Avasarala Al Ren
Avasarala Al'Ren - CG- Worshiper of Desna
Mythic Human - Bard [Studious Librarian] (20th) / Marshal (10th Tier)
AC HP Fort Reflex Will CMD Initiative BAB Active Attack Bonus
?? (?) +31* +39* +37 (-) +38 (+42) +15/+10/+5 +49/+44/+39
Base Alchemical
Strength: 16 (+3) 14 (+2)
Dexterity: 20 (+5) 18 (+4)
Constitution: 16 (+3) 14 (+2)
Intelligence: 20 (+5) 26 (+8)
Wisdom: 16 (+3) 20 (+5)
Charisma: 48 (+19) 56 (+23)
Bardic Performance r/day Mythic Power /day Heroic Echoes /day Comparative Studies /day Waters of Contemplation /day
(70) (23) (11) (4) (1) - 100 min duration

Traits:

  • Maestro of the Society You may use bardic performance 3 additional rounds per day. [Trait]
  • Reactionary Gain a +2 trait bonus to initiative checks [Trait]

Feats:

  • Skill Focus - [Perform: Oratory] You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6 [Human Bonus]
  • Noble Scion - [War] You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Additionally, you use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier. [1st]
  • Eldritch Heritage - [Imperious] Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. [3rd]
  • Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease [5th]
  • Extra Performance: You can use bardic performance for 6 additional rounds per day [7th]
  • Master Performer When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1 [9th]
  • Discordant Voice: Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you. [11th]
  • Grand Master Performer When any of your bardic performance abilities grant your allies a bonus, that bonus increases by +1. This bonus stacks with the bonus from the Master Performer feat [13th]
  • Improved Initiative You get a +4 bonus on initiative checks. [15th]
  • Spellsong You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell’s casting time. Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of. [17th]
  • Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. [19th]

Bonus Feats

  • Scribe Scroll You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. [Studious Librarian]

Mythic Feats

  • Dual Path - [Trickster] Select a mythic path other than the path you selected at your moment of ascension. You gain that path’s 1st-tier ability (either archmage arcana, champion’s strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path’s list or the list of universal path abilities [1st Tier]
  • Mythic Eldritch Heritage You gain sorcerer bloodline powers of the bloodline tied to Eldritch Heritage as if your sorcerer level were your character level – 2. For that bloodline‘s 1st-level bloodline power, use your full character level to determine its effect; for all other bloodline powers, treat your sorcerer level as your character level – 2. [3rd Tier]
  • Mythic Improved Initiative The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of rolling initiative, you can expend one use of mythic power to treat your roll as a natural 20. [5th Tier]
  • Mythic Scribe Scroll At the beginning of each day when you regain your uses of mythic power, you can expend one use of mythic power to accomplish eight hours of work on one magic scroll you are scribing. You can only do this once per day on each scroll you are scribing, though you may also add an actual eight-hour work day toward the scribing of such an item. Unlike normal magic item crafting, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal). Additionally, you can cast a spell from a scroll in your possession without having it in hand. As long as it is on your person, or in containers on your person, you may use a scroll. [7th Tier]
  • Mythic Spell Lore You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell [9th Tier]
  • Mythic Quick Draw You can use Quick Draw to draw items of any kind, not just weapons, provided they are stored or concealed on your person. As a move action, you can expend one use of mythic power to retrieve up to two hidden items. You must have two hands free to do so. [9th Tier, Bonus]

Mythic Path Abilities

Advance As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character’s choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can’t take an action). The action granted by this ability doesn’t count toward the number or type of actions a creature is allowed to take on its turn. Marshal’s Order
Fleet Charge As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction. Trickster Attack

