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  1. With the opponents on this side of the fog dispatched and her companions having made their way through to the other side, rather than follow them directly, she casts a spell and disappears from sight. Under cover of her magical veil of invisibility, she makes her way around the wall, avoiding contact with it so as not to alert the foes on the other side. All the while she continues to whirl and spin, knowing the Goddess, at least, can see her perform. Actions Free Action: maintain Battle Dance Standard Action: cast vanish. Move Action: Move 65' around the fog (SW 2, W 3, N 7) Combat Stat Block Active effects: (5/9), battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4) (22/24), (5/5) Defense AC 2710 +4 armor (mithral shirt) +2 enhancement +6 dex +1 deflection +4 dodge (+1 from Haste +2 from Defensive Stance), touch 2110 +6 dex +1 deflection +4 dodge (1 haste, 2 defensive stance), flat-footed 1710 +4 armor (mithral shirt) +2 enhancement +1 deflection; +2 dodge vs AoO HP 66/68Swashbuckler d10 Bard d8 Con +2 10+8*5+9*2 Fort +5Swashbuckler +1/3 Bard +2-2/3 Con +2, Ref +13Swashbuckler +1/2 Bard +4 Good Save +2 Dex +6 Haste +1, Will +8Swashbuckler +1/3 Bard +4 Good Save +2 WIs +2; +2 vs. enchantment, underground traps/hazards Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn. -1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively. Immune sleep Offense Speed 65Base 30 Swift Target (Ex) +5 (as long as she has at least 1 panache point) Haste 30 ft. Melee +2 keen mithril bastard sword +18/+18/+13BAB +7 Dex +6 Weapon Focus +1 Enhancement +2 Haste +1 Defensive Stance -1 Risky Strike -2 Battle Dance (courage) +4 (1d10+16+6 dex +2 enhancement +4 risky strike +4 battle dance (courage)/17-20) Ranged darkwood composite longbow +14/+14/+9BAB +7 Dex +6 Enhancement +1 (1d8+2/x3) Special Attacks bardic performance 24 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) 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., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) 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., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. 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. (3 targets, DC 2010 +1/2 bard level (8) +6 cha), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. (DC 2010 +1/2 bard level (8) +6 cha), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing. Prerequisite: Perform (dance) 4 ranks. Cost: Feat or 2nd-level bard spell known. Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance. Use: 1 bardic performance round per round. Action: 1 full round.], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. +6), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. (5/6), risky strikePrerequisite: Base attack bonus +1. You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. -2/+4 Spell-Like Abilities (CL 9; concentration +4) 1/day—blindness* (DC 1810 +2 spell level +6 cha), faerie fire* 6/day—beguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1710 +1/2 character level (9) +3 int, 4 rounds) * during bardic performance Statistics Str 15, Dex 2318 +2 race +1 level +2 enhancement, Con 1517-2 race, Int 16, Wis 15, Cha 2217 +2 race +1 level +2 enhancement Base Atk +7; CMB +13BAB +7 Dex +6; CMD 2710 +7 BAB +2 str +6 dex +1 deflection +1 dodge (+2 vs. AoO, bull rush, grapple, reposition, trip) Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse. You’ve learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus., Combat ReflexesYou can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., DodgeFrom Swashbuckler (courser) Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)., Nimble MovesYou can move across a single obstacle with ease. Prerequisites: Dex 13. Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death. Region: elf (Cormanthor Drow) Benefit: You can move up to your normal speed while using the Stealth skill at no penalty. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks., Sword DanceYou have learned to turn your speed into power, even with a heavier blade. Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword. Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand., Weapon FocusChoose one weapon group listed under the fighter’s Weapon Training class feature. Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group. (large blades), Adventuring Skills Acrobatics +189 ranks +3 class +6 dex, Bluff +131 rank +3 class +6 cha +3 enhancement, Climb +61 rank +3 class +2 str, Diplomacy +153 ranks +3 class +6 cha +3 enhancement, Escape Artist +101 ranks +3 class +6 dex, Intimidate +239 ranks +3 class +6 cha +2 race +3 enhancement, Knowledge (arcana) +71 rank +3 class +3 int, Knowledge (dungeoneering) +71 rank +3 class +3 int, Knowledge (local) +71 rank +3 class +3 int, Knowledge (nature) +71 rank +3 class +3 int, Knowledge (planes) +71 rank +3 class +3 int, Knowledge (religion) +115 ranks +3 class +3 int, Perception +149 ranks +3 class +2 wis, Sense Motive +105 ranks +3 class +2 wis, Spellcraft +71 rank +3 class +3 int, Stealth +259 ranks +3 class +6 dex +2 race +5 enhancement, Swim +61 rank +3 class +2 str, Use Magic Device +167 ranks +3 class +6 cha Background Skills Artistry (choreography) +115 ranks +3 class +3 int, Craft (alchemy) +71 rank +3 class +3 int, Craft (weapons) +104 ranks +3 class +3 int, Knowledge (geography) +71 rank +3 class +3 int, Knowledge (history) +71 rank +3 class +3 int, Knowledge (nobility) +71 rank +3 class +3 int, Lore (Eilistraee) +115 ranks +3 class +3 int, Perform (dance) +189 ranks +3 class +6 cha, Perform (sing) +123 ranks +3 class +6 cha, Profession (cook) +61 rank +3 class +2 wis Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses., daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells: 1st—faerie fire 2nd—blindness), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +3, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait., voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow and elves can take this trait in place of weapon familiarity. Traits magical knackYou 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. (bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture. Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1.
