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Melody

Female Cat folk


Age: Class: Gestalt Bard,Tome/ Hero 20
Level: 23, 1 Level Catfolk Racial
Prestige Class
STR: 25
+7
DEX
31
+1
:
0
CON 25
+7
:
INT:
25
+7
WIS: 25
+7
CHA 26
+8
:
Movement:50ft, Climb 25ft
Languages Spoken: Learn any language with 5 minutes exposure.
Common, Elven, Gnome, Draconic, Spanish, Drow Sign, Undercommon, French
BAB: +20+15/+10/+5
Melee/Ranged +30/+28/+26/+24
HP: 336 + 3 levels
DR:
AC: Dex+10,Tumble +9,Ring +4, Class Defense Bonus +9,+1 Natural, +3 Dodge
50% Miss Chance
Saving Throws
Fortitude

Base

Attr

Misc

Total

12

+7

+25

Reflex

12

+10

Will

12

+7

2+ 4
Domain
2+4
Domain
2+4
Domain

Skills

+28
+25

*+2 to all saves vs Enchantments

Perform:+27+Cha
Dance, Finger Cymbals, Sing, Sex Techniques, Clowning, Lute, Guitar,Harp, Harmonica,
Piano/Keyboard, Juggle, Comedy, Drama, Saxophone,Flute, Drums,
Perception +47

Stealth +50

Tumble- 40

Appraise +18 SF

Balance + 25 SF

Bluff +21

Climb +35 SF

Concentration +22 SF

Decipher Script +20

Disguise+21

Escape Artist+32 SF

Gather Info-+22 SF

Jump-+30

Knowledge-Religion +22 SF

Profession:Bartender +19 SF

Knowledge-Dungeoneering+22 SF

Sleight of Hand-+20

Knowledge-Architecture +22 SF

Swim-+22 SF

Knowledge-Arcana +22 SF

Treat Injury-+22 SF

Knowledge-Streetwise +22 SF

Diplomacy+20

Affability- +33 (Tome of Prowess skill)

Computer Use-+20

Cook +33

Drive +33

Sense Motive +20

Pilot +23

Jury Rig +20

Spellcraft +22 SF

Survival +20

SF- Skill focus, may take 10 on these skills

Special Abilities

Weapon Proficiencies-All simple weapons, all firearms, martial and exotic, five martial weapons of her choosing (warhammer,
greatsword, halberd, scythe, pick),bladed fan, bolas, elven lightblade, Rapier, Sap, Long Sword, Kukri, both Composite and Short
Bows,Hand Cross Bow, whip,
Armor Proficiencies- light armor and shields (except tower shields).

Racial

Bard

Catfolk Body:Medium sized humanoid with base speed of 40 feet and low-light vision. The Catfolk can use her Dex bonus
to attack rolls with the martial weapon she choose at first level instead of Str. If she could already do so, she may add her
Dex bonus to damage rolls with that weapon, even if already adding another ability score (or no ability score, like
longbows).
Melody's chosen martial weapon is her claws, which do 1d4+17,20 x 2
+1 bonus to Natural Armor.
Cat's True Grace: +10 Racial bonus on Perception and Stealth checks, Swift/Move action +12 bonus to Dex for 2 rounds.
(2+1d3 rounds recharge)
Cat Heritage: Common Cat-You have a short(er) attention span than other catfolk. If you multiclass into Ranger, you can
change and and all of your Favored Enemies as a Fullround action, as long as the new creature type is one that you're able
to see right now.
Ability Score Increase:+2 racial bonus to either Dexterity or Charisma (change as swift action)

