Talajinn "Jinn" Tal'Gatlin - The Worldsinger

Human (Taldan) ~ Bard [Studious Librarian] {VMC: Wizard} (20th)
Mythic Path: Trickster {Archmage} (12th)
Chaotic Good, Worshiper of Desna

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AC HP Fort Reflex Will SR CMD Initiative BAB
?? (206) +30* ** +35* ** +35* ** (-) (-) +58* +15/10/+5
Strength: 16 (+3)
Dexterity: 16 (+3)
Constitution: 18 (+4)
Intelligence: 22 (+6)
Wisdom: 16 (+3)
Charisma: 46 (+18)

Cooldowns

Performances /day Surges /day Arcane Studies /day
(60) Rounds (23) (4)
Foretell Dimensional Steps Aura of Prescience
(20) Rounds (360) ft (12) Rounds
Prescience /day Shift /day Telekinetic Protection /day Reveal Weakness / day
(9) (9) (9) (9)


Biography



Traits

  • Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. [Trait]
  • Spark of Creation: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%. [Trait]

Feats

  • 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. In addition, You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier [1st]
  • Improved Initiative: You get a +4 bonus on initiative checks [5th]
  • Craft Wondrous Item: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item [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 [13th]
  • Craft Magic Arms and Armor: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place [17th]

Bonus Feats

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  • 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. [Human Bonus, 1st]
  • 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, 1st]
  • 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 Performances Bonus, 2nd]
  • Improved Familiar: When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate). [Arcane Discovery, 15th]

Mythic Feats

  • Dual Path - [Archmage]: 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 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 [3rd Tier]
  • Extra Path Ability: Choose one mythic ability from your path or from the universal path abilities that you meet the prerequisites for. You gain that path ability [5th Tier]
  • Mythic Paragon: Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn’t grant you access to mythic abilities or greater versions of mythic spells at a lower tier than you would normally need to be to get them, nor does it grant you additional uses of mythic power or adjust the dice you roll for your surge. [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]

Skills:

Perform (Oratory) +53 [20] Acrobatics +28 [20]
Perform (String) +53 [20] Perception +33* [20]
Perform (Sing) +53 [20] Spellcraft +31 [20]
Knowledge (Local) ~60~ [20] Use Magic Device +43 [20]
Knowledge (Planes) ~60~ [20] Linguistics +31 [20]
Craft (Weapons) +34 [20] Sleight of Hand +32* [20]
Craft (Armour) +34 [20]
Perform (Oratory) The bard may use Perform (Oratory) in place of Diplomacy, Sense Motive, Escape Artist, & Bluff
Performance Competence The bard applies a +10 Competence Bonus to all perform checks. In addition, the bard may take 10 on any performance check
Knowledge (All) The bard may take 20 on all Knowledge checks, and, in addition, adds half his class level (+12*) to all Knowledge skill checks and may make all Knowledge skill checks untrained
Luck Bonus The bard applies a +2 Luck Bonus to all skill checks
Intelligence Checks The bard may spend 1 bardic performance round per 10 minutes to use Perform (Oratory) in place of all Intelligence checks

Languages:

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



Race

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 and Archetype

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. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level
Bardic Knowledge: 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. 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.
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
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
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
Lore Master: 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
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 jack-of-all-trades
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
Variant Class Wizard
School: At 1st level, he chooses a school of magic in which to specialize. For all powers of that school, he treats his character level as his effective wizard level.
School: Divination (Foresight)
Forewarned: You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1)
Familiar: At 3rd level, he gains a familiar, treating his character level as his effective wizard level
School Power: At 7th level, he gains the 1st-level powers of his chosen school. If any of those powers grant an extra effect at 20th level, the character does not gain that extra effect.
Prescience: At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier
Cantrip: At 11th level, if he has an Intelligence score of 10 or higher, he chooses a wizard cantrip from his chosen school and can cast that cantrip as a spell-like ability at will. He uses his character level as the caster level and Intelligence as the cantrip’s key ability score.
Arcane Mark: Gain the Arcane Mark spell as a cantrip.
Discovery: At 15th level, he gains an arcane discovery or wizard bonus feat, treating his character level as his effective wizard level.
Wizard Bonus Feat: Improved Familiar: When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate)
Greater School Power: At 19th level, he gains the 8th-level power of his chosen school.
Foretell: At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive

