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The Amazing Brando's page

5 posts. Alias of Kobash.


Classes/Levels

Human | HP 44/44 | AC 20 F 16 T 15 | F +3 R +8 W +5 | Init +4 | Perc +6

About The Amazing Brando

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DESCRIPTION: The Amazing Brando is a swarthy man in studded leather adorned with a blue half-cloak. He has dark well-oiled hair, a curled mustache, and a constant five o'clock shadow. A fine rapier hangs at his side, and he favors a striking stance that presents it like a constant challenge.

RACE: Human
CLASS/LEVEL:
Bard Arcane Duelist 5
ALIGNMENT: CN
INIT: +4
AC: 20 [F: 16 T: 15]
F: +3 R: +8 W: +5
HP: 44

STR 13 DEX 18 CON 14 INT 14 WIS 12 CHA 19
Ability Increases: 4th-Charisma

BA +3 CMB +4 CMD 18
Mwk double-barreled pistol +7 (1d8, x4)
*Courage/AS/PBS/DA +10 (1d8+7, x4)
Rapier +4 (1d6+1, 18x2)
*Courage/AS +8 (1d6+5, 18x2)

SKILLS: 45
Acrobatics 5 (+12)
Bluff 3 (+10)
Diplomacy 3 (+10)
Intimidate 4 (+11)
Craft (alchemy) 1 (+6)
Disable Device 1 (+8)
Disguise 3 (+10)
Escape Artist 3 (+10)
Knowledge Arcana 1 (+6)
Knowledge Engineering 1 (+6)
Knowledge Nature 1 (+6)
Knowledge Local 3 (+8)
Linguistics 2 (+5) *aquan, undercommon
Perception 2 (+6)
Perform - Storytelling 3 (+10)
Sense Motive 1 (+5)
Sleight of Hand 4 (+11)
Spellcraft 1 (+6)
Stealth 2 (+9)
Use Magic Device 1 (+8)

Languages: Common, draconic, goblin, aquan, undercommon

FEATS: *arcane strike, *combat casting, exotic weapon (firearms), point blank shot, deadly aim, rapid reload
TRAITS:
SPECIAL: bardic performance (bardic courage +2, inspire competence +2, distraction, fascinate, rallying cry) arcane bond (pistol)

Bardic Performance (16/day) Remaining: 16

Bard Spells (CL 5 DC 14+)
0 – read magic, detect magic, prestidigitation, ghost sound, dancing lights, message
(4/day - Used: 0) 1 – cure light wounds, saving finale, animate rope, liberating command
(3/day - Used: 0) 2 – invisibility, heroism, cure moderate wounds

WEALTH and EQUIPMENT:

+1 studded leather armor
+1 ring of protection
Endless bandolier
Wand of cure light wounds (30)
2 Scrolls of invisibility
2 Scrolls of disguise self
2 Scrolls of feather fall
Buckler
Mwk double barreled pistol
Powder (40)
Bullets (40)
Alchemist fire (x2)
Smoke pellets (x3)
2 daggers
Mwk thieves tools
50' silk rope with grappling hook
Disguise kit
Spare black hooded cloak (for sneaking)
Fancy boots

CURRENT Wealth
65gp
2 pearls (100gp each)

Bard Archetype - Arcane Duelist:

A master of the martial applications of steel and spell, the arcane duelist blends both into a lethal combination.

Arcane Strike : Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.

Bardic Performance: An arcane duelist gains the following types of bardic performance.
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 Intimidatecheck. 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.
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 +1 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 . If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. This performance replaces suggestion.
Mass Bladethirst (Su): An arcane duelist of 18th level or higher can use his bladethirst performance to enhance the weapons of as many allies as desired within 30 feet. The bonus provided by this power is +4 if conferred on two allies, +3 for three allies, +2 for four allies, and +1 for five or more allies. The power granted to each weapon must be identical. This ability replaces mass suggestion.

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.

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 addition 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 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.