Tsadok Goldtooth

Vors Orcblood's page

446 posts. Alias of TheWaskally.


Full Name

Desmond Deverin

Gender

Male

Size

Medium

Age

38 (looks 26)

Special Abilities

See Class Features

Alignment

Neutral Good

Deity

Shellyn

Languages

Common (Taldan), Celestial, Varisian, Shoanti, Auran, Elven

Homepage URL

Portrait

Strength 18
Dexterity 18
Constitution 16
Intelligence 18
Wisdom 18
Charisma 38

About Desmond Deverin

Race: Aasimar (30 RP)
Class Gestalt Legendary Bard/Legendary Sorcerer (Angelic Bloodline)
Mythic Marshal
Senses: Perception +31, Darkvision 60ft. Init: +19
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AC 34 (25 Touch, 25 FF)(+10 Soul Shield (Su), +4 Dex, +5 Natural, +5 Deflect)
Hp 220/220 (1d8 (max) + 3 Con/level)
Fort +18 (Base +6, +5 Resistance)
Ref +25 (Base +12, +5 Resistance)
Will +32 (Base +12, +5 Resistance)
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Str 18 (+4 Physical Prowess)
Dex 18 (+4 Physical Prowess)
Con 16 (+2 Physical Prowess
Int 18 (+2 Mental Prowess)
Wis 18 (+2 Aasimar, +2 Mental Prowess)
Cha 38 (+4 Aasimar, +6 Mental Prowess, +10 1st-5th Ability Score Increase)
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Speed 30 ft (30 ft Base)
Melee Elegant Guard +3 keen glorious holy glamered daemon bane glaive +23/+17/+13 (1d10 + 5 [+2d6] [+2d6], x4)
Ranged +20
Special Attacks Channel energy 10d6 14/14x/day (Will DC 34, 1/2 dmg.)
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Spells:
Spell-like Abilities
daylight once per day

Bard Spells Known
0-level Spells - (DC 24) summon instrument, prestidigitation, detect magic, ghost sound, open/close, mage hand
1st-level Spells - (DC 25) cure light wounds, identify, unseen servant, silent image, comprehend languages, aspect of the nightingale 9/9x/day
2nd-level Spells (DC 26) cure moderate wounds, acute senses, detect thoughts, eagle's splendor, gallant inspiration, calm emotions 9/9x/day
3rd-level Spells (DC 27) cure serious wounds, charm monster, major image, clairaudience/clairvoyance, dispel magic, good hope 8/8x/day
4th-level spell (DC 28) cure critical wounds, charm person, mass, dominate person, adjustable polymorph, grand destiny, hold monster 8/8x/day
5th-level Spells (DC 29) cure light wounds, mass, music of the spheres, persistent image, joyful rapture, dispel magic, greater 8/8x/day
6th-level Spells (DC 30) cure moderate wounds, mass, charm monster, mass, overwhelming presence, getaway, waves of ecstasy 8/8x/day

Sorcerer Spells
0-level Spells (DC 24) detect poison, read magic, message, mending, disrupt undead, touch of fatigue, ray of frost, acid splash, dancing lights, castigate violence
1st-level Spells (DC 25) color spray, magic missile, burning hands, moment of greatness, protection from Evil, charm person, bless 10/10x/day
2nd-level Spells (DC 26) see invisibility, touch of idiocy, scorching ray, invisibility, knock, visualization of the mind, angelic aspect, lesser 10/10x/day
3rd-level Spells (DC 27) arcane sight, fireball, lightning bolt, haste, water breathing, magic circle against evil 9/9x/day
4th-level Spells (DC 28) remove curse, dimension door, detect scrying, scrying, shout, sanctify weapons 9/9x/day
5th-level Spells (DC 29) dismissal, teleport, wall of force, polymporph, telekinesis, angelic aspect 9/9x/day
6th-level Spells (DC 30) chains of light, freezing sphere, ether step, telepathy, heal 9/9x/day
7th-level Spells (DC 31) mage's magnificent mansion, prismatic spray, teleport, greater, limited wish, banishment 8/8x/day
8th-level Spells (DC 32) angelic aspect, greater, polar ray, polymorph any object, prying eyes, greater, charm monster, mass 8/8x/day
9th-level spells (DC 33) wish, dominate monster, create demiplane, greater, shapechange, gate 8/8x/day

