the Bastion'd enemy's attacks.

http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/paladin.h tml

Sacrificial Oath is a 4th lvl paladin spell that transfers all dmg from selected ally to the paladin.

http://paizo.com/pathfinderRPG/prd/advanced/spells/sacrificialOath.html

My question is that would the PALADIN end up taking half damage from the attack when these are both on?

~The enemy hits the ally, the ally (assuming within the Bastion aura) then receives half the damage. Sacrificial Oath spell then sees the damage and moves it to the paladin? Is this right or am I misunderstanding something?


thanks Tahlro! can you cite the information, I can't seem to find it :/


how long doea it take to craft a higher enhancement on a peice of gear like armor with the appropriate crafting feat?

Example: if i had a +2 full plate and i wanted to make it +3, how long would i have to work on it?


title. Are rays considered a "weapon"? I'm asking primarily if I can apply feats like arcane strike/point blank shot/weapon finesse to ray typed spells?

Thanks!


What is the shadow bard? Archetype?

So saying that without shadow bard i couldnt sing inspire courage and dance rain of blows


2 people marked this as FAQ candidate.

It seems like to me that rain of blows for the dervish dancer was an add on to battle dance, not its own dance.
thus i would be able to use inspire courage and rain of blows, is this wrong or right?

Or is it its own dance and i cant combine them?


So i just recently put the special ability (enchantment, whatever its called) on my dervish scimitar and im LOVING it. I was wondering though. Since it has such an advantage on basically "atk" if it would be too greedy to pass up making it +5 or even +4 for more enchants for dmg since i dont need the extra atk and the enchants usually do more dmg.
What do u think should i always +5 or can i be greedy and get away with a 3-7 ratio (enhancement:special abilities) Bc i have such a bonus to atk bc of brilliant energy ignoring armor and shield


does the feat Greater Cleave:
http://www.d20pfsrd.com/feats/combat-feats/great-cleave-combat---final

stack with the Dervish Dancer's Battle fury:
http://www.d20pfsrd.com/classes/core-classes/bard/archetypes/paizo---bard-a rchetypes/dervish-dancer

the thought is that I could make a single atk against every enemy as the battle fury says but ALSO cleave every enemy next to every enemy that I battle fury, essentially:

Battle Dance
3 enemies:

Hit E1, cleave E2 and E3 (then as according to Battle fury I cannot make an atk on E1 for the rest of the turn)

But if I move and go to E2 can I hit it and cleave E1, E3 again? and then repeat with E3?


So i'm making a Dervish Dancer (so excited they look AMAZING) but I am absolutely stuck between Human and Vishkanya (open to other suggestions, though I already have an Aasimar so I don't wana role another one. 15rp is limit)

I am pretty much stuck between deciding on the bonus feat and the +2stat, vs the +2dex,cha,-2wis, +2 EscapeArtist Stealth Perform and their favored class option is boss.

I plan to do dervish dance feat almost immediately to add dex to atk/dmg
I'm' considering taking the dimensional assault tree

with a 15 point buy I bought for Human:

str 10
dex 17
con 12
int 10
wis 7
cha 14

for Vishkanya I bought:

STR: 10
DEX: 16
CON: 12
INT: 10
WIS: 10
CHA: 13

any suggestions on the buy are defintely welcome


thanks for all the quick replies! Eltacolibre I will defintely try that out. though all the responses seem very viable thanks guys!


title, trying to unlock archon style and the 13 int is standing in my way as a lvl 11 pally/1 monk, any thought on how to get?

thought about just retraining like a mother f***er but that seems bad. I thought about taking a fighter lvl for it but I'm pretty sure you still have to meet the requirements for the fighter "Bonus Feats"

plz help


http://www.d20pfsrd.com/magic/all-spells/i/ironskin

http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amule t-of-natural-armor

do these bonuses stack? or is the highest one taken bc they are the "same type" bonus? my guess is that they don't but I was just checking

Thanks!


thanks guys!


title. do the bonuses to saves stack with eachother from these 2 items

thanks guys!


title haha. Ever since I had Enlarge person put on me permanently I have been lovin it!

BUT this is america, and america isnt satisfied with Large, we want HUGE!

Help me get Huge. Idk how to do it, but you guys do.

https://www.youtube.com/watch?v=7ENjA6qb1iY


Thanks! Eltacolibre thank you for confirming that the 'enhancement bonuses' stack.

Thanks you guys for answering so simply and quickly!


Alright! So our group has just realized we have been doing this wrong. So now I need a little insight and clarification on these interactions.

1. It seems like to us that nothing stacks with DEX bonuses or ARMOR bonuses, the higher value is always taken ie cant wear chainmail under full plate or cant put Mage Armor (spell) on paladin (well you can but it wont do anything unless the armor falls off). We understand this correctly, yes?

