Sunday, May 31, 2015

Merissa Von Trapp (Human Bard [Flame Dancer])


I've been trying to think of a good Dark Archive type for a long long while. Not the out and out 'I'm only neutral, not evil..really' type of caster, but someone who might be a bit of an idealist who actually buys into the 'putting things on a shelf because they are dangerous' type.  For that I needed to come up with a reason.
Merissa is from a Chelliaxan family but grew up in Ustalav and has a secret. She has this eldrich power burning in her, that comes out unexpectedly. She accidentally burned down her family's summer home when she sang one summer, only with the help of a family friend did she learn to control the fires (Paracountess Zarta Draleen).
Build Notes: I didn't go for outright pure power but a utility bard who can help out her party. Focused on arcane power (extra spells) and performances. Her focus for Versatile Performance early on will be either Comedy (for Bluff/Intimidate) or Oratory (Diplomancy/Sense Motive) with the other following on a little later on and I chose Dance as the final one (Ironic since she's a flame DANCER) that could help supplment acrobatics checks and/or flight (Assuming a wand, potion, item or scroll being on hand)

They will all burn
1st Level: This is Merissa at the beginning, she's finished her training in Abaslon and been awarded her wayfinder and is ready to start helping out the party. Starting off she's a typical bard, with several extra rounds of performance thanks to Maestro of the Society and Noble Scion of of the Arts, Lingering Performance stretching out her 13 rounds a day to potentially 36 rounds. She can do the staple Inspire Courage as well as Fire Dance (using dance or sing) to swap out their saving throws vs fire. While no monster at book learning she has a basic +3 to all skills at this time, and if you swap out a few performances for this or that knowledge, she can be pretty good pretty quick. Swap out a performance (or wait till 2nd level) and she could be a good face with a skill as well. 
Her class favors are straight into spells (and will be throughout the build), and so she gets an additional cantrip at this level. Given her fire focus, I went with spark so she can light torches (and others covered in oil) with a word and a gesture.
Merissa Von Trapp
Female human (Chelaxian) bard (flame dancer) 1 (Pathfinder RPG Advanced Class Guide 81)
NG Medium humanoid (human)
Init +2; Senses Perception +4


Defense

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2

Offense

Speed 30 ft.
Special Attacks bardic performance 13 rounds/day (distraction, fascinate [DC 13], countersong, inspire courage +1)
Bard (Flame Dancer) Spells Known (CL 1st; concentration +4)
   1st (2/day)—ear-piercing screamUM (DC 14), saving finaleAPG (DC 14)
   0 (at will)—detect magic, light, prestidigitation, read magic, sparkAPG (DC 13)

Statistics

Str 9, Dex 14, Con 12, Int 15, Wis 10, Cha 17
Base Atk +0; CMB -1; CMD 11
Feats Lingering PerformanceAPG, Noble Scion Of The ArtsISWG
Traits havoc of the society, maestro of the society
Skills Bluff +7, Diplomacy +7, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +3, Knowledge (nobility) +5, Knowledge (planes) +3, Knowledge (religion) +3, Perception +4, Perform (act) +8, Perform (comedy) +4, Perform (dance) +8, Perform (keyboard instruments) +4, Perform (oratory) +8, Perform (percussion instruments) +4, Perform (sing) +8, Perform (string instruments) +8, Perform (wind instruments) +4, Spellcraft +6
Languages Common, Goblin, Varisian
SQ bardic knowledge +1
Other Gear 150 gp

Special Abilities

Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 13 rounds/day) Your performances can create magical effects.
Havoc of the Society Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Maestro of the Society +3 rounds of Bardic Performance (or an equivalent ability) each day.



4th Level:
Now she is starting to show some of the 'heat' of her fire gifts. In addition to her normal performances she has access to 'Song of the Fiery Gaze', which helps cut down on the fog of war from smoke, fog and such. Add in a sorcerer or wizard with Pyrotechnics or a wand of it; she can give the party she's with a  great advantage. In a forest or anywhere there are animals and plants (Animal companions anyone?) she can expand the range of her performances out to 60 ft for an extra round of performance as well. And who doesn't like singing birds, wolves, ect....
For more fun, swap out oratory for comedy as her first versatile performance and add in Burning Invective as one of her 2nd level spells, and dont' forget her +1 to spell damage courtesy of Havoc of the Society. She swears at folks..and they burst into flames.
Merissa Von Trapp
Female human (Chelaxian) bard (flame dancer) 4 (Pathfinder RPG Advanced Class Guide 81)
NG Medium humanoid (human)
Init +2; Senses Perception +8


