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Criminal Mastermind.

Posted by ProfileFor group 0
Profile
NPC, 3 posts
Sun 28 Apr 2019
at 20:01
  • msg #1

Criminal Mastermind



Level: 5

STR 13 (+1)
DEX 15 (+2)
CON 12 (+1)
INT 14 (+2)
WIS 11 (+0)
CHA 18 (+4)

. . Skill-Based Feat: Players receive 1 free "skill feat" [Acrobatic, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Magical Aptitude, Nature Soul, Persuasive, Prodigy, Scholar, Self-Sufficient, Skill Focus, Stealthy, Street Smarts] at 1st level.
. . Bonus Feats: At level 3 and every 4 levels afterwards, characters will receive 1 additional bonus feat for which they qualify.
Traits: Catacomb Dweller, Inspired
Feats: Brilliant Planner, Persuasive Bribery


Skills:
. . Type: Unchained. +1 background skill point per level.
. . Total: Skill point bonus option: higher skills per level of the two classes chosen at any particular level, plus 1/2 the points of the second class, plus bonus points from Intelligence. Even the pairing of low-skill classes will gain a moderately respectable number of skills over time.
. . Notice: See 'Additional Systems' spoiler below. Artistry and Performance skills may be as deadly in this game as any assassin's knife. Ignore them at your peril!!
Wealth: 10,500gp (standard WbL for 5th)
. . Profession/Crafting: Downtime rules apply. Crafting will not be allowed for game-start gear.
. . Magic Items: Please be sensible in your purchases.
. . Firearms: Emerging. Note that gunfire is not only unusual, it's loud, and people (like guards!) will go looking for what caused that strange noise; the base Perception DC for hearing gunfire is set at -10. (This is why oil of silence exists.)
Spellbooks, Formula Books, Etc: Receive +4 free 1st level spells and +4 free 2nd level spells in your book at game start.
We will be using Verbal Duels, Influence, Skill Unlocks, Building and Organization rules, and all that sort of thing; if it's in Ultimate Intrigue, chances are it'll get used.
I strongly encourage you to examine the B&O rules, as leadership is functionally being replaced by the Organizations you build, and the better your organization, the better your chances of succeeding at your goals.

I strongly encourage you to examine the specific rules for Verbal Duels; Performance skills are highly useful in them.

I strongly encourage you to consider the uses of news, art, and propaganda both overt and subtle in history, whether for revolution, war, or political change; the Artistry skills (and to a lesser extent the Craft skills) will enable you to spread your thoughts much farther than your voice can reach.
This message was last edited by the player at 16:07, Wed 01 May 2019.
Profile
NPC, 4 posts
Mon 29 Apr 2019
at 01:30
  • msg #2

Criminal Mastermind

Building - "The Keeper's Kitchen" food outreach (460 gp)
1 kitchen, 1 common room


Building - Black Market (2200 gp)
1 armory, 1 cell, 1 escape route, 1 false front,
1 guard post, 1 office, 1 secret room, 1 storage, 1 vault

Organization "The Copper Ring" smuggling outfit -

Thieves Guild (770 gp)
2 cutpurses, 1 robber, 1 scofflaw, 1 soldier

Ship Crew (160 gp)
1 laborer, 1 sailor

Caravan Crew (350 gp)
2 drivers, 1 guard, 1 laborer

Bureaucrat Team (200 gp)
5 bureaucrats

[4140 gp total]
This message was last edited by the player at 07:59, Thu 02 May 2019.
Profile
NPC, 5 posts
Mon 29 Apr 2019
at 21:40
  • msg #3

Criminal Mastermind

Full Name
Garson Grey

Race
Half Elf

Classes/Levels
Rogue 5/Bard 5 | HP 36/36 | AC: 16, T: 14, FF: 13 | Fort: +2, Ref: +6, Will: +4 | BAB: +3, CMB: +1, CMD: 16, M.Attack +5 [1d8], R.Attack +5 [1d6] | Init: +? | Perception: +?, low-light vision, detect magic | Sneak Attack +3d6

Gender
Male

Size
Medium

Age
26

Alignment
CG

Deity
---

Languages
Common, Elven, Gnome, Orc, 2 untrained slots

Strength 13 (+1)
Dexterity 15 (+2)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 11 (+0)
Charisma 18 (+4)



Garson Grey
CG Male Half Elf  Unchanged Rogue (Galtan Agitator) 5 / Bard 5

Init +?; Senses Perception +?, low-light vision, detect magic
Age 26 Height 5ft. 6in. Weight 144 lbs.