2. How does other types of armor stack like deflection bonuses and natural armor. I read that things like amulet of natural armor will stack b/c it adds an "+1...+5 ENHANCEMENT bonus" which allows it to stack with other things like spells and idk Changeling racial natural armor. But what about deflection? Do 2 Ring of Protections stack or do you only apply the highest value? And then with that what about Ring of protections with spell 'Shield of Faith' or "Smite Evil" does the bonus from either of those stack with Rings or something?

3. How do I tell when something stacks or the highest value is taken? are there keywords Pathfinder uses to indicate they stack?

Thanks!


bump


Thanks for the quick replies!

@crux: tho I see your point tho I dont understand your post. If I read your post correctly, this effect can still deal nonlethal up to its HP. technically at that point it would become staggered and any further dmg would result in lethal. Tho I believe you, I still want to pose this question as fairly as possible and assuming if our party waited the full amount of time AND the full amount of time would kill it, I dont see y someone couldnt put that curse on and walk home and let the enemy starve to death. Bc as I said before technically the spell reads that it cannot deal MORE than nonlethal equal to its HP, which would never happen anyway bc as soon as it equaled it the NONlethal would stop and the lethal dmg would start


So the txt of Feast of ashes says:

You curse the target with a hunger no food can assuage. On a failed saving throw, the target begins to starve. The effects of this spell cannot inflict more nonlethal damage than the target has hit points. No amount of eating can counter the effect and, further, even attempting to eat causes the target to become nauseated for 1 round unless they make a DC 12 Fortitude save. The target still experiences the other normal effects of anything consumed (such as poisons or potions). Feast of ashes can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell, but effects suffered as a result of starvation must be healed by normal means.

blah blah saving throw it works, the enemy is hungry and begins to take nonlethal dmg. BUT this is what I need clarification on: it says the EFFECTS from this spell CANNOT deal more nonlethal than the target has hp. I take that as the target will take nonlethal till 1 then remain at 1 for the duration of the spell. BUT others in our group have interrupted as it actually takes the afflicted to 0 hp bc technically that hasnt dealt more dmg than hp and then since its still starving it starts to take LETHAL dmg and then it dies after a number of days.

So our question pretty much boils down to can we sneak into a boss room, cast feast of ashes and then peace out and wait for it to die? or will it never die from starvation bc it cannot deal more nonlethal than hp


o wow! ha, well xD. But that does make sense, why would something try to do a maneuver it isnt particularly good at in the heat of battle when a single mistake could mean death. well thanks for the quick reply!


Hey quick question, if a an enemy uses an aoo to grapple or trip or something and Doesn't have the imporved 'x' feat does that maneuver provoke its OWN AoO? as in 2 ppl could just sit there forever provoking aoos by using their aoos to do more maneuvers?

Im thinking that the loop ends if someone runs out of aoos/round (ie doesnt have combat reflexes) but still even if they both did would it just be a loop for 5 aoos? this doesn't seems right lolol


we r actually a new party so were figuring out stuff together and sometimes this game can have some misleading text xD but ya thank you for the reply. So just to confirm i can have a +10 shield and +10 armor. And in fact when it says that the enhancement bonuses 'stack' it actually refers to the fact that the both contribute equally to your ac instead of working like DR and taking the higher of the 2.


So didnt think so either but i wanted to know why my GM thought this. Today he pointed to the core rulebook under the enhancement section.

In general, magic armor protects the wearer to a greater extent than non-magical armor. Magic Armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor, reducing armor check penalties by 1.

Shields: Shield enhancement bonuses stack with armor enhancement bonuses. Shield enhancement bonuses do not act as attack or damage bonuses when the shield is used in a shield bash. The bashing special ability, however, does grant a +1 bonus on attack and damage rolls (see the special ability description).

and i will agree this is confusing. our gm takes this as the armor and shield bonuses/special abilities/enhancement levels COLLECTIVELY cannot be above 10. Personally i think that bull...theyre separate slots, items, everything about them is separate so why would they share emhancement bonus cap of ten and count towards eachothers' cap.

Is this wrong or is our gm interrpretting this wrong? Plz cite if you can


Does a characters shield and armor share the same +10 enhancement restriction? As in, do they add to each others count towards cap of+10?


If i +1 a long sword, 2k, and then add the special ability vicious which is priced at +1. How much do i pay for it?


Thank you for the quick and thorough responses!

I have one more question: if the (enhancement + special ability bonus)<=10, why ever go above +1 anything? special abilites are far more powerful, why not have +1 enhancement and +9 worth of special abilites? Anything less seems like a waste considering how expensive everything gets after +2


So then what do u count the gold only prices for some enchants as?


is there a limit to the number or power of enchants you can put on a peice of armor/shield/weapon??


just got a lvl in life oracle, picked up lifelink as revelation. When i take the 5 dmg from the healing can my DR 3 from adamantite full plate reduce this?


