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Improved Aid Another
With quick, distracting swipes, you are able to aid multiple allies
Prerequisite: Int 13, Combat Expertise, Base Attack Bonus +6
Benefit: As a full-round action, you can attempt an Aid Another action to affect all allies in range. Make an attack roll against an AC 10, plus five for each additional ally you wish to aid. If successful you divide the bonus granted by your Aid Another equally (rounding down) among all affected allies.
Normal: Aid Another is a standard action and may only affect one ally.

I made this feat for a Helpful Halfling in my campaign who likes to bring glory to others. Order of the Dragon cavaliers I think would enjoy this too. And Inspiring Commander archetypes. Really, anyone that has a way of getting more than the standard +2 to AA would benefit from this feat.


I am making an Order of the Dragon cavalier and was wondering if taking the Helpful trait would make the level 2 feature a +5 bonus to Aid Another. Thanks :)


Do Harmonic Spell (from Pathfinder Chronicles Campaign Setting, quoted below) and Lingering Performance work together? Can I cast a spell, spend 2 rounds of performance and receive the benefits from the performance for 7 rounds?

Harmonic Spell:
Prerequisite: Perform (any) 8 ranks, bardic music ability.

Benefit: When you cast a harmonic spell, you can activate
one of your bardic music abilities as a free action. The bardic
music is incorporated into the spell’s casting time, and the
effect of the bardic music lasts for as long as the spell’s casting
time continues and for 5 rounds thereafter. Activating a bardic
music ability with Harmonic Spell consumes an additional
bardic music use per day, but does not increase the effective
level of the spell being cast.


The following two feats are best used for a character that enjoys being the "tank" in the group.

Improved Antagonize
Prerequisites: Antagonize, base attack bonus +6.
Benefit: When making a full attack action, you may replace your highest attack with an Antagonize attempt.

Urgent Intervention
Prerequisites: Combat Patrol, In Harm's Way
Benefit: When an ally in the radius of your Combat Patrol is subject to an attack, you may move adjacent to that ally and use the aid another action to improve that ally’s AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.) as long as the movement does not exceed your total movement for the turn. This movement provokes attacks of opportunity. A creature cannot benefit from this feat more than once per attack.

Questions, comments, and/or criticisms welcome.


Prerequisites: +4 BAB, Perform (Sing) 4 ranks, Dodge, Ability to Cast 2nd level arcane spells one of which must have the sonic descriptor, Inspire Courage +1

Skills: As bard, 6+int

[table]
[tr][td]Level[/td][td]BAB[/td][td]Fort[/td][td]Ref[/td][td]Will[/td][td]Abilities[/td][td]Spellcasting[/td][/tr]
[tr][td]1[/td][td]+0[/td][td]+0[/td][td]+1[/td][td]+1[/td][td]Bardic Music, Inspire Courage, Fighter Feat[/td][td]-[/td][/tr]
[tr][td]2[/td][td]+1[/td][td]+1[/td][td]+1[/td][td]+1[/td][td]Resonance (1d6)[/td][td]+1 level of arcane spellcasting class[/td][/tr]
[tr][td]3[/td][td]+2[/td][td]+1[/td][td]+2[/td][td]+2[/td][td]-[/td][td]+1 level of arcane spellcasting class[/td][/tr]
[tr][td]4[/td][td]+3[/td][td]+1[/td][td]+2[/td][td]+2[/td][td]Fighter Feat, Resonance (2d6)[/td][td]-[/td][/tr]
[tr][td]5[/td][td]+3[/td][td]+2[/td][td]+3[/td][td]+3[/td][td]Arcane Bond[/td][td]+1 level of arcane spellcasting class[/td][/tr]
[tr][td]6[/td][td]+4[/td][td]+2[/td][td]+3[/td][td]+3[/td][td]Resonance (3d6)[/td][td][/td]+1 level of arcane spellcasting class[/tr]
[tr][td]7[/td][td]+5[/td][td]+2[/td][td]+4[/td][td]+4[/td][td]Fighter Feat[/td][td][/td]-[/tr]
[tr][td]8[/td][td]+6[/td][td]+3[/td][td]+4[/td][td]+4[/td][td]Resonance (4d6)[/td][td]+1 level of arcane spellcasting class[/td][/tr]
[tr][td]9[/td][td]+6[/td][td]+3[/td][td]+5[/td][td]+5[/td][td]-[/td][td]+1 level of arcane spellcasting class[/td][/tr]
[tr][td]10[/td][td]+7[/td][td]+3[/td][td]+5[/td][td]+5[/td][td]+5[/td][td]Fighter Feat, Resonance (5d6), Deadly Song[/td][/tr]
[/table]

