Shenmen Merchant

Xiao Katsu's page

595 posts. Organized Play character for noral.


Race

| HP 51/51| AC 19 T 16 FF 14 | CMB -1, CMD 12 | F: +9, R: +14, W: +11 / +9 vs. fear | Init: +3 | Perc: +9, Dipl: +24, SM: +24

Classes/Levels

| Reroll 1/1 | Chaldira reroll 1/1 | Oracle 1st 4/5 | Bard 1st 6/6, 2nd 4/4 | Speed 15 ft (40 ft on riding dog), Swim 15 ft | Familiar 12/12 HP | Riding Dog HP 13/13 | Active conditions:

Gender

Xiao Junior | Male NG Halfling - usually enjoying life | Bard 5, Oracle 1 | Bardic Performance 14/21

Size

Male Halfling NG

Occupation

Resources spent: 19 clw charges

About Xiao Katsu

--

--

Oracle 1 (Dual Cursed), Bard 5 (Duettist, Sound Striker)

Male NG Halfling
Speed 15 ft (Deep One Oracle Curse)
Swim speed 15 ft (Deep One Oracle Curse)

Bot me in combat:

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-- STATS --
Str: 5, Dex: 16, Con: 12, Int: 10, Wis: 10, Cha: 23*

* Level 4 increase, Headband +2
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-- COMBAT --

Initiative +3: +3 dexterity

Longspear: +1 (1d6-3; 20/×3) (To hit: BAB +3, Size +1, Str -3 / Damage: Str -3
Cold Iron Dagger: +1 (1d3-3; 19-20/×2) (To hit: BAB +3, Size +1, Str -3 / Damage: Str -3

Light Crossbow +7 (1d6, 19-20/x2) To hit: BAB +3, Dex +3, Size +1

AC 19, FF 16, T 14 (Size +1, +5 [Chain Shirt], +1 [Buckler], +3 Dex)

CMD 12 (BAB +3, Size -1, -3 Str, +3 Dex)
CMB -1 (+1 BAB +3, Size -1, -3 Str)

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-- SAVES --

Fortitude: +9 (Con +1, Bard +1, Oracle +0, Racial ‘Halfling Luck’ +1, Familiar +2, Cloak of Resistance +2, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)

Reflex: +14 (Dex +3, Bard +4, Oracle +0, Racial ‘Halfling Luck’ +1, Racial ‘Evasive Nomad’ +2, Cloak of Resistance +2, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)

Will: +11 / +9 vs. fear (Wis +0, Bard +4, Oracle +2, Racial ‘Halfling Luck’ +1, Cloak of Resistance +2, Lucky Horseshoe +2 luck bonus with ‘Fate’s Favored’ trait)
Racial ‘Evasive Nomad’ -2 vs. fear effects

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-- SKILLS --
Acrobatics +7 (Rank 1, Class +3, Dex +3)
Bluff +13 (Rank 1, Class +3, Cha +6, Circlet of Persuasion +3)
Diplomacy +24 {via ‚versatile performance‘}
Disguise +13 (Rank 1, Class +3, Cha +6, Circlet of Persuasion +3)
Escape Artist +7 (Rank 1, Class +3, Dex +3)
Intimidate +13 (Rank 1, Class +3, Cha +6, Circlet of Persuasion +3)
Knowledge Arcana +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
Knowledge Dungeoneering +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
Knowledge Engineering +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
Knowledge Geography +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
Knowledge History +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
Knowledge Local +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
Knowledge Nature +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
Knowledge Nobility +13/*+15 heroic lineages (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3) * +2 circumstance bonus on Knowledge (nobility) checks pertaining to heroic lineages.
Knowledge Planes +18 (Rank 6, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
Knowledge Religion +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
Linguistics +4 (Rank 1, Class +3, Int +0)
Perception +9 (Rank 2, Class +3, Wis +0, Racial +2, Familiar Alertness +2)
Perform (Sing) +15 (Rank 1, Class +3, Cha +6, +2 Circumstance Tome of Epics, Circlet of Persuasion +3)
Perform (Oratory) +24 (Rank 6, Class +3, Cha +6, +2 Circumstance Tome of Epics, +4 Racial ‘Driven Worker’, Circlet of Persuasion +3) used via ‚versatile performance‘ for Diplomacy and Sense Motive
Sense Motive +24 {via ‚versatile performance‘}
Sleight of Hand +7 (Rank 1, Class +3, Dex +3)
Spellcraft +4 (Rank 1, Class +3, Int +0)
Stealth +11 (Rank 1, Class +3, Dex +3, Small size +4)
Use Magic Device +13 (Rank 1, Class +3, Cha +6, Circlet of Persuasion +3)