Thanks for the quick reply!


Hey so our group thinks weve been doing reach wrong? Hopefully you guys can help :D

If i put a reach weapon on my medium sized paladin giving myself a reach of 10ft. Can i atk adjacent squares? or bc i HAVE reach can i no longer hit enemies that close and can only hit in a 10ft perimeter?


I'm a lvl 10 sacred shield right now deciding to what to dip into. (paladin will stay main class)


I think dipping in to oracle for sidestep or lifelink would be awesome! But maybe i'm getting hyped up over nothing. I like being the front line tank with boss ass saves. I'm looking for a class to dip into that would bolster that role. Any suggestions? Thanks!


Thanks!


I took the magical knack trait to pump my caster lvl by 2. Does this affect my animal companion lvl too? or are they seperate and my pet is always stuck at rangerlvl-3? I figured taking this trait would allow my pet to be only 1 lvl lower, but our group thinks otherwise. Thanks for all the help!


I feel like an idiot lol. I read this god knows how many times. But i just read this again and there it is...clear as day. Idk im sorry for wasting your time lol


Still getting the hang of the rules for mounted combat. Can my ranger on his horse (combat trained) use a composite longbow without penalties?


If you have a +1 weapon and you want to add an enchantment that costs +2 bonus, does that weapon need to be upgraded to +2 before adding that level of enchant or can u put any amount of enchants once it's +1?


For a archery style ranger shooting from a horse, my buddy and i are trying to figure out any penalties from shooting from a mount. I thought rangers didnt have any bc rangers but that seems really loose so im comin here haha. SO, if i am shooting from a horse and thr enemy is not in cover or concealment, do i have ANY other penalties whilest shooting from a mount


Starting a ranger and got my horse companion which is sweet! Got it combat trained and now his hooves are primary weapons which is awesome! But i havent really used his atk until now. Do i get to have him bite/hoof/hoof AND shoot? Or do i pick? And if i have to pick why would i ever choose, why pick anything else but shooting?

Thanks!

Also any other tips u guys have for mounted ranged combat would be awesome too! So far gave my mount the overrun tree and for me, took rapid and manyshot, presice and improved presice, deadly aim, point blank shot, and weapon focus longbow.

Also i read a guide somewhere thay suggested using large arrows? Cant find anything in that o.o what are they and how get? Do I need to be large in order to use? Or just can use them since im on a mount?


o good lawd.

(also thanks for the quick reply)

Full Name

Bellar a half-orc Starknife chucking Desnan Bard

Race

HP 125/125 AC 27/ T 23/ FF 14/ F+16/ R+25/ W+18/CMD 31, Init +15, Perc +10, Darkvision, Low Light Vision

Classes/Levels

Performance rds 36/36, Loremaster 2/2, Oracle 1rst 7/7, Bard 1: 7/7 2: 7/7 3: 6/6 4: 5/5 5: 2/2

About Bellar

Statistics:
(Far Strike) Monk2, (Seeker)Lore Oracle1, Bard13
CG Medium Male Half-Orc
Init +15 {+8Cha +4Banner +3Circlet}
Senses Perception +10, DarkVision 60ft, Low-light Vision
------------------------------
DEFENSE
------------------------------
AC 27, touch 23, flat-footed 14( Mage Armor +4, +8 cha, +3Wis,+1stone{insight}, +1Dodge)
hp 125/125

AC when fighting defensively, -4to hit 27+14=41ac
+13(+2ac,+1 Crane Style,+8 Osyluth Guile,+1Acrobatics,+2Dance of 23 steps)

+1 saves vs death effects
Fort +16 {+7 Base,+3 Con,+3Cloak, +1Ioun stone,+2Sacred Tattoo and Fates Favored}
Ref +25 {+11 Base,+8Cha, +3 Cloak,1Ioun stone,+2Sacred Tattoo and Fates Favored} EVASION
Will +18 {+13 Base, +3 Wis, +3 Cloak, 1Ioun stone,+2Sacred Tattoo and Fates Favored}
CMD 31 (10+10bab+8cha+1Dodge+2Insight stone in wayfinder)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
CMB +6
Base Atk +10
Thrown Starknife
Melee +24/+19 (+10bab,+8Cha,+1 W Focus,+3 weapon,+2morale Banner)
Melee Damage1d4+17 20x3 S +2d6Holy(+8cha+4startoss+3holy+2morale Banner)
Thrown +23/+23/+18 (+10bab,+8Cha,+1 W Focus,+3 weapon,+2morale Banner,+1PBS,-2Flurry)
Thrown Damage1d4+18 20x3 S +2d6Holy (+8cha+4startoss+1PBS+3holy +2morale Banner)

