{"player":"Asmo PB(14\/16\/8\/12\/10\/16)","name":"Teya","race":"Elf","imageid":"","class_and_level":"Bard|5;Slayer|5;","size":"M","age":"140","gender":"Female","alignment":"LE","deity":"Mammon","homeland":"","domain":"","height":"5'4\"","weight":"130","hair_color":"Green","eye_color":"Blue","xp":"","strength":"14","dexterity":"18","constitution":"6","intelligence":"14","wisdom":"10","charisma":"18","total_health":"45","hd":"5","damage_reduction":"","spell_resistance":"","armor_ac_modifier":"","shield_ac_modifier":"","dex_ac_modifier":"","size_ac_modifier":"","natural_ac_modifier":"","deflection_ac_modifier":"","misc_ac_modifier":"","fortitude_save_base":"4","fortitude_save_magic_modifier":"","fortitude_save_misc_modifier":"","temporary_fortitude_save_modifier":"","reflex_save_base":"4","reflex_save_magic_modifier":"","reflex_save_misc_modifier":"","temporary_reflex_save_modifier":"","will_save_base":"4","will_save_magic_modifier":"","will_save_misc_modifier":"","temporary_will_save_modifier":"","save_notes":"","base_attack_bonus":"5","initiative_dex_modifier":"0","initiative_modifier":"-999","cmb_bab_modifier":"","cmb_str_modifier":"","cmb_size_modifier":"","cmb_modifier":"","cmd_bab_modifier":"","cmd_str_modifier":"","cmd_dex_modifier":"","cmd_size_modifier":"","cmd_modifier":"","weapon_table":"Hornbow | +10 | {20}x3 | Piercing | 80ft | Arrow | 3d6+2+1d6+1d10;","armor_table":"Silken Ceremonial | +1 | Light Armor | 0 | 0% | 4kg","known_spells":"4|4|2","spell_per_day":"","bonus_spells":"","spell_dc":"13|14|15|16|17|18|19|20|21|22","spellbook_txt":"","spell_notes":"Wizard\/Sorcerer Spells added to spell list:\r\nAbundant Ammunition, Gravity Bow, Snowball, Arrow Erruption\r\n\r\nMaximum Spell Points: 6\r\n\r\nConverted 1 2nd level spell known into bardic 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Skill x4","feats":"Occ: Skill Focus (Bluff)\r\nDrawback: Battle Fanfare\r\nFlaw 1: Exotic Weapon Prof (Hornbow)\r\nFlaw 2: Extra Combat Talent\r\nAntihero: Extra Combat Talent\r\nLvl 1: Extra Combat Talent\r\nLvl 2B: Precise Shot\r\nLvl 2B: Weapon Focus(Bows)\r\nLvl 3: Ranged Feint\r\nLvl 3B:Studied Scout\r\nLvl 4B: Soulblade\r\nLvl 5: Bullseye Shot","special_abilities":"Slayer Talents:\r\n\r\nCombat Feat\r\nCombat Feat","traits":"[ul]\r\n[li]Pocket Space(Magic): You gain a permanent extradimensional space that can hold up to 5 pounds plus an additional 5 pounds for every five character levels you possess, and nothing larger than a Small-sized object (or a combination of smaller objects equal in size to one Small object). You may place any inanimate, unattended object you touch into your pocket space as a full-round action, and may retrieve any one object from your pocket space as a full-round action. If you die (or are destroyed, if you lack a Constitution score), all contents of your pocket space appear in your square, or the nearest unoccupied space. Any effects interacting with the Extradimensional Storage talent also interact with this space. If you gain the Extradimensional Storage talent later, this pocket space is merged with the space granted by the talent[\/li]\r\n[li]Higher Calling(Religion): Your deity has blessed you with divine purpose, and your actions work towards their machinations. Once per week, you may cast augury as a spell-like ability. As part of using the spell-like ability, you utter a short prayer to your deity. In addition, Diplomacy is a class skill for you.[\/li]\r\n[li]Hidden Faith(Faith): You were raised in a religion forbidden by your government, and draw strength from your hidden faith. You gain a +1 trait bonus on saving throws against the divine spells of creatures that worship a god other than your own.[\/li]\r\n[li]Doubt(Drawback): You lack confidence in your abilities or confidence in the universe at large. Whenever you fail a skill or ability check, you take a \u20134 penalty on that type of skill or ability check for the next hour.[\/li]\r\n[li]Overly Cautious(Major Drawback):[\/li]\r\n[li]Noncombatant(Flaw):[\/li]\r\n[li]Slow(Flaw):[\/li]\r\n[\/ul]\r\n\r\nRacial Traits\r\n+2 Dexterity, +2 Intelligence, \u20132 Constitution: Elves are nimble, both in body and mind, but their forms are frail.\r\nMedium: Elves are Medium creatures and have no bonuses or penalties due to their size.\r\nNormal Speed: Elves have a base speed of 30 feet.\r\nLow-Light Vision: Elves can see twice as far as humans in conditions of dim light.\r\nDreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf\u2019s character level). This racial trait replaces elven immunities.\r\nSilent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a \u201320 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.\r\nKeen Senses: Elves receive a +2 racial bonus on Perception checks.\r\nWeapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word \u201celven\u201d in its name as a martial weapon.\r\nLanguages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.","languages":"Common\r\nElven\r\nInfernal","arms_and_equipment_txt":"Hornbow(+2 STR rating, Masterwork) - 630gp\r\nSilken Ceremonial Armor (+1 Armor, Masterwork) - 180gp\r\nArrows[100] - 5gp\r\nCleric's Vestments - 5gp","class_features_txt":"[ul]\r\n[li]Arcane Archery: An Arrowsong minstrel\u2019s skill at ranged martial arts allows her to learn to cast a number of powerful, offensive spells that would otherwise be unavailable to her. At 1st level, she selects a number of spells from the sorcerer\/ wizard spell list equal to her Charisma modifier (minimum 1) and adds them to her bard spell list as bard spells of the same level. The spells selected must not already be on the bard spell list, and must be 6th level or lower. At 4th level and every 4 bard levels thereafter, she adds an additional sorcerer\/wizard spell to her bard spell list. An Arrowsong minstrel is limited to the following spells when adding spells to her spell list in this manner: acid arrow, arrow eruption, flame arrow, gravity bow, greater magic weapon, longshot, magic weapon, protection from arrows, spectral hand, true strike, and sorcerer\/wizard spells of the evocation school. An Arrowsong minstrel must still select these spells as spells known before she can cast them.