Defense

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 27 (4d8+4)
Fort +2, Ref +6, Will +5; +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 30 ft.
Special Attacks bardic performance 20 rounds/day (distraction, fascinate [DC 16], countersong, inspire courage +1)
Bard (Flame Dancer) Spells Known (CL 4th; concentration +8)
   2nd (2/day)—allegroUM, mirror image
   1st (4/day)—abundant ammunitionUC, ear-piercing screamUM (DC 15), feather fall, feather stepAPG (DC 15), saving finaleAPG (DC 15)
   0 (at will)—detect magic, light, mage hand, message, prestidigitation, read magic, scrivener's chant, sparkAPG (DC 14), summon instrument

Statistics

Str 9, Dex 14, Con 12, Int 14, Wis 12, Cha 18
Base Atk +3; CMB +2; CMD 14
Feats Fey Performance, Lingering PerformanceAPG, Noble Scion Of The ArtsISWG
Traits havoc of the society, maestro of the society
Skills Bluff +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +4, Knowledge (nobility) +6, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +9, Perception +8, Perform (act) +12, Perform (comedy) +9, Perform (dance) +12, Perform (keyboard instruments) +5, Perform (oratory) +12, Perform (percussion instruments) +5, Perform (sing) +12, Perform (string instruments) +9, Perform (wind instruments) +5, Spellcraft +6, Use Magic Device +10
Languages Azlanti, Common, Goblin, Ignan, Osiriani, Thassilonian, Varisian
SQ bardic knowledge +2, versatile performance (oratory)
Other Gear 150 gp

Special Abilities

Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 20 rounds/day) Your performances can create magical effects.
Fey Performance Spend 1 rd/perf to add +30' to range of performance in areas with animal and plant life.
Havoc of the Society Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Maestro of the Society +3 rounds of Bardic Performance (or an equivalent ability) each day.
Versatile Performance (Oratory) +12 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks


7th Level: Now she's about ready to set folks on fire full time, if you didn't go with the Oratory/Comedy swap idea @ 4th, now you got both and she's a full time face for the party with all the social skills courtesy of Versatile Peformance. She can lie, threaten and coax folks to do things full time. Or she'll set them on fire. Bardic Lore and Lore Mastery mean she's at least able to 'aid another' automatically for knowledge checks or do a take 20 as a standard once a day. If you shift the points around, she's a specialist in one or two knowledges and is even scarier in their use.
Continuing her 'extra spells' as favored trait, she's now crawling up to the 2nd level spells and about to hit some fun utility spells as well. There are a variety of choices. Swap out Hideous Laughter/Grease if the mix below doesn't appeal; Spells like the 'finale' line and Allegro play off her nearly constant use of performance. Now she can put up to a 20 fire resistance on the party, see through obscuring clouds, and do it as a move action. Keep track of your action economy at this point. Performs are a move, be aware of which spells are swift, immediate and standard actions as that can literally be the difference between life and death. So be aware of how to lay out your actions too. Swift/Immediate to end a performance to give a life saving spell, THEN the move to resume performance (noting the new use of 1-2 round of perform) and THEN the standard for a spell or attack. Additionally, consider what is coming next level, you get THREE free spells known: Burning Hands, Flaming Sphere AND Fireball. Have fun. Think about things like Burning spell metamagic rods (Lesser) and runestones of power for your new role as 'back up' blaster.
 Merissa Von Trapp
Female human (Chelaxian) bard (flame dancer) 7 (Pathfinder RPG Advanced Class Guide 81)
NG Medium humanoid (human)
Init +2; Senses Perception +11


Defense

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 45 (7d8+7)
Fort +3, Ref +7, Will +6; +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 30 ft.
Special Attacks bardic performance 26 rounds/day (move action; distraction, fascinate [DC 17], countersong, countersong, inspire courage +2)
Bard (Flame Dancer) Spells Known (CL 7th; concentration +11)
   3rd (2/day)—haste, purging finaleAPG (DC 17)
   2nd (4/day)—allegroUM, blistering invectiveUC (DC 16), gallant inspirationAPG (DC 16), glitterdust (DC 16), mirror image
   1st (5/day)—abundant ammunitionUC, comprehend languages, cultural adaptation, cure light wounds, ear-piercing screamUM (DC 15), feather fall, feather stepAPG (DC 15), saving finaleAPG (DC 15)
   0 (at will)—detect magic, light, mage hand, message, prestidigitation, read magic, scrivener's chant, sparkAPG (DC 14), summon instrument