Proficiencies: You gain no new weapon or armor proficiencies.
Bardic Music: Bladesinger levels stack with levels of bard for determining rounds per day and if your performance is a standard, move, or swift action.
Inspire Courage: Bladesinger levels stack with levels of bard for determining the bonus granted by Inspire Courage.
Fighter Feat: Bladesinger gains access to fighter feats. Levels in bladesinger stack with levels in Fighter for determining what feats you have access to. If you don't have levels in fighter your bladesinger level equals your effective fighter level.
Resonance: You can attune your voice to your melee weapon by starting a bardic performance. For each round you maintain your performance you deal the indicated amount of sonic damage with each successful melee attack.
Arcane Bond: You form an arcane bond with your weapon. This is identical to the Wizard feature but you must choose a weapon you are proficient with.
Deadly Song: Whenever you use your resonance ability or cast a spell with the sonic descriptor you can reroll any damage dice that come up as a 1 or a 2.


Owain, the Dread Commander.

Human, LE, Bard* 7/Cavalier (Standard Bearer) 2/Warlord 1/Battle Herald 10
* = Favored Class. Favored Class bonus: +1 skill rank

Starting Abilities (15 points) Str 10, Dex 14, Con 12, Int 10, Wis 8, Cha 18*
Final Abilities - Str 16, Dex 20, Con 18, Int 16, Wis 14, Cha 29*
* = Human bonus

HP 177, Initiative +9, AC 42 (Flat Footed 37, Touch 20), Fort/Ref/Will +21/+18/+20

Order: Cockatrice

Feats: Pander*, Discordant Voice, Lingering Performance, Combat Casting, Dazzling Display, Practiced Tactician, Improved Initiative, Leadership, Spellsong, Skill Focus (Perform: Comedy), Intimidating Gaze*, Bravery*, Craft Wand, Piercing Strike, Pack Attack*
* = 3rd party feat

Skills (180 ranks): Perform (Comedy) +38, Perform (Oratory) +32, Perception +25, Use Magic Device +32, Profession (Soldier) +25, Ride +18, Handle Animal +22, Knowledge (All) +10, Diplomacy +14, Intimidate +14, Appraise +16

Inspiring Commands: Inspire Hardiness, Rally, None Shall Fall, Stand Firm

Equipment: +5 Elven Chain; +5 Heavy Mithral Steel Shield; +5 Keen Longsword; +5 Light Crossbow with 60 bolts; +5 Cloak of Resistance; +5 Ring of Protection; Ring of Wizardry III; +6 Headband of Mental Superiority; +6 Belt of Physical Perfection; +5 Amulet of Natural Armor; various scrolls, wands and mundane gear.

Spells Known (Per Day 7/5/4):
3rd - Good Hope, Haste
2nd - Rage, Blistering Invective, Blur, Cure Moderate Wounds
1st - Undetectable Alignment, Vanish, Remove Fear, Liberating Command, Charm Person

Traits: Magical Knack (Bard), Maestro of the Society

This is my buffbot I am working on. Thanks to 7 levels of Bard I have access to some of the best 3rd level bard spells.

I love demoralizing enemies because it is a great way to boost my allies defenses and save DCs, but think one enemy per standard action is a bit weak. Dazzling Display feat from being a Cavalier and Blistering Invective let me demoralize everything in range which is great. Intimidating Gaze lets me demoralize as a swift action.

+8 competence bonus to one character and +4 to the rest of the party, a +2 morale bonus to everyone due to Good Hope, and a -2 for shaken condition is a +10 boost to my party's attack and a damage bonus of 1d6+6 with an additional 1d6 piercing if flanking up to 2/day.

As an evil character I have 1 extra feat due to the Antihero rule in APG. I didn't think that having access to Hero Points would fit my theme.

Critique away!! Feat, equipment (especially since I didn't see many that stood out as must haves), and any other suggestions you can make are appreciated.