12 performance tricks

Bard does not incur any chance for spell failure so long as she is proficient with that armor or shield
Bardic Knowledge: Skill Focus for Knowledge skills known. Local knowledge (1 rank /day in area, requires 1 hr of
gossip/storytelling.
Break the Silence (Ex): Performances unaffected by silence or being deafened.
Skill Focus: For any 10 skills of her choosing, so long as she has at least 1 rank in that particular skill.
Cunning Linguist (Ex): Get a new language after five minutes of exposure (even secret languages or nonverbal languages)
Moment of Clarity: 1/ day,vision (caster level check. This ability has no XP cost.
Focused Skill Mastery: Take 10 on a skill check for any skill in which she has the Skill Focus feat.
Opportunist (Ex): attack of opportunity against any opponent that she threatens who has just been struck for melee damage by
another character. She also may make an additional attack of opportunity each round.
Quickened Spells (Ex): Free quicken spell 3x per day. Once per round, this quickening allows the bard to cast a spell as a free action;
any further use of the ability in the same round consumes a swift action normally
Pyr Gynt Suite (Ex): Cast any bard spell on the same turn as using a Performance Trick even if they have overlapping components.
Spells- 5/7/7/6/5/5/4/3/2/2 Spell DC is 30
0

1
2
3
4
5
6
7
8
9

create water, cure light wounds, detect magic, detect poison, flare, guidance, know direction, light,
resistance, summon instrument, ventriloquism, virtue
expeditious retreat, feather fall, grease,silent image, sleep,
cure serious wounds, invisibility, levitate, see invisibility, tiny hut
cure critical wounds, secure shelter, shout, song of discord,
greater invisibility, greater shout, heroes' feast, scrying,
mage's magnificent mansion, mass suggestion, sympathetic vibration, true seeing,
mass charm monster, programmed image, project image,temporal stasis
greater teleport, hiss of sleep, weird, repulsion
dominate monster, greater prying eyes Rien's false reality, teleportation circle
eye of the gods, mage's disjunction , pavilion of grandeur, wail of the banshee,