1 level Oracle x 4 Skill Points = 4 Oracle
5 levels Bard x 6 Skill Points = 30 Bard

TOTAL - 34 Skill Points

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-- LANGUAGES --

Racial: Tien, Halfling
Linguistics: Common
Boon (1 pp cost, scenario #3-06): Infernal

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-- TEMPORARY GEAR --

-

-- GEAR --
‘Pars II’ Riding dog
Military saddle
Flag with Symbol of the PFS
Headband of Alluring Charisma +2
Mithral Chain Shirt, 5 lbs
Wooden Buckler, 1.25 lbs
Cloak of resistance +2
Lucky Horseshoe
Three reasons to live
Circlet of persuasion
Dagger (weapon cord attached), 0.5 lbs.
Spell Component Pouch, 2 lbs.
CLW wand, 32 charges
Light Crossbow, 2 lbs. (Cold Iron Bolts 20, Bolts 14, Silver Bolts 10); 1 lb
Holy Symbol of Chaldira, 0 lbs.
Minor bag of holding, 2 lbs.
Backpack, Masterwork, 1 lbs. (in bag of holding)
Weapon cord, 0 lbs. (in bag of holding)
Air bladder, 0 lbs. (in bag of holding)
Snorkel masterwork, 0 lbs. (in bag of holding)
Animal glue, 0 lbs. (in bag of holding)

Earplugs, 0 lbs. (in bag of holding)
Bell string, 0 lbs. (in bag of holding)
Whistle signal, 0 lbs. (in bag of holding)
Smoked Goggled, 0 lbs. (in bag of holding)
Smelling Salts, 0 lbs. (in bag of holding)
Vermin repellent, 0 lbs(in bag of holding)
Scroll of 'Mirror Image'
Scroll of ‘Obscuring Mist’
Scroll of ‘Comprehend Languages’
Scroll of ‘Protection from Evil’
Scroll of ‘Remove fear’
Scroll of ‘Speak local language’
2 x Potion of ‘Unwelcome Halo’
5 x Alchemical Grease
Scroll of ‘Endure Elements’
Scroll of ‘Detect Alignment’
Scroll of ‘Air bubble’
Scroll of ‘Entropic Shield’
Scroll of ‘Shield Speech’
Scroll of ‘Hide from Undead’
3 x Oil of grease (in bag of holding)
3 x Potion of 'Touch of Sea', 0 lbs. (in bag of holding)
2 x Acid, 2 lbs. (in bag of holding)
Mirror, 0 lbs. (in bag of holding)
Scroll of Invigorate, 0 lbs. (in bag of holding)
2 x Antiplague, 0 lbs (in bag of holding)
2 x Antipoison, 0 lbs (in bag of holding)
Meditation tea (+2 mind-aff.), 0lb (in bag of holding)
Tome of Epics (+2 Perform Oratory), 3 lb (in bag of holding)

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–– XP / PRESTIGE POINTS / FAME ––
TOTAL OVERVIEW:
* Currently: 16 XP / 7 PP / 32 Fame
* Spent: 25 PP

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–– RETRAINING / PP Expenditure ––:

• On 2nd Level: Retrained 3 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2 Lvl * 10gp) -> Total cost for retraining 3 Hit Points: 9 PP and 180 gp.
• On 3rd Level: Retrained 1 Hit Points each costing 3 days / 3 PP / 90 gp (=3 days * 3 Lvl * 10gp)
• On 4th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 120 gp (=3 days * 4 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 240 gp.
• On 5th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 150 gp (=3 days * 5 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 300 gp.
• On 5th Level: Spent 1 pp to use the time Infernal Incantation from chronicle sheet of #3-06 to learn infernal as a language.

