Fort +9 {+5.1/6 Base,+2 Con,+2Res}
Ref +13 {+5.4/6 Base,+6Cha, +2Res} EVASION
Will +7 {+5.3/6 Base, +2 Wis, +2Res} IRREPRESIBLE Cha vs Charm and Compulsion
CMD 27 (10+6bab+6cha+2Wis+1Int+1Dodge+1Protective Grace)
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OFFENSE
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Speed 30 ft.
CMB +11
Base Atk +6
Thrown Starknife
Melee, fighting defensively Crane Style + 11(+6bab,+6Cha,+1Starknife,-2defensively)
Damage1d4+7 20x3 S (+6cha+1Starknife)
Thrown +11/+11 (-2Flurry, Precise Shot)
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STATISTICS 25pt buy
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Str 10
Dex 10
Con 14…+2
Int 12...+1
Wis 16...+3 (14 +2Headband)
Cha 23...+6 (17+2race+2lvl+2Headband)
1rst 5/day Saving Finale, Liberating Command, FeatherFall, Ears of the City
Magus 1/day Shield
Feats :
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Feats
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lvl1 Monk1
Human BF: Divine Fighting Technique Desnas/Tykees Shooting Star (Cha to hit and Dam with Starknives)
Flurry of Throws
Feat: Noble Scion of War (cha to init)
Bf: Dodge, Quickdraw
Lvl2 Monk2
Evasion
Bf: Precise Shot
Lvl3 Lore Oracle1 (Seeker)
Sidestep Secret (cha to ac and ref)
Feat: Crane Style
Lvl 5 Magus 1 (Kensai/Eldritch Archer)
Feat: Deific Obedience
Obedience
Dance in a random pattern beneath the light of the stars, trusting in the guidance of destiny. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the dance feels complete, cease dancing. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future. Gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.
BF: Weapon Focus Starknife
Lvl 7 Evangelist 2
Feat: Extra Revelation: LoreKeeper (cha to knowledge skills)
Versatile Performance Oratory =+ 19 Diplomacy, Sense Motive
ACP -0
*ACP applies to these skills
[
Languages:
Common, Celestial
Traits:
Irrepressible: Benefit(s): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Voices of Solid Things (Disable Device)
Source Legacy of the First World pg. 3
Category Region
Requirement(s) Witchmarket
You traveled with the Witchmarket for a time, either willingly or as a result of a bargain made by some other buyer. In your time in the Witchmarket, you learned to listen to the whispers of items as though they were living creatures, giving you clues as to their function. Choose Appraise, Craft, Disable Device, or Spellcraft. You apply your Charisma modifier on checks with that skill instead of the skill’s normal ability score. That skill is a class skill for you.
Trapfinder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Drawback:
Vain
Source Ultimate Campaign pg. 65
You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.
Race Traits:
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Race Traits
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Human 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: have no bonuses or penalties due to their size.
Normal Speed: base speed of 30 feet.
Skilled: +1 skill/lvl
Bonus Feat
Flurry of Throws
Proficiency all thrown weapons
Wis to ac
Evasion
BFs: Dodge, QuickDraw, Precise Shot
Lore Oracle 1 (Dual-Cursed)
Oracle’s Curse: A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
(Does not advance)
Covetous (Legacy of Dragons pg. 8): You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp x your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you.
(Effective lvl 4th)
Deep One (Horror Realms pg. 14): The lure of the ocean tugs at your soul. You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet. At 5th level, your natural armor bonus increases by 1 as your skin thickens. At 10th level, you gain a +1 bonus to your caster level when casting spells underwater and when casting spells with the water descriptor. At 15th level, you gain the benefits of freedom of movement while underwater.
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(850gp) on fine jewerly and clothes or be sickened
Haunted Eyes (Ex): At 2nd level, a dirge bard gains a +4 bonus on saves against fear, energy drain, death effects, and necromantic effects. This ability replaces well-versed.
Secrets of the Grave (Ex): At 2nd level, a dirge bard gains a bonus equal to half his bard level on Knowledge (religion) checks made to identify undead creatures and their abilities. A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life). In addition, he may add one necromancy spell from the spell list of any arcane spellcasting class to his list of spells known at 2nd level and every four levels thereafter. This ability replaces versatile performance.
+2 Inspire Competence
+1 Inspire Courage (+2 with Dervish Sikke)
Evangelist of Desna 3
Skilled: At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.
(Fly,Survival)
Aligned Class (Bard) (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.
Protective Grace (Su): At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.
Bardic Masterpieces:
Triple Time (Percussion, String, Wind)
Source Ultimate Magic pg. 25
Your lively cadence puts a spring in the step of weary marchers.
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.
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 5 GP 0 SP 0 CP
Blinkback belt = 5k
Cirlet of Persuasion 4.5k/ Dervish Sikke 10k= 16.75k
Masterwork Thieves tools +2 200gp
Fancy Ass Clothes per Covetous Oracle Curse= 1000gp
Starknife +1 2k
Ioun Torch 75gp
Cloak Resistance +1 1k
Headband Cha +2 4k
Common musical Instrument x3 (percussion, wind, string)
Pearl of Power 1rst x1= 1k
=
Consumables:
10 days trail rations
future build notes and desired items:
Bard's Best Friend
Longspear, Singing Steel, +1 training (Flag Bearer)= 8k +6k(spec mat)=14k
Banner Ancient Kings 18k
Rod Quicken, lesser
Three Reasons to live 9k
Monk's Robe
lvl 10 Magus Kensai/Eldritch Archer
have 5x lvl 1 Pearls of Power crafted
2x spring-loaded wrist sheath for (breath of life, heal scrolls or wands)