  2. Selena glanced at Velka, appearing somewhat shocked. Did I speak my thoughts out loud again? she wondered;-P but then was further horrified that the woman and, it seems, others were 'owned' as children. I wonder if my addiction enabled slavery like that... She hunched further into her cloak, as if trying to hide from herself. As others started to describe what they might bring to the table that could help find and bring Lamm to justice, she began to become somewhat fidgety and distressed, her head tilting from side to side from some internal conversation. What can I do??? How can I even contribute? Hi! I'm an addict and I've just been released from an asylum and my parents want to disown me for bringing shame on the House! That'll go over well... Wait... Something did happen to me, gave me... something... maybe that is the substance of my potential contribution? The hooded young woman distress seemed to depart, her anxiety passing. Her face appeared from under her hood, more visible now in the dim light. One might consider her a great beauty with snow-white hair but her alabaster skin was almost pallid and there was something... off about her eyes. "I have... some abilities. Magic, of a sort, I suppose. A modicum of healing, manipulating shadows, tinkering with fate. The darkness is meaningless to me," she said matter-of-factly before her eyes flashed with panic and she fell silent again. Or am I the darkness? She reached a gloved hand into her cowl to cover her mouth, her other hand pulling her hood forward so she could hide under its shadow again.
  3. T'rissae continued her dance, an Ode to her Goddess. Her spinning body and nimble steps brought her closer to the remaining guards on this side of the nebulous barrier. Her blade lashes out three times. The first strikes deep into the remaining armed guard, possibly piercing vitals but her next swing goes wide which carries her blade around for another attempted strike. Actions Free Action: 5-foot step East, maintain Battle Dance Full-Round Action: Attack G2 (and G1 if G2 goes down during attacks) Combat Stat Block Active effects: (6/9), battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4) (23/24) Defense AC 2710 +4 armor (mithral shirt) +2 enhancement +6 dex +1 deflection +4 dodge (+1 from Haste +2 from Defensive Stance), touch 2110 +6 dex +1 deflection +4 dodge (1 haste, 2 defensive stance), flat-footed 1710 +4 armor (mithral shirt) +2 enhancement +1 deflection; +2 dodge vs AoO HP 66/68Swashbuckler d10 Bard d8 Con +2 10+8*5+9*2 Fort +5Swashbuckler +1/3 Bard +2-2/3 Con +2, Ref +13Swashbuckler +1/2 Bard +4 Good Save +2 Dex +6 Haste +1, Will +8Swashbuckler +1/3 Bard +4 Good Save +2 WIs +2; +2 vs. enchantment, underground traps/hazards Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn. -1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively. Immune sleep Offense Speed 65Base 30 Swift Target (Ex) +5 (as long as she has at least 1 panache point) Haste 30 ft. Melee +2 keen mithril bastard sword +18/+18/+13BAB +7 Dex +6 Weapon Focus +1 Enhancement +2 Haste +1 Defensive Stance -1 Risky Strike -2 Battle Dance (courage) +4 (1d10+16+6 dex +2 enhancement +4 risky strike +4 battle dance (courage)/17-20) Ranged darkwood composite longbow +14/+14/+9BAB +7 Dex +6 Enhancement +1 (1d8+2/x3) Special Attacks bardic performance 24 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) 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., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) 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., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. 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. (3 targets, DC 2010 +1/2 bard level (8) +6 cha), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. (DC 2010 +1/2 bard level (8) +6 cha), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing. Prerequisite: Perform (dance) 4 ranks. Cost: Feat or 2nd-level bard spell known. Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance. Use: 1 bardic performance round per round. Action: 1 full round.], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. +6), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. (5/6), risky strikePrerequisite: Base attack bonus +1. You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. -2/+4 Spell-Like Abilities (CL 9; concentration +4) 1/day—blindness* (DC 1810 +2 spell level +6 cha), faerie fire* 6/day—beguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1710 +1/2 character level (9) +3 int, 4 rounds) * during bardic performance Statistics Str 15, Dex 2318 +2 race +1 level +2 enhancement, Con 1517-2 race, Int 16, Wis 15, Cha 2217 +2 race +1 level +2 enhancement Base Atk +7; CMB +13BAB +7 Dex +6; CMD 2710 +7 BAB +2 str +6 dex +1 deflection +1 dodge (+2 vs. AoO, bull rush, grapple, reposition, trip) Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse. You’ve learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus., Combat ReflexesYou can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., DodgeFrom Swashbuckler (courser) Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)., Nimble MovesYou can move across a single obstacle with ease. Prerequisites: Dex 13. Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death. Region: elf (Cormanthor Drow) Benefit: You can move up to your normal speed while using the Stealth skill at no penalty. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks., Sword DanceYou have learned to turn your speed into power, even with a heavier blade. Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword. Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand., Weapon FocusChoose one weapon group listed under the fighter’s Weapon Training class feature. Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group. (large blades), Adventuring Skills Acrobatics +189 ranks +3 class +6 dex, Bluff +131 rank +3 class +6 cha +3 enhancement, Climb +61 rank +3 class +2 str, Diplomacy +153 ranks +3 class +6 cha +3 enhancement, Escape Artist +101 ranks +3 class +6 dex, Intimidate +239 ranks +3 class +6 cha +2 race +3 enhancement, Knowledge (arcana) +71 rank +3 class +3 int, Knowledge (dungeoneering) +71 rank +3 class +3 int, Knowledge (local) +71 rank +3 class +3 int, Knowledge (nature) +71 rank +3 class +3 int, Knowledge (planes) +71 rank +3 class +3 int, Knowledge (religion) +115 ranks +3 class +3 int, Perception +149 ranks +3 class +2 wis, Sense Motive +105 ranks +3 class +2 wis, Spellcraft +71 rank +3 class +3 int, Stealth +259 ranks +3 class +6 dex +2 race +5 enhancement, Swim +61 rank +3 class +2 str, Use Magic Device +167 ranks +3 class +6 cha Background Skills Artistry (choreography) +115 ranks +3 class +3 int, Craft (alchemy) +71 rank +3 class +3 int, Craft (weapons) +104 ranks +3 class +3 int, Knowledge (geography) +71 rank +3 class +3 int, Knowledge (history) +71 rank +3 class +3 int, Knowledge (nobility) +71 rank +3 class +3 int, Lore (Eilistraee) +115 ranks +3 class +3 int, Perform (dance) +189 ranks +3 class +6 cha, Perform (sing) +123 ranks +3 class +6 cha, Profession (cook) +61 rank +3 class +2 wis Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses., daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells: 1st—faerie fire 2nd—blindness), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +3, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait., voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow and elves can take this trait in place of weapon familiarity. Traits magical knackYou 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. (bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture. Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1.
  4. Selena was surprised and horrified at the extent the crime lord was involved in various nefarious activities. I never even knew he used children as pawns in his syndicate! "Selena," the pale young woman, dressed all in rich black cloth and leathers, introduced herself. "M... Mister Lamm... he... well... Shiver," she paused, looking down, retreating further into the shadows of her deep hood. She let out a sigh before continuing softly. "Shiver has left an indelible mark upon me... It's not something that I have the luxury to move past... and I've witnessed it's hold on others... Its flow must be stemmed. He must be stopped," she finishes, her voice returning to a normal volume. "I've tried the guards but," a hint of frustration tinges her voice, "they think it only a problem for the more impoverished members of the city. They don't seem to care and I have no influence to change their mind. Whoever has brought us together, I suspect that it will be up to us to realize our mutual goal to bring justice to that foul man."
  5. It took Selena longer than she had hoped to make it to the entrance. Each time she moved to cross the street, either doubts flooded her and she retreated, or she saw someone approach to enter which gave her second thoughts. The somewhat loud toast to Gaedrin flitted out of the door reached her ears which convinced her. She built up her courage just as a man walked over and entered. She sighed and crossed the street. She stood at the entrance for a moment, the wind caused her cloak to flow around her, towards the door, seeming to try to push her inside. Finally she gave in to the winds and took a step inside. She squinted at the soft light inside the house, pulling her hood forward to protect her eyes before looking around at those gathered. It almost seemed like a social gathering. Have I come to the wrong house? she wondered, almost stepping back out of the house, before noticing others were holding Harrow cards that may have come from the same deck, or at least the same maker. She took out her own card, a stylized unicorn and looked at it. "Hello... This is 3 Lancet Street, right? Did each of you get one of these cards? Is the host here?" she takes a breath calming her mind to stop her quick stream of questions. "I came because of a card," she says more calmly, showing it to the others, "that contained knowledge about how a certain man had wronged me in the past and that might be brought to justice thanks to this gathering. I presume you are all here for the same reason?"
