HP 157 15d6+45+60
Base A. Bonus +7/+2
Melee Attack +9/+4
Ranged Attack +14/+9
Maneuvers +9
Armor Class +20
Touch AC +16
Flat-footed +13
Maneuvers +23

ABILITY trait mod
Strength 14 +2
Dexterity 24 +7
Constitution 16 +3
Intelligence 18 +4
Wisdom 14 +2
Charisma 28 +9
Fortitude +17
Reflex +25
Will +20
SKILL Roll Calculating
Perform +29 cha 9 +rank 15 +class 3 +tools 2
Craft +22 int 4 +rank 15 +class 3
+22 dex 7 +rank 15
Linguistics +22 int 4 +rank 15 +class 3
Stealth +22 dex 7 +rank 15
KNOWLEDGE Roll Calculating
Geography +22 int 4 +rank 15 +class 3
History +22 int 4 +rank 15 +class 3
Local +22 int 4 +rank 15 +class 3
Nobility +22 int 4 +rank 15 +class 3
Religion +22 int 4 +rank 15 +class 3



Nature: Cohort
Leader: Talion
Player: Martin
User: TheMartin4888TheMartin4888

Race: Lesser Muse
Type: Fey
AL: Chaotic Neutral

Racial Abilities

Fey: ●DR 10/cold iron. ●Sonic immunity.
●Low-light vision. ●Base speed 40 ft.

Change shape (Su): Any Small or Medium female humanoid, as per the spell "alter self".

Unearthly Grace (Su): Adds Cha modifier as a racial bonus on all saves & as a Deflection bonus to AC.

Muse's Ward (Su):
Incorporates solid music into jewelry & clothing.
●Gives her (but not others) a +4 armor bonus to AC.
●Lets her add ½ her Cha bonus to her Con bonus when calculating HP.
●These solid notes also act as Masterwork instruments for all types of Perform.

Art is Life (Ex): Master of all forms of art.
●Counts "Craft" & "Perform" as single skills,
covering all sub-categories with 1 skill rating.
●All Knowledge skills are class skills.

PERFORM Associated Skills
Dance Acrobatics Fly
Acting Bluff Disguise
Comedy Bluff Intimidate
Percussion Handle Animl Intimidate
Keyboard Diplomacy Intimidate
Oratory Diplomacy Sense Motv
Singing Bluff Sense Motv
Strings Bluff Diplomacy
Wind Handle Animl Diplomacy
●Can use "versatile performer" bard ability, for all categories of Perform.

Versatile Performer (Ex): Can choose 1 type of Perform skill. Can their his bonus in that skill in place of their bonus in the associated skills. When substituting in this way, they use their total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not they have ranks in that skill or if it is a class skill.

Inspiration (Su):
●Can inspire art and passion in her targets, as per a nymph’s "inspiration".
●Has a constant ''status'' spell cast on the creatures she is inspiring.
●Can project her senses to 1 of her inspired protegés at a time
●Standard action to ''teleport'' to location within 100 ft of one of them.
●Can inspire a number of creatures = Charisma bonus = 9 subjects at a time.

Nymph's Inspiration:
●Can choose an intelligent creature to inspire, by giving them some token of her affection (typically a lock of her hair).
●As long as the nymph retains her favor for this creature & they carry the nymph’s token, the target gains a +4 insight bonus on all Will saves, Craft & Perform checks.
●A bard who has a nymph inspiring them in this way can use Bardic Performance an additional number of rounds per day = nymph's Charisma modifier.
●The nymph can end this effect at any time as a Free action.

Bardic Performance: As a 15th level bard. Swift action to begin.
Rounds per day: 41.

Artist by Proxy: When using this ability to assist or boost the mundane art and/or Bardic Performance of others, it works as normal. But if trying to use these effects directly, instead of "just" assisting someone else, her Bardic Performances cost 4 times as many rounds they normally do.

●Inspire Courage (+3)
●Inspire Competence (+4) . .
●Dirge of Doom
●Inspire Greatness
●Soothing performance
●Frightening Tune
●Inspire Heroics

Share Feats: Can share "Performance" feats with all allies within 60 feet who can hear her performance, as a Move action.
●Allies don't need to fulfill the prerequisites of the given feats in order to gain access to them like this.
●It takes her a Free action to maintain this effect, but she must keep performing to do so,
which can be combined with sustaining a Bardic Performance.
●Using this ability costs 1 round of Bardic Performance per target shared with for each round it's sustained.