--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 Dex, +4 magic studded leather)
HP 36
Fort +3, Ref +7, Will +0 [+2 racial against enchantment]
--------------------
Offense
--------------------
Speed 30 ft.
Melee
- Morningstar +5 (1d4+1)[Bludgeoning/Piercing] x2
Sneak Attack +3d6
Ranged
- Shortbow +5 (1d6+1)[Piercing] x3
- - Arrows: 20
- Dagger +5 (1d4+1) [Piercing] 19-20/x2
--------------------
Statistics
--------------------
Str 13, Dex 15, Con 12, Int 14, Wis 11, Cha 18
Base Atk +1; CMB +1; CMD 15
Favored Classes (Rogue/Bard)

Armor Check Penalty +0

Racial Traits
- Elven Immunities (+2 against enchantment, immune to sleep)
- Keen Senses (+2 to Perception)
- Low Light Sight
Adabtability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.


Magic Items - studded leather +1 (1025 gp)
Scrolls --
Potions --
Mundane Items Morningstar (8 gp), Short bow (75 gp), 20 arrows (1 gp), 2 Daggers (4 gp), Rogue's kit [50 gp -
includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin],
Concealable Thieves’ Tools: Price 190 gp;You gain a +4 bonus on Sleight of Hand skill checks to conceal these tools on your body. They otherwise function as masterwork thieves tools (granting a +2 circumstance bonus on Disable Device checks),


Money 5011 gp


Backstory

Personality

Description - Garson is a shining young lad in the very first spring of his manhood. An appearance that he has carried for the last eight years or more. Slightly Elven features endow him in this way as well as seal upon him a level of beauty that is rare among most men, even if not among most Elves.

There is a shock of ebony hair. And grey eyes that can be utterly disarming in the way that they twinkle and sometimes even smolder. And such a charming smile. One that doesn't indicate that he is aware that you are pleased to see him, but that he is genuinely pleased to see you.
This message was last edited by the player at 02:32, Sat 04 May 2019.
Profile
NPC, 6 posts
Mon 29 Apr 2019
at 22:01
  • msg #4

Criminal Mastermind

"It's my home. And I am tired of people tearing it down!" Garson said as he poured his guest a glass of wine. It was Taldoran, as were so many things that had come into Garson's possession lately, and of a good quality. There was still an unmediated tension on the border of the two nations, but the local factors rarely allowed such things to stand in the way of trade.

Even if it had, that would have had little effect on Garson. His own group, The Copper Ring, was more than adequately skilled at smuggling things both in and out of Galt, especially into Isarn itself.

Not that many knew Garson as a smuggler. He had worked hard to keep that aspect of his life a well kept trade secret. No, some remembered Garson's father, Prolyneus. An Elven bard, Prolyneus, hard charmed Isarn from trench to terrace. His voice so soft and sweet that vinegar would turn to honey at the sound of it.

Garson had followed in his father's footsteps, although some were quick to point out not nearly as well. But if Prolyneus had been thought of as the Beautiful and Beloved, and he had been called that, then Garson could be called the Benevolent. The easiest sign of that would be the regular donations to the small food outreach to the poor and disenfranchised that had been set up in the city's within the Theater District of Isarn.

Garson had not expected the Red Revolution to become the continuing cycle that it had become. Early on, he focused only on navigating through life and his surroundings to feed his own youthful impulses. It was true that he had failed to meet the hopes of his parents in becoming a musical prodigy of hope and enlightenment, but those rebellious years of his youth spent struggling and surviving in the city streets had taught him invaluable lessons as well.

It was in 4680 that Garson lost his father to the Final Blades. He would lose his mother in 4682, to a broken heart many said. Moving forward, Garson dedicated himself to the memories of his parents in his own heart. Good people lost to the madness that called itself revolution.

One face would be shown for the Council, another face would be shown in the nooks and crannies beyond the Council's reach. Garson began to put his knowledge and skills to use not only interacting with people, but learning to manipulate them to his own ends. Garson soon found that he had a knack for such manipulation.