  6. No worries on my part. My intro text was quite long (and took me a while), so I felt it best to take a break before posting the entrance (which I'll aim to get to tomorrow).
  7. Selena lay in her plush bed and sighed. Ever since she had returned to Korvosa and her family's Cliffside manor from her convalescence at the sanitarium her parents had shuffled her off to, she barely saw her family. They continued to studiously avoid her, the only normal signs of life being the servants that flit into her room to clean up a vase she may have smashed in a fit of pique, or, that one time, the pile of shredded cloth, the remnants of a colorful outfit her parents tried to get her to wear. Sure, she used to wear colorful clothes like those, but that was before. Now she found the colors painful to look at, particularly the glittering sparkles of the fancy cloth when the light hit them. Instead, she always wore black, a stark contrast to her pale skin and white hair, another outcome of her unfortunate circumstance. Her rosy skin and blonde tresses were now bleached, either from the toxins that had coursed through her blood or from the gaze of the mad god during her drug-addled dream during the overdose. The dark clothes were soothing to her now, the oft-worn hood a way to keep the painful light from her eyes. They also served as a reminder of the shadow she no longer projected. Regardless of the light or the shadows made on her face and body from her billowy cloak and hood, the light appeared to pass through her, leaving no trace of any obstruction of the light source. Her thoughts wandered, floating back some weeks to the fleeting glimpses of the street as her carriage returned her home. She wondered how she hadn't been able to see it before, but she now recognized the telltale signs of shiver on the people, particularly in the poorer districts, the hollowed eyes, expressions suggesting the world around them was bland and less real, and some shaking, happily in the throes of the drug. She had tried to talk to the Korvosan guard about the issue, particularly since she had a historical connection to a shiver dealer, but she was rebuffed and soon was yelled at by her father, demanding that she leave it alone, since her foolish inquiries could further harm the family, they felt their position was already precarious because of the shame her overdose had brought upon the family "and there was no way they could marry her off, now" they often exclaimed in their frustration. The only times she seemed to be able to see her parents these days was when they came to berate her for some perceived slight. Selena sighed again and sat up. Perhaps I should practice, she mused. Learn more of what I can do with... whatever this is. She placed her hands in her lap, closed her eyes and slowed her breathing. She could feel the shadow-stuff coalesce around her spirit but also some connection to... that God from her vision... Groetus, she had later learned. Is this some accident that allows me to tap into His power, or am I marked as a harbringer of some doom? The End? She pulled herself away from those thoughts before she started to drown in the horror. It took her two days to recover from the last time she fell down that hole. Instead she focused on the present and the good she was able to do now... healing minor wounds, for example. Her mind settled again and she continued to gather the power around her. She had a flash, a vision, of a pale animal approaching, a horse? No... it's a unicorn! What does this mean? Before she could try to understand this strange vision, there was a loud crash and a piercing light lanced through her eyelids. Screaming in pain, she covered her eyes with her arm and rolled off the bed, hiding in its shadow. It seemed the rod, holding the plush dark curtains that she invariably kept closed, had snapped, allowing the morning light to pour into her room. She quickly gathered her power and with words, gestures, and a bit of soot, she gathered some of the shadows around her, protecting her from the light, at least for now. Opening her eyes, she focused on one of places where the sunlight did not touch. There was something there. She reached out and picked up a harrow card, showing a unicorn of all things. The vision and then the card? This can't be a coincidence, she thought as she examined the card. Her eyes widened at the words on the back of the card. She had just been thinking about her ill-fated attempts to deal with the shiver problem and that foul dealer. Perhaps there is a way! "Milady? Is everything all right?" a voice cut through her elation as one of the servants entered her room worried she had another blowup. "My curtains broke, Eugeni. Do you think you could fix them? I'll retire to the study," she said, elation filling her voice. "Of course, milady," the Varisian servant said with a bow, "but might I suggest you retire to the spare bedroom? The Lord of the manor is currently entertaining guests there." "Good idea. Thank you," Selena said with an excited smile as she rushed out of her room and down the hall to the extra room. She leaned against the door, giddy at the promise described on the card. Soon she was pacing the room, her exhilaration growing to an almost feverish level before thoughts intruded. What if this is some kind of joke? A lie to draw me in? Some plot to hurt me? Soon enough she was spiraling downwards and threw herself on the bed, burying her head in the pillows. The rest of her day was spent between eager pacing at the prospects or depressed repose, interspersed with calm tranquility and visits from the staff to bring her meals. After what seemed like an eternity, the diffused sunlight slipping through the curtains began to darken. The time was now approaching. Selena gathered her things, unsure what might be needed, and slipped out the side door, the servants entrance, which was the only place she was allowed to enter and exit her home. With an excited skip to her step, she made her way through the Heights, making her way towards Midland, by the docks, and the address on the card. 3 Lancet Street, she said to herself, repeating it in her mind over and over again. When she arrived on Lancet Street, Selena stared at the building in question. Rather than going directly to the small home, she walked past it on the other side of the street, keeping to the shadows as a matter of habit rather than caution. After walking past a few more homes, she turned and retraced her steps, again passing across the street from the goal. She paced nervously along this back and forth route three more times. She couldn't really keep her attention on the home but she did pass some people that may have gone inside... or they just passed it and went elsewhere while she wasn't paying attention. She stopped and rubbed her head and with a deep breath to gather her courage, started across the street to the entrance.