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BAB +15, CMB +20, CMD 35
Feats (1) Persuasive, (b) Skill Focus (Perform), (Background) Noble Scion (War), (b) Eschew Materials, (2) Angel Blood (Aasimar), (3) Heavenly Radiance (Aasimar), (4) Noble Stipend, (5) Combat Casting, (6) Uncanny Concentration, (7) Extra Performance, (8) Prodigy [Perform (string), Perform (sing)], (9) (Metamagic) Consecrate Spell (10) (Monster) Hover, (11) Discordant Voice, (12) (Monster) Wingover, (13) Aerial Roll, (b) Alignment Channel, (14) Channel Force (Aasimar), (15) Improved Channel Force (Aasimar), (16) Greater Channel Force (Aasimar) (17) Signature Skill [Perform (string)], (18) Selective Channel, (19) Martial Weapon Proficiency (glaive), (20) Weapon Focus (glaive)
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Skills:
8 + 6 Int/Level +2/Background
Acrobatics +50 Versatile Performance: Perform (dance)
Appraise +14 (4 Rank, 3 Class, 6 Int, 1 Luckstone)
Bluff +50 Versatile Performance: Perform (sing)
Climb +10 (1 Rank, 3 Class, 5 Str, 1 Luckstone)
Craft +7 (0 Rank, 0 Class, 6 Int, 1 Luckstone)
Diplomacy +50 Versatile Performance: Perform (sing)
Escape Artist +10 (1 Rank, 3 Class, 5 Dex, 1 Luckstone)
Fly +29 (20 Rank, 3 Class, 5 Dex, 1 Luckstone)
Heal +33 (20 Rank, 3 Class, 6 Wis, 3 Healer's Kit, 1 Luckstone) (30/30 uses)
Intimidate +15 (0 rank, 0 Class, 14 Cha, 1 Luckstone)
Knowledge (arcana) +40 (20 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone)
Knowledge (dungeoneering) +21 (1 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone)
Knowledge (engineering) +21 (1 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone)
Knowledge (geography) +25 (5 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone)
Knowledge (history) +25 (5 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone)
Knowledge (local) +21 (1 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone)
Knowledge (nature) +24 (4 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone)
Knowledge (nobility) +25 (5 Rank, 3 Class, 6 Int, 10 Bardic knowledge, 1 Luckstone)
Knowledge (planes) +30 (10 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone)
Knowledge (religion) +40 (20 Rank, 3 Class, 6 Int, 10 Bardic Knowledge, 1 Luckstone)
Linguistics +7 (1 Rank, 3 Class, 6 Int, 1 Luckstone)
Perception +32 (20 Rank, 3 Class, 6 Wis, 2 Skilled, 1 Luckstone)
Perform (dance) +50 (20 Rank, 3 Class, 14 Cha, 2 Skilled, 10 Ring of Improved Inspired Performance, 1 Luckstone)
Perform (keyboard instruments) +50 (20 Rank, 3 Class, 14 Cha, 2 Skilled, 10 Ring of Improved Inspired Performance, 1 Luckstone)
Perform (oratory) +50 (20 Rank, 3 Class, 14 Cha, 2 Skilled, 10 Ring of Improved Inspired Performance, 1 Luckstone)
Perform (sing) +50 (20 Rank, 3 Class, 14 Cha, 2 Skilled, 10 Ring of Improved Inspired Performance, 1 Luckstone)
Perform (string) +50 (20 Rank, 3 Class, 14 Cha, 2 Skilled, 10 Ring of Improved Inspired Performance, 1 Luckstone)
Profession +7 (0 Rank, 0 Class, 6 Wis, 1 Luckstone)
Sense Motive +35 (20 Rank, 3 Class, 6 Wis, 5 Bracelet of Bargaining, 1 Luckstone)
Sleight of Hand +11 (1 Rank, 3 Class, 6 Dex, 1 Luckstone)
Spellcraft +30 (20 Rank, 3 Class, 6 Int, 1 Luckstone)
Stealth +50 Versatile Performance: Perform (dance)
Use Magical Device +28 (10 Rank, 3 Class, 14 Cha, 1 Luckstone)
Class Features:
Weapon and Armor Proficiency
A legendary 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). A legendary bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass legendary bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Legendary sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a legendary sorcerer's gestures, which can cause their spells with somatic components to fail (see Arcane Spells and Armor).
Bardic Performance (Su)
At 1st level, legendary bard learns to use the Perform skill to create magical effects on those around them. These abilities are used by spending rounds of bardic performance. The legendary bard has a number of bardic performance rounds each day equal to 4 + their Charisma modifier. At each level after 1st, the legendary bard gains 2 additional rounds of bardic performance each day.