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–– GOLD ––
TOTAL OVERVIEW:
* Currently: 413 gp

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[spoiler–– HIT POINTS ––]
Lvl 1: 9 Hit Points = 8 Bard + 1 Con
Lvl 2: 10 Hit Points = 5 Oracle + 1 Con + 1 Favored Class + 3 Retraining
Lvl 3: 8 Hit Points = 5 Bard + 1 Con + 1 Favored Class + 1 Retraining
Lvl 4: 9 Hit Points = 5 Bard + 1 Con + 1 Favored Class + 2 Retraining
Lvl 5: 9 Hit Points = 5 Bard + 1 Con + 1 Favored Class + 2 Retraining
Lvl 6: 7 Hit Points = 5 Bard + 1 Con + 1 Favored Class

TOTAL: 51 Hit Points

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[/spoiler]

–– BARD SPELLS KNOWN ––
• 0 level [6]: message, grasp, mending, daze, detect magic, Open/Close
• 1st level [4]: Saving finale, hideous laughter, grease, Liberating Command
• 2nd level [3]: glitterdust, suggestion, mirror image

–– BARD SPELLS PER DAY ––
• 1st level: 6 = 4 Bard + 2 Cha
• 2nd level: 4 = 2 Bard + 2 Cha

–– BARDIC PERFORMANCE ––
21 rounds = 4 + 6 Charisma + 2 per Bard level beyond 1st + 3 ‘Maestro of the Society’ trait

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–– ORACLE SPELLS KNOWN ––
• 0 level: guidance, read magic, stabilize, Light
• 1st level: Comprehend Languages, Fallback Strategy

–– ORACLE SPELLS PER DAY ––
• 1st level: 5 = 3 Oracle + 2 Cha

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-- FEATS --
• Level 1 (free): ARMOR PROFICIENCY (MEDIUM)
• Level 1: ADDITIONAL TRAITS
• Level 3: EXTRA REVELATION
• Level 5: FLAGBEARER (Combat): When brandishing a flag adorned with the standard of an organization you owe allegiance to, you inspire nearby members of the same allegiance. Prerequisites: Cha 15. Benefit: As long as you hold your clan, house, or party’s flag (see page 293), members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

-- TRAITS --
• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan) Your studies of Chaldira Zuzaristan’s exploits have given you a knack for avoiding trouble. Benefit: Once per day before the result of a saving throw is known, you can reroll that saving throw. You must take the second result even if it is worse.
• MAESTRO OF THE SOCIETY (Bard, Society):The skills of the greatest musicians are at your fingertips, thanks to the vast treasure trove of musical knowledge in the vaults you have access to. Prerequisite: You must have the bardic performance class feature. Benefit: You may use bardic performance 3 additional rounds per day.
• FATE’s FAVORED: The fates watch over you. Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• MAGICAL KNACK (Magic): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

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-- CLASS ABILITIES --

* CLASS ABILITIES - BARD 5 - Duettist & Sound Striker Archetypes *

BARD CLASS DETAILS
BARD Archetype: DUETTIST
BARD Archetype: SOUND STRIKER

• Familiar (Ex): At 1st level, a duettist gains a familiar, treating his bard level as his effective wizard level for the purpose of this ability. This ability replaces bardic knowledge.

• 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. 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 such performances are language dependent. 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.
- 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 noninstantaneous 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 skill check 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 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.


A sound striker gains the following type of bardic performance. Neither performance can be performed more quickly than a standard action.

- Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature. This performance replaces inspire competence.

- Weird Words (Su): At 6th level the bard can start a performance that is always a standard action to speak up to one word per 4 bard levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The bard adds his charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The bard can target all words at the same or different targets, but he unleashes all words simultaneously. Each word costs 1 round of bardic performance. This performance replaces suggestion.

- 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 the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets 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.

• 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. Chosen: Oratory (Diplomacy, Sense Motive)


• Versatile Familiar (Ex): At 2nd level, a duettist’s familiar learns to use performance to supplement its skills. A duettist’s familiar benefits from its master’s versatile performance class feature. This ability alters versatile performance.

• Performing Familiar (Su): At 4th level, a duettist’s familiar learns how to create supernatural effects with its performances, just like its master. The familiar can use any of its master’s bardic performances, but only the familiar or the duettist can have a performance active at any given time, not both. If one is performing and the other starts a performance, the previous performance immediately ends. Each round that the familiar performs consumes 2 rounds of the duettist’s bardic performance. This ability replaces lore master.