  8. Close. For the alternative, the Feats on the list can be purchased for a single trait. Other Feats can be gained from spending two Traits (and one feat slot can be used to purchase two traits).
  9. She's a recovering addict who got her powers from the God of the End Times (and with the shattered psyche loses out on Int & Wis skills, as well as concentration). That's plenty tragic . Covetous is another milquetoast curse. Then there are dual options where the ill effects of a curse are cancelled out by the benefits of another (like Plagued cancelling sickness from Legalistic or Covetous). Cheese aside, none really fit the theme I'm envisioning. So, Selena's primary/advancing curse will be Shattered Psyche and her secondary/static one will be Shadowbound.
  10. For my part, I haven't really gotten my head around the new versions (PF2e & DND5e) since I came back to PbP, so I always look closely at any PF1e ads that come up. That's a cool idea. I was thinking that my character's family probably lived in the Heights somewhere (amongst the other nobles). Then again, it would probably just be a place she infrequently visits (and even then, unobtrusively, using the side door) during down time. They probably gave her the hefty stipend so she can be on her own without drawing too much attention to them. So maybe I don't need to worry too much about it.
  11. I thought about Shadowbound as one of the curses, but the level 1 and 5 benefits are darkvision which I already have (and it doesn't appear to indicate that it extends any existing darkvision). On Tongues, ya. I was having trouble finding a meaningful secondary. I did look at Toxic Blood but Fortitude is not an Oracle's forte so if we encounter a poison, that's very big trouble. The positives are also more suitable for someone who plans to enter melee (poison touch attacks) and I'd likely be more of a caster type that avoids melee. I'll swap Tongues with Shadowbound since, as you say, fits the flavor, even though there isn't really a benefit (until 10th level, if it's the primary). I'll need to swap out one of my revelations to get Dark Secrets if I want to have it at level 1 (I've put down Misfortune and Cloak of Shadows, so probably the latter... or just tough it out until level 3). Shattered Psyche does indeed have a lot of negatives (and they're already incorporated in my skill numbers) but it also has an early bonus to mind-affecting effects (and staged immunities at higher levels, if this was the primary curse). It also fits the flavor of being touched by Groetus (Madness/Insanity is one of his domains).
  12. Selena Shardova Female oracle () 1 CG medium outsider (native) & humanoid (human) Init +3; Senses darkvisionDarkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. 60 ft., low-light visionFetchlings can see twice as far as humans in conditions of dim light.; Perception -3 Defense AC 1410 +1 armor +3 dex, touch 1310 +3 dex, flat-footed 1110 +1 armor HP 108 +1 con +1 favored Fort +2+0 oracle +1 con +1 trait (drug addict), Ref +3+0 oracle +3 dex, Will +1+2 oracle -1 wis; +4 competence vs mind-affecting effects Defensive abilities shadow blendingAttacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. Resist cold 5, electricity 5 Weaknesses shadowboundYour pigmentation is oddly colorless, and your eyes are highly sensitive to light. You are blinded for 1 round when exposed to normal or bright light and dazzled while in such a lit area. You gain darkvision to a range of 30 feet., shattered psycheYour mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a –2 penalty on all Intelligence-based skill checks, Wisdom-based skill checks, and concentration checks. Offense Speed 30 ft. Melee dagger +0 (1d4, 19-20/x2) Ranged light crossbow +3 (1d8, 19-20/x2) Special Attacks misfortuneAs 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., unnerving gazeSome fetchlings gain an upsetting gaze attack that they can activate three times per day as a standard action, affecting all creatures within a 30-foot cone that can see. All creatures that meet the fetchling’s unnerving gaze are shaken for 1 round (DC = 10 + 1/2 the fetchling’s character level + her Charisma modifier; Will negates). When the fetchling reaches 9th level, her gaze instead causes creatures to be staggered. When the fetchling reaches 13th level, her gaze instead causes creatures to be stunned. Unnerving gaze is a mind-affecting fear effect. This racial trait replaces the fetchling’s spell-like abilities. (3/d; 30' cone; shaken 1rnd; DC 14) Statistics Str 10, Dex 1614 +2 race, Con 12, Int 14, Wis 810 -2 race, Cha 1917 +2 race Base Atk +0; CMB +0; CMD 1310 +0 BAB +0 Str +3 Dex Feats Extra RevelationYou have discovered a new aspect of your mystery. Prerequisites: Revelation class feature. Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation. Special: You can gain Extra Revelation multiple times. Adventuring Skills Diplomacy +81 rank +4 cha +3 class, Knowledge (religion) +51 rank +2 int +3 class +1 trait -2 shattered psyche, Sense Motive +11 rank -1 wis +3 class -2 shattered psyche, Spellcraft +41 rank +2 int +3 class -2 shattered psyche, Stealth +61 rank +3 dex +2 race, Use Magic Device +91 rank +4 cha +3 class +1 trait Background Skills Knowledge (history) +41 rank +2 int +3 class -2 shattered psyche, Knowledge (nobility) +51 rank +2 int +3 class +1 trait -2 shattered psyche Languages Common, Aklo, Draconic SQ bound to GolarionSome fetchlings are from families that have fearfully avoided the Shadow Plane, living on Golarion for generations. As a result, these fetchlings are closely tied to the Material Plane. Fetchlings with this racial trait count as outsiders with the native subtype and humanoids with the human subtype for any effect related to race, including feat prerequisites and spells that affect humanoids. They can pass for human without using the Disguise skill. This racial trait replaces the +2 racial bonus on Knowledge (planes) checks from the skilled racial trait, and alters the native outsider racial trait., dark secretsYou learn the hidden secrets surrounding the casting of shadow spells. You can add a number of spells from the sorcerer/wizard spell list equal to your Charisma modifier (minimum 1, maximum equal to half your oracle level) to your spell list and your list of spells known as divine spells. These have a spell level equal to their sorcerer/wizard spell level. You can add only illusion spells from the shadow subschool or spells with the darkness descriptor to your list of spells known in this manner. Each time you gain an oracle level after taking this revelation, you can choose to replace one of these spells for a new appropriate spell on the sorcerer/wizard spell list. Traits child of the templeYou have long served at a temple in a city, where you picked up on many of the nobility’s customs in addition to spending much time in the temple libraries studying your faith. Benefit: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (nobility) is always a class skill for you., dangerously curiousYou have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. Benefit: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you., drug addictYou had become addicted to shiver, a drug distilled from the venom of dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. While some consider shiver as a problem of the lower class, you overdosed on the stuff. The one who got you addicted in the first place was a crimelord named Gaedren. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Unfortunately, the guards seem to be more focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called, “a bit player in a beggar’s problem.” It would seem that if his operation is to be stopped, it falls to you. Benefit: Fortunately, your body recovers quickly from toxins, and you have a +1 bonus on Fortitude saving throws.: personal (campaign), rich parentsYou were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure Benefit: You enjoy a one-time benefit to your initial finances—your starting wealth increases to 900 gp. (social), umbral unmaskingYou cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility). (drawback) Spells CL 1, DC: 14+spell level 0th (at will) (4) , , *, , 1st (43 base +1 cha/day) (3) , , *, , *, * * Dark Secrets: CHA (4) spells from Illusion (shadow) or with darkness descriptor Equipment Armor: haramaki (3 gp, 1 lb) Weapons: dagger (2 gp, 1 lb), light crossbow (35 gp, 4 lbs), 10 bolts (1 gp, 1 lb) Wondrous Items: Wrists: sleeves of many garments (200 gp, 1 lb) Clothing: courtier's outfit (30 gp), signet ring (5 gp), jewelry (50 gp) Standard equipment: masterwork backpack (50 gp, 4 lbs) bedroll (1 sp, 5 lbs) chalk x5 (5 cp) belt pouch (1 gp, 0.5 lbs) canteen (2 gp, 1 lb) grooming kit (1 gp, 2 lbs) mess kit (2 sp, 1 lb) signal whistle (8 sp) silk rope (10 gp, 5 lbs) skeleton key (85 gp) soap (1 cp, 0.5 lbs) trail rations x5 (2.5 gp, 5 lbs) Wealth: 346.34 gp Encumbrance: 31 lbs (light) Light 38, Medium 76, Heavy 115 Personality Selena can appear happy and interested in one moment, and disoriented or depressed the next. Sometimes she is stable for extended period while other times her shifts occur in rapid succession. Her unusual swings to her mood and energy a remnant of a fractured sanity. Nonetheless, given she has, for some time, been living with a condition that was brought about through the combination of addiction, overdose, and the touch of a mad god, she never fully loses grasp of the rational, of reality. Background Selena was born into a minor noble family, House Shardova, seemingly destined for a life of privilege and comfort. She was a precocious and curious child who loved to explore, sneaking into places of the mansion, some dangerous, that she shouldn't. However, as she grew older, her home felt smaller and she began to feel a sense of restlessness, seeking thrills beyond the confines of her noble upbringing. It was during a decadent gathering of her peers that Selena first dabbled in the drug called shiver, eager to experience the euphoria that was whispered about in hushed tones. What started as a harmless experiment quickly spiraled into an addiction, as she found herself drawn to the vivid and otherworldly experiences that the drug provided, a