Jeggare Noble

_Urien's page

103 posts. Organized Play character for TimD.


Full Name

Viscount Urien

Classes/Levels

Male Human Bard (Flame Dancer) 8.0 | HP 62/62 | Move 30 | AC 20 T 14 FF 17 , CMD 22 | F+6 R+11 W+7 : +1 vs. poisons, +1 vs. transform | Init +4 Low Light Vision Per +8 | Spells: 1st L 6/6, 2nd L 3/5, 3rd L 3/3 |Loremaster 1/1 | Performance 7/23

About _Urien

Character Sheet 62037-28:

Viscount Urien
N Medium Human Bard (Flame Dancer) 8.0
Init +4 ; Senses Low Light Vision ; Perception +8
Defense
AC 20, touch 14, flat-footed 17 (+3 Dex, +1 shield, +5 armor, +1 deflection) ; looses shield bonus after firing bow
hp 62 (8d8+16CON+3FCB)
Fort +6, Ref +11, Will +7 ; add +1 to Fort saves vs. Poisons ; +2 resistance bonus applied ; add +1 vs. transformative effects (FStS boon)
Other Resist Fire-1 ; Boots of the Cat ; Endure Elements (heat) and -2 on saves vs. environmental cold while jar of brown mold carried
Offense
Speed 30 ft.
Melee Gladius +8/+3 (1d6+2, 19-20/x2, S/P) or Cold Iron Dagger +8/+3 (1d4+2, 19-20/x2, S/P)
Missile +2 Greenwood Comp. Short Bow +11/+6 (1d6+4, 20/x3, P or B, 70 ft incr.) ; add +1 to hit & damage within 30 ft
*Deadly Aim +2 Greenwood Comp. Short Bow +9/+4 (1d6+8, 20/x3, P or B, 70 ft incr.) ; add +1 to hit & damage within 30 ft
*Rapid Shot +2 Greenwood Comp. Short Bow +9/+9/+4 (1d6+4, 20/x3, P or B, 70 ft incr.) ; add +1 to hit & damage within 30 ft
*Deadly & Rapid +2 Greenwood Comp. Short Bow +7/+7/+2 (1d6+8, 20/x3, P or B, 70 ft incr.) ; add +1 to hit & damage within 30 ft
Special Bardic Performance, Point-Blank Shot, Rapid Shot, Arcane Strike (Swift for +2 dmg),
Statistics
Str 14, Dex 16 (14), Con 14, Int 10, Wis 8, Cha 21 (19)
Base Atk +6; CMB +8; CMD 22 (includes deflection bonus)

CLAs (Bard) Bardic Knowledge (+4), Bardic Performance (23 rounds / day: ___XVI______, Distraction, Fascinate, Inspire Courage+2, Fire Dance, Song of Fiery Gaze, Fire Break) ; Bardic Masterpieces – Triple Time [7 allies, +10 Enhancement bonus to land speed]), Rat Quadrille, & Tales of Twisting Steel (Shield Other), Versatile Performance (String & Comedy), Lore Master 1x/day ( __ ), Fan the Flames. See next pages for a description of all abilities.

Traits (3) Infernal Influence (Race Trait [Human-Cheliax], +1 to Fort Saves vs. Poison and Resist Fire-1, Chlx), Blood of Dragons (Bloodline, Gain Low Light Vision/ UCamp), Charming (Social, Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures, APG)

Feats (5) Arcane Strike (Swift, +2 damage), Deadly Aim (-2 to hit, +4 damage), Point-Blank Shot, Precise Shot, Rapid Shot

Skills (56 pts) Acrobatics1+9 (3r), Bluff2 +16 (Perform: String), Diplomacy2 +16 (Perform: String), Disable Device1+7 (1r), Intimidate+12 (Perform: Comedy), (Knowledge (Arcana) 4 +10 (3r), Knowledge (Dungeoneering, Engineering, Geography, History, Local, Nature, Nobility, Religion) 4 +8 (1r), Knowledge (Planes) 4, 5 +15 (8r), Linguistics+6 (4r), Perception+8 (6r), Perform (Act)+11 (3r), Perform (Comedy & Sing)+12 (4r ea), Perform (String) 3+16 (8r), Spellcraft+4 (1r), Stealth1+7 (1r), Use Magic Device+11 (3r) ; 1 - armor check penalty of -2 would be applied to any Dex- or Str- based skills (+1 chain shirt for -1, buckler for -1), 2 – add +1 if Charming trait applies, 3 – add +2 if using masterwork instrument, 4 – bardic knowledge of +4 applied, 5– apply a +2 circumstance bonus on checks concerning demons