Needing something of his own that he could control, Garson established a network of smugglers known as the Copper Ring. It would be his first instrument against "the revolution." It would also be the primary instrument to gain the attention of Jeggare and Garson's invitation to the Conspiracy. It is his ability to influence, sway, and agitate people to action both as individuals and groups that keeps Garson around.

Now Garson was willing to put all of his skills to use to bring and end to the Revolution. His bard skills, his roguish smuggling skills, and even some skills that he had kept hidden away even deeper. He would bring his own flavor of honey to Galt, and a version of vinegar with more sting than any other.

Garson handed the newly poured glass of wine to his guest. And together they set about creating plans to end the Red Revolution, once and for all.
-----------------------------------------

There are two rules to survival in Galt.
#1 Watch what you are doing.
#2 Watch what everyone else is doing.
This message was last edited by the player at 06:34, Sat 18 May 2019.
Profile
NPC, 7 posts
Mon 29 Apr 2019
at 23:33
  • msg #5

Criminal Mastermind

[spoiler=Rogue Talents]

Deft Maneuvers, Sneak Attack 3d6, Evasion, Reputation, Ready for Betrayal, Debilitating Injury, Enthralling Agitation, Uncanny Dodge, Rogue's Edge- Diplomacy (5)


Galtan agitators fight mightily to cast down the enemies of their ideals within the shambles of the tumultuous nation of Galt. Any rogue (including the rogue from Pathfinder RPG Pathfinder Unchained) can select the Galtan agitator archetype.

Reputation (Ex): This ability functions as the renown vigilante social talent (Pathfinder RPG Ultimate Intrigue 12). In addition to improving attitudes, it also improves the Galtan agitator’s starting influence (Ultimate Intrigue 102) and reputation with contacts (Pathfinder RPG Ultimate Campaign 148) in the area by one level or step. For the purpose of vigilante social talents, the Galtan agitator does not have a vigilante identity and is always considered to be in her social identity, unless she has another identity (such as from the vigilante class). If the Galtan agitator has another identity, she does not gain any benefits from renown while in that identity unless she has the renown social talent or a similar ability.

This ability replaces trapfinding.

Ready for Betrayal (Ex): At 3rd level, a Galtan agitator gains a +1 bonus on Perception checks to recognize disguises and notice hiding creatures and on Sense Motive checks to disbelieve lies. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).

This ability replaces trap sense.

Enthralling Agitation (Su): At 4th level, a Galtan agitator can captivate a crowd once per day, as per the spell enthrall. (DC = 10 + 1/2 the Galtan agitator’s rogue level + her Charisma modifier). During the spell’s effect, the Galtan agitator can attempt a DC 15 Charisma check to increase her individual or organizational influence with the members of the crowd by 1 rank or step. Or, if the crowd members’ attitudes toward the Galtan agitator are indifferent or worse, this check can improve their attitudes by 1 step. The Galtan agitator can never use this ability to increase her individual or organization influence or improve the crowd’s attitude by more than 2 ranks or steps.

This replaces the rogue talent gained at 4th level.

Revolutionary’s Cause (Su): At 8th level, the Galtan agitator can lift an enthralled crowd’s emotions and turn them toward a common purpose. As a standard action after she has used her enthralling agitation— but before the enthrall effect wears off—she can target the affected creatures with a plausible suggestion (DC = 10 + 1/2 her rogue level + her Charisma modifier). that has a duration of up to 1 day.

This ability replaces the rogue talent gained at 8th level.


Rogue Talents: The following rogue talents complement the Galtan agitator archetype canny observerAPG, coax informationAPG, follow cluesAPG, hard to foolAPG, and strong impressionAPG.

Advanced Rogue Talents: The following advanced rogue talents complement the Galtan agitator archetype: feat, thoughtful reexaminingAPG, and skill mastery.[/spoiler]
This message was last edited by the player at 19:41, Wed 01 May 2019.
Profile
NPC, 8 posts
Mon 29 Apr 2019
at 23:37
  • msg #6