• Harmonizing Familiar (Su): At 8th level, the duettist and his familiar have learned how to perform together in harmony. When a duettist and his familiar perform the same bardic performance simultaneously, its effects are enhanced. If the performance has a DC, the DC increases by 2. If the performance provides a competence bonus, the competence bonus increases by 1. Because both the duettist and the familiar are performing, each round performed consumes 3 rounds of bardic performance. This ability replaces dirge of doom.

• Symphonic Familiar (Su): At 14th level, the duettist and his familiar have learned how to create a symphony of complementary performances that meld together to produce two different effects. They can each perform a different bardic performance simultaneously, and each has its full effect. Because both the duettist and the familiar are performing, each round performed consumes 3 rounds of bardic performance. This ability replaces frightening tune.


--
* CLASS ABILITIES - ORACLE 1 – Lore Mystery - Dual Cursed Archetype *
ORACLE CLASS DETAILS
Oracle Archetype: DUAL CURSED

CURSES:
- Legalistic: Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
- Deep One: 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.

-

REVELATIONs:
- 1st level revelation: MISFORTUNE (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
- 3rd level feat: Extra Revelation: LORE KEEPER (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

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-- HALFLING RACIAL TRAITS --
• Str: -2, Dex: +2, Cha: +2
• TYPE: Humanoid (Halfling)
• SIZE: Small (+1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks)
• SPEED: 20 ft
• LOWLIGHT VISION
• HALFLING LUCK: Halflings receive a +1 racial bonus on all saving throws.
• DRIVEN WORKER (Perform Oratory): Many halfling families have developed techniques to accomplish work faster and more efficiently, whether to contribute to the community or to please overbearing masters. These halflings gain a +4 racial bonus on checks with one Craft, Perform, or Profession skill. This racial trait replaces sure-footed.
• EVASIVE NOMAD: Halflings with this racial trait gain a +2 racial bonus on Reflex saves, but they take a –2 penalty on saving throws against fear effects. This replaces fearless.
• SHADOWPLAY: Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level. Halflings can take this trait in place of weapon familiarity.
• KEEN SENSES: Halflings receive a +2 racial bonus on Perception checks.
• Automatic Languages: Common, Halfling

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–– FAMILIAR ––
'Khafaash', the Flying Fox Familiar (Figment Archetype), N Tiny animal;
Init +1; Senses low-light vision, scent; Perception +6

-

Figment Archetype: Figments are born from their masters’ imaginations rather than being ordinary creatures that are awakened.

- Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a figment can never serve as a witch’s familiar, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has.This replaces improved evasion.

- Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
- Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

--Further Familiar Stats --:

- Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

- Manifest Dreams (Su): At 3rd level, a figment is shaped by its master’s dreams. Each time the master awakens from a full night’s rest, he can apply to the figment 1 evolution point’s worth of eidolon evolutions that don’t have a base form requirement. At 7th level, he can apply 2 points’ worth of eidolon evolutions; at 13th level, he can apply 3 points’ worth of eidolon evolutions.This replaces deliver touch spells, speak with animals of its kind, and scry on familiar.
* Figment 1 point Eidolon evolution point: Skilled (Ex): An eidolon becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different skill. (Skill: Perform Oratory)
.

- Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

-

Defense
AC 14, touch 13, flat-footed 13 (+1 Dex, +2 size, Familiar natural armor +1)
hp 1/4of Xiao HP (only ¼ due to Figment Archetype)
Fort +3: (base +2, Con +1)
Ref +5: (Xiao base +4, Dex +1)
Will +8: : (Xiao base +6, Wis +2)

Offense
Speed 10 ft., fly 60 ft. (average)
Melee bite +4 [BAB +3, Dex +1] (1d3–1)
Space 2–1/2 ft., Reach 0 ft.
Statistics
Str 9, Dex 13, Con 12, Int 6, Wis 14, Cha 5
Base Atk 0+Xiao BAB; CMB -1+Xiao BAB; CMD 8+Xiao BAB
Feats: Extra Item Slot

Item: Bloodstone Collar, 1/3 used

Skills / Xiao skills incl. versatile performance

Fly +5 (Familiar Rank 1, Class +3, Dex +1)