Languages Azlanti, Common (Taldane), Draconic, Infernal

Spells Per Day (CL 8, DC 15+ Spell Level, Concentration +13):
1st Level – 4+2 (6) [ ] [ ] [ ] [ ] [ ] [ ]
2nd Level – 4+1 (5) [ x ] [ x ] [ ] [ ] [ ]
3rd Level – 2+1 (3) [ ] [ ] [ ]

Spells Known (Bonus spells from Fan the Flames marked as B )
0 Level (6) Detect Magic, Light, Open/ Close, Prestidigitation, Scrivener’s Chant, Spark
1st Level (5+2+B) Burning HandsB (DC 16 REF), Charm Person (DC 16/17 WILL), Déjà vu, Grease (DC 16/17PC REF), Lesser Confusion (DC 16 Will), Liberating Command (+16), Saving Finale, Vanish
2nd Level (4+B) Flaming Sphere B (DC 17 REF), Gallant Inspiration, Glitterdust (DC 17 WILL), Heroism, Silence
3rd Level (3+B) Confusion (DC 18 WILL), FireballB (DC 18 REF), Haste, Jester’s Jaunt

Equipment buckler ; gladius, cold iron dagger ; masterwork backpack, spell component pouch, weapon cord x2, smoked goggles, earplugs (x10 pair) ; masterwork fiddle (“Sweetness”) ; vermin repellant, air crystal, anti-plague, anti-toxin, alchemist fire x3, alchemical grease x2, stillgut

+2 Adaptive Greenwood Composite (+2 STR) Shortbow, +1 Chain Shirt, Ring of Protection+1, Cloak of Resistance +2 ; Traveler’s Anytool, Implanted Cracked Dusty Rose Prism IOUN Stone, Efficient Quiver, Headband of Alluring Charisma +2, Belt of Incredible Dexterity +2, Boots of the Cat

Oil of Magic Weapon (CL 1), Oil of Sanctify Corpse (CL 1), Potion of Freedom of Movement (CL 7), Wand of Cure Light Wounds ( 36 charges, __XI_____), Wand of Ant Haul (35 charges), Scroll – Summon Instrument, Scroll – Abundant Ammunition, Scroll - Erase, Scroll - Featherstep, Scroll – Share Language, Scroll – Unseen Servant, Scroll – Comprehend Languages,

Ammunition: efficient quiver + back-up quiver of 5 durable arrows, 5 cold iron durable arrows, 5 ghost salt blanched durable arrows, and 5 alchemical silver blanched blunt arrows, quiver of 10 arrows & 10 ghost salt-blanched arrows

Other Wealth 100gp, 20 sp, 13 cp ; 0gp banked

Mule “Her Infernal Mulitrix, Cabbage-gail IX”. Sunrod x2, extra spell component pouch, 40 extra arrows, bedroll, blanket, bid & bridle, 10 days feed, pack saddle, saddle bags, 50’ silk rope, grappling hook, courtier’s outfit (with 50gp in appropriate jewelry), noble’s outfit (no jewelry needed as boots of the cat count as jewelry for courtier’s / noble’s outfit per A Foul Breed Chronicle Boon)

Appearance & Background:

Appearance
6’1, 225lbs. Black eyes that look red by firelight.

Urien on HF

Background
Urien has ever been welcome at the tables of those who claim a lofty heritage. Self-depreciating humor and his natural charm has allowed him to evade most pointed questions about his heritage, but he can honestly admit that he is able to trace his roots to several houses, including Henderthrane and Rogarvia (the latter of which he rarely admits to). From what he has been able to surmise, he is actually 3rd in line as Viscount of familial holdings along the Keld River in the Archduchy of Sirmium. Despite, or perhaps because of, this background Urien has always found himself more at ease in the company of adventurers and Pathfinders and has joined the Society to both see more of the world as well as pursue the interest of his families and patrons.