stark contrast to what she found was a dreary repetitive life as a young noble. She found herself shutting herself off from her peers as she spent more and more time under the influence of the drug experiencing the visions that felt more palpable than reality, as if she could traverse the planes, exploring realms beyond mortal comprehension. She even sought out someone who could supply her directly, a man named Gaedren. One night, after indulging in a particularly large dose of shiver, Selena's drug-induced hallucinations took a sinister turn. She found herself transported to a desolate and ethereal realm, a vast necropolis that resembled how some might describe as the Boneyard through a warped lens. As she wandered through this strange and terrifying landscape, her gaze was drawn to a bloated moon hanging low in the sky. Curiosity turned to compulsion as she flew into the stratosphere to get closer to see shadowy forms milling about the surface. As she reached out to touch the rocky surface, shadows froze and the moon shuddered and slowly turned. She fled upwards as the sands twisted and contorted forming a massive shape of a skull spanning the surface, the dull sockets turning its indifferent gaze towards her. The weight of a vision of the End crushed her sanity and she was plunged into the void. When she awoke, Selena found herself in a secluded temple, being treated for an overdose, having been on the brink of death. She had been in a coma for several weeks and her family hid her away to spare themselves the shame. What may have been the touch of Groetus had shattered her psyche. Moreover an accursed power awoke within her that she had yet to fully understand. At the temple, she spent some years struggling to piece together her fractured mind and to come to terms with the profound and terrifying experience she had endured. On her return to Korvosa, she became more aware of the impact of the drug that had nearly claimed her, particularly among the youth and the lower classes. A part of her still wanted to taste what the drug had offered but an anger at the man who had set her on this path was more insistent. Even with her noble background, her absence had reduced any influence she may have had. The guards wouldn't move to take on the crime lord, considering the issue to be one that only impacts poorest of the poor. It seems she may need to try to do something by herself, or find other like-minded individuals to take on this foul man. Build thoughts Just to keep track of my inner debate on how I may flesh her out (fluff and crunch): - I know going Shadow Magic for the +1 DC is better mechanically than the bound to Golarion but I didn't see an obvious fetchling (rather than something like a fetchling decendant/ancestry) fitting well in this setting, particularly if she came from rich family or nobility. - Although Zon Kuthon has the connection to fetchlings (Shadow Plane/Netherworld), I'm leaning Groetus for the Madness component (Shattered Psyche curse). Also swapped out the SLA for the unnerving gaze. - To dual curse or not to dual curse? If dual curse may need traits to fill in some class skills (at least stealth - what fits here? maybe workaround via Child of the Moon?). Exotic Heritage - stealth to set up later Eldritch Heritage - umbral? Maybe later. For consideration if Dark Secrets (maybe not for level 1 revelation): 0: penumbra 1: dancing darkness, shadow weapon, shadowfade, touch of blindness
  13. Using the momentum of her previous swing and her sidestep to avoid the guard's previous attack to spin and whirl around, her large blade dancing around as she begins to perform for Eilistraee, the Dark Dancer. The steps and motion of the dance, seem to add precision and momentum to her flashing blade as she strikes out again at the injured guard. Actions Move Action: Initiate Battle Dance Standard Action: Attack G3 Combat Stat Block Active effects: (7/9), battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4) Tracking: panache (5/6) Defense AC 2710 +4 armor (mithral shirt) +2 enhancement +6 dex +1 deflection +4 dodge (+1 from Haste +2 from Defensive Stance), touch 2110 +6 dex +1 deflection +4 dodge (1 haste, 2 defensive stance), flat-footed 1710 +4 armor (mithral shirt) +2 enhancement +1 deflection; +2 dodge vs AoO HP 66/68Swashbuckler d10 Bard d8 Con +2 10+8*5+9*2 Fort +5Swashbuckler +1/3 Bard +2-2/3 Con +2, Ref +13Swashbuckler +1/2 Bard +4 Good Save +2 Dex +6 Haste +1, Will +8Swashbuckler +1/3 Bard +4 Good Save +2 WIs +2; +2 vs. enchantment, underground traps/hazards Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn. -1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively. Immune sleep Offense Speed 65Base 30 Swift Target (Ex) +5 (as long as she has at least 1 panache point) Haste 30 ft. Melee +2 keen mithril bastard sword +18/+18/+13BAB +7 Dex +6 Weapon Focus +1 Enhancement +2 Haste +1 Defensive Stance -1 Risky Strike -2 Battle Dance (courage) +4 (1d10+16+6 dex +2 enhancement +4 risky strike +4 battle dance (courage)/17-20) Ranged darkwood composite longbow +14/+14/+9BAB +7 Dex +6 Enhancement +1 (1d8+2/x3) Special Attacks bardic performance 24 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) 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., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) 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., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. 