I must remove myself from the selection process. But I see many really great character submissions, so I know Nightmare will not want for anything. Good luck to everyone submitting.
Hmm. I think I'll create an aasimar bard (archaelogist), with plans to multiclass into investigator (sleuth), with ties to Esoteric Order of the Palatine Eye.
Below is my current crunch on my character submission. He's naked; no gear.
Josten is a survivor from another gestalt planewalking campaign, so luckily there was so much work to edit to Pasha's measurements.
Josten Cailean is the offspring from Cayden Cailean, Golarion God of Ale, Bravery, Freedom, and Wine; and Shelyn, Golarion Goddess of Art, Beauty, Love and Music.
Boon of the Evolution's Chosen
Some circumstance in life has altered your very being in a fundamental way that sets you apart from normal beings of your species. As a result, you or a companion you gain from a class feature gain a number of templates of your choice less than or equal to a total CR value of +6. These must be cleared with the GM, who has the right to deny or alter any that they feel do not suit the game. You may take this boon more than once, but this new set of templates cannot be added to the same being.
Sublime Creature (CR +2) Fortune-Blessed Creature (CR +1) Holy Creature (CR +1)
Boon of Wealth and Stature
You are the leader of a nation or organization. Access to their coffers grants you an additional million GP. Your position also comes with added bonus of having people under you, represented mechanically as followers gained as if you possessed the Leadership feat (you do not gain a cohort). This comes with the additional perk of owning land important to your nation or organization, as determined by you and the GM. Taking this boon twice grants you an additional million GP, doubles your followers, and grants you a cohort as Leadership, which the GM can choose to restrict at their discretion.
6 + 4 Int + 2 Bonus + 3 Background/level
A fortune-blessed creature gains a +2 luck bonus on all skills. This bonus stacks with the luck bonus it gains on opposed checks (see favored).
Ageless
Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
Channel Positive Energy
The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.
Positive Energy Affinity
The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Strong Life-force
In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.
Augmented Criticals (Su)
The critical threat range of each of a fortune-blessed creature’s attacks doubles. The doubling follows the standard rules for doubling critical ranges and does not stack with other doubling effects, such as keen edge or the Improved Critical feat.
Lucky Strike (Su)
As a swift action, once per minute, a fortune-blessed creature can apply a true strike effect to a single attack.
Favored (Ex)
A fortune-blessed creature gains a +2 luck bonus on all saves and opposed checks, and a +1 luck bonus on all attack rolls.
Turn of Fate (Su)
Once per day, a fortune-blessed creature can reroll any failed roll it has just made. It must accept the results of the second roll.
Grace (Su)
Every nongood creature within 30 ft. of a holy creature automatically takes a –1 penalty on all attack rolls, checks, and saves. Grace is a mind-affecting effect.
Negative Energy Resistance (Su)
When a holy creature is struck by an attack using negative energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the holy creature may make a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds,the negative energy attack is canceled out in a bright flash. If the negative energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of damage.
Protection from Evil (Su)
A holy creature gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by evil creatures. Furthermore, it is immune to any attempt by an evil creature to possess, charm, or influence it.
Holy Spellcasting (Su)
A holy creature’s effective caster level for spells and spell-like abilities with from the healing subschool and those with the good or light descriptor increases by +1 over that of the base creature. This benefit stacks with itself, so the holy creature’s effective caster level for a spell with both good and light descriptors is higher by +2 than that of the base creature.
Sacredness (Su)
Each of a holy creature’s melee attacks with a natural or manufactured weapon deals +1d6 points of holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.
Holy Body (Su)
A holy creature gains double the normal amount of healing from positive energy. Thus, if a cure light wounds spell would normally restore 7 hit points, the holy creature would instead regain 14 hit points.
Godling (mighty) Class Features:
Weapon and Armor Proficiency
A mighty godling is proficient with all simple and martial weapons; with light, medium, and heavy armor; and with all shields (other than tower shields). A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).