Ghostly Performance Whenever you use bardic performance, you don't need to spend an action to maintain the effect. This means you can maintain the performance if paralyzed or stunned, although it still ends if you are unconscious or dead. You must still expend rounds of bardic performance to continue the effect. Once you start a performance, its effect continues whether or not the subjects can perceive you or the performance. When the performance ends, its effects linger for a number of rounds equal to your tier. This extended duration stacks with any other abilities that extend the duration of your performance, such as Lingering Performance. This ability doesn't change how many active performances you can have at once. 1st Tier
Lightning Performance Your tongue is as quick as any blade. You can start a bardic performance as a swift action instead of a standard action. If you expend one use of mythic power, you can instead start a bardic performance as a free action. 2nd Tier
Inspired Defense Whenever you use bardic performance to inspire courage, the competence bonus against charm and fear effects instead applies to all saving throws. If you expend one use of mythic power when you start a bardic performance to inspire courage, you add your tier to this bonus 3rd Tier
Path Dabbling - [Mythic Bloodline] When determining the effects of your bloodline powers, you’re considered 4 levels higher. This increases the effects of powers you have access to, but doesn’t grant you powers at a lower level than normal. If you have a sorcerer bloodline power that can be used multiple times per day, such as metamagic adept, you gain a number of extra uses of that power equal to half your tier (minimum 1) 4th Tier
Vanishing Move When you wish to not be seen, you aren't. As a swift action, you can make yourself invisible until the end of your turn. This effect ends if you do anything other than move. If you expend one use of mythic power when using this ability, it instead acts as greater invisibility using double your tier as your caster level 5th Tier
Unending Performance You can imbue an ally with power that lingers for a full day. Whenever you use a spell, bardic performance, or another class feature to grant a morale or competence bonus, you can designate any one creature affected by this bonus. The designated creature keeps this bonus for up to 24 hours. You can have only one creature designated in this way at a time. If you designate a new creature, the bonus immediately ends for the previous target. The creature you designate must be one of the targets when you cast the spell, start the performance, or use the class feature 6th Tier
Mirror Dodge When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square. 7th Tier
Enhanced Ability - [Charisma] You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score. 8th Tier
Extra Mythic Feat You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1). Each time you do, you gain another mythic feat. 9th Tier
Waters of Contemplation You can meditate for 1 hour and expend one use of mythic power to transmute any magical potion into an alchemical cognatogen that increases your mental faculties at the expense of your physical prowess (Pathfinder RPG Ultimate Magic 15) usable only by you. Your effective alchemist level for this cognatogen is equal to your tier plus your alchemist level. If you are at least 6th tier, you can use this ability to create a greater cognatogen. If you are at least 9th tier, you can use this ability to create a grand cognatogen. If you expend one additional use of mythic power when brewing the waters of contemplation, you gain the benefit of tongues for as long as the cognatogen lasts. 10th Tier
- Grand Cognatogen: The alchemist’s cognatogen now grants a +6 natural armor bonus, a +8 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), a +6 alchemical bonus to a second mental ability score, and a +4 alchemical bonus to a third mental ability score. The alchemist takes a –2 penalty to his Strength, Dexterity, and Constitution as long as the cognatogen persists, and takes 2 points of ability damage to each physical ability score when the cognatogen ends -

Visionary Commander At 10th tier, whenever you or an ally within 30 feet rolls an initiative check, roll twice and take either result. If the first round of combat is a surprise round, you and all allies within 30 feet at the start of the combat can take a full round’s worth of actions instead of just a move or standard action. Once per round, when you or an ally within 30 feet scores a critical hit against a mythic creature, you regain one use of mythic power. Marshal’s Order

Eldritch Heritage

Imperious Bloodline
Student of Humanity: At 1st level, you gain Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), and Linguistics as class skills. In addition, when using these skills to learn, study, or gather information about humans, you add an insight bonus equal to your Charisma bonus on such checks
Heroic Echo: At 3rd level, when you receive a morale bonus from any spell, spell-like ability, or magic item, including those you cast on yourself, that bonus increases by +1. At 9th level, this ability also applies to competence bonuses. If you receive a morale effect (or a competence effect at 9th level) that affects an area or multiple targets, as an immediate action you can share your increased bonus with all other recipients. This increase to other participants lasts a number of rounds equal to your Charisma bonus. You can use this ability once per day, plus one time per three levels after 3rd
Take Your Best Shot: At 9th level, if you are targeted by a harmful spell, spell-like ability, or supernatural ability and suffer no harm from it, whether because of a successful saving throw, spell resistance, the attack missing, or some other protection, as an immediate action you can make an Intimidate check to demoralize the creature that produced the effect, but only if the creature that used the harmful effect is within 30 feet and can clearly see and hear you. At 13th level, you can use this ability after succeeding at a saving throw to reduce the effects of an attack (if no save is allowed, you cannot use this ability)
Heroic Legends: At 15th level, you may inspire greatness or inspire heroics as a bard of your sorcerer level by sacrificing a spell slot as a swift or move action. The effect lasts a number of rounds equal to the sacrificed spell’s level; this duration is doubled for human recipients
Immortal Legend: At 20th level, you cease aging; no longer need to eat, drink, or sleep; and gain immunity to death effects and energy drain

Bardic Performances

Bard Performances
Countersong: 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 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
Fascinate: 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 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
Inspire Courage: 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: A bard of 3rd level or higher can use his 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
Inspire Greatness: 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 the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets 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: A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components
Frightening Tune: 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: 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 an 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. This 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