Performance Tricks
1)Building Crescendo ("We Built This City" Jefferson Starship)- Inanimate objects within Medium range of the performance are
considered magically treated (+20 break DC, x2 hardness) and have a saving throw bonus to all saves equal to the bard's Will save,
and this protection continues for as long as the bard maintains the performance. In addition, any who perform a Craft check for at least
an hour within the influence of the crescendo will make twice as much progress for that day; thus allowing crafting to be done in half
the time if the bard is around for multiple consecutive days. Allowed Performance Styles: Oratory (V), Percussion Instruments (S,
F), Singing (V), String Instruments (S, F)
2)Chant of the Undying ("Living on a Prayer" Bon Jovi )- All allies within Close range, as well as the bard, can continue to
function normally when at 0 hp or worse. However, strenuous actions still reduce their hit points, and an ally (or you) dies when he or
she a number of negative hit points equal to one third of their normal hit point total. Additionally, allies within Close range gain DR
X/-, where X is equal to one-half the bard's character level. Allowed Performance Styles: Acting (S, V), Comedy (S, V), Oratory
(V), Singing (V)
3)Countersong- ("Sounds of Silence". Lordes version)-While the performance is ongoing, the bard can attempt to suppress magical
effects with the [Sonic] descriptor and spells with a verbal component. Anyone within Medium range of the bard attempting to use or
maintain such a spell or ability must make a Will save or their spell or ability fizzles. Allowed Performance Styles: Acting (S, V),
Comedy (S, V), Keyboard Instruments (S, F), Oratory (V), Percussion Instruments (S, F), String Instruments (S, F), Wind Instruments
(S, V, F), Singing (V)
4)Siren's Call-("One Way or Another" Blondie)Your performance transcends distance. A single creature on the same plane chosen
by you makes a Will save with the same modifiers as scrying, failure resulting in them receiving a short message (25 words or less) as
well as the bard learning a very rough approximation of direction and distance to the target.The bard can use the message to request
the presence of the victim, forcing a second Will save or react two steps more friendly in attitude towards the request (includes a basic
idea of where the bard is). Successfully making the save against either of the effects renders the victim immune to further use of the
bard's performance trick for 24 hours. Allowed Performance Styles: Keyboard Instruments (S, F), Singing (V), Wind Instruments (S,
V, F)
5)Destructive Cacophony("Thunderstruck" AC-DC) For each round that this trick is maintained, the bard must select a number of
targets (all within Medium range) equal to the number of consecutive rounds she has used it. All targets suffer 1d6 points of sonic
damage for as long as they remain within range; this damage increases by 1d6 in each consecutive round that the bard maintains the
trick (to a maximum of 1d6 points of damage per class level). If the bard cannot or does not wish to select an additional target for this
effect, she must end the cacophony. The bard may only maintain this effect for a maximum number of rounds equal to her bard level.
Allowed Performance Styles: Keyboard Instruments (S, F), Percussion Instruments (S, F), String Instruments (S, F), Wind
Instruments (S, V, F), Singing (V)
6)Electric Slide-("Electric Slide" Shannon) You can now move up to 10 feet whenever you would normally be able to make a 5foot step, and may do so as an immediate action. In addition, any opponent adjacent to a space the you move into with a step from this
ability takes 1d6 points of electricity damage per class level you possess, with a Reflex save to halve the damage. This movement
otherwise functions in the same manner as a normal 5-foot step. Allowed Performance Styles: Dance (S)
7)Enduring Melody-You subsume the concentration of a spell into the magic of your song, allowing concentration to be maintained
through the performance rather than the spell itself. This frees up the bard so that he can cast another spell while maintaining the first
one with his performance, potentially allowing for two spells of concentration duration at once. Allowed Performance Styles: Dance
(S), Oratory (V), Keyboard Instrument (S, F), Percussion Instrument (S, F), Singing (V)
8)Inspire Courage-("We Are the Champions" Queen)All allies within close range of the bard who see or hear the performance
gain a morale bonus to attack and damage rolls equal to 1/4th of the bard's class level (round up) for as long as the performance
continues and they remain in range, and for 1 round per level after they are no longer able to perceive the performance or are no longer
in range. Allowed Performance Styles: Acting (S, V), Comedy (S, V), Dance (S), Keyboard Instruments (S, F), Oratory (V),
Percussion Instruments (S, F), String Instruments (S, F), Wind Instruments (S, V, F), Singing (V)
9)Refrain of the Long Road-("Turn the Page" Bob Seger)Allies within Close range gain a +10 foot bonus to movement speed if
they can hear this trick. If allies within Close range listen to this trick for 10 minutes, any exhaustion on them is reduced to fatigue,
fatigue is removed, and a number of points of ability damage equal to your Charisma modifier are healed. Allowed Performance
Styles: Wind Instruments (S, F), Oratory (V), Singing (V)
10)Requiem- ("Welcome to the Black Parade" My Chemical Romance) The bard can produce a haunting melody that renders
undead very docile, possibly even friendly. For the first 10 rounds an undead creature hears the song (and is within close range), the
song acts as a halt undead effect, undead which fail their Will saves are stuck fast for 10 rounds (or until the performance stops or the
undead creatures are no longer in range or take damage). If the effect is still going at the end of 10 rounds, the bard may make a

Perform check as if it were a Diplomacy check to improve the undead creature's disposition. Regardless of the outcome of that check,
the undead creatures can again move normally. Allowed Performance Styles: Keyboard Instruments (S, F), Percussion Instruments
(S, F), String Instruments (S, F), Wind Instruments (S, V, F)
11) Strings of Healing ()-While this trick is maintained, all allies within Close range gain fast healing equal to your ranks in Perform.
Additionally, any spell that restores hit points used on an ally within range restores an additional number of hit points equal to your
ranks in Perform. Allowed Performance Styles: Puppetry (S), String Instruments (S, F)
12)Heavy Metal-("Nothing Else Matters" Metallica) The dark and depressing tones of this performance make opponents feel
heavier and slower, reducing their abilities to move. Each time this trick is activated and continued, all enemies within Close Range
incur a cumulative 5-ft. penalty to all movement speeds (to a minimum of 0 feet) and become unable to run or perform any associated
actions (such as charging). Creatures with fly speeds that are reduced to 0 by this ability fall and take damage accordingly. Allowed
Performance Styles: Keyboard Instruments (S, F), Percussion Instruments (S, F), String Instruments (S, F), Singing (V)

Hero

Path of the Alley Savvy


Alley Savvy: Sneak attack damage (7d6+8) equal to 1/3 your Hero level rounded up + Cha Mod in Damage. Gain Proficiency in
Rapier, Sap, Long Sword, Kukri, both Composite and Short Bows, and Hand Cross Bow
+3 to all skills, and gain Improved Evasion, Improved Uncanny Dodge and Trapfinding
Blind Fight feat and gain the ability to Feign Death, like the spell, once a day.