Lineage DomainGood, Healing, and Travel
As a result of their divine bloodline, mighty godlings gain access to the powers (though not spells) of a cleric domain. The mighty godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the mighty godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A mighty godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.
A multiclass cleric/godling who has the same domain from both classes adds the two classes together when determining what granted powers the character has and their effectiveness, but uses only the character’s cleric level to determine what domain spells are gained.
Touch of Good (Sp)
You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su)
At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Rebuke Death (Sp)
You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer’s Blessing (Su)
At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Agile Feet (Su)
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp)
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Divine Traits
Divine traits are special powers a mighty godling gains through his divine heritage. Players may select any divine traits for his character, regardless of the godling’s divine parentage. A godling gains the benefit of all the degrees of a trait he possesses (though in some cases higher degrees make lower degrees superfluous).
A godling gains divine trait ranks at 2nd, 6th, 10th, 14th, and 18th levels. The number of ranks gained increases each time, 1 rank at 2nd level, 2 ranks at 6th, and so on. Each time a godling gains divine trait ranks, he may spend them on one or more traits. Raising a trait up one degree costs a number of ranks equal to its new degree, but the godling must buy each degree separately. Thus taking a new trait at degree I costs 1 divine trait rank, while taking a trait a godling already has at degree I to degree III costs 5 ranks (2 ranks to bring it from degree I to degree II, and 3 more ranks to bring it from degree II to degree III).
A godling may save unspent ranks if he wishes, but can only spend them when he gains a new level. Once ranks are spent, the trait chosen is permanent and the ranks cannot be regained.
Legendary Beauty I (Ex)
Diplomacy and Perform skills are always class skills. The godling gains a bonus equal to half his class level to Diplomacy checks made to make a request of a creature that is at least indifferent toward him (see the Diplomacy skill).
Additionally, once per day he may make a Diplomacy check to make a request of a creature that is unfriendly or hostile toward him (though he does not gain the benefit of this trait on such checks, as the targets are not at least indifferent). Each time he uses this ability on a specific creature, it becomes immune to this ability until the godling gains a level.
Legendary Beauty II (Ex)
The godling’s presence lifts spirits and inspires artists. Creatures within 60 feet of the godling that can hear or see him gain a circumstance bonus to Perform checks equal to the godling’s Charisma modifier.
Additionally, creatures within 60 feet of him that can hear or see him who gain a morale bonus (from any source) act as if that bonus were 1 higher. Additionally, so inspired are those who work to assist the godling that if a character takes an aid another action to help him, the godling gains double the normal bonus.
Legendary Beauty III (Su)
The godling can focus his resplendent appearance on a single creature, and overwhelm it with his divine demeanor. This counts as a charm monster spell, using the godling’s level as the caster level and with a saving throw of (10 +1/2 level + Con or Cha modifier – whichever is higher). He may use this ability once per day, but may never have more than one creature under the thrall of his beauty at a time. If he focuses his immortal magnificence on a new creature to charm it while a previous charm from this divine trait is still in effect, the previous charm immediately ends.
Legendary Beauty IV (Su)
The godling’s loveliness is so great, creatures are loathe to harm him and risk marring his appearance even if they hate him. The godling may add his Constitution or Charisma modifier (whichever is higher) as a bonus to his armor class and saving throws against attacks and effects made by creatures with an Intelligence score who can see him. This has no effect on attacks and effects from mindless sources (such as traps and constructs) or foes who cannot see the godling.
Paramortal I
The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass.
Scion Talents
As a mighty godling gains experience, he learns a number of talents that aid him and confound his foes. At 3rd, 5th, 7th, and 9th levels, a mighty godling gains one scion talent. A mighty godling cannot select an individual talent more than once unless the talent states otherwise.