Criminal Mastermind

Background Skills - +3 Per level

[*]Background Skill
[br] Bonus ranks
[cs] Class Skill
[ab] Ability Mod

Acrobatics +6 (1 rank, 3cs, 2ab)
Appraise* +7 (2 ranks, 3cs, 2ab)
Artistry* +11 (2 ranks, 3br, 3cs, 3ab)
Bluff +15 (5 ranks, 3cs, 4ab)
Climb +5 (1 rank, 3cs, 1ab)
Craft* +10 (2 ranks, 3br, 3cs, 2ab)
Diplomacy +17 (5 ranks, 3cs, 4ab)
Disable Device +6 (1 rank, 3cs, 2ab)
Disguise +8 (1 rank, 3cs, 4ab)
Escape Artist +6 (1 rank, 3cs, 2ab)
Intimidate +12 (3 ranks, 3cs, 4ab)
Kn. Arcana +7 (2 ranks, 3cs, 2ab)
Kn. Dungeoneering +6 (1 rank, 3cs, 2ab)
Kn. Engineering* +6 (1 rank, 3cs, 2ab)
Kn. Geography* +6 (1 rank, 3cs, 2ab)
Kn. History* +6 (1 rank, 3cs, 2ab)
Kn. Local +6 (5 ranks, 3cs, 2ab)
Kn. Nobility* +6 (1 rank, 3cs, 2ab)
Kn. Planes +6 (1 rank, 3cs, 2ab)
Kn. Religion +6 (1 rank, 3cs, 2ab)
Linguistics* +6 (1 rank, 3cs, 2ab)
Lore (Isarn "Underground")* +11 (2 ranks, 3br, 3cs, 3ab)
Perception +8 (5 ranks, 3cs)
Perform(Act)* +12 (3 ranks, 2br, 3cs,4ab)
Perform(Oratory)* +12 (3 ranks, 2br, 3cs, 4ab)
Perform(Sing)* +8 (1 rank, 3cs, 4ab)
Profession: Merchant* +8 (3 ranks, 2br, 3cs)
Sense Motive +8 (5 ranks, 3cs)
Sleight of Hand* +6 (1 rank, 3cs, 2ab)
Spellcraft +7 (2 ranks, 3cs, 2ab)
Stealth +7 (2 ranks, 3cs, 2ab)
Swim +5 (1 rank, 3cs, 1ab)
UMD +9 (2 ranks, 3cs, 4ab)

Skills unlocked-

Bluff
5 Ranks: The penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more.

Diplomacy
5 Ranks: The time required to influence a creature’s attitude or gather information is halved.

Skill Ranks Per Level: 14 (70 Total)
This message was last edited by the player at 19:44, Fri 03 May 2019.
Unwritten
GM, 72 posts
Mon 29 Apr 2019
at 23:37
  • msg #7

Criminal Mastermind

DEFENSE
HP: 36
AC: 16 FF: 14 T: 13
CMD: 16
Fort: +2 Ref: +6 Will: +4

OFFENSE
BAB +3
Sneak Attack +3d6
This message was last edited by the GM at 16:30, Wed 01 May 2019.
Unwritten
GM, 73 posts
Mon 29 Apr 2019
at 23:58
  • msg #8

Criminal Mastermind

[spoiler=Feats]

Feat Tax: Power Attack, Deadly Aim, Combat Expertise, Agile Maneuvers, Point Blank Shot, Deft Maneuvers

Bonus Feats:
Skill Focus (Diplomacy) *half elf +3
Skill Focus (Bluff) *3rd level +3
Persuasive *skill based +2 Diplomacy, Intimidate

Feats:
Brilliant Planner
Cosmopolitan
Persuasive Bribery[/spoiler]
This message was last edited by the GM at 19:43, Fri 03 May 2019.
Profile2
NPC, 1 post
Wed 1 May 2019
at 19:17
  • msg #9

Criminal Mastermind


[spoiler=Bard Features]

Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

[spoiler=Performances List]

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform 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): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a 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 skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher 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. 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.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he 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.

A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard’s performance. Frightening tune relies on audible components.

Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target 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 target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature’s saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.
[/spoiler]

Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master (Ex)
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
[/spoiler]
This message was last edited by the player at 19:24, Wed 01 May 2019.
Unwritten
GM, 74 posts
Thu 2 May 2019
at 18:15
  • msg #10

Criminal Mastermind

Personality-  Garson is gifted with the exuberance and optimism of youth. Bearing the insight that things can change, and the will to make things change. As a counter balance, he has developed the cynicism of one who has grown up in a city where selfishness and corruption are the force majeure.
This message was last edited by the GM at 18:22, Thu 02 May 2019.
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