Versatile Performances

Divine Fighting Technique - [Desna's Shooting Star] You can add your Charisma bonus to attack rolls and damage rolls when wielding a starknife. If you do so, you don’t modify attack rolls and damage rolls with your starknife with your Strength modifier, your Dexterity modifier (if you have Weapon Finesse), or any other ability score (if you have an ability that allows you to modify attack rolls and damage rolls with that ability score). Versatile Performance, 2nd
Versatile Performance - [Oratory] (Diplomacy & Sense Motive) 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 Versatile Performance, 6th
Expanded Versatility - [Oratory] (Disguise) The bard chooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once. Versatile Performance, 10th
Expanded Versatility - [Oratory] (Bluff) The bard chooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once. Versatile Performance, 14th
Expanded Versatility - [Oratory] (Use Magic Device) The bard chooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once. Versatile Performance, 18th

Masterpieces & Sagas

Name Effect Price Paid Use Action
Dirge of the Torn Sail Your song warns of the terrible fate awaiting anyone entering your territory. All creatures within 30 feet who can hear your performance must succeed at a Will saving throw or be compelled to flee from you, as per greater command. For creatures on a ship, this effect means taking efforts to alter course and sail away. An affected creature continues its efforts for as long as the performance continues, and it reacts with violence to anyone attempting to prevent it from fleeing. Abilities that extend the duration of a bardic performance (such as Lingering Performance) affect this masterpiece 2nd-level spell known 1 bardic performance round per round 1 standard action
Pageant of the Peacock By gracefully weaving your body through subtle forms and postures you can convince others of your breeding, eloquence, and refinement. For the duration of the effect, you gain a +4 circumstance bonus on Bluff checks, and may attempt a Bluff check in place of an Intelligence check or Intelligence-based skill check. The subtle changes in your movements also confer a +4 circumstance bonus on Disguise checks to appear to be someone of a higher station (an aristocrat, merchant prince, or even a queen) 2nd-level spell known 1 bardic performance round per 10 minutes of the effect’s duration 1 standard action
Melody of Frightful Death You produce a sound that causes creatures to believe they are suffering a particularly ghastly and terrifying death, such as immolation, freezing to death, or being eaten alive by insects. When you complete this performance, all creatures within 30 feet who can hear your performance must make a successful Will saving throw or take 1d6 points of energy damage. The energy type can be either acid, cold, or fire (your choice, chosen when you begin performing the masterpiece). Affected creatures that fail their saving throws take damage on the round you begin the performance and each round you continue the performance as long as they remain in range. Abilities that extend the duration of a bardic performance affect this masterpiece 3rd-level bard spell known 1 bardic performance round per round 1 standard action
Blazing Rondo Up to one ally per bard level gains the benefits of haste while you maintain this masterpiece, except the bonus to AC and on attack rolls and Reflex saves is one-fifth of your bard level. These allies must be within 60 feet of you to receive this benefit. When you cease performing this masterpiece, any creature that received this benefit for at least 3 rounds must succeed at a Fortitude save at this masterpiece’s DC or be fatigued for twice as many rounds as they were affected 3rd-level bard spell known 1 round of bardic performance per round 1 standard action
Music Beyond the Spheres When you enact this unnerving bardic performance, you take 2 points of Constitution drain or 2 points of Wisdom drain (your choice) to create an effect similar to limited wish, except that the effect is interpreted by an alien entity of the Dark Tapestry. If you have at least 17 ranks in Perform (dance, sing, or string), and you destroy a magic or technological item worth at least 25,000 gp as a material component and take 4 points of Constitution drain or Wisdom drain, you can instead produce the effects of a wish with this performance. The GM interprets how precisely the effects of this bardic performance are granted by the entity that you contact. This performance has audible and visual components 5th-level bard spell known 1 round of bardic performance 1 full round action
Saga of the Witch Queen You tell the epic tale of the Baba Yaga, the Queen of Witches, who founded Irrisen after winning the Winter War. Once each century, she deposes one of her daughters as queen of Irrisen to install another daughter in her place. For 1,400 years, each reigning queen has known that her mother’s return was a certainty. When you complete the performance, you name a creature you have seen or who once owned an item you have in your possession, and you immediately know the creature’s location, as per discern location. At the same time, the creature learns your name and that you have determined its current whereabouts 5th-level bard spell known 10 rounds of bardic performance 10 minutes

Skills:

Knowledge - [Planes] -48- [20] Knowledge - [Arcane] -48- [20] Knowledge - [Local] -48- [20]
Knowledge - [History] -48- [20] Knowledge - [Religion] -48- [20] Spellcraft +28 [20]
Perform - [Oratory] * +51 [20] Perform - [Sing] +45 [20] Perform - [Keyboard] +45 [20]
Perception +26 [20] Acrobatics +26 [20] Linguistics +28 [20]
  • Perform - [Oratory] is used in place of: Bluff, Diplomacy, Disguise, Sense Motive, & Use Magic Device
  • Perfect Recollection: The studious librarian can always take 20 on Knowledge checks.
  • Jack-of-All-Trades: The bard can use any skill, even if the skill normally requires him to be trained. The bard considers all skills to be class skills. The bard can take 10 on any skill check, even if it is not normally allowed.
  • Whenever the Bard uses Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility), or Linguistics, on checks to learn, study, or gather information about humans the Bard adds an insight bonus equal to his Charisma bonus on such checks
  • The bard may spend 1 round of Bardic performance to take {71} on any knowledge check for 10 minutes (Pageant of the Peacock > Perform - [Oratory] > Perfect Recollection)