Versatile Performance

Desna's Shooting Star A chaotic good bard of at least 2nd level who worships Desna can replace a versatile performance with the following initial benefit 2nd
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). -
Oratory The bard may use Perform (Oratory) in place of Diplomacy & Sense Motive 6th
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. 10th
Expanded Versatility - Oratory [Escape Artist] 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 14th
Masterpiece - [Fugue de Rue d'Auseil] The bard gains a bardic masterpiece, as if he were giving up a feat to learn it. He must meet the masterpiece’s prerequisites, and the masterpiece must list ranks in a Perform skill that the bard has chosen with versatile performance as a prerequisite. This option can be selected multiple times 18th

Mythic Template

Mythic Path Features Trickster
Bonus Hit Points: Whenever you gain a Trickster 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.


Sagas & Masterpieces

Name Effect Use Action Cost Paid
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). 1 bardic performance round per 10 minutes of the effect’s duration 1 standard action. 2nd-level spell known.
Lay of Scholar-King You tell the sad tale of studious and introspective King Jarguut, son of Ethered. King Jarguut ruled the Linnorm Kingdom of Raemerrund, but his kingdom fractured when the thanes would not respect his intellect. While you maintain the performance, you can add your Charisma modifier (minimum +1) to Intelligence-based skill checks in addition to your Intelligence modifier, but you take your Intelligence bonus as a penalty on all Charisma-based skill checks (minimum –1). 1 bardic performance round per round. 1 minute 2nd-level spell known
Endless Waltz of the Eldest One ally within 30 feet regains 3 hit points when you activate this performance and each round that you maintain it. Whenever the target casts a healing spell while you maintain your performance, one of the spell’s targets regains 3 additional hit points (whether or not the spell normally heals damage). This performance relies on audible and visual components. You cannot change the targeted ally without ending the performance 1 bardic performance round per round. 1 standard action 2nd-level bard spell known
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 1 round of bardic performance per round 1 standard action 3rd-level bard spell known
Symphony of the Elysian Heart The complex arpeggios in this piece follow each other so quickly that the music can sound jumbled and disjointed at first. As the piece progresses, however, distinct phrases emerge, creating a wild but harmonious piece that inspires feelings of unfettered freedom. You and up to one ally per bard level within 30 feet who can hear you can move and attack normally for the duration of your performance, even if under the influence of magic that usually impedes movement. This effect is identical to that of freedom of movement, except that this masterpiece does not allow subjects to move and attack normally while underwater unless these creatures would already be able to do so, and only lasts as long as you continue the performance. 1 bardic performance round per round 1 full round 3rd-level bard spell known
Life Budding in Salted Earth This masterpiece grants all allies within 30 feet fast healing 1 for as long as the bard maintains the performance. He may increase the cost per round of the performance up to a total number equal to half his bard level to increase the fast healing by 1 for each additional round expended 1 bardic performance round per round, plus 1 or more additional uses per round to increase the duration of this effect 1 standard action 3rd-level bard spell known
Legato Piece on the Infernal Bargain This fast-paced tune harmonizes with the magical frequencies of another plane, allowing you to draw an extraplanar creature to you and bargain for its service. When you complete this performance, you call one or more outsiders as if using planar ally. Unlike with planar ally, the creature is not necessarily associated with your deity, and has an initial attitude of “indifferent” toward you. Because it is intrigued by your performance, it remains for up to 1 minute to hear the service you are requesting and the payment you are offering. If you succeed at an opposed Charisma check against the creature (with a +0 to +6 bonus on your roll based on the nature of the service and the offered reward), it agrees to perform the service. This ability otherwise works like planar ally 10 bardic performance rounds 10 minutes 4th-level bard spell known
The Bear's Jig In the Varisian musical The Bear, a lively tune plays whenever the eponymous animal tumbles onto stage. When played with skill, the song actually has the power to grant an animal temporary intelligence. Choose a non-hostile animal within line of sight that can see and hear you perform. This masterpiece affects the target as the awaken spell for as long as you maintain the performance. Abilities that extend the duration of a bardic performance (such as Lingering Performance) affect this masterpiece 1 round of bardic performance per round 1 full round 4th-level bard spell known
Song of Sarkoris When you complete the performance, all allies within 30 feet gain an attack of opportunity when reduced to negative hit points, or whenever a foe deals hit point damage equal to or greater than its Hit Dice, for the duration of the performance. The attack of opportunity can be made against any enemy within reach; it does not have to be against the source of the damage, and does not count toward your allies’ maximum attacks of opportunity per round. This attack of opportunity is resolved prior to the enemy’s attack, but the triggering attack is still resolved even if the enemy is killed or incapacitated 2 bardic performance rounds per round 1 full round 4th-level bard spell known
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 1 round of bardic performance 1 full round action 5th-level bard spell known
Clamor of the Heavens Evil creatures that hear the performance and fail a Will save against the effect are blinded and deafened for the duration. On a successful save, they are shaken instead. Undead or creatures with the evil subtype that fail their saves are stunned for the duration, while those that succeed are staggered 3 bardic performance rounds, +1 round per additional round of duration 3 full rounds 5th-level bard spell known
Symphony of the Dark Prince The sinisterly seductive song bores its way into the target’s flesh, levitating it as per reverse gravity as long as the bard maintains the performance. Although the symphony does have words—and is often sung in Infernal—this is not a language-dependent effect. 1 round of bardic performance per round 1 standard action 5th-level bard spell known
Fugue de Rue d'Auseil This piece of music combines two discordant melodies: one that represents humanity, and another that represents the unsettling horror of the places between the stars. When you activate this performance, you create a hemispherical field that hedges out outsiders, aberrations, and undead. When you begin this performance, roll a Perform (string instruments) check; the radius of the hemisphere may be any size, measured in feet, up to the result of your check. This effect can be used only defensively. Forcing the hemispherical barrier against creatures that the effect keeps at bay immediately collapses the barrier. 1 bardic performance round per minute 1 full round 18th-level Versatile Performance