Character Notes:

Favored Class Bonus – Bard – HP, then RA (+1 spell known or spell slot used for Bardic Masterpieces instead)
Faction – Sovereign Court
Fame / Prestige: 34 / 24 (2 PA spent on masterwork greenwood composite [+2 STR] short bow, 2 PA spent on wand of CLW, 1PA spent on noble title [Viscount], 2 PA spent on Adamantine Arrows, 2 PA spent on wand of ant haul), 1 PA spent on Planetary Adaptation casting in 08-00)
Scenarios Completed: 06-08 (Segang Expedition) GM Credit, 07-07 (Trouble in Tamran), Gallows of Madness (All, including bonus chronicle), From Shore to Sea (GM Star used), 08-07 (From the Tome of Righteous Repose), 09-09 (Beyond the Halflight Path), 08-23 (Graves of Crystalmaw Pass), 09-11 (The Jarlsblood Witch Saga),
Encumbrance (STR 14) 58 lbs (Lt Enc). (Light = < 59lb ; Medium 59lb – 116lb ; Heavy 117lb-175lb)

Councilor of Time Boon applied giving extra trait (Social – Charming)

Efficient Quiver Contents
(if dispelled, contains 14 cold iron arrows, 5 blunt arrows, 1 grappling arrow)

1st: 60 items (60/60)
*ghost salt blanched durable arrow x5 (_____)
*durable arrow x15 14
*blunt Arrow x5
*adamantine durable arrow x11
*pheromone arrow x2,
*durable trip arrow x1,
*grappling arrow x1
*alchemical silver blunt arrows x5 (______)
*cold iron durable arrows x15,

2nd: 18 items (15/18)
*LARGE durable adamantine arrow x3
*LARGE durable arrow x12

3rd: 6 items (1/6)
*Back-up masterwork composite greenwood short bow (+2 STR bonus)

Unexpended Boons:

Ragdya’s Blessing (06-08): Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.

The Court Grows (Baron Bomande Rudyahm or Count Falroun Matsanda; Sovereign Court Faction) (06-08): You have impressed an influential aristocrat from Alkenstar and taken an important step in recruiting him into the Sovereign Court. You have received a praise-laden letter of reference from your contact, and if you show this letter to an aristocrat native to the Inner Sea region, you gain a +2 bonus on any Diplomacy check made to influence him or her. You may also check the box included with this boon to use the letter in requisitioning a valuable tool while in Alkenstar; acquire any one item worth 150 gp or less (400 gp or less if you earned this boon in Subtier 4–5) for free. The item is a gift and has no resale value. The letter of reference provides no further benefits once you have checked the box, but the boon may grant other benefits in future adventures.

Trusted in Tamran (07-07): Venture Captain Oraiah Tolal exonerated the Society without increasing tensions between Nirmathas and Molthune, thanks to the information you provided. One of the members of the Nirmathi militia offers you a selection of ammunition. You may spend 1,600 gp to purchase 10 pieces of ammunition selected in any combination from the following list, or 800 gp to purchase 5 pieces of
ammunition. When you use this boon, cross it off your Chronicle Sheet.
+1 human bane ammunition +1 seeking ammunition
+1 flaming ammunition +1 holy ammunition
(limit 1)

Apprentices Returned (Gallows: AFB): You defeated Gellion and rescued the apprentices he was holding prisoner. The masters of the apprentices that you rescued provide you with handmade gifts from their businesses as a token of their appreciation. When you receive this boon, cross off the rewards for each apprentice you did not rescue. These rewards increase if you apply the Chronicle sheets for one or both of the other chapters of Gallows of Madness to the same character.
Gunty’s Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.
Witch’s End Tavern (Rescued Morvinarr Albusin): The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.

[ ] Goblin Slayer (Gallows: WLitW): You defeated the goblins who were terrorizing the Escoro family and other local shepherds. You may check off the box before this boon to gain a +1 bonus on Bluff, Knowledge, Sense Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack and damage rolls against them. If you have the favored enemy class feature and chose golbinoid as one of your favored enemies, increase your favored enemy bonus against golbinoids by +2 instead. Activating this boon is a free action, and these benefits last for 1 minute.

[ ] [ ] Repurposed Trap (Gallows: WLitW): On your way up to Highfort, you encountered a trap made of bottled brown mold. You recovered some these jars for your own future use; immediately check one of the boxes that precede this boon if you did not disable the trap. So long as you carry a jar with you, you gain the benefits of endure elements in in hot environments and take a –2 penalty on saving throws against environmental cold. Check one of the boxes that precede this boon to throw a jar at a square as a ranged attack roll against an AC of 5 (range increment 10 feet). If you miss, use the rules for missing with a thrown splash weapon to determine where the jar lands (Pathfinder RPG Core Rulebook 202). When the jar hits the ground, it splits open, filling the square with brown mold. The mold deals 2d6 points of nonlethal cold damage per round to anyone it its square. Unlike typical brown mold, it does not expand when fire is nearby—the jarred samples have become somewhat sickly from their long confinement. After you check the second box, cross this entire boon off your Chronicle sheet.

