--MageHand
School transmutation; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S Range close (25 ft. + 5 ft./2 levels); Target one nonmagical, 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.
--Mending
School transmutation; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 10 minutes; Components V, S; Range 10 ft.; Target one object of up to 1 lb./level; Duration instantaneous; Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
--Ghost Sound
--Prestidigitation
--Lvl 1--:
Spoiler:
--Grease
School conjuration (creation); Level bard 1, sorcerer/wizard 1; Casting Time 1 standard action; Components V, S, M (butter); Range close (25 ft. + 5 ft./2 levels); Target one object or 10-ft. square; Duration 1 min./level (D); Save see text; SR no;
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Cure Light Wounds
--Silent Image
--Lvl 2--:
Spoiler:
Cacophonous Call School enchantment (compulsion) [mind-affecting]; Level bard 2
Casting Time 1 standard action
Components V, S, M (a scrap of sheet music)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
DESCRIPTIONYou fill your target’s mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The creature gains the nauseated condition for the duration of the spell if it fails its Will save.
GlitterDust:
School conjuration (creation); Level bard 2, bloodrager 2, magus 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2; Elemental School earth 2, metal 2
CASTING
Casting Time 1 standard action
Components V, S, M (ground mica)
EFFECT
Range medium (100 ft. + 10 ft./level)
Area creatures and objects within 10-ft.-radius spread
Duration 1 round/level
Saving Throw Will negates (blinding only); Spell Resistance no
DESCRIPTION
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.
Any creature covered by the dust takes a -40 penalty on Stealth checks.
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Bardic Buffs:
World Traveler (Ex) +1/2 x Lvl on Geo,local,nature +1 minimum bonus (already applied) (replaced Bardic Knowledge) and +1 reroll daily on these
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Bardic Performance: 4 (init) + 3 (Char) + 4 (Lv4) = 11 rounds per day
Sea Shanty (Su):
Spoiler:
A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.
Distraction (Su):
Spoiler:
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):
Spoiler:
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):
Spoiler:
+2A 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.
Sea Legs (Ex)
Spoiler:
Still Water (Su)
Spoiler:
TackTack:
Spoiler:
HD=4
Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
HP=16
BAB=+3
Attack:1d20+3+2
Damage:1d4+4
Saving Thow= Same as Taptap, unless +2|+2|+0 is better.
Active Abilities:
**Master gains a +3 bonus on Acrobatics checks
**Alertness:While a familiar is within arm's reach, the master gains the Alertness feat (+2 to Percep & SenseMotive)
**When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
**Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
**Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
**Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
**Speak with master
Tack's In Depth Info for future progression:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
MyLevel NatArmorAdj. Intelligence Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind
9th–10th +5 10 —
11th–12th +6 11 Spell resistance
13th–14th +7 12 Scry on familiar
15th–16th +8 13 —
17th–18th +9 14 —
19th–20th +10 15 —
Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
Int: The familiar's Intelligence score.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
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Feats:
Point Blank Shot +1/+1
Rapid Shot
Precise Shot
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Traits:
Reactionary(+2 Initiative)
Touched-by-sea(swim + 1)
Languages: Halfling, Common
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Carrying Capacity:
Light Medium Heavy
0 -58 59–116 117–175 lb (+2 Str Modifier)
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Equipment:
Mum's 'ol earplugs
1 x Snag Net 60 gp............................
Attack Rolls: Touch Attack: -4 untrained, +4 (Dex) +1(size) (Range: 10')
DMG: (entangle: –2 attackrolls, –4 on Dex, 1/2 Spd, no run/charge, opp. spell DC 17 + Spl Lvl, escp artist DC 22)
If Entangled and holding Net: [If Win Opp Str Chk then Opp cannot leave net + (tripped or 1 pierce dmg).
1 x Halfling Sling Staff 20 gp................
Attack Bonus: +4 (Dex) +1 (size) +1 (if within 30', feat)
DMG: (1d6) + 2 Str +1 (if within 30' feat), Critical: x3, Range: 80'
200 x Bullets
Armor:
1 x Leather Armor 10 gp
Accessories:
1 x Spring Loaded Wrist Sheaf (For Dagger) 5 gp
Bracers of Archery, Lesser
+1 to Attack Rolls Competence Bonus (GM OK'd stack with Inspire Courage)
Gear:
1 x Bard's Kit (backpack,bedroll,belt pouch,flute,flint&steel, ink, inkpen, iron pot, journal, mess kit, mirror, rope, soap, torches (10), rations (5), waterskin) 41 gp
1 x Blanket .5 gp
10 x candles .1 gp
2 x fishook .2 gp
1 x twine (50 ft) .01 gp
4 x Air Bladder .4 gp
1 x Horn, Signal 1 gp
3 x earplugs pairs .12 gp
1 x Entertainer's Kit .5 gp
5 x Oil .5 gp
1 x Grappling hook 1 gp
1 x shovel 2 gp
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Favored Class Bonus : HP|HP|HP|HP
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Background: TapTap is a rugged halfling (dont argue). Rumor was that Taptap's great grandmother was an elf, but that is probably to explain away Tap's embarrassingly long legs. When the wander lust came apon Tap one evening, it was as if the salty breeze of the sea filled his mum's kitchen singing to him...Though he'd never known the sea, Tap sang back a bawdy tune, worthy of any sailor. Grabbing his pack and with a wave goodbye to his mum, TapTap stepped out to fnd the sea.
...
Strange...the beer at the port side pub is...strong.