Force of Personality (Su)
Your deific heritage manifests in the form of an amazingly strong presence, which allows you to accomplish things through sheer ego rather than physical ability or natural talent. This presence also powers a barrier of divine defense which helps protect you from harm. You may add your Cha mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Cha mod for Fort saves, your Dex mod with your Cha mod for Ref saves, and your Wis mod with your Cha mod for Will saves).
Physical Avatar (Ex)
The godling adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution.
Retribution (Su)
When foes dare to strike your person, which is a vessel for the divine energies that make you a godling, you can call upon those divine energies to strike down the heathens who dare defile your physical perfection. When you are hit by a melee attack, you may make a melee attack at your full attack bonus against the attacker. Alternatively, you may cast a touch or ranged touch spell with a casting time of 1 standard action or less at the attacker.
Smite Rival (Su)
Once per day, a godling can call focus his internal divine power to strike down those who dare oppose him. As a swift action, the godling chooses one target within sight to smite. If this target has dealt damage to the godling within the past 24 hours, the godling adds his Constitution bonus (if any) to his attack rolls and adds his godling level to all damage rolls made against the target of his smite. The smite rival effect remains until the target of the smite is dead or the next time the godling rests and regains his use of this ability.
Bonus Feat
At 4th level, and again at 12th, a mighty godling receives a bonus feat. The godling must meet all prerequisites for these feats. For a mighty godling, the feats must be Combat Feats.
Improved Initiative, Combat Reflexes Greater Scion Talents
At 11th level a mighty godling may gain a scion talent or one of the following greater scion talents. Every two levels thereafter, a godling gains another scion talent or greater scion talent.
Impressive (Ex): Once per round as a free action, the godling can make an Intimidate check to demoralize a foe who has just been struck for damage by the godling
Channel Energy (Su): You may channel energy as a cleric does, using your godling level as your cleric level. You may do this a number of times per day equal to 1 + 1/2 the modifier of one ability score of your choice.
Skill Mastery (Ex): The godling becomes so confident in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Wisdom modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so.
Rupture Magic (Su): When you strike a foe or object with a successful weapon attack, as a swift action you may attempt to break magic effects on the target. This acts as a targeted dispel from a dispel magic spell, except the check is 1d20 + your base attack bonus. You may use this ability a number of times per day equal to your highest ability score modifier (minimum 1/day).
Divine Power: The godling gains the Godling Spell feat. The godling must meet all the feat’s prerequisites.
Demigod (Ex)
You elevate from the ranks of deifically-blooded heroes to the lower ranks to true divinity. This has several effects, including changing your type to outsider (native).
You gain a cult of worshipers. This functions as the Leadership feat, except that all your followers are adepts, clerics, druids, or other classes that gain access to divine spells, and your cohort is your high priest. You may use sending (as the spell) a number of times per day equal to 1 + your Wisdom bonus (minimum 1) to contact any of your followers or cohort. Clerics that worship you may access the three domains associated with your lineage domain ability.
You become much harder to kill. You add your level to the negative hit point value you must reach before dying. If you are ever dropped to negative hit points, you automatically stabilize. Any time an event would normally cause your death (including taking hp damage that exceeds a sufficiently low negative value), you make a DC 20 Constitution or Wisdom check (your choice). If the check is successful you do not die, instead your hp total resets to a negative value one point shy of dying, and stabilizes. You can plane shift once per day. This functions as the spell, but you may only use it to access the native plane of your divine parent or the material plane.
Bard Class Features:
Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).
Spells
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard 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 standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
List of Bardic Performances: 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 non-instantaneous 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 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)
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)
A 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.
Inspire Competence (Su)
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). 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.
Suggestion (Sp)
A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su)
A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The 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.
Inspire Greatness (Su)
A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. 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.
Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp)
A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.
Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Mass Suggestion (Sp)
This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.