Antidotes and Remedies (Gallows: TFB): Among the poisonous plants in the Sarini garden, you found four potent medicinal plants, each of which has a different effect. You collected a bundle of leaves and roots from each of these plants for future use. You may chew a bundle of plants as a standard action to produce one of the following effects. Once you use one of the bundles, cross it off your Chronicle sheet.
• Heal 1d4+1 points of damage.
• Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
• Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour.
• Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken you for 1 hour.

[ ] [ ] Bringing the Truth to Light (Gallows: TFB): You recovered records of the Sarini family’s unspeakable deeds from the secret chambers below their manor. In addition to bringing closure to families of Saringallow, these documents provide you with insights about the forces of Hell. You may check off a box at the beginning of your turn to treat the DR of devils as if it were 5 lower and the SR of devils as if it were 2 lower until the beginning of your next turn. Alternatively, you may check off a box before this boon to grant a devil that you have summoned or called a +2 resistance bonus on saving throws and a +2 enhancement bonus to its natural armor for 1 round. Checking off a box is a free action. After checking off the second box, cross this boon off your Chronicle sheet.

[ ] [ ] [ ] Friends in Saringallow (Gallows: Bonus): You rescued both Nolaria Wintren and Nixa Volsetti from Wormgnash’s minions. The cousins decide to provide you with assistance on your future adventures. Using any of these favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Nolaria and Nixa return to Saringallow; cross this boon off your Chronicle sheet.
• Ask Nixa to share her expertise (Knowledge [planes] +5)
• Ask Nolaria to share her wisdom (Heal +6 or Survival +6)
• Ask Nolaria to cast bless (CL 3rd, concentration +5)
• Ask Nolaria to cast cure light wounds (CL 3rd, concentration +5)
• Ask Nixa to make a full attack against one of your foes. Melee mwk longsword +4 (1d8+3/19–20), light shield +3 (1d3+3)

Pushing Back the Abyss (Gallows: Bonus): You stopped Wormgnash’s plots, and, with the help of the town guard, eradicated the last traces of demon bile from Saringallow. Your experiences in Saringallow have taught you to recognize signs of demonic influence. You gain a +2 circumstance bonus on Knowledge (planes) checks concerning demons, and may attempt such checks as though you were trained in the skill. This bonus does not stack with the benefits provided by tools like Pathfinder Chronicles.

Resisting the Blackcove Taint (FStS). You have resisted the warping taint of the waters around Blackcove and now your body is more resistant to forces that try to make it into something else. You gain a +1 bonus on saves against transmutation.

[ ] Righteous Redemption (08-07): Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.

[ ] [ ] [ ] Worthy Foe (08-07): Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
*Bones: You gain the benefits above against undead creatures.

Duskwarden’s Favor (09-09): Your actions below Kaer Maga have impressed the Duskwardens, and these guides teach you some of their tricks for safely navigating dangerous caverns. You can cross this boon off your Chronicle sheet to gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario. If you already have favored terrain in underground environments, add 2 to the bonuses that you gain in underground environments for the remainder of the scenario.

[ ] [ ] Clockwork Insight (08-23): Your time in the temple of Brigh has given you insight into complicated mechanisms. You can check a box that precedes this boon as a part of attempting a Disable Device check to disarm a trap to roll 1d6 and add the result to the result of your Disable Device check. You can instead check a box to grant yourself the ability to attempt a single Disable Device check against a magical trap, even if you would not normally be able to do so. Alternatively, you can check a box when a trap triggers to add 1d6 to your AC or on your saving throw against the trap. When you check the last box, cross this boon off your Chronicle sheet.

Earth Affinity (08-23): Your connection to elemental earth has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the Elemental Planes.

[ X ] [ ] [ ] Grave Treader’s Inspiration (08-23): Grave Treader shared some of her wisdom and knowledge with you, which you can apply at opportune moments. You can check a box that precedes this boon to use inspiration, as per the investigator ability (Pathfinder RPG Advanced Class Guide 31). If you already have inspiration, you can check a box to increase your inspiration die by one step (from 1d6 to 1d8, or 1d8 to 1d10) for one roll.