Acrobatics +5 (Xiao Rank 1, Familiar Class +3, Dex +1)
Bluff -2 (Xiao Rank 1, Cha -3)
Diplomacy +12 {via ‚versatile performance‘}
Disguise -2 (Xiao Rank 1, Cha -3)
Escape Artist +2 (Xiao Rank 1, Dex +1)
Intimidate -2 (Xiao Rank 1, Cha -3)
Knowledge Arcana -1 (Xiao Rank 1, Int -2)
Knowledge Dungeoneering -1 (Xiao Rank 1, Int -2)
Knowledge Engineering -1 (Xiao Rank 1, Int -2)
Knowledge Geography -1 (Xiao Rank 1, Int -2)
Knowledge History -1 (Xiao Rank 1, Int -2)
Knowledge Local -1 (Xiao Rank 1, Int -2)
Knowledge Nature -1 (Xiao Rank 1, Int -2)
Knowledge Nobility -1 (Xiao Rank 1, Int -2)
Knowledge Planes +0 (Xiao Rank 2, Int -2)
Knowledge Religion -1 (Xiao Rank 1, Int -2)
Linguistics -1 (Xiao Rank 1, Int -2)
Perception +6 (Xiao Rank 1, Class +3, Wis +2)
Perform (Dance) -2 (Xiao Rank 1, Cha -3)
Perform (Oratory) +12 (Xiao Rank 5, Cha -3, +2 Tome of Epics, Figment familiar archetype 1 evolution point Skiller +8 Racial) used via ‚versatile performance‘ for Diplomacy and Sense Motive
Sense Motive +12 {via ‚versatile performance‘}
Sleight of Hand +2 (Xiao Rank 1, Dex +1)
Spellcraft -1 (Xiao Rank 1, Int -2)
Stealth +13 (Xiao Rank 1, Familiar Class +3, Dex +1, Tiny size +8)
Use Magic Device -2 (Xiao Rank 1, Cha -3)

Ecology
Environment warm forests
Organization solitary, pair, or colony (10–100)
Treasure: none

Description: These large bats are herbivorous and lack the echolocation abilities of their smaller kin, but are resistant to disease.

(Dismissed protector archetype familiar on Bard level 2 and paid 400 gp and replaced familiar with figment archetype familiar)

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Using MISFORTUNE and SAVING FINALE:

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Hello team, I need to inform you all about mechanical stuff related to Xiao that affects all of you!

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MISFORTUNE revelation - REROLLING ANY d20 ROLL BEFORE KNOWING THE RESULT

Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

The trickiest thing for everyone to keep track of in a PbP format is his Misfortune revelation. Basically, he can require anyone (including allies) to reroll a d20 once/day.
Caveats: it uses his immediate action (so it's not available when he's still flatfooted) and it has a 30' range limitation.

This means that
a) I can use it on you once/day per person;
b) but I can only use it once/round (since it uses my immediate);
c) so as an ally try to stay within 30' of Xiao if possible.

To my fellow players: In a PbP format, I will use this ability but if you want to you each can decide for yourselves if you want to use the ability and just be sure that someone else hasn't already used my immediate action previously that round.

To the GM: With regard to foes, I'll use the ability but if you see a crit against a player or important saving throw against a foe, then you can also bot the misfortune using the following priorities:
- Enemy attack rolls: If a foe threatens a crit against a player then Xiao will immediate action misfortune the initial attack roll.
- Enemy saving throws: When they have to make an important save and have rolled 13 or better on the d20 roll then Xiao will immediate action misfortune the saving throw roll.

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SAVING FINALE - REROLLING A FAILED SAVING THROWS

To fellow players: Saving Finale is a spell I can only use when I have a performance active but if you have already used Misfortune on yourself and fail a saving throw then this could help.

Caveats:
a) you must be within 30';
b) this also uses my immediate action, so it might not be available if I've already used it for Misfortune;
c) this depends on me having Bardic Performance up, which I will normally do.
d) In the case of Saving Finale, you can actually wait to see whether or not you failed (as opposed to Misfortune, where you only see the die roll, not the result), so this is a very handy bailout.

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I hope this was understandable! :-)

Thanks to GM Abraham from whom I copied major portions of the text above as he is also using Misfortune with one of his characters.