------------------------------
STATISTICS 20pt buy
------------------------------
Str 11
Dex 10
Con 16...+3 (14+2belt)
Int 12...+1
Wis 16...+3 (12+4headband)
Cha 26...+8 (16+2race+4lvl+4headband)

Spells:

Oracle
Cantrips= Stabilize, Grasp, Light, Scriveners Chant
1rst=7/day Lucky Number, Divine Favor

Bard FCB +1 spell known x13 Bard lvls
+3 cantrip Ghost Sound, Sift, Prestidigitation
+3 1rst Triple Time wind 3, Grease, Silent Image
+3 2nd Battlesong wind 4, Dance 23 steps dance 4, Battlesong
+3 3rd Arrowsong Lament Oratory 3, Elysian Heart wind 7, Sylanduras Ascent wind 7
+1 4th 3rdHymn Restorative Harmonics wind 6

Cantrips = Detect Magic, Mage Hand, Mending, Message, Read Magic, Summon Instrument
FCB Ghost Sound, Sift, Prestidigitation

1rst 7/day Saving Finale, Liberating Command, Heighted Awareness, FeatherFall, True Skill, Ears of the City
fcb Grease, Silent Image
Arrowsong Lament Masterpiece adds Mage Armor to known spells
2nd 7/day Calm Emotions, Gallant Inspiration, Glitterdust, Mirror Image, Silence

3rd 6/day Haste, Dispel Magic, Purging Finale, Jesters Jaunt, Slow

4th 5/day Song of Kyonin, Dimension Door, Virtouso Performance, Heroic Finale

5th 2/day Bards Escape, Shadowbard

Spellbook:

1rst Mage Armor, Shield
2nd Mirror Image

Bardic Masterpieces:

Arrowsong's Lament (Oratory) Learned spell= Mage Armor
Source Arcane Anthology pg. 31
This collection of brooding poetry, all in pentatonic verse, expresses Arrowsong’s frustration over her overbearing parents’ desire for her to become a spellcaster. Her in-depth analysis of their struggles and failings provides great insight into reading and memorizing spells from a spellbook.

Prerequisite: Perform (oratory) 3 ranks.

Cost: Feat or 1st-level spell known or higher (see text).

Effect: Rather than a single work, this masterpiece is a collection of poems from Arrowsong’s days living under her scholarly parents, who both desperately wanted their daughter to pursue the art of wizardry. Despite the poems’ wry tone and the overall distaste for book-learning they proclaim, Arrowsong’s verse perfectly documents the process of memorizing arcane spells. When you gain this masterpiece, it becomes associated with your bard spells of a specific spell level. If you paid the masterpiece’s cost by spending a bard spell you know, the masterpiece is associated with spells of the spent spell’s level. If you paid the masterpiece’s cost by spending a feat, you choose one bard spell level that you are able to cast with which to associate the masterpiece.

In order to perform this masterpiece, you must be holding a spellbook, scroll, or a similar piece of arcane writing to consult. After completing the masterpiece, choose one arcane spell from your bard spell list or from the sorcerer/wizard spell list that is written on the arcane writing that you consulted during the masterpiece. If the spell is on your bard spell list, it must be of the same level (or lower) as the spell level associated with this masterpiece. If the spell is not on your bard spell list, its level must be at least 2 spell levels lower than the spell level associated with this masterpiece. Add the chosen spell to the bard spell list and to your list of bard spells known until the next time that you rest and regain spells.

If you use a spellbook with a preparation ritual to perform the masterpiece, you also gain the boon associated with that spellbook, as if you had prepared a spell from it. You can add up to one spell per spell level that you have selected with this masterpiece to your list of bard spells known each day. You can gain this masterpiece multiple times. Each time, you must apply it to a different bard spell level.

Use: 3 rounds of bardic performance per level of the spell.

Action: 1 hour of meditation.

Triple Time (Percussion, String, Wind)
Source Ultimate Magic pg. 25
Your lively cadence puts a spring in the step of weary marchers.

Prerequisite: Perform (percussion) 3 ranks, Perform (string) 3 ranks, or Perform (wind) 3 ranks.

Cost: Feat or 1st-level bard spell known.

Effect: This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect one ally in hearing range per bard level. This masterpiece increases the affected target’s base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).

Use: 1 bardic performance round.

Action: 1 minute.

Battle Song of the People's Revolt Learned 2 versions of this song with feats Outflank and ?
Source Melee Tactics Toolbox pg. 11
This song for fife and drum is found in many folios filled with music intended to unite the people of Andoran in their secession from Cheliax.

Prerequisite: Perform (percussion) or Perform (wind) 4 ranks.

Cost: Feat or 2nd-level bard spell known.