Feat & Bardic Masterpiece Notes:

Arcane Strike (Combat)
Source PRPG Core Rulebook pg. 118
You draw upon your arcane power to enhance your weapons with magical energy.
Prerequisites: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Rat Quadrille (Percussion, Sing)
Source Magical Marketplace
This repetitive, distracting melody wears down foes.
Prerequisite: Perform (percussion) or Perform (sing) 4 ranks.
Cost: Feat or 2nd-level bard spell known.
Effect: You tap out or sing a diverting tune that sticks in the mind of the target, causing the target to take a -2 penalty on attack rolls and a -4 penalty on concentration checks for 10 minutes. A successful Will save halves the penalties and reduces the duration to 1 minute. This ability is a mind-affecting compulsion effect and relies on audible components.
Use: 3 bardic performance rounds.
Action: 1 standard action.

Triple Time (Percussion, String, Wind)
Source Ultimate Magic
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, f ly, 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.

Tales of Twisting Steel (Act, Oratory)
Source The Harrow Handbook pg. 21
This medley of tales inspires listeners to new heights of bravery and self-sacrifice.
Prerequisite: Perform (act) 3 ranks or Perform (oratory) 3 ranks.
Cost: Feat or 2nd-level bard spell known.
Effect: This collection includes the stories of The Big Sky, The Rabbit Prince, and The Sickness, among others. When you complete the performance, choose one adjacent creature. You and that creature are affected as if you had cast shield other.
Use: 3 bardic performance rounds.
Action: 3 rounds.

Shield Other
School abjuration; Level cleric 2, paladin 2
Casting Time 1 standard action
Components V, S, F (a pair of platinum rings worth 50 gp worn by both you and the target)
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.

If you and the subject of the spell move out of range of each other, the spell ends.

Class & Archtype Info:

Bard

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on 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.

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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill 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 this ability from working. For every three levels the 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 all 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.

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).

Lore Master (Ex): 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.

Flame Dancer
Source Advanced Class Guide pg. 81
A flame dancer studies the movements of fire, adding its grace to his repertoire. He seeks truth in fire’s burning essence, and uses his performance to unleash the power of fire against those who dare oppose him.

Bardic Performance: A flame dancer gains the following bardic performances.

Fire Dance (Su): At 1st level, a fire dancer learns to protect himself and others from the pain of fire, and discovers how to control the flame while enduring its heat. Each round of the fire dance, he rolls a Perform (dance or sing) check. Any ally within 30 feet of the bard that has caught on fire or is affected by a fire effect or extreme heat can use the bard’s Perform check result in place of its saving throw against that fire. Any ally within 30 feet of the bard who is suffering from heatstroke can ignore the fatigue from heat exposure so long as the bard maintains this performance. Fire dance relies on audible or visual components. This ability replaces countersong.

Song of the Fiery Gaze (Su): At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the bard who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation (Advanced Player’s Guide 47). Song of the fiery gaze relies on audible components. This ability replaces inspire competence.

Fire Break (Su): At 6th level, a fire dancer’s performance can bend flames away from others. Any ally within 30 feet of the bard who can hear or see the bardic performance gains resist fire 20 as long as the performance is maintained. At 11th level, this resistance increases to 30. Fire break relies on audible or visual components. This ability replaces suggestion.

Fan the Flames (Su): At 8th level, a fire dancer adds burning hands, flaming sphere, and fireball to his list of bard spells known (as 1st-, 2nd-, and 3rd-level spells, respectively). This ability replaces dirge of doom.

Botting and Common Rolls:

Attacks:
Deadly Aim:

[dice=1st Attack with +2 Short Bow (deadly aim)]1d20+9[/dice]
[dice=Damage for "" (enh +2, str +2, deadly aim +4)]1d6+8[/dice]
[dice=Iterative Attack with +2 Short Bow (deadly aim)]1d20+4[/dice]
[dice=Damage for "" (enh +2, str +2, deadly aim +4)]1d6+8[/dice]

Normal:
[dice=1st Attack with +2 Short Bow (normal)]1d20+11[/dice]
[dice=Damage for "" (enh +2, str +2)]1d6+4[/dice]
[dice=Iterative Attack with +2 Short Bow (normal)]1d20+6[/dice]
[dice=Damage for "" (enh +2, str +2)]1d6+4[/dice]