Starting a bardic performance is usually 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.
Some performances have different action costs, or require a certain number of rounds of performance to use their effects, as denoted in their descriptions.

At 1st level, 2nd level, and every two levels thereafter, the legendary bard learns a single bardic performance.

The bardic performances a legendary bard can choose from can be found here.

Components
Each bardic performance relies on audible components, visual components or both in order to produce their effects. Some performances have additional components, such as having descriptors that can affect how they function. An example would be a performance that has the Mind-Affecting descriptor, noting that creatures who are immune to mind-affecting effects are immune to the performance.

A legendary bard can use any Perform skill for any of their performances, however there are some cases where their choice of skill will change the performance’s components: If a performance says it relies on either audible or visual components, the components depend on the Perform skill used for the performance. Perform (dance) produces visual components, Perform (keyboard, oratory, percussion, string, wind, sing) produces audible components, and Perform (act, comedy) produces both audible and visual components.

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 they fail this check, the attempt still counts against their 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 they fail this check, the attempt still counts against their daily limit. Blind creatures are immune to bardic performances with visual components.

Fortissimo of Flames

Components: Audible or visual, fire

The legendary bard can use this performance to cause their allies’ weapons to burn with magical flames. To be affected, each ally must be able to hear or see the bard perform and be within 30 feet. An affected creature’s successful attacks with manufactures or natural weapons deal an additional 1d4 points of fire damage. At 5th level, and every six bard levels thereafter, this bonus fire damage increases by 1d4 (to a maximum of 4d4 at 17th level). These flames do not harm the affected weapons, or their wielders.
Fascinate

Components: Audible and visual, enchantment (compulsion), mind-affecting

The legendary bard can use their performance to cause one or more creatures to become fascinated with them. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and be capable of paying attention to them. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this performance from working. The legendary bard can target one creature with this ability at 1st level, and can target an additional creature at 2nd level, and every 2 levels thereafter.

Each targeted 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 legendary 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.
Charming Performance

Prerequisite(s) Legendary bard level 4

Components: Audible and visual, mind-affecting, enchantment (charm)

The legendary bard learns a performance that charms the minds of a single creature. The target of this performance must be within 90 feet, able to see and hear the bard, share a language with the bard, and be capable of paying attention to them. The bard must be able to see the target.

The targeted creature receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the creature is being threatened or attacked by the bard or their allies, the creature receives a +5 bonus to their saving throw. If a creature’s saving throw succeeds, the legendary bard cannot attempt a charming performance against that creature again for 24 hours. If its saving throw fails, the creature becomes charmed by the bard, as charm person, for as long as the bard continues the performance. This performance costs 1 round of bardic performance for each minute it is performed (spent at the beginning of each minute).
Discordant Orchestra

Prerequisite(s) Legendary bard level 6

Components: Audible and visual, sonic

The legendary bard can use this performance to cause damaging vibrations within the foes who perceive it. The bard chooses a single creature they can see within 30 feet of them each round. That target must make a Fortitude saving throw or take 4d6 points of sonic damage plus the legendary bard’s level. A successful save halves this damage. This performance cannot be affected by effects that allow the bard to continue a performance after they stop maintaining it, such as the Lingering Performance feat.

At 8th level, and every four levels thereafter, the legendary bard can create an additional damaging vibration each round they perform the discordant orchestra. Each vibration after the first costs an additional round of bardic performance, and can be targeted at the same or different creatures within 30 feet. The number of vibrations the bard wishes to create and their targets are determined at the same time. If a single creature is targeted by multiple vibrations, the creature only makes a single saving throw and each vibration targeting that creature after the first adds an additional 4d6 sonic damage, halved on a successful saving throw.
Restoring Resonance

Prerequisite(s) Legendary bard level 4

This performance allows the legendary bard to restore their allies of harmful effects. When the bard begins this performance they select a single ally suffering from a harmful effect that could be affected by the lesser restoration spell. After three rounds of continuous performance, that creature is affected by the effects of lesser restoration. This performance requires no material components, but otherwise follows the same restrictions as the spells it is emulating. This performance cannot be affected by effects that allow the bard to continue a performance after they stop maintaining it, such as the Lingering Performance feat.