\r\nIn addition, for the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice). Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell\u2019s somatic components even when using a bow in both hands (though not other ranged weapons).\r\n\r\nThis ability replaces bardic knowledge, dirge of doom, distraction, fascinate, inspire competence, lore master, and soothing performance.[\/li]\r\n[li]Diminished Spellcasting: An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level. This alters the bard\u2019s spellcasting.[\/li]\r\n[li]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.\r\nStarting 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.\r\nAt 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.\r\nEach bardic performance has audible components, visual components, or both.\r\nIf a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). 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.\r\nIf 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.[\/li]\r\n[li]Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.[\/li]\r\n[li]Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a 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.[\/li]\r\n[li]Bardic Masterpiece: Endless Waltz of the Eldest[\/li]\r\n[\/ul]\r\n\r\n\r\n[ul]\r\n[li]Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.\r\nIf a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).\r\nAt 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.\r\nAt 7th level, a slayer can study an opponent as a move or swift action.[\/li]\r\n[li]Proficiencies: Mercenaries are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character\u2019s first level in any class, they may select a martial tradition of their choice.\r\nThis alters weapon and armor proficiencies.[\/li]\r\n[li]Combat Training (Ex): A mercenary is considered an expert practitioner, gaining spheres and talents as appropriate. Mercenaries use Intelligence as their practitioner modifier.\r\nThis ability replaces sneak attack and slayer\u2019s advance. A mercenary must select the Fencing sphere with the first talent he gains from this class.[\/li]\r\n[li]Manhunter (Ex): At 1st level, the mercenary gains the Scout sphere as bonus talent.This replaces track.[\/li]\r\n[li]Fatal Thrust Expertise (Ex): The mercenary may treat his Fencing sphere precision damage as though it were sneak attack for the purposes of feats, abilities, effects, and slayer talents which modify or add additional effects to sneak attack.[\/li]\r\n[li]Practiced Observation (Ex): At 3rd level, the mercenary gains Studied Scout as a bonus feat. If he already possesses the Studied Scout feat, he instead gains any talent he qualifies for from the Scout sphere. In addition, whenever the mercenary uses his scout ability, he does not take a -5 penalty on the Perception check.[\/li]\r\n[li]Slayer Talents: As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once. Talents marked with an asterisk add effects to a slayer's sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.[\/li]\r\n[\/ul]\r\n","creatures_and_mounts_txt":"","possessions_and_property_txt":"","retinue_txt":"","general_notes_1_label":"Practitioner Talents","general_notes_1":"Martial Tradition:\r\n\r\nSniper Sphere\r\nLethal Precision\r\nHuntsman Training\r\nArmor Expert\r\n\r\nScout Sphere\r\nFencing Sphere\r\nWarleader Sphere\r\nFast Feint\r\nFocusing Feint\r\nHindering Projectiles\r\nWide Open\r\nSniper Shot\r\nTangling Shot","general_notes_2_label":"Mythic Shit","general_notes_2":"Mythic Path: Marshal\r\n\r\nMythic sphere mastery (sniper)\r\nYou gain one (snipe) talent you do not already have and may apply an additional (snipe) talent you know to your deadly shot. If you have the Barrage sphere, you may expend one mythic power when making a deadly shot to apply a (blitz) talent you know to your deadly shot; treat this as if making two shots or striking a foe twice with a barrage. For example, you only need to strike a target once with Hammering Shots to penalize their initiative.\r\n\r\nMythic Deadly Aim","arms_and_equipment":"","class_features":"","creatures_and_mounts":"","possessions_and_property":"","retinue":"","spellbook_0_level_spells":"242820,242853,392574,172365","spellbook_1_level_spells":"168522,1105526,1218428,703881","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","health_current":"","health_temp_current":"","health_temp_total":"","strength_temporary_adjustment":"","dexterity_temporary_adjustment":"","constitution_temporary_adjustment":"","intelligence_temporary_adjustment":"","wisdom_temporary_adjustment":"","charisma_temporary_adjustment":"","quick_notes":"","spellslot_available_0":"","spellslot_available_1":"","spellslot_available_2":"","spellslot_available_3":"","spellslot_available_4":"","spellslot_available_5":"","spellslot_available_6":"","spellslot_available_7":"","spellslot_available_8":"","spellslot_available_9":"","tags":"","isShared":"on","templateId":"947","blockId":"1421112","world":""}