Statistics

Str 9, Dex 14, Con 12, Int 14, Wis 12, Cha 18
Base Atk +5; CMB +4; CMD 16
Feats Extra Performance, Fey Performance, Lingering PerformanceAPG, Noble Scion Of The ArtsISWG, Voice Of The SibylUM
Traits havoc of the society, maestro of the society
Skills Bluff +15, Diplomacy +16, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +11, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +12, Perception +11, Perform (act) +14, Perform (comedy) +15, Perform (dance) +13, Perform (keyboard instruments) +5, Perform (oratory) +16, Perform (percussion instruments) +5, Perform (sing) +13, Perform (string instruments) +5, Perform (wind instruments) +5, Spellcraft +8, Use Magic Device +13
Languages Azlanti, Common, Goblin, Ignan, Osiriani, Thassilonian, Varisian
SQ bardic knowledge +3, lore master 1/day, versatile performances (comedy, oratory)
Other Gear 150 gp

Special Abilities

Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (move action, 26 rounds/day) Your performances can create magical effects.
Fey Performance Spend 1 rd/perf to add +30' to range of performance in areas with animal and plant life.
Havoc of the Society Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Maestro of the Society +3 rounds of Bardic Performance (or an equivalent ability) each day.
Versatile Performance (Comedy) +15 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Performance (Oratory) +16 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Voice of the Sibyl Gain bonus to Bluff, Diplomacy, and Perform (oratory) checks


12th Level:Now finally at seeker levels, she has the full monty of pay offs. Between Bardic Performance and one extra performance feat, she has 45 rounds of perform a day but don't get cocky. Several factors can rapidly eat this up. Virtuoso performance FINALLY lets you blend two performances into any given round; yeah you can have Inspire AND Fire Break (now @ Fire Resist 30) going at the same time. For a mere cost of 2 rounds/round, 3 if you're using Fey Performance. Don't forget all your friend's attacks also do 1d6 as well (Discordant voice). So you get a lot of bang out of that buck. You finally get your 3 free fire spells at 8th; so you can use them, or since they are now on your spell list, as well as wand/scroll versions of them without a UMD check. Trade out one of the 3rd level spells for Exquisite Accompaniment for to reduce your effect cost (I'd say by one round only.. but it is ultimately a GM call I'd guess).
Fractions of Heal and Harm let you hit a bad guy.. and while reducing damage by a quarter, lets you heal yourself by that lost quarter. Not entirely a bad thing if you're the healer or back up healer. Keeps you up and the doesn't break your ability to hit the other guys. Other finales and spells like Haste, Heroism, Heroic Finale, and so forth let you put the player in the position AND enhances their ability to do harm/mayhem when needed.
Merissa Von Trapp
Female human (Chelaxian) bard (flame dancer) 12 (Pathfinder RPG Advanced Class Guide 81)
NG Medium humanoid (human)
Init +2; Senses Perception +16


Defense

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 75 (12d8+12)
Fort +5, Ref +10, Will +9; +4 vs. bardic performance, language-dependent, and sonic

Offense

Speed 30 ft.
Special Attacks bardic performance 37 rounds/day (move action; distraction, fascinate [DC 21], countersong, countersong, inspire courage +3, inspire greatness, soothing performance)
Bard (Flame Dancer) Spells Known (CL 12th; concentration +17)
   4th (4/day)—dimension door, freedom of movement, heroic finaleAPG (DC 19), virtuoso performanceUM
   3rd (5/day)—dispel magic, fireball (DC 18), fractions of heal and harm, haste, purging finaleAPG (DC 18), raven's flight, reviving finaleAPG (DC 18), communal tonguesUC
   2nd (6/day)—allegroUM, blistering invectiveUC (DC 17), cure moderate wounds, flaming sphere (DC 17), gallant inspirationAPG (DC 17), glitterdust (DC 17), heroism, mirror image, suppress charms and compulsions
   1st (7/day)—abundant ammunitionUC, burning hands (DC 16), comprehend languages, cultural adaptation, cure light wounds, ear-piercing screamUM (DC 16), feather fall, feather stepAPG (DC 16), heightened awarenessACG, saving finaleAPG (DC 16)
   0 (at will)—detect magic, light, mage hand, message, prestidigitation, read magic, scrivener's chant, sparkAPG (DC 15), summon instrument

Statistics

Str 9, Dex 14, Con 12, Int 14, Wis 12, Cha 20
Base Atk +9; CMB +8; CMD 20
Feats Discordant VoiceUC, Extra Performance, Fey Performance, Lingering PerformanceAPG, Noble Scion Of The ArtsISWG, ProdigyUM, Voice Of The SibylUM
Traits havoc of the society, maestro of the society
Skills Bluff +25, Climb +3, Diplomacy +26, Disguise +9, Escape Artist +6, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +14, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +17, Perception +16, Perform (act) +16, Perform (comedy) +25, Perform (dance) +21, Perform (keyboard instruments) +6, Perform (oratory) +26, Perform (percussion instruments) +6, Perform (sing) +16, Perform (string instruments) +6, Perform (wind instruments) +6, Spellcraft +10, Stealth +9, Use Magic Device +20
Languages Azlanti, Common, Goblin, Hallit, Ignan, Infernal, Kelish, Osiriani, Osiriani, Ancient, Polyglot, Shoanti, Skald, Thassilonian, Tien, Varisian
SQ bardic knowledge +6, jack-of-all-trades, lore master 2/day, versatile performances (comedy, dance, oratory)
Other Gear 150 gp