At 8th level, the legendary bard can choose to effect an ally suffering from an effect that could be affected by the restoration spell, and after performing for six rounds affect them by the effects of restoration.

At 14th level, the legendary bard can choose to effect an ally suffering from an effect that could be affected by the greater restoration spell, and after performing for ten rounds affect them by the effects of greater restoration.
Soothing Ballad

Prerequisite(s) Legendary bard level 8

Components: Audible and visual

The legendary bard learns a performance that soothes the injuries of their allies. By spending four consecutive rounds of performing the soothing ballad as a full-round action, the legendary bard can create an effect equivalent to the mass cure light wounds spell, using the bard’s level as their caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. As the bard increases in level, so too does the healing provided by this performance. It functions as mass cure moderate wounds at 11th level, mass cure serious wounds at 14th level, and mass cure critical wounds at 17th level. The legendary bard must spend a full-round action each round they wish to use this performance. Soothing ballad cannot be used to harm undead creatures, nor can it be extended using the Lingering Performance feat, or any similar effects.
Inspirations (Su)
At 1st level, the legendary bard learns to inspire their allies through their actions and their words.

Starting an inspiration requires a standard action and lasts until the legendary bard chooses to end their inspiration (a free action) or if the legendary bard loses the ability to take any actions (such as if they are dazed, nauseated, unconscious, paralyzed or stunned). A legendary bard can only use a single inspiration at a time, attempting to start a second inspiration ends the first. Each of the legendary bard’s inspiration are mind-affecting effects.

A creature must either be able to either hear or see the legendary bard to benefit from their inspirations, and cannot benefit from the same inspiration more than once. A legendary bard always gains the benefits of their own inspirations, even if they can’t hear or see themselves or if they would normally be immune to mind-affecting effects.

If the legendary bard gains an ability, item, or feat that would increase the effects of one of their performances that share a name with one of their inspirations, it affects those inspirations as well.

As the legendary bard increases in level they gain inspirations from the list below: Inspire Courage: At 1st level, the legendary bard can inspire courage within their allies, granting them 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 four legendary bard levels thereafter, this bonus increases by +1 to a maximum of +5 at 17th level.

Inspire Competence
At 1st level, the legendary bard can inspire competence within their allies, allowing them to perform skills with greater ease. When the legendary bard begins this inspiration, they choose one skill. This inspiration grants the legendary bard’s allies a +2 competence bonus to the chosen skill. At 5th level, and every four legendary bard levels thereafter, the bard can choose an additional skill and the bonus provided increases by +1, to a maximum of 5 chosen skills and a +6 bonus at 17th level.
Inspire Heroics
At 5th level, the legendary bard inspires heroics within their allies, granting them a +2 morale bonus on all saving throws, and a +2 dodge bonus to AC. At 9th level, and every four legendary bard levels thereafter, the bonus to saving throws and dodge AC increases by +1, to a maximum of +5 at 17th level.
Inspire Spellcraft
At 9th level, the legendary bard can inspire the spellcraft of their allies, granting them a +2 morale bonus to the caster level of spells they cast. At 13th level and 17th level, the bonus to caster level increases by +1, to a maximum of +4 at 17th level.
Inspire Hardiness
At 13th level, the legendary bard can inspire hardiness within their allies, granting them DR 10/-, and resist 10 to all forms of energy damage. This damage reduction and energy resistance stacks with all other sources of damage reduction and energy resistance
Inspire Greatness
At 17th level, the legendary bard can inspire greatness within their allies, granting them a number of temporary hit points equal to 11 + twice their Constitution modifier, a +2 competence bonus on attack rolls, a +1 competence bonus on all saving throws, and a +2 increase to the caster level of any spells they cast. At the beginning of each turn, a creature under the effects of this inspiration regains the temporary hit points granted by this inspiration. If they lose the effects of this inspiration, these temporary hit points are immediately lost.
Arcane Edge (Su)
At 1st level, the legendary sorcerer becomes skilled in basic magic. Whenever they use a legendary sorcerer cantrip that does damage, they may add half their Charisma modifier, rounded down, to the damage done.
Aura of Power (Su)
The legendary sorcerer exudes an aura of magical power that is detectable by abilities that detect such things, such as detect magic. They appear as a magical item with a caster level equal to their class level. They do not register as a specific school, but a successful Spellcraft check against a DC of 15 + half their class level can identify them as a legendary sorcerer, determine what archetypes they possess (if any), and identify their bloodline.
Bloodline Angelic
At 1st level, the legendary sorcerer chooses a bloodline that represents the source of their arcane powers. This might be a specific race which the legendary sorcerer has in their ancestry, or it might be another source of power they have a natural connection to.
Bloodline Skills (Ex)
A legendary sorcerer gains two additional class skills determined by their bloodline. [Heal, Knowledge (religion)]
Bloodline Spells (Ex)
A legendary sorcerer gains additional spells known based on their bloodline. They know those spells as soon as they are capable of knowing spells of that level, and their bloodline spells are on their spell list, even before they reach that level and even if the spell is not normally available to legendary sorcerers.
Eschew Materials
A legendary sorcerer gains Eschew Materials as a bonus feat at 1st level.
Force of Personality (Ex)
At 1st level, the legendary sorcerer can use their Charisma modifier in place of their Wisdom modifier for their Will saving throws.
Magical Expression (Su)
A legendary sorcerer's bloodline gives them a way to change the way they cast spells.
Respect for the divine is a form of magic, and faith in you is a part of your power. Allies who can see you and are aware of your abilities are considered in range of your legendary sorcerer spells (including spells with a range of touch), if they want to be.
Soul Shield (Su)
As the legendary sorcerer learns to tap into their magical powers, their power affirms their reality, making them harder to hurt, as if their body were more real than the world around them. The legendary sorcerer receives a untyped bonus to AC equal to their Charisma modifier or class level, whichever is lower. This bonus does not stack with any armor or shield bonuses they may receive, or with any other effect that adds your Charisma bonus to your AC. This bonus applies to touch attacks and even while the legendary sorcerer is flatfooted or otherwise denied your Dexterity bonus.
Bardic Fame (Ex)
At 2nd level, the legendary bard becomes famous within a region, and within that region the locals are more likely to recognize them and their fame, granting the bard a bonus on Diplomacy and Intimidate checks in that area and to influence people from that area.