Arcane School Powers

Divination Foresight (20th)
Forewarned: You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1)
Prescience: At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier
Foretell: At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive
Conjuration Teleportation (12th)
Summoner's Charm: Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1)
Shift: At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier
Dimensional Steps: At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you
Aether (12th)
Aether Supremacy: You gain a +2 enhancement bonus on Sleight of Hand checks. This bonus increases by 1 for every 5 wizard levels you have. In addition, you can cast mage hand at will as a spell-like ability that uses your caster level. At 5th level, you can attempt Sleight of Hand checks against a target within 30 feet, though the skill check DC increases by 5, and any creature within line of sight of either you or the target can attempt an opposed Perception check to notice the attempt. At 10th level, you can attempt a Sleight of Hand check as a move action with only a –10 penalty
Telekinetic Protection: As a swift action, you can grant yourself protection against nonmagical attacks by forming a field to telekinetically deflect them. You gain DR 5/magic for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier
Receptive Vibrations: At 8th level, you are constantly surrounded by ephemeral and invisible strands of aether, increasing your awareness of your surroundings. You are never denied your Dexterity bonus to AC against attacks made within 30 feet of you because you are flat-footed or because your assailant is unseen. In addition, you gain a bonus on Perception checks to avoid being surprised equal to half your wizard level
Void (12th)
Void Awareness: Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess
Reveal Weakness: When you activate this school power as a standard action, you select a foe within 30 feet. That creature takes a penalty to its AC and on saving throws equal to 1/2 your caster level (minimum –1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence bonus
Aura of Prescience: At 8th level, you can emit a 30-foot aura of void energy for a number of rounds per day equal to your wizard level. Allies within this aura gain a +2 insight bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive

Occult Rituals

Name Effect Level Cast Time Duration
Egoist's Militia This ritual must be performed in a place that holds a significance related to weapons, such as an armory, an old battlefield, or a warrior’s crypt. The primary caster begins this ritual by mixing her blood with the diamond dust, smearing each weapon with the mixture, and placing the weapons in a circle around herself. The primary caster then holds each weapon and demonstrates the weapon in a combat performance. After the primary caster finishes her performance with a weapon, she places the weapon into the air in front of her, now held in midair by her force of ego. Upon successful completion of this ritual, ghostly apparitions of the primary caster appear and grasp each of the weapons before fading, representing the shards of the primary caster’s own ego placed within each weapon. The egoist weapons are treated as if they are held by the primary caster, using her base attack bonus, ability scores, and any relevant feats when calculating their attack and damage rolls, but the weapons function independently from the primary caster. Egoist weapons make attacks on the primary caster’s initiative. When moving, egoist weapons have a fly speed of 100 feet. An egoist weapon uses the statistics of the base weapon and retains its magical enhancements and material properties. For every 2 Hit Dice the primary caster has, an egoist weapon has a hardness of 10 and 5 hit points (magical weapons maintain their additional bonuses to AC and HP). When an egoist weapon is reduced to 0 hit points, it is destroyed. All casters who were part of the ritual can issue simple commands to the egoist weapons, and the weapons follow these commands to the best of their abilities. If an egoist weapon completes its task and does not receive further orders, it remains in its location until it receives additional orders. The primary caster can dispel an individual egoist weapon as a standard action. This ritual can be used to create more than four egoist weapons. The DC of each skill check increases by 1 for each weapon beyond the fourth added to the ritual. 8th (Conjuration) 80m Permanent or until the death of the primary caster
Ouroboros Blood Ritual The caster uses the ouroboros blood to paint complex mathematical equations on the ground surrounding a dead body (or if lacking a body, in the area where the body was slain). Upon the ritual’s completion, the dead body is restored to life, as per true resurrection. Unlike that spell’s limitation, there is no limit as to how long the body has been dead before it can be restored to life in this manner, but bodies whose souls have been judged and sent on to the afterlife (GM’s discretion) cannot be restored to life via this ritual. A creature can be restored to life via an ouroboros blood ritual only once through all time. 9th (Conjuration, Healing) 90m Instantaneous
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Mythic Powers

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
Wild Arcana As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class Archmage Arcana
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
Path Dabbling - [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 2nd
Flexible School - [Aether] Select one wizard arcane school that is not your arcane school. You gain powers from that arcane school, treating your tier as your wizard level for the purposes of these powers. Once you have chosen the arcane school, it cannot be changed. You cannot select an arcane school that is one of your opposition schools. You must have the arcane school class feature to select this ability. You can choose this ability up to three times, each time selecting another arcane school other than your own. 3rd
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 4th
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 5th
Flexible School - [Conjuration] Select one wizard arcane school that is not your arcane school. You gain powers from that arcane school, treating your tier as your wizard level for the purposes of these powers. Once you have chosen the arcane school, it cannot be changed. You cannot select an arcane school that is one of your opposition schools. You must have the arcane school class feature to select this ability. You can choose this ability up to three times, each time selecting another arcane school other than your own. Extra Path Ability
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
Crafting Mastery You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you’re crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements 7th
Mythic Spellcasting 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. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tie 8th
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 9th
Flexible School - [Void] Select one wizard arcane school that is not your arcane school. You gain powers from that arcane school, treating your tier as your wizard level for the purposes of these powers. Once you have chosen the arcane school, it cannot be changed. You cannot select an arcane school that is one of your opposition schools. You must have the arcane school class feature to select this ability. You can choose this ability up to three times, each time selecting another arcane school other than your own 10th
Supreme Trickster At 10th tier, whenever you make an attack roll against a non-mythic foe, that foe is treated as flat-footed, even if it has abilities that prevent it from being flat-footed. Once per round when you roll a natural 20 on an opposed skill check against a mythic foe, you regain one use of mythic power. Trickster Attack/
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Spells

Spells per day Cantrips 1st 2nd 3rd 4th 5th 6th
(-) (10) (9) (9) (9) (9) (9)
Spells Known Cantrips 1st 2nd 3rd 4th 5th 6th
(10) (9) (8) (6) (6) (5) (5)
Sift Chord of Shards Allegro Arcane Concordance Contingent Scroll Mislead Fey Gate
Prestidigitation Vanish Cure Moderate Wounds Fear Dance of a Hundred Cuts Shadowbard Borrowed Time
Ghost Sound Saving Finale Invisibility Dispel Magic Virtuoso Performance Dispel Magic, Greater Irresistible Dance
Dancing Lights Charm Person Gallant Inspiration Air of Authority Hold Monster Bard's Escape Subjective Reality
Detect Fiendish Presence Grease Heroism Major Image Modify Memory Shadow Walk Dirge of the Victorious Knights
Read Magic Feather Fall Mage's Crawl Space Exquisite Accompaniment Dominate Person
Mage Hand Silent Image Silence
Know Direction Cure Light Wounds Anti-Summoning Shield
Detect Magic Moment of Greatness
Wizard Bonus Arcane Mark
Mythic Spells Known Cantrips 1st 2nd 3rd 4th 5th 6th
(24) Feather Fall Heroism Dispel Magic Modify Memory Mislead Irresistible Dance
Chord of Shards Invisibility Dominate Person Dirge of the Victorious Knights
Grease Silence Borrowed Time
Saving Finale Cure Moderate Wounds
Silent Image