Adoring Fan (Su)
At 20th level, the bard can use his performance to convert even the toughest audience. To be affected, a target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target can attempt a Will save (DC = 10 + half the bard’s level + the bard’s Charisma modifier) to negate the effect. If a creature succeeds at the saving throw, the bard cannot use this ability on that creature again for 24 hours. On a failure, the creature is dominated (as dominate monster) for as long as the bard keeps playing and is charmed (as charm monster) for 1d4 hours thereafter.
Adoring fan is a mind-affecting, compulsion effect that relies on audible and visual components.
Cantrips (Sp)
Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master (Ex) 1/day
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Jack of All Trades (Ex)
At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
Racial Traits +2 Str, +2 Cha, -2 Wis; Outsider (chaotic, good), Medium, Normal Speed, Celestial Resistances (acid 5|cold 15|electricity 15|negative energy 10), Heavenborn (replaces Skilled & Spell-Like Ability), Darkvision 120ft., Languages.
Traits(Social) Charming, (Religion) Inner Beauty and (Regional) Planar Negatiator.
Items Wealth Carrying Capacity
Light (101 lbs or less); Medium (102-202 lbs.); Heavy (203-303 lbs.)
Current Load:
Height 6'6", Weight 220 lbs, Eyes Sapphire Blue, Hair Crimson Red
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Questions for Pasha:
Please take a look at Josten's Epic Boons for your approval. Also, I would like your permission for Josten to have the create water orision, as a gift from his father, Cayden Cailean.
No problem, GM Wolf, I'll make that change. In the meantime, here is what I have for my cleric's backstory. Hopefully it can be used as a reference for other applicants.
Cristo Galadana:
Cristo Galdana was born to Lady Corinda and Lord Ladimir Galdana, first son and second child. Cristo has an sister Calia, who's two years his senior. Living the the rugged county of Amaans, Cristo and Calia played together, growing very strong and agile, often outpacing the children of his uncle's servant in racing over rocky hill and dale. As he and his sister were often raised by nannies and teachers, Cristo grew more reserved and intellectual than her more social older sister. To the delight of his parents, Cristo excelled in mathematics and the sciences. Eager to break free of Willowmourn, Cristo asked his parents if he could study with The Pharasmans in Kavapesta. While his mother had reservations, Lord Ladimir used his family connection to set Cristo up to study at Cryptgate Cathedral in Kavapesta.
At first, young Cristo had to deal with some hazing from senior acolytes and some senior clerics who did not like a noble's child in their presence. Yet, with hard work, and a great deal of humility, Cristo quick became known as a diligent student and zealous follower. After several years, Cristo let his parents know he wished to take the vows of a Pharasman. Both parents were pleased, as that eased the way for Calia to move up the family ranks.
One fateful cloudy day, newly-raised cleric Cristo Galadana was assisting several inquisitors at a possible archaeological site near Gracye in Caliphas. The senior inquisitor was going off recently found journals from a paladin during The Shining Crusade that was ambushed near Gracye. The excavation tolled for weeks, but eventually found a strange golden sphere glowing under several large slabs. The chief inquisitor commanded Cristo to carefully carry the sphere into the nearby tent, as a storm was rapidly approaching. Just before entering the secure tent, a lightning bolt from the storm struck near the overly- careful cleric holding the artifact. This caused Cristo to fall backward, still holding the golden sphere were he fell. Upon hitting the ground, the golden sphere shattered on Cristo's chest, where the cleric was knocked unconscious.
Cristo finally awoke several weeks later, surrounded by his family. Calin was shocked as his family called out for the other Pharasmans to come. The young cleric was in his bed in Kavapesta where the Pharasmans took Cristo back to. The young cleric was questioned about his experience, the senior inquisitor still upset over the loss of the artifact. Despite being unresponsive for weeks, Cristo was not malnourished, but looked more hale and healthy than even back in his days in Amaans. What the Pharasmans were able to piece from the broken shards of the golden sphere was that the artifact was a powerful celestial weapon that was to be used to destroy a large portion of The Whispering Tyrants force's in Gracye, but was foiled from its implementation. The symbols on the golden shards seemed to indicate that the golden sphere was possibly created on The Positive Energy Plane.