Rapid Shot:
[dice=1st Attack with +2 Short Bow (rapid shot)]1d20+9[/dice]
[dice=Damage for "" (enh +2, str +2)]1d6+4[/dice]
[dice=Extra Attack with +2 Short Bow (rapid shot)]1d20+9[/dice]
[dice=Damage for "" (enh +2, str +2)]1d6+4[/dice]
[dice=Iterative Attack with +2 Short Bow (rapid shot)]1d20+4[/dice]
[dice=Damage for "" (enh +2, str +2)]1d6+4[/dice]

Rapid Shot with Deadly Aim:
[dice=1st Attack with +2 Short Bow (rapid shot & deadly aim)]1d20+7[/dice]
[dice=Damage for "" (enh +2, str +2, deadly aim +4)]1d6+8[/dice]
[dice=Extra Attack with +2 Short Bow (rapid shot & deadly aim)]1d20+7[/dice]
[dice=Damage for "" (enh +2, str +2, deadly aim +4)]1d6+8[/dice]
[dice=Iterative Attack with +2 Short Bow (rapid shot & deadly aim)]1d20+2[/dice]
[dice=Damage for "" (enh +2, str +2, deadly aim +4)]1d6+8[/dice]

-------------------------------------

Fully Buffed Attacks:
Deadly Aim:

[dice=1st Attack with +2 Short Bow (deadly aim, inspire +2)]1d20+11[/dice]
[dice=Damage for "" (inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4)]1d6+12[/dice]
[dice=Iterative Attack with +2 Short Bow (deadly aim, inspire +2)]1d20+6[/dice]
[dice=Damage for "" (inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4)]1d6+12[/dice]

Normal:
[dice=1st Attack with +2 Short Bow (normal, inspire +2)]1d20+13[/dice]
[dice=Damage for "" (inspire +2, arcane strike +2, enh +2, str +2)]1d6+8[/dice]
[dice=Iterative Attack with +2 Short Bow (normal, inspire +2)]1d20+8[/dice]
[dice=Damage for "" (inspire +2, arcane strike +2, enh +2, str +2)]1d6+8[/dice]

Rapid Shot:
[dice=1st Attack with +2 Short Bow (rapid shot, inspire +2)]1d20+11[/dice]
[dice=Damage for "" (inspire +2, arcane strike +2, enh +2, str +2)]1d6+8[/dice]
[dice=Extra Attack with +2 Short Bow (rapid shot, inspire +2)]1d20+11[/dice]
[dice=Damage for "" (inspire +2, arcane strike +2, enh +2, str +2)]1d6+8[/dice]
[dice=Iterative Attack with +2 Short Bow (rapid shot, inspire +2)]1d20+6[/dice]
[dice=Damage for "" (inspire +2, arcane strike +2, enh +2, str +2)]1d6+8[/dice]

Rapid Shot with Deadly Aim:
[dice=1st Attack with +2 Short Bow (rapid shot, inspire +2 & deadly aim)]1d20+9[/dice]
[dice=Damage for "" (inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4)]1d6+12[/dice]
[dice=Extra Attack with +2 Short Bow (rapid shot, inspire +2 & deadly aim)]1d20+9[/dice]
[dice=Damage for "" (inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4)]1d6+12[/dice]
[dice=Iterative Attack with +2 Short Bow (rapid shot, inspire +2 & deadly aim)]1d20+4[/dice]
[dice=Damage for "" (inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4)]1d6+12[/dice]

-------------------------------------

Point-Blank Attacks:
Deadly Aim:

[dice=1st Attack with +2 Short Bow (deadly aim)]1d20+9[/dice]
[dice=Damage for "" (enh +2, str +2, deadly aim +4)]1d6+8[/dice]
[dice=Iterative Attack with +2 Short Bow (deadly aim)]1d20+4[/dice]
[dice=Damage for "" (enh +2, str +2, deadly aim +4)]1d6+8[/dice]

Normal:
[dice=1st Attack with +2 Short Bow (normal)]1d20+11[/dice]
[dice=Damage for "" (enh +2, str +2)]1d6+4[/dice]
[dice=Iterative Attack with +2 Short Bow (normal)]1d20+6[/dice]
[dice=Damage for "" (enh +2, str +2)]1d6+4[/dice]

