Shinohimei Yume Supika

Description:

Shinohimei Yumesupika

Bard/Wizard

Level 2

Initiative +1

Vitality: 19

Wound: 14

Str: 9 (-1)
Dex: 12 (1)
Con: 14 (
2)
Int: 16 (3)
Wis: 12 (
1)
Cha: 16 (+3)

Armor Class: 13 = 10 + 2 (armor) + 1 (Dex)

Fort: 2 = +0 (Base) +2 (Con)
Ref: 4 = +3 (Base) +1 (Dex)
Will: 4 = +3 (Base) +1 (Wis)

Base Attack Bonus: +1

Attacks:
Rapier +0 melee (1d6-1 18-20/x2)

Longbow +2 Ranged (1d8/x3)

Skills:
1. Bluff +8
2. Craft +8
3. Diplomacy +8
4. Disguise +8
5. Linguistics +8
6. Perception +6
7. Perform (Oratory) +8
8. Perform (Acting) +8
9. Sense Motive +6
10. Spellcraft +8

Knowledges (all): +5

Equipment:
Leather (10gp)

Class Abilities:
Bardic Knowledge – add 1/2 class level on all Knowledge skill rolls, make Knowledge checks untrained.
Bardic Performance – 7 rounds per day (+2 rnds per day per level)
Counter Song
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 non-instantaneous 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.

Distraction -

At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) 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 Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual 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 the ability from working. For every three levels a 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 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.

Versatile Performance
Use Act for Bluff/Disguise

Well Versed
+4 vs other bards

Feats:
Spell Song – combine bardic performance and spellcasting

Bard Jitsus (Chakra Points – 6)

0-Level(4):
Sift
Unwitting Ally

1st-Level(2):
Touch of Gracelessness
Cure Light Wounds

Wizard Jitsus (Chakra Points – 6)

0-Level Jitsus(all):
All Cantrips

1st-Level Jitsus(6):
Shield
Mage Armor
Charm Person
Gravity Bow
Ray of Enfeeblement
Magic Missile

Bio:

Shinohimei Yume Supika

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