Spell-like abilities: Caster Level 15, concentration +24.
Constant: ●Cultural Adaptation, ●Detect Desires
At will: ●Enter Image, ●Solid Note, ●Know Peerage
3/day: ●Smug Narcissism (DC +12), ●Voluminous Vocabulary
1/day: ●Curse of Disgust (DC +12), ●Pox of Rumors (DC +14)
1/week: ●Curse of the Outcast (DC +13), ●Open Book (DC +12)

Languages: Common, Syranian, Dwarven, Elven, Gnomen, Hobbit, Sylvan; telepathy (100 ft), "truespeech"


1.Basic Harmony: ●You can try a DC 10 Perform check to aid the Perform check of an ally who has this feat.
●If you succeed, your ally gains a +1 bonus for each 5 points of your check result
(f.ex: a check result of 10 grants a +2 bonus, a result of 15 grants a +3 bonus, and so on).
●If you fail, the discord applies a –5 penalty on your ally’s check.
Normal: ''Aid another'' checks only grant a +2 bonus.

7.Ensemble: When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an Immediate action. The allies make their ''aid another'' rolls before you make your check. No more than 4 allies can grant you a bonus with this. Allies aiding you don't need to use the same category of the Perform skill that you are using in order to aid you.

Special: If you have the "bardic performance" ability, you can choose any one ally within 20 ft to be part of the ensemble. The ally is considered to have the ''ensemble'' teamwork feat for the purposes of aiding your performance.

3.Charming Performance: You can use Perform, rather than Diplomacy, to improve an NPC’s starting attitude to you.

Alternatively, by praising another character, you may use Perform to improve an NPC’s starting attitude toward another character, though the DC for doing so is increased by 5.

Either use of this feat requires at least 5 minutes of performance. You can’t improve an NPC’s attitude beyond friendly in this way, but if you would have made them helpful, you gain a +2 bonus on your next normal Diplomacy check against that NPC attempted within 24 hours.

5.Rouse Emotions: ●You can use ''Charming Performance'' on all creatures within 60 feet.
●You can also choose to sway the crowd's attitude toward a well-defined group with which they are familiar (like a specific nation, organization, or religion), instead of only towards a specific individual.

●An attempt to rouse emotions about a group takes a –5 penalty,
due to the difficulty of creating strong feelings toward an entire group rather than a specific person.
●The DC for this check is 30 + 1 for every 5 people in the crowd to be affected.
●You can't use ''Rouse Emotions'' to change a crowd's attitude by more than 1 step.
●Also, can't use it to make a crowd "helpful" or "hostile".

9.Instrumental: When activating a magical instrument as a Full-round or Standard action, you may begin a Bardic Performance as a Free action. The Performance must use a Perform skill appropriate for the instrument.

Alternatively, you may expand 2 rounds of Bardic Performance to add +2 to any save DC's associated with the use of the instrument's powers.

If your instrument summons allies (such as ''pipes of the sewers'' or the ''horn of Valhalla''), your Bardic Performances with that instrument affect those allies even if they normally wouldn't.

11.Compelling Harmonies: As a Standard action, you may expend 1 round of Bardic Performance to boost the effectiveness of the Bardic Performance of an ally within 60 feet who also has this feat.

Until the beginning of your next turn, if that ally uses a Bardic Performance that allows a saving throw, increase that saving throw DC by +2.

13.Counterpoint to Inspiration: When an ally with this feat is within 60 feet and uses a Bardic Performance that grants allies a morale bonus or competence bonus, you may perform the same Bardic Performance to increase those bonuses by +1.

This increase only lasts as long as you & your ally each maintain the same performance, and can#t be extended with effects like ''Lingering Performance''. Max 3 bards can assist you like this.

15.Synchronized Harmonies: Beginning a Bardic Performance when within 60 feet of an ally who is beginning or maintaining a Bardic Performance, and who also has this feat, you can do so as quickly as your ally can. For example: If you need to spend a Standard action to begin a BP, but your ally only needs to spend a Swift action to do so, then you also get to begin your BP as a Swift action.

In addition, when using any other feats or abilities that involve using your own Bardic Performance to assist or boost the BP of an ally who also has this feat, the action required to do so is either the normal one, or the action you need to start a new BP, or the action your ally needs to spend in order to begin a BP, whichever is better for you.