Once it was clear Cristo was going to make a full recovery, The Galadans left to return to Willowmourn. Those who worked and lived with Cristo noticed a deep change in the normally quiet, soft-spoken cleric. Cristo was full of life and energy it seemed, cracking jokes, smiling to the annoyance of others, and being found in questionable situations with female acolytes, keen on this 'new' charismatic noble's son. Despite the many small scandals, Cristo found a new zeal for healing the sick. Soon, other clerics came to Cristo to consult with difficult illnesses and patients.
One day, almost a year later, Cristo was ordered on patrol of the roads near Vische in Barstoi. The cleric and his fellow Pharasmans came across several ghouls close to swarming a sealed carriage. The Pharasmans used their combined might and knowledge of undead to end the savage attack. Within the battered carriage was Professor Lorrimor and some of his experts, battered and close to death. Cristo, along with his fellow Pharasmans, healed the injured and helped escort all the survivors to Vische to recover. Professor Lorrimor was overjoyed and impressed with the young cleric's skill with healing and battling undead. A correspondence and friendship between the cleric and the professor began that day.
Sadly, Cristo was absent from the events told in The Pathfinder Novel, The Prince of Wolves. When the Pharasman cleric returned to Willowmourn, his uncle Lord Lucinean Galdana was able to tell his nephew the grim fate of Cristo's sister. On the positive side, Lord Lucinean has noticed his nephew's alignment change and welcomes it. For the first time, Lord Lucinean and Cristo have become closer, now sharing many interests between them.
I feel I should have Cristo's completed character submission in by tomorrow. The crunch and fluff are done; I just need to format it properly in character profile.
Here is my first draft of my character's Special Aura.
Special Aura : Undead Scourge:
At 1st level, Calin gains the Turn Undead feat.
At 3rd level, Calin can cast detect undead at-will as a spell-like ability.
At 5th level Calin gains Alignment Channel feat.
At 7th level, Calin gains the ability, Smite Undead. This functions as the paladin ability of the same name, but Calin does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.
At 9th level, Calin gains the ability, Spirit Touch. As a swift action, you can give your natural weapons or any weapons you wield the ghost touch weapon special ability. You can use this power a number of rounds per day equal to your cleric level. These rounds need not be consecutive.
At 11th level, Calin gains Aura of Life (Su). Calin emits a 10-foot aura of life around her that weakens undead creatures. Undead in this aura take a –4 penalty on Will saves made to resist positive energy. In addition, undead in this aura do not regain hit points from channeled negative energy.
At 13th level Calin can expend one use of her channel energy ability to attempt to force a possessing creature from its host body. Calin must make a melee touch attack against the possessed creature; if successful, Calin deals damage to the possessing creature as if it were targeted by the Calin’s channel energy ability (regardless of the possessing creature’s creature type), and the possession effect ceases as the possessing creature is ejected from the host body. A successful Will save (DC = Calin’s channel energy DC) halves the damage taken and negates the expulsion.
At 15th level, upon interacting with a rejuvenating undead (such as a ghost) or haunt for the first time (such as by attacking the ghost or channeling energy to damage the haunt), Calin can attempt a Sense Motive check as a free action to determine the specific course of action required to permanently neutralize the spirit of haunt (DC = 20 + the target’s CR).
At 17h level, Calin gains the ability, Ward Against Death. Calin can emit a 30-foot aura that wards against death for a number of rounds per day equal to your cleric level. Living creatures in this area are immune to all death effects, energy drain, and effects that cause negative levels. This ward does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the warded area. These rounds do not need to be consecutive.
At 19th level, Calin gains the ability, Undead Annihilation (Su). Calin can expend one use of her smite undead ability as a standard action and make a single melee attack against an undead creature. If this attack hits, the undead creature must make a Will save or be destroyed. The save DC is equal to 10 + 1/2 Calin’s level + Calin’s Charisma modifier. Undead with twice as many Hit Dice as the undead scourge are unaffected by this ability. If the attack misses, the smite evil is wasted without effect.