FEATS

*indicates bonus feat from class/other source

Divine BloodedProtection Domain Granted Powers: +4 resistance bonus on Saves, +1/5 levels past 25th
Resistant Touch (Sp): 3+Wis mod/day as standard action, touch an ally to grant him your resistance bonus for 1 minute.
Aura of Protection (Su): 30-foot aura (level in rnds). You/allies within this aura gain a +4 deflection bonus to
AC and resistance 10 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1
for
every four cleric levels you possess beyond 8th.These rounds do not need to be consecutive.
Immune to disease, poisons, stops ageing, no need to eat, sleep, or breath. Counts as a deity for purposes of activating
items or destroying artifacts, as well as 50% less on Task of Ascension..
Saving Throw Trifecta-Great Fortitude, Lightning Reflexes, Iron Will
Alertness +3 bonus to Listen checks, make them each round as free action, no distraction penalties, none for ambient noise, divide
any distance penalties for Listening by 5, Blindsight 120'. Hear through magical silence/effects with -20 penalty
Energy Reshaper- Your damaging spells can do acid, cold, electricity, or fire damage, at your option, instead of whatever kind they
normally do. Spellcraft DC (10+CR) to learn target's resistance/immunity/vulnerabilities/regeneration bypasses. Sculpt or Enlarge any
damaging spells. Spells can do full damage in each of two energy types at will (acid, fire, cold, electricity, force, negative, positive or
sonic)
Leap of the Heavens- Jump DC's dont double without a running start (with a runup, get +3) Doesnt take falling damage. Ignore
difficult terrain effects on movement/skill checks/charging. DC 40 Jump check to fly for one round. Each 5 ranks in jump= +10 to
movement speed (which increases jump checks as usual)
Vehicle Operation- tractor trailer/heavy wheeled, powerboat, transport airplane, helicopter
Super Scaler- +3 Climb, Edge over opponent if you hold the high ground. No loss of Dex mod to AC while climbing, no need to
make Climb check if hit while climbing.Climb speed = 1/2 land speed. Climb DC's halved. Climb check instead of Ref save when
climbing (1 per round). Add Climb check as Dodge bonus to AC vs one single attack (immediate action while climbing)
Swift Feet- Can Halve speed to tumble during run/charge. +10 all movement speeds. Move 10ft during beginning of standard/full
round action. Tumble checks rather than Con checks to continue running/avoid nonlethal from forced march. Tumble as swift action
during surprise round to move that many feet.
Touch Me If You Can- +3 dodge bonus to AC. 50% miss chance versus all attacks (30% of this is a glamer) Spend an attack of
opportunity to make a melee/ranged attack miss, even after the hit has been determined.
Trendsetting Xenophile- [All DC's for this power are 30] Beckon- Swift action, Will save or target in 60ft comes to your side by
any means at its disposal to get there faster, once there cannot move away till next turn. Push an agreement benefits from Seriously
Likeable ability(same check for both, -5 to Seriously Likeable) and cannot shift attitude negatively. (Affability check against a DC of
13 + the targets CR + the targets Wis modifier + the targets rapport with you) Harmless- Creatures must Will save to take
direct/indirect hostile action, cannot retry that action for 1 full day if fail. Hold the Crowd- Full round action to mimic mass hold
monster spell (DC for check as Push an Agreement)
Blitz - Charge/lose Dex to AC, +1d6 damage. Go all out , Add BAB to damage, provokes AoO, Bonus attacks in BAB made at -2, not
-5. If inflict damage, free Intimidate check. Make a Full Attack as a standard action