If you and an ally (who also has this feat) both need to use the same action to begin a new Bardic Performance, then if both of your begin a new Bardic Performance at the same time (usually done by delaying your action) allows you to do this quicker than usual. For the purpose of this feat, using a magical instrument can be done instead of beginning a Bardic Performance.
Move 1 step on the following progression:
Actions: Full-round ► Standard ► Move ► Swift ► Free (but max 1 per round)



Muse's Ward: magic 'armor'. AC: +4. Max dex: N/A. Penalty: –0. Speed: 40 ft. Traits: Racial.

Greater Horn of Blasting: This spiraling animal horn can be sounded as a normal horn.

If the command word is spoken and the instrument is then played, it deals 10d6 sonic damage to creatures within a 40-foot cone & causes them to be deafened for 4d6 rounds & makes them stunned for 1 round. A DC 19 Fortitude save halves the damage & negates deafening & stunning.

Crystalline objects & creatures take 16d6 sonic damage, with no save unless they're held, worn, or carried by creatures (Fortitude DC 19 negates).

If the horn is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 sonic damage to the person sounding it.

Hand-Harp of Health: Once per day the bearer may play the harp to target 1 single opponent with a "poison" spell (DC 16).

Alternatively, the bearer may play the harp to grant allies within 30 feet a +2 resistance bonus on saving throws against disease & poison. Maintaining this benefit each round is a Standard action.

If the player has the "countersong" Bardic Performance ability, he may expend rounds of Bardic Performance to use the harp to refocus his "countersong" against disease & poison instead of sonic or language-dependent effects.

Foghorn: This small brass bugle (also known as a "post-trumpet") lets a user blow forth a thick cloud of heavy fog similar to that of an "obscuring mist" spell. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast.
●The fog covers a 10-foot square next to the horn blower each round that the performer continues to blow the horn.
●A fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall.
●The fog dissipates after 3 minutes.
●A moderate wind (11+ mph) disperses the fog in 4 rounds.
●A strong wind (21+ mph) disperses the fog in 1 round.

Pipes of Dissolution: Carvings of winter scenes decorate this set of pan pipes. Activating the pipes requires a DC 15 Perform (wind instruments) check. Creatures within 30 feet gain a +2 competence bonus on caster level checks to dispel magical effects and overcome Spell Resistance.

Maintaining the performance is challenging, requiring a move action and a new Perform check each round, with the DC increasing by +1 for each round the instrument is played. The magic ends when the player voluntarily stops or fails the Perform check, after which the pipes can't be used again for 1 hour.

Trumpet of Final Judgement: This golden trumpet is inlaid with silver and ivory. Once per day the bearer can sound a singular clarion note that affects up to 9 incorporeal creatures within 30 feet with the "ghostbane dirge" spell for 9 rounds (Will save DC 17 negates).

Ring of the Unremarkable: While wearing this ring an invisible sphere of magic surrounds you, which clouds the minds of creatures within a 30-foot radius, making them regard even the strangest actions you take as innocuous. Only works when worn by a non-evil Fey creature.

For example: If you are beating a member of the city guard for information, creatures within the area don’t think this is unusual or cause for alarm; if you are aiming a crossbow at the queen from a balcony, the affected creatures accept this as normal and unworthy of concern.

Any hostile actions done by you against a creature or its allies breaks the effect of the ring for that creature, and makes it so they won't be affected by the ring's emanation again for the next 24 hours.

When the effect ends (whether it's because you attacked a target, took off the ring, or because an affected creature moved outside of the emanation's range), observers see things normally again, but altered perceptions from the earlier events remain.

Each mention of the events as noteworthy (such as being questioned about them by an authority figure) allows the target another Will save to break the effect and remember things normally.

Iron Horn of Valhalla: Appears to be a normal, scarred old horn used for hunting or signaling during battle. When someone speaks its command word and blows the horn, however, the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every 7 days. The horn’s type determines what barbarians are summoned and what prerequisite is needed to use the horn. Any character who uses a horn of Valhalla but doesn’t have the prerequisite is attacked by the barbarians she herself summoned.

Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.

Iron Horn: Summons 1d4+1 fifth-level barbarians. Prereq: Proficiency with all martial weapons or bardic performance ability

Wealth: 0 gp

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