Curse of the Crimson Throne
All this and good with a sword, too.
Female Human (Chelaxian) Bard (Arcane Duelist) 7
CN Medium Humanoid (Human)
Init + 6, Senses Perception + 10
Harrow Points 4
AC 20, touch 15, flat-footed 15 (+ 5 Armor, + 4 Dex, + 1 Dodge)
Hp 63 (7d8 + 14; + 8; + 3)
Fort + 7, Ref + 10, Will + 6
Defensive Abilities None
Resistances None; Immunities None
Ranged Shortbow + 9 (1d6 + 2; x3; 60’)
Melee + 1 Human Bane Rapier + 11 (1d6 + 7; 18 – 20 x2) Silver Dagger + 9 (1d4 + 5; 19 – 20 x2) Sap + 9 (1d6 + 2; x2)
Space 5’; Reach 5’
Special Attacks Arcane Bond (Weapon), Arcane Strike (+ 2), Bardic Performance (Blade Thirst, Distraction, Fascinate [3 creatures], Inspire Competence + 3, Inspire Courage + 2, Rallying Cry; 18 rounds; DC 15), Deadly Aim (- 2/+ 4), Piranha Strike (- 2/+ 4)
Cater Level 7th; Concentration + 9/+ 13; SR Check + 7
3rd (1/day) - Haste, Purging Finale
2nd (4/day) - Blistering Invective (DC 14), Glitterdust (DC 14), Heroism, Mirror Image, Urban Step
1st (5/day) - Disguise Self (DC 13), Expeditious Retreat, Feather Fall, Feather Step, Saving Finale, Silent Image (DC 13), Timely Inspiration, Vanish
0 - Daze (DC 12), Detect Magic, Light, Message, Prestidigitation, Read Magic
Str 10, Dex 19, Con 14, Int 10, Wis 10, Cha 14
Base Attack + 5; CMB + 5 (+ 9 if finessable); CMD 20
Feats Arcane Strike, Combat Casting, Dazzling Display, Disruptive, Dodge, Fencing Grace, Great Fortitude, Weapon Focus (Finesse Weapons)
Skills (ACP – 1): Acrobatics + 14 (+ 19 to Jump), Bluff + 12, Diplomacy + 12, Intimidate + 13, Knowledge (Nobility) + 10, Perception + 10, Perform (Oratory) + 12, Spellcraft + 10, Use Magic Device + 12
Traits Lost Love (All Alone), Reactionary
SQ Armor (Light), Bonus Feats (3), Skills, Weapon Finesse, Weapons (Bard)
Favored Class: Bard (3 Hp, 4 Spell)
Harrow Tattoo (The Rabbit Prince): + 1 Resistance
Current Harrow Card: None
Expendables Alchemist’s fire, antitoxin x2, tanglefoot bag x2, thunderstone, vermin repellent x2; Oil of Keen Edge, Potion of Cure Moderate Wounds, Potion of Lesser Restoration, Silversheen; Wand of Cat’s Grace (CL 3rd; 10 charges)
Armor + 1 Mithral Chain Shirt
Weapons short bow, arrow x20; + 1 Human Bane Rapier, sap, Silver Dagger
Magic Items Handy Haversack, Ring of Jumping
Mundane Gear (arrow x20, disguise kit (0/10), lap harp, Masterwork Rapier, silk rope 20’)
Wealth 9 cp, 6 sp, 80 gp, 200 pp
Distraction (Su): A 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’ 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 check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous Illusion (Pattern) or Illusion (Figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the Bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): A bard can use her performance to cause one or more creatures to become Fascinated with him. Each creature to be Fascinated must be within 90’, 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 the ability from working. For every three levels a Bard has attained beyond 1st, she can target one additional creature with this ability.
Inspire Compentence (Su): A Bard can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and 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.
Inspire Courage (SU): A Bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire Courage is a mind-affecting ability. Inspire Courage can use audible or visual components. The Bard must choose which component to use when starting his performance.
Rallying Cry (Su): An Arcane Duelist can use performance to rally dispirited allies. Each round she makes an Intimidate check. Any ally (including the Bard) within 30’ may use this check in place of her own saving throw against Fear and Despair effects. Those already under a Fear or Despair effect can attempt a new save each round using the Bard’s Intimidate check. Rallying Cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.