Effect: When you learn this masterpiece, choose a teamwork feat for which you meet the prerequisites. Once the feat is chosen, it can’t be changed. This performance grants the chosen feat to all allies within 30 feet who can see and hear you. Your allies don’t need to meet the prerequisites of this feat. Abilities that extend the duration of a bardic performance, such as Lingering Performance, affect this masterpiece.

Use: 1 bardic performance round per round.

Action: 1 standard action.

Special: You can gain this masterpiece multiple times. Each time you take this masterpiece, it grants a different teamwork feat.

Legal The Dance of 23 Steps (Dance)
Source Ultimate Magic pg. 22
This complex dance makes you difficult to strike.

Prerequisite: Perform (dance) 4 ranks.

Cost: Feat or 2nd-level bard spell known.

Effect: The shuffling steps, bends, and leaps of this intricate dance make you a difficult target to hit, but also make it more difficult for you to perform other actions. When using this masterpiece, you take a –2 penalty on melee attack rolls and combat maneuver checks, and you must make a concentration check to cast any spell (DC 15 + the spell’s level), but you gain a +2 dodge bonus to your Armor Class. When you have 8 ranks in Perform (dance), and every 4 ranks thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can combine this masterpiece with fighting defensively and Combat Expertise, but not total defense. When you use this masterpiece, it lasts until the start of your next turn. Abilities that extend the duration of a bardic performance (such as Lingering Performance) affect this masterpiece; this allows you to get multiple rounds of its benefit (and its penalties) at the cost of only 1 round of bardic performance.

Use: 1 bardic performance round.

Action: 1 free action.

Hymn of Restorative Harmonics (Sing, Wind)
Source Divine Anthology pg. 8
You perform a song of such beauty that it touches the soul of any who hear it, allowing them to recover from any adverse conditions.

Prerequisite: Perform (sing) or Perform (wind) 6 ranks.

Cost: Feat or 3rd-level bard spell known.

Effect: At the end of the round on which you complete this song, all allies within 30 feet who observed your performance gain a new saving throw to end the ongoing effects of certain debilitating conditions. An ally who is exhausted, fatigued, nauseated, sickened, staggered, or stunned as the result of a previously failed saving throw can attempt a new saving throw to immediately end one of the above effects. Characters under multiple effects must choose which effect they wish to attempt to end prematurely. Effects that did not grant a save to resist (such as the stun effect of power word stun) can’t be ended by this masterpiece.

In addition, anyone who observed this performance gains the effects of delay poison at a caster level equal to your bard level.

Use: 3 bardic performance rounds.

Action: 1 full round.

Symphony of Sylandurla’s Ascent (Percussion, Wind)
Source Healer's Handbook pg. 19
This elaborate arrangement for traditional elven instruments evokes Sylandurla’s heroic climb up the spire from the planar city of Axis to the Boneyard, where it’s said that she sang 8,008 tales to win elves their immunity to magical sleep.

Prerequisite: Perform (percussion or wind) 7 ranks.

Cost: Feat or 3rd-level bard spell known.

Effect: All allies within 30 feet become immune to one of the following (your choice) while they can hear your performance: charm effects, the dazed condition, fear effects, magical sleep, paralysis, the staggered condition, or the stunned condition. You must choose the condition before activating the performance and can’t change your choice during the performance. If any affected ally currently has the chosen condition, she can attempt a new saving throw against it each round she can hear your song. Success on this saving throw has its usual benefit, but failure has no effect at all. This performance relies on audible components.

Use: 1 bardic performance round per round.

Action: 1 full round.

Symphony of the Elysian Heart (Keyboard, Wind)
Source Blood of Angels pg. 28
You spark notes of joy and freedom in your listeners.

Prerequisite: Perform (keyboard) or Perform (wind) 7 ranks.

Cost: Feat or 3rd-level bard spell known.

Effect: The complex arpeggios in this piece follow each other so quickly that the music can sound jumbled and disjointed at first. As the piece progresses, however, distinct phrases emerge, creating a wild but harmonious piece that inspires feelings of unfettered freedom. You and up to one ally per bard level within 30 feet who can hear you can move and attack normally for the duration of your performance, even if under the influence of magic that usually impedes movement. This effect is identical to that of freedom of movement, except that this masterpiece does not allow subjects to move and attack normally while underwater unless these creatures would already be able to do so, and only lasts as long as you continue the performance.

Use: 1 bardic performance round per round.

Action: 1 round.

Feats :

-------------
Feats
----------------

lvl1 Monk1
Flurry of Throws
Feat: Noble Scion of War (cha to init)
Bf: PBS, Quickdraw

Lvl2 Monk2
Evasion
Bf: Precise Shot

Lvl3 Lore Oracle1 (Seeker)
Sidestep Secret (cha to ac and ref)
feat: Extra Revelation: LoreKeeper (cha to knowledge skills)

Lvl 5 Bard2
Feat: Lingering Performance

Lvl 7 Bard4
Feat: Flag Bearer
Prerequisites: Cha 15.