At 2nd level, this region is a settlement, group of settlements, or subsection of a larger settlement of 1,000 or fewer people, and the bonus on Diplomacy and Intimidate checks is +2. As the legendary bard grows even more famous, additional areas learn of them and their bonus applies to even more people.

At 8th level, the region is a settlement or settlements with a total population of 5,000 or fewer people, and the modifier on Diplomacy and Intimidate checks is +3.

At 14th level, the region is a settlement or settlements with a total population of up to 100,000 people, and the modifier to Diplomacy and Intimidate is +4. At 20th level and above, the bard’s fame has spread far, and most civilized folk know of him (GM’s discretion); the bard’s modifier on Diplomacy and Intimidate checks is +5.
Bardic Knowledge (Ex)
A legendary bard gains a bonus equal to half their class level on all Knowledge skill checks.
Well-Versed (Ex)
At 2nd level, the legendary bard becomes resistant to the bardic performance of others, and to sonic effects in general. The legendary bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Bloodline Gift
At 2nd level, and every 4 levels after, the legendary sorcerer selects a bloodline gift from their bloodline. If a bloodline gift is chosen at a later level, the legendary sorcerer gains all of the abilities and bonuses granted by that bloodline gift based on their current level.

Unless otherwise specified, a bloodline gift may be activated as a standard action and the DC to save against a bloodline gift is equal to 10 + 1/2 the legendary sorcerer's level + the legendary sorcerer's Charisma modifier.
Aura of Protection (Su)
You project an aura of power and goodness and that gives strength to you and your allies. While you are conscious, you and allies who can see you gain a +4 morale bonus on saving throws against fear effects, poison and disease.

At 6th level, your aura applies to saves against curses, negative energy effects, and death effects.

At 10th level, your aura applies to saves against charm and compulsion effects.

At 14th level, your aura applies to all saving throws.
Prudence (Sp)
You can consult with higher powers to gain knowledge when you have a little patience. When you perform a knowledge check, a quick prayer gives you +5 insight bonus on the check. This is a standard action.
Bardic School
At 3rd level, the legendary bard begins their training in one of a variety of bardic schools. These bardic schools can represent actual locations of bardic training, or simply the bards personal improvement of one of their lines of bardic training. The legendary bard chooses a single school and gains its first set of benefits.