Special Abilities

Bardic Knowledge +6 (Ex) Add +6 to all knowledge skill checks.
Bardic Performance (move action, 37 rounds/day) Your performances can create magical effects.
Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage
Fey Performance Spend 1 rd/perf to add +30' to range of performance in areas with animal and plant life.
Havoc of the Society Whenever you cast a spell that deals damage, you gain a +1 trait bonus to the total damage dealt.
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Maestro of the Society +3 rounds of Bardic Performance (or an equivalent ability) each day.
Prodigy (Perform [oratory], Perform [comedy]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Versatile Performance (Comedy) +25 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Performance (Dance) +21 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Oratory) +26 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Voice of the Sibyl Gain bonus to Bluff, Diplomacy, and Perform (oratory) checks



Things to Consider: The big thing about a lot of her focus is utility. Switch out spells that you think will work for her. Additionally items like runestones of power and pages of spell knowledge can greatly extend her ability even more; the first giving her more low level slot uses a day and the other being useful for both out of class spells AND spells that you don't expect to use in combat and/or often.  A good monstrous transformation and/or elemental shape can help her get about a lot.
Armor/weapon wise she is definitely a light armor and range weapon focus type. A UMD'd flame blade wand would do a lot to ease her penalty to strength (ie melee) damage as would an agile weapon.
Enhancement bonus-wise, it's a sure thing you're going to want to pile in a LOT of bonus on Charisma, perhaps going as far as a simple +6 Charisma headband right off, and using ioun stones for other mental traits (and bonus skills). Physically a plague rat (and later greater plague rat) belt will do a lot. Dex and Con right off, and the ability to reroll saves. If you got the books, stock up on alchemical components for spells like fireball, because a flask of alchemists fire to set someone on fire is a LOT less than a lesser burning spell rod.
Which brings to the spell enhancement area. Lesser rods will do lot to enhance performance for a long while. Reach rod to increase range, widen to enhance AoE, Burning spell for those fire spells, perhaps one or two Elemental spell rods for alternating her fire to other elemental types.


Falling Behind in my resolution

Well it’s been barely five months and I’m already behind in my resolution to put out 52 pots for 52 weeks of the year. I’ve been busy, though thats no excuse, and at times a bit unfocused. Losing a chance at Megacon (engine fan) made me a bit grumpyl; toss in a few things like losing the first mini I painted (1987) and I’ve been a bit ‘bleh’ in outlook.

Fear not all five readers.. I’m working on a few ideas.. trying to coax myself back into a creative mood.

So, I’m musing a few ideas.

The Fiveboars clan. I’ve got this old 2e character I made back in A-school in retaliation to my buddy Ryan Hammel not letting me play a wild mage. A halfing fighter/rogue by the name of Burgen Fiveboars. A complete and utter rascal and sometimes ‘retired’ brigand; whose self professed goal was to retire and happily commit bigamy. He kept a collection of wanted posters, of himself, to make sure he kept the eye patch on the correct eye to avoid being caught for offenses throughout the area. He had a mule he took with him everywhere. ‘You old bastard’ was it’s name. I think it liked to say hello by biting the hell out of anyone not too cautious. Burgen, according to my friends at the table, killed more people than cancer. He was fun.

So… my idea was to expand on the clan. I already have one Fiveboars in my PFS line up. Mercer Fiveboars, a Halfing Cavalier from Chelliax. An ‘emancipated’ one with a chip on his shoulder the size of Westcrown and a penchant for axes.

So, some of my ideas I’ll be working on are a few more of the Fiveboars Clan. Halflings one and all.

Some of the ideas I’m working on:
-Halfing Paladin (the ‘blacksheep of the family)
-Halfing Sorcerer (Not sure.. thinking of leaning towards something that might be an arcane archer or dragon discipline)
-Halfing (or Dwarf) Alchemist (Brewer/Cook type)
-Dwarven Sorcerer (Thinking eldrtich knight)
-Dwarven Ranger (done right.. no heavy xbow with no way to do your interatives at a higher level.. maybe go Heavy repeater)

Also have a few ‘novelty characters’ from the characters in Burn Notice.. maybe pull them off ths site and put them here.