Benefit: 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).

With Banner= +2 morale attack, damage and saves vs fear and charm

Lvl9 Bard6
BF: Weapon Focus Starknife

Feat: PFS Legal Startoss Style (Combat, Style)
Source Weapon Master's Handbook pg. 15
Your thrown weapons become more deadly.

Prerequisites: Dex 13, Point-Blank Shot, Weapon Focus with the chosen weapon.

Benefit: Choose one weapon from the thrown fighter weapon group. While using this style and the chosen weapon, you gain a bonus on damage rolls made with the weapon equal to 2 + 2 per style feat you possess that lists Startoss Style as a prerequisite (maximum +6 damage). You cannot use this ability if you are carrying a weapon or a shield in your off hand (except for a buckler).

Special: In addition to the chosen weapon, a character with this feat and the weapon training (thrown) class feature can use Startoss Style with any thrown weapons that she wields in one hand.

Lvl 11 Bard8
Feat: Dodge

Lvl 13 Bard10
Feat: Osyluth Guile
You are skilled at misdirecting an opponent’s attacks.

Prerequisites: Bluff 8 ranks, Dodge.

Benefit: While you are fighting defensively or using the total defense action, select one opponent. Add your Charisma bonus to your AC as a dodge bonus against that opponent’s melee attacks until your next turn. You cannot use this feat if you cannot see the selected opponent.

Lvl15 Bard12
Feat: Startoss Comet (Combat)
Source Weapon Master's Handbook pg. 15
You can aim a thrown weapon so it strikes two foes.

Prerequisites: Dex 13, Point-Blank Shot, Startoss Style, Weapon Focus with the chosen weapon.

Benefit: As a standard action, you can make a single ranged thrown weapon attack at your full attack bonus with the chosen weapon. If you hit, you deal damage normally and can make a second attack (at your full attack bonus) against a target within one range increment of the first. You determine cover for this attack from the first target’s space instead of your space. You can make only one additional attack per round with this feat. If you have Vital Strike, Improved Vital Strike, or Greater Vital Strike, you can add the additional damage from those feats to the initial ranged attack (but not the second attack).

Skills:

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Skills 90
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+7Acrobatics*(Dex)____{+3rank,+1Dex,+3Class }
+24Bluff(Cha)____{+8rank,+8Cha,+3Circ,+3Class}
+4Climb*(Str)____{+1rank,+0Str,+3Class }
+8Disable DeviceDex____{+1rank,+1Dex,+2Masterwork,+3Class, +1Trapfinding}

+15Disguise (Cha)____{+1rank,+8Cha,+3Circ,+3Class}
+5Escape Artist*(Dex)____{+1rank,+1Dex,+3Class}
00Fly*(Dex)____{+0rank,+1Dex, +Class}
+7Heal(Wis)____{+1rank,+3Wis, +3Class}
+17Intimidate(Cha)____{+1rank,+8Cha,+3Circ,+2Race,+3Class}
+4Linguistics(Int)____{+1rank,+0Int,+3Class}
+10Perception(Wis)____{+4rank,+3Wis,+3Class}
000Profession(Wis)____+0{+0rank,+0Wis}
+4Spellcraft(Int)____{+1rank,+0Int,+3Class}
+5Ride*(Dex)____{+1rank,+1Dex+3class}
+7Sense Motive(Wis)____{+1rank,+3Wis,+3Class}
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}
+4Swim*(Str)____{+1rank,+0Str,+3Class}
+5Stealth* (Dex)____{+1rank,+1Dex,+3Class}
+7Survival(Wis)____{+1rank,+3Wis, +3Class}
+28Use Magic Device(Cha)____{+14rank,+8Cha,+3Circ,+3Class}

KNOWLEDGES
+28Knowledge (Arcana)(Cha)____{+5rank,+8Cha, +3Circ, +9Bard,+3Class}
+27Knowledge (Dungeoneering)(Cha)____{+4rank,+8Cha, +3Circ, +9Bard,+3Class}
+24Knowledge (Engineering)(Int)(Cha)[/i]____{+1rank,+8Cha, +3Circ, +9Bard,+3Class}
+24Knowledge (Geography)(Cha)____{+1rank,+8Cha, +3Circ, +9Bard,+3Class}
+25Knowledge (History)(Cha)____{+2rank,+8Cha, +3Circ, +9Bard,+3Class}
+27Knowledge (Nature)(Cha)____{+4rank,+8Cha, +3Circ, +9Bard,+3Class}
+24Knowledge (Nobility)(Cha)____{+1rank,+8Cha, +3Circ, +9Bard,+3Class}
+28Knowledge (Planes) (Cha)____{+5rank,+8Cha, +3Circ, +9Bard,+3Class}
+28Knowledge (Religion) (Cha)____{+5rank,+8Cha, +3Circ, +9Bard,+3Class}