Damn. With the holidays and other arrangements, my character is only half-done. Not like the other applicants. I wish everyone luck on their submissions.
My aasimar gestalt Legendary Sorcerer (Angelic)/Legendary Bard is about 50% completed. I need to reevaluate Feats because the free racial feats have been removed, and I got to wrap my head around 'bench pressing'. And I still have a mountain of gold to spend, even with the recent reduction.
I'm certain the first version will be some kind of wrong, but will update as needed.
I am a fan of Mr. Welch, Youtube's preeminent Mystrara video creator. I love to listen to his lore on Mystara, and would be very interested to enter that world!
Race: Aasimar
I'm buffing his resistances and giving him more angelic features. Along with the Bonus Feat and Skilled human racial features, I've given him an additional +2 to Perform checks.
Tenative Backstory:
After he and his fellow adventures destroyed the Eye of Avarice, dealing Karzoug the Claimer a devasting defeat; the aasimar decides he wants to leave Sandpoint and explore Avistan and the larger Golarion. This aasimar helps other people when he can, or as Shelyn directs him.
I had to scrap my human sorcerer because the bloodline I wished to used isn't represented in Legendary Sorcerer. So I'll go with another option.
More thinking. More planning.
Other Free Player Gifts: Feats every level, +2 to an ability score every four levels, background feat(ie, a non combat, non metamagic feat that helps your concept).
How many background feats do we get?
One Background feat free. Or another feat that helps nail down your character's concept.
Half the fun is creating the high-level character.
And then a few months go by and you check your Aliases and go, "What did I created that lvl 20 orc barbarian for?"
1. I have changed the Persuasive Feat with the Emergent Divinity Divine Portfolio I: Lore - Sidestep Secret (Su) Feat.
Sidestep Secret (Su) Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.
The waskally: Vondal "Silvertongue' Goldbeard Vergadainkral godling (please add a link to the godling class on your profile page so i can easily reference the class info? thanks)
"Yes, my dear. It really is a silver tongue. You should see all the places it goes!" - Vondal "Silvertongue" Goldbeard, speaking with a blushing tavern maid over a tankard of dwarven ale.
RIZZENMAGNUS and my fellow character submitters, I'd like to present Vondal "Silvertongue' Goldbeard Vergadainkral, mighty godling and son of Vergadain, dwarven god of commerce and wealth!
Given that its FR, I dont see this out of the vein
A dwarf godling, fathered or mothered by one of the Morndinsamman; I don't think would be out of the the ordinary in a world with archmages, dragons, and tarrasque.
4d6:4d6 ⇒ (3, 5, 6, 1) = 15
I think I'd like to explore the concept of the wizard who saw 'too much' in his quest for knowledge and power.
So I'll be submitting a spellcaster of some type.
If Vilhon Reach, I'd likely submit a turmish tiefling (rakshasa-born) bard/sorcerer
If Old Kingdom, I'd likely submit a mulhorandi human cleric of Osiris.
Or if Shadowdale, just to be quirky, I'd likely submit a surface drow wizard, since I'm enjoying playing a nightborne mage in World of Warcraft right now.
OF COURSE, all this could be moot, if the Dice Gods (Long May They Reign) decide to give me lots of 1s and 2s for ability rolls. :(
Greetings, one more EltonJ. I would be interested in your Forgotten Realms Campaign. I shall research the three main locations to develop a character to potentially submit.
I completed making my human cleric of Lathander. He's not originally from Cormyr, but calls Suzail home. He took the Leadership feat, by way of his Nobility Domain; not sure if it will be relevant in the arena. He's also advanced in both Exalted PrC and Divine Scion PrC.
Before I work on the fluff and crafting his character sheet, I need to roll his HP.