At 7th level, and every four levels thereafter, the legendary bard can choose to improve one of their schools by (gaining additional benefits), or can choose to gain the benefits of a new bardic school.
School of the Performer
The legendary bard has trained in the school of the performer, granting them the ability to use their Perform skill in a variety of new ways.

Versatile Performance: When the legendary bard selects this school, they choose one type of Perform skill. The legendary bard can use his bonus in that skill in place of their bonus in associated skills to that Perform skill. When substituting in this way, the legendary bard uses their 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. Sing (Bluff, Diplomacy), Dance (Acrobatics, Stealth)
Heart of Arcana
A legendary sorcerer is made of magic as much as they are made of flesh and bone. Their only limitation is being able to control their power. As they begin to rely more on their knowledge and less on raw instinct, they can tap into new sources of magical power, if only temporarily.

At 4th level, the legendary sorcerer chooses a method by which to explore their expanding power. They may choose to have a Wandering Heart, a Mysterious Heart, or an Inspired Heart. They gain a benefit at 4th level, and the same benefit every 4 levels thereafter, for a total of 5 benefits at 20th level.

Inspired Heart
The legendary sorcerer may attempt to cast a spell from their spell list that they do not know. To do so, they must expend the appropriate level spell slot and then make a Will saving throw versus a DC of 10 + 3 times the level of the spell. If they succeed, they cast the spell. If they fail, they lose 10 hit points for each level of the spell they attempted to gain knowledge of, and they are stunned until the beginning of their next turn. The spell slot is still expended.

Metamagic abilities may be applied to the spell the legendary sorcerer is attempting to cast. If this raises the level of the spell slot used, the original level of the spell is used to calculate the DC of the saving throw to use this ability. Using this ability only grants a use of the spell, it does not grant any other abilities the spell may refer to, such as raise animal companionUM.

They may use this ability once per day for each time they gain this benefit.
Mysterious Heart
The legendary sorcerer gains an additional spell known. This spell may come from the spell list of any 9-level casting class. If the spell has different levels on different spell lists, treat it as the lowest level. Whenever they gain a new level, they may choose to change this spell to a different spell from the spell list of any 9-level casting class.

Spells gained from this ability do not need to come from the same spell list.

Wandering Heart
The legendary sorcerer gains an additional spell known from their spell list. This spell may be of any level they can cast. Whenever they rest and recover their spell slots, they may choose to change this spell to a different spell from their spell list. To do so, they must make a successful Knowledge (arcana) check with a DC of 10 + 5 times the level of the spell they wish to learn. If they fail, the previously known spell is lost, and they cannot try to learn another spell in the slot for 24 hours.
Lore Master (Ex) 3/3x/day
At 5th level, the legendary bard becomes a master of lore and can take 10 on any Knowledge skill check that they have ranks in. In addition, once per day, the legendary bard can take 20 on any Knowledge skill check as a standard action. They can use this ability twice per day at 11th level, and three times per day at 17th level.
Jack of All Trades (Ex)
A legendary bard picks up the talent required to perform nearly any skill throughout their adventures, allowing them to dabble freely among any trade and blend in within any group.

At 5th level, the legendary bard can use any skill, even if the skill normally requires them to be trained in the skill to use it. When making an untrained skill check with a class skill, the legendary bard adds a +3 bonus to their roll as if they had ranks in the skill they were making the check with.

At 10th level, the legendary bard considers all skills to be class skills. When the legendary bard uses a skill, 7 they may use the higher of their ranks in that skill or half their legendary bard level (rounded down) as their effective number of skill ranks in the used skill.

At 15th level, the legendary bard can take 10 on any skill check, even if it is not normally allowed with that skill (this follows the other rules for taking 10 on a skill check as normal).

At 20th level, when the legendary bard uses a skill, they may use the higher of their ranks in that skill or their legendary bard level as their effective number of skill ranks in the used skill.
Quickened Performance (Ex)
At 7th level, the legendary bard learns to begin their performances and inspirations more quickly. They can choose to start an inspiration or a performance that requires a standard action to start as a move action. At 13th level, they may instead start them using a move or a swift action instead.

Traits
Items
Combat items

Wealth 828gp, 39sp, 12cp (bag) one unpolished semi-precious stone
Carrying Capacity
Light (173 lbs or less); Medium (174-346 lbs.); Heavy (347-520 lbs.)
Current Load:
Height 6'3", Weight 205 lbs, Eyes Blue, Hair Brown
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