PERFORMANCE
+18Dance (Cha)____{+4rank,+8Cha, +3Circ,+3Class}
+15Keyboard (Cha)____{+1rank,+8Cha, +3Circ,+3Class}
+15Percussion (Cha)____{+1rank,+8Cha, +3Circ,+3Class}
+18Oratory (Cha)____{+4rank,+8Cha, +3Circ,+3Class}
+15Sing (Cha)____{+1rank,+8Cha, +3Circ,+3Class}
+15String (Cha)____{+1rank,+8Cha, +3Circ,+3Class}
+21Wind (Cha)____{+7rank,+8Cha, +3Circ,+3Class}

Versatile Performance Wind =+21 Diplomacy, Handle Animal

ACP -0

*ACP applies to these skills

[

Traits:

Fates Favored= +1 to Luck bonuses

Race Traits:

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Race Traits
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Half-Orc Racial Traits
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. +2Cha
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Alternate Race Traits
Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

PFS Legal Dusksight
Source Blood of Shadows pg. 4
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.

Special Abilities:

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SPECIAL/CLASS ABILITIES

[spoiler=Class Abilities]
Far Strike Monk 2

Flurry of Throws
Proficiency all thrown weapons
Wis to ac
Evasion
BFs: PBS, QuickDraw, Precise Shot

Lore Oracle 1 (Seeker)

Tinkering (Ex)
Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle levels for determining his overall bonus on these skill checks.

This ability replaces all of the bonus class skills he would otherwise normally gain from his mystery.

Mystery: Lore
Revelations: Sidestep Secret (cha to ac and ref)
Feat: Extra Revelation: Lore Keeper (cha to knowledge )
Curse Covetousness= must spend wear 50+100xlvl(1650gp) on fine jewerly and clothes or be sickened

Bard 13
Bardic Knowledge=+9 to knowledge checks with Dervish Sikke,
Bardic Performance (Countersong, Fascinate,Suggestion, Dirge of Doom,Soothing Performance)

Well Versed
+5 Inspire Competence ( +4…+1 Dervish Sikke)
+5 Inspire Courage (+3 +1 Sikke +1 Banner)
Loremaster 2/day, may take 10 on knowledge checks

[u]Versatile Performances[/u]
2nd Lvl Wind(Diplomacy, Handle Animal)

6th lvl Martial Performance=Weapon Focus Starknife
Martial Performance (Ex) (Blood of the Beast pg. 12): The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups.

The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown). =Weapon Focus Starknife

10th lvl versatile performance=
Versatile Performance: Divine Fighting Technique
Desna's Shooting Star
Source Divine Anthology pg. 28
Among the divine fighting manuals of the Inner Sea, few are as ancient as Clamor of the Spheres, a collection of fighting techniques favored by Desna’s faithful. True to its name, the manual focuses on interpreting the chaos and sounds of combat, but nevertheless provides insightful and downright brilliant methods of defense with Desna’s favored weapon, using techniques that treat a fight with a starknife more as a beautiful dance than a battle.

Optional Replacement: A chaotic good bard of at least 2nd level who worships Desna can replace a versatile performance with the following initial benefit.

Initial Benefit: You can add your Charisma bonus to attack rolls and damage rolls when wielding a starknife. If you do so, you don’t modify attack rolls and damage rolls with your starknife with your Strength modifier, your Dexterity modifier (if you have Weapon Finesse), or any other ability score (if you have an ability that allows you to modify attack rolls and damage rolls with that ability score).

Jack of all Trades

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-76 lb. Medium 153 lb. Heavy 230 lb.
Current Load Carried 0 lb.

Money GP 0 SP 0 CP

Belt of constitution +2 combined with Belt of Blinkback = (1.5x4k)+5k= 11k
Headband of Wis and Cha+4 =40k
Cirlet of Persuasion combined with properties of the Dervish Sikke= 10k + (1.5x4,500)= 16,750
Banner of the Ancient Kings =18k
+3 Holy Starknife =50k
Cloak Prot+3= 9k
Handy Haversack 2k
Tourmaline Ioun Stone Cracked (Implanted) 800gp +1 insight vs death effects
Pale Green Cracked Prism – 4000 gp; +1 competence to saves. (Implanted)
Dusty Rose Prism – 5000 gp; +1 insight bonus to AC. Resonating in Wayfinder boosts CMB and CMD by 2.
Wayfinder 500gp
Snapleaf x2 750gp each
Sandals of Quick Reaction 4k
Masterwork Thieves tools +2

+3spellstoring dagger

Consumables:

Dervish Sikke
Source Inner Sea Temples pg. 52
Aura moderate transmutation; CL 10th
Slot head; Price 10,000 gp; Weight 1 lb.
Description
This cylindrical felt hat, favored by Dawnflower dervishes, grants its wearer a +2 competence bonus on one Knowledge or Perform skill, chosen when the dervish sikke is created. Most dervish sikkes grant bonuses on Knowledge (religion) or Perform (dance) checks.