Rapid Shot:
[dice=1st Attack with +2 Short Bow (rapid shot)]1d20+9[/dice]
[dice=Damage for "" (enh +2, str +2)]1d6+4[/dice]
[dice=Extra Attack with +2 Short Bow (rapid shot)]1d20+9[/dice]
[dice=Damage for "" (enh +2, str +2)]1d6+4[/dice]
[dice=Iterative Attack with +2 Short Bow (rapid shot)]1d20+4[/dice]
[dice=Damage for "" (enh +2, str +2)]1d6+4[/dice]

Rapid Shot with Deadly Aim:
[dice=1st Attack with +2 Short Bow (rapid shot & deadly aim)]1d20+7[/dice]
[dice=Damage for "" (enh +2, str +2, deadly aim +4)]1d6+8[/dice]
[dice=Extra Attack with +2 Short Bow (rapid shot & deadly aim)]1d20+7[/dice]
[dice=Damage for "" (enh +2, str +2, deadly aim +4)]1d6+8[/dice]
[dice=Iterative Attack with +2 Short Bow (rapid shot & deadly aim)]1d20+2[/dice]
[dice=Damage for "" (enh +2, str +2, deadly aim +4)]1d6+8[/dice]

-------------------------------------

Point-Blank Fully Buffed Attacks:
Deadly Aim:

[dice=1st Attack with +2 Short Bow (point blank, deadly aim, inspire +2)]1d20+12[/dice]
[dice=Damage for "" (point blank, inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4)]1d6+13[/dice]
[dice=Iterative Attack with +2 Short Bow (point blank, deadly aim, inspire +2)]1d20+7[/dice]
[dice=Damage for "" (point blank, inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4)]1d6+13[/dice]

Normal:
[dice=1st Attack with +2 Short Bow (point blank, normal, inspire +2)]1d20+14[/dice]
[dice=Damage for "" (point blank, inspire +2, arcane strike +2, enh +2, str +2)]1d6+9[/dice]
[dice=Iterative Attack with +2 Short Bow (point blank, normal, inspire +2)]1d20+9[/dice]
[dice=Damage for "" (point blank, inspire +2, arcane strike +2, enh +2, str +2)]1d6+9[/dice]

Rapid Shot:
[dice=1st Attack with +2 Short Bow (point blank, rapid shot, inspire +2)]1d20+12[/dice]
[dice=Damage for "" (point blank, inspire +2, arcane strike +2, enh +2, str +2)]1d6+9[/dice]
[dice=Extra Attack with +2 Short Bow (point blank, rapid shot, inspire +2)]1d20+12[/dice]
[dice=Damage for "" (point blank, inspire +2, arcane strike +2, enh +2, str +2)]1d6+9[/dice]
[dice=Iterative Attack with +2 Short Bow (point blank, rapid shot, inspire +2)]1d20+7[/dice]
[dice=Damage for "" (point blank, inspire +2, arcane strike +2, enh +2, str +2)]1d6+9[/dice]

Rapid Shot with Deadly Aim:
[dice=1st Attack with +2 Short Bow (point blank, rapid shot, inspire +2 & deadly aim)]1d20+10[/dice]
[dice=Damage for "" (point blank, inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4)]1d6+13[/dice]
[dice=Extra Attack with +2 Short Bow (point blank, rapid shot, inspire +2 & deadly aim)]1d20+10[/dice]
[dice=Damage for "" (point blank, inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4)]1d6+13[/dice]
[dice=Iterative Attack with +2 Short Bow (point blank, rapid shot, inspire +2 & deadly aim)]1d20+5[/dice]
[dice=Damage for "" (point blank, inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4)]1d6+13[/dice]

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Saving Throws:

[dice=Fort Save]1d20+6[/dice]
[dice=Ref Save]1d20+11[/dice]
[dice=Will Save]1d20+7[/dice]

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Other Checks:

[dice=Initiative]1d20+4[/dice]

[dice=Bluff Check (add +1 if Charming Trait would apply)]1d20+16[/dice]
[dice=Diplomacy Check (add +1 if Charming Trait would apply)]1d20+16[/dice]
[dice=Knowledge-Arcana]1d20+10[/dice]
[dice=Knowledge-Dungeoneering, Engineering, Geography, History, Local, Nature, Nobility, or Religion]1d20+8[/dice]
[dice=Knowledge-Planes (add +2 circumstance if dealing with demons)]1d20+15[/dice]
[dice=Use Magic Device]1d20+11[/dice]