Languages:

  • Common, Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, Cyclops, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, Infernal, Necril, Orc, Sylvan, Terran, Undercommon, & Vegepygmy

Racial Features

Racial Features: Human
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size
Bonus Feat: Humans select one extra feat at 1st level
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level
Favored Class - [Bard]: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast

Class features

Class Features: Bard
Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier
Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again
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. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components
Versatile Performance: 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: 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
Jack-of-All-Trades: At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed
Archetype Features: Studious Librarian
Scribe Scroll: A studious librarian gains Scribe Scroll as a bonus feat. This ability replaces distraction
Comparative Arcane Studies: At 6th level, the studious librarian is exposed to a wide variety of magical writing, and can use his own magic to duplicate spells from other classes’ spell lists. Once per day, a studious librarian can cast any spell from the bard, sorcerer/ wizard, or witch spell lists from a scroll or spellbook in hand as if it were one of his bard spells known, expending a bard spell slot of the same spell level to cast the desired spell. Casting a spell from a scroll this way does not cause the spell to vanish from the scroll. A spell cast in this way cannot be modified by metamagic. The studious librarian gains one additional daily use of this ability at 10th level and again every 4 bard levels thereafter, to a maximum of four times per day at 18th level. This ability replaces suggestion and Lore Master
Critical Research Focus: At 8th level, the studious librarian threatens a critical hit on a Research check (Ultimate Intrigue 148) with a roll of 18, 19, or 20. He gains a +4 bonus on Research checks to confirm a critical hit. This ability replaces dirge of doom
Perfect Recollection: At 19th level, the studious librarian can always take 20 on Knowledge checks. This ability replaces mass suggestion
One with the Library: At 20th level, the studious librarian can replace one of her spells known with any bard spell from a scroll once per day by studying the scroll for 1 hour. Doing so erases the spell from the scroll. This ability replaces deadly performance

Mythic Features

Mythic Path Features Marshal
Bonus Hit Points Whenever you gain a marshal tier, you gain 4 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics
Mythic Features Base
Ability Score Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.
Mythic Feat Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.
Hard to Kill Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Recuperation At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Saving Throws At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Force of Will At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Unstoppable At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.
Immortal At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.
Legendary Hero At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.

Spells

Spell Slots per day: 0th 1st 2nd 3rd 4th 5th 6th
(-) (10) (9) (9) (9) (9) (8)

Spells Known 0th 1st 2nd 3rd 4th 5th 6th
(9) (9) (7) (7) (8) (8) (5)
Mythic Spells Known 1st 2nd 3rd 4th 5th 6th
(10)


Signature Weapon

"Star of Avasarala" Enchanted, Starkife
Features: Dam: 1d4(P)+1d6(Shock)+1d6(Sonic)+34, Crit: x3, Range; 20ft
Enchantments: Enchanted [+5], Courageous (+1), Shocking (+1), Distance (+1), Sharding (+2)

Items, gear and equipment

Head
Circlet of Persuasion This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks
Headband
Headband of Mental Superiority - [+6] The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.
Eyes
Shoulders
Neck
Body
Chest
Armour
Belt
Belt of Physical Perfection - [+6] This belt has a large platinum buckle and grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Wrist
Hands
Ring 1
Ring of Inner Fortitude, Greater: A greater ring of inner fortitude reduces ability damage or temporary penalties by 6 points and reduces ability drain by 3 points. Wearing a ring of inner fortitude does not make the wearer immune to conditions such as fatigued or exhausted even if the wearer ignores all ability damage, drain, or penalties from the condition.
Ring 2
Feet
Enhancements
Tome of Leadership and Influence - [+5] This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Wondrous Items:
Ioun Stones:
Spellbooks
Scrolls
Potions
Mundane Equipment:
Other Items:
GP Pouch
gp

Tactics and Tricks


Limited Wish ideas

Class Spell Level Normal Casting Time
Wizard Disintegrate 6th 1 standard action
Beast Shape IV 6th 1 standard action
True Seeing 6th 1 standard action
Permanency 5th 2 rounds
Stoneskin, Communal 5th 1 standard action
Summoner Greater Teleport 5th 1 standard action
Plane Shift 5th 1 standard action
Create Demiplane, Lesser 5th 2 hours
Simulacrum 5th 12 hours
Cleric Breath of Life 5th 1 standard action
Spell Resistance 5th 1 standard action
Paladin Bestow Grace of the Champion 4th 1 standard action

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