If the wearer is a bard, he is considered 5 class levels higher for purposes of determining the effects of his bardic knowledge class feature. In addition, the bonuses granted by a bard’s inspire courage and inspire competence class features are increased by 1. Finally, a bard wearing a dervish sikke can take 10 on any Perform skill check he has ranks in.
Construction
Requirements Craft Wondrous Item, fox’s cunning, timely inspirationAPG; Cost 5,000 gp

PFS Legal Circlet of Persuasion
Source Ultimate Equipment pg. 241, PRPG Core Rulebook pg. 506
Aura faint transmutation; CL 5th
Slot head; Price 4,500 gp; Weight —
Description
This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.
Construction
Requirements Craft Wondrous Item, eagle’s splendor; Cost 2,250 gp

Banner of the Ancient Kings
Source Lands of the Linnorm Kings pg. 50
Aura moderate abjuration; CL 8th
Slot none; Price 18,000 gp; Weight 5 lbs.
Description
This tattered white canvas banner looks like an old piece of sailcloth, or perhaps a winding shroud—a 4-foot-by-6-foot rectangle with loops that can fit over a spear haft or pole running up one side. If mounted on a longspear or pole at least 8 feet in length, the banner shifts in appearance to match the heraldry or coat of arms of the person who attached it. If that person has no device, the flag instead displays a device that echoes the owner’s personality (such as a favorite animal, favored weapon, or holy symbol of the wielder’s deity).

When carried into battle, a banner of the ancient kings confers several benefits. As long as the longspear or pole to which the banner is attached is firmly wielded in two hands, its carrier gains a +4 circumstance bonus on Initiative checks. In addition, when so wielded, it grants the wielder and all allies within 30 feet a +2 resistance bonus on all saving throws against mind-affecting effects. If the carrier of the banner fails a saving throw against a mind-affecting effect, he may attempt a new saving throw against that effect every round he continues to wield the banner of the ancient kings— once he releases his firm grip on the banner’s haft, though, he no longer gets this benefit, even if he wields the banner properly at a later point while still under the effects of the mind-affecting effect.

If the banner’s carrier possesses the Flagbearer feat (Pathfinder Campaign Setting: The Inner Sea World Guide 286), the banner of the ancient kings doubles the morale bonuses granted by that feat. A bard who carries a longspear or pole to which a banner of the ancient kings has been attached is treated as four levels higher than his actual bard level for the purposes of determining the bonuses granted by his inspire courage bardic performance ability.
Construction
Requirements Craft Wondrous Item, heroism, resistance; Cost 9,000 gp

PFS Legal Sandals of Quick Reaction
Source Ultimate Equipment pg. 232
Aura faint transmutation; CL 4th
Slot feet; Price 4,000 gp; Weight 1 lb.
Description
These supple leather sandals grant a burst of speed during times of duress. When the wearer acts during a surprise round, he can take a standard and a move action during the surprise round. If the wearer already has the ability to take a standard and a move action during the surprise round, he instead gains a +10 circumstance bonus to speed when acting during a surprise round.
Construction
Requirements Craft Wondrous Item, anticipate peril (Ultimate Magic), haste; Cost 2,000 gp

Item Wish List:

increase headband to +6 Wis and Int,

Starknife +1 Ghosttouch, Undead-bane 18k

Metamagic Rods
Lesser Quicken
Lesser Echoing

dice:

Thrown Starknife +10bab +8Cha +1 W Focus +1PBS +3 weapon -2Flurry +2morale Banner

Damage +8cha+4startoss+1PBS +3holy
+2morale Banner

[dice=attack #1] 1d20+23[/dice]
[dice=damage #1] 1d4+18[/dice]
[dice=holy damage] 2d6[/dice]

[dice=attack #2] 1d20+23[/dice]
[dice=damage #2] 1d4+18[/dice]
[dice=holy damage] 2d6[/dice]

[dice=attack #3] 1d20+18[/dice]
[dice=damage #3] 1d4+18[/dice]
[dice=holy damage] 2d6[/dice]

Melee Starknife
[dice=attack #1] 1d20+24[/dice]
[dice=damage #1] 1d4+17[/dice]
[dice=holy damage] 2d6[/dice]

[dice=attack #2] 1d20+19[/dice]
[dice=damage #2] 1d4+17[/dice]
[dice=holy damage] 2d6[/dice]