Item Slots

Weapons
Head
Slotted Dervish Sikke - [Perform (Oratory)]: This cylindrical felt hat grants its wearer a +2 competence bonus on one Knowledge or Perform skill, chosen when the dervish sikke is created. If the wearer is a bard, he is considered 5 class levels higher for purposes of determining the effects of his bardic knowledge class feature. In addition, the bonuses granted by a bard’s inspire courage and inspire competence class features are increased by 1. Finally, a bard wearing a dervish sikke can take 10 on any Perform skill check he has ranks in
Headband
Slotted Headband of Mental Superiority -[+6]: This ornate headband is decorated with numerous clusters of small gemstones. 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
Slotted
Unslotted Shadow Piercing [Greater]: These piercings may penetrate the eyebrow, eyelid, or the eye itself. Due to magical, they do not impair the owner’s vision. All effects from an eye piercing are continuous. Greater: The wearer gains the see in darkness special ability, gains darkvision to 60 feet, gains low-light vision. If the wearer already has low-light vision, the ability’s range is doubled
Shoulders
Slotted Cape of the Exquisite Virtuoso: This garish cape of blue velvet is embroidered with gold-threaded patterns, typically in shapes of musical notations which appear to shift and move in time with any music the wearer performs. While wearing this cape, wearers with the bardic performance class feature or the raging song class feature do not have to expend rounds of bardic performance or raging song from their daily allotment to maintain an effect. Activating a bardic performance or raging song and/or switching to a new effect still costs a round of your overall bardic performances per day
Neck
Slotted Amulet of the Planes: This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize the spell plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she desires. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100)
Body
Slotted
Unslotted Tribal War Paint - [Green]: When you use bardic music to inspire courage, the bonus you grant increases by 1; this is treated as an enhancement bonus.
Chest
Slotted
Armour
Slotted
Belt
Slotted 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
Slotted
Hands
Slotted
Ring 1, Right
Slotted Greater Ring of Inner Fortitude: 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. If the ring prevents any damage, drain, or penalties that are associated with a beneficial effect, it also negates the beneficial effect.
Ring 2, Left
Slotted Improved Ring of Inspired Performance: This fancy gold ring typically has musical or theatric images worked into its design. It grants the wearer a +10 competence bonus to any Perform skill check.
Feet
Slotted
Assorted Wondrous Items
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.
Magical Gear
Insightful Scroll Case: When magic scrolls are stored inside this electrum scroll case, glowing blue runes appear on the surface of the tube, indicating what spells are on the scrolls currently stored within. If the user has the spells on her spell list, she can read the runes while holding the scroll case in hand to cast spells from a scroll within the case as though it were in her hand. Casting spells from the scrolls in the case otherwise works as normal, and the scrolls inside the case are depleted as normal. The scroll case holds a maximum of five magic scrolls, and scrolls stored within are protected against fire, water, and other damage.
Stone of Good Luck: This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks
Ioun Stones:
Spellbooks
Scrolls
Potions
Mundane Equipment:

Wealth

GP Pouch
880,000 gp

73150, 73150, 124687.5, 4750, 31350, 2375, 9500, 57000, 4275, 5000, 15200, 79800,



Familiars, Cohorts, Followers, Intelligent items, and Common Summons



Cheat Sheet

Blazing Rondo Haste with: +4 [Untyped] Bonus on attack rolls, +4 [Dodge] Bonus to AC and Reflex saves
Inspire Courage +6 [Morale] Bonus on saving throws against charm and fear effects, +6 [Competence] Bonus on attack and weapon damage rolls

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