Firearms Proficiency- Proficient in all firearms, martial and exotic. Fire accurate bursts/double tap at no penalty (bursts do +2 dice,
double tap +1 dice damage). Reload magazines/speedloaders as free action, shotguns/revolvers/black powder weapons as move
action, Use firearms 2 sizes larger than you in both hands.
Blind Fighting- Reroll concealment based miss chance, May move normal speed while visually impaired, +0: You may reroll your
miss chances caused by concealment. 120ft Tremorsense. Cannot be caught flatfooted
Two-Weapon Fighting - Make iterative attacks/AoO with both hands. +2 Shield bonus when not flatfooted. Feint as swift action. Add
enhancement of primary /offhand weapon to shield bonus(Melody refers the use of this feat as "going badass")

Gear

+4 Dagger of Slaying, Evil Outsiders


Ring of Protection +4
Ring of Mind Shielding
Eyes of the Eagle
Figurines of wondrous power, Ivory Goats
Bracelet of Musical Charms (copied from her father's)
Holds 8 non-magical musical instruments in flatspace.- Lute,Guitar,Harp,Piano/Keyboard
Girdle of Many Pouches- 8 visible pouches, the rest hidden for a total of 64 pouches , each holding 10 lbs of gear like a bag of
holding
Decanter of Endless Water
1 Epic Item - Ring of Universal Energy Resistance, minor- 10pts resistance to all energy types.
24 'expendable' Items
6 scrolls of Cure Light Wounds, Mass
2 scrolls of Wall of Stone
2 scrolls of Blade Barrier
6 potions of Cure Critical Wounds
4 potions of Endure Elements
4 potions of Hide from Undead
Pouches Left Side
1 Trick Bag

2 Utility Bag

3 Utility Bag

4 Weapon Bag

20 smokesticks with
intergral flint strikers

10lbs containers of
spices (common)

10lbs zip-ties (heavy duty)

CZ 97B .45 Pistol


30 x 10 round clips

2 tanglefoot bags

2x 25ft sq Fishing net

2 Steel Mirrors (wrapped), 8


amazing quality locks

M14 7.62 Rifle (Semi-Auto


Only)
2d10, 20 x2

10 thunderstones

Bolt Cutter and 5 rolls


duct tape

2 bedrolls

Striker 12 gauge (+ 200


rounds) 2d8, 20x2

5 doses caltrops

8 man dome tent

3 winter blankets

LEI Mark II Silenced .22


Pistol +40 clips of 10 shots
(2d4, 20x2)

10lbs ball bearings

2 medical kits

10sq yds canvas

2 Longswords and a Rapier


(masterwork)

1 1/2 Gal. vegetable oil

Search and Rescue kit,


slingshot

2 crowbars (1d4,19-20 x 3)

Heavy X bow 1d10,19-20x2


and 20 bolts.(Daryl Style)

10lbs chalk dust

2 gas masks

10lbs chocolate bars

6 smoke grenades

10 cans silly string

5 Battery Floodlights

Extension cords

6 Frag grenades

5 Trick Bag

6 Utility Bag

7 Utility Bag

8 Weapon Bag

20 smokesticks with
intergral flint strikers

5 outfits casual clothes

Cooking pots

CZ 97B .45 Pistol


30 x 10 round clips

2 tanglefoot bags

10lbs personal hygiene


items, soaps

50ft chain

HK UMP45 + 8 clips of 25
shots

2 thunderstones

10 cartons of Marlboros

2 bedrolls

15 clips of 20 for the M14

5 doses caltrops

Portable video camera,


compass, 2x 3 subject

10lbs of hard candy (that two


for a dollar stuff from Dollar

Molotov Cocktails x 10
1d6/20 splash damage

Pouches Right Side

notebooks, bag of pens,


pencils

General)

10 lbs ball bearings

2 medical kits

100ft silk rope

3 metal cored wood baseball


bats (1d6)

1 1/2 Gal. vegetable oil

Search and rescue kit,


slingshot

2 wrapped grappling hooks

10 Daggers

10lbs iron fillings

120 trail ration MRE's

10lbs of commonly used


batteries(AA, AAA, C, D,
9volt)

6 tear gas grenades

50 Glowsticks

5lbs each disposable


lighters and boxes of
matches

Expendable items go here, as


well as the Decanter

6 Frag grenades

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