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. (3 targets, DC 2010 +1/2 bard level (8) +6 cha), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. (DC 2010 +1/2 bard level (8) +6 cha), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing. Prerequisite: Perform (dance) 4 ranks. Cost: Feat or 2nd-level bard spell known. Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance. Use: 1 bardic performance round per round. Action: 1 full round.], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. +6), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache. (6), risky strikePrerequisite: Base attack bonus +1. You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. -2/+4 Spell-Like Abilities (CL 9; concentration +4) 1/day—blindness* (DC 1810 +2 spell level +6 cha), faerie fire* 6/day—beguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1710 +1/2 character level (9) +3 int, 4 rounds) * during bardic performance Statistics Str 15, Dex 2318 +2 race +1 level +2 enhancement, Con 1517-2 race, Int 16, Wis 15, Cha 2217 +2 race +1 level +2 enhancement Base Atk +7; CMB +13BAB +7 Dex +6; CMD 2710 +7 BAB +2 str +6 dex +1 deflection +1 dodge (+2 vs. AoO, bull rush, grapple, reposition, trip) Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse. You’ve learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus., Combat ReflexesYou can make additional attacks of opportunity. Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., DodgeFrom Swashbuckler (courser) Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)., Nimble MovesYou can move across a single obstacle with ease. Prerequisites: Dex 13. Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death. Region: elf (Cormanthor Drow) Benefit: You can move up to your normal speed while using the Stealth skill at no penalty. Special: You may select this feat only as a 1st-level character. You may have only one regional feat. Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks., Sword DanceYou have learned to turn your speed into power, even with a heavier blade. Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword. Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand., Weapon FocusChoose one weapon group listed under the fighter’s Weapon Training class feature. Prerequisites: Proficiency with at least one weapon from the selected weapon group, base attack bonus +1. Benefit: You gain a +1 bonus on all attack rolls you make using any weapon from the selected group. (large blades), Adventuring Skills Acrobatics +189 ranks +3 class +6 dex, Bluff +131 rank +3 class +6 cha +3 enhancement, Climb +61 rank +3 class +2 str, Diplomacy +153 ranks +3 class +6 cha +3 enhancement, Escape Artist +101 ranks +3 class +6 dex, Intimidate +239 ranks +3 class +6 cha +2 race +3 enhancement, Knowledge (arcana) +71 rank +3 class +3 int, Knowledge (dungeoneering) +71 rank +3 class +3 int, Knowledge (local) +71 rank +3 class +3 int, Knowledge (nature) +71 rank +3 class +3 int, Knowledge (planes) +71 rank +3 class +3 int, Knowledge (religion) +115 ranks +3 class +3 int, Perception +149 ranks +3 class +2 wis, Sense Motive +105 ranks +3 class +2 wis, Spellcraft +71 rank +3 class +3 int, Stealth +259 ranks +3 class +6 dex +2 race +5 enhancement, Swim +61 rank +3 class +2 str, Use Magic Device +167 ranks +3 class +6 cha Background Skills Artistry (choreography) +115 ranks +3 class +3 int, Craft (alchemy) +71 rank +3 class +3 int, Craft (weapons) +104 ranks +3 class +3 int, Knowledge (geography) +71 rank +3 class +3 int, Knowledge (history) +71 rank +3 class +3 int, Knowledge (nobility) +71 rank +3 class +3 int, Lore (Eilistraee) +115 ranks +3 class +3 int, Perform (dance) +189 ranks +3 class +6 cha, Perform (sing) +123 ranks +3 class +6 cha, Profession (cook) +61 rank +3 class +2 wis Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime). Drow can take this trait in place of keen senses., daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells: 1st—faerie fire 2nd—blindness), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +3, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat. This racial trait replaces the spell-like abilities racial trait., voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Drow and elves can take this trait in place of weapon familiarity. Traits magical knackYou 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. (bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture. Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1.
  14. Ya. Trying to remember all the ins and out of a new high level character doesn't help either, lol. This puts T'riss down 1 panache point and a 5' step east (to end up directly under the guard on the map). Thanks
  15. Oops. I forgot I could have used dodging panache and likely avoided the hit entirely. Oh well.
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