Estaera Alciel HP: 74/74 AC: 23  EXP: 74,812

Estaera Alciel    HP:69/69    EXP: 78,000    Gold: 200    Age:    22
AC:21(10, 4 Dex, 5 Armor, 2 Magic)

Str:    12    (+1)3
Dex:    18    (+4)6
Con:    14    (+2)
Int:    18    (+4)      
Wis:    16    (+3)
Cha:    20    (+5)7

Fort:    +6    
Ref:    +13
                                                                                      Will:    +12
BAB:    +13/+8/+3
MBAB:+14/+9/+4
RBAB:+17/+12/+7  


Alchemy:        +8            Know (Arcana):    +6          Swim:    +4   
Appraise:        +8           Know (Dungeon):    +8       Tumble:    +6
Balance:        +6             Know (History):    +7          Use Magic Device:    +5
Bluff:        +8                  Know (Local):    +8   
Climb:        +6                Know (Nobility):    +7        *Spot:    +3
Concentrate:    +15        Know (Religion):    +7        *Search:    +3
Craft:        +8                  Listen:        +10
Decipher Script:    +8     Silentstep:        +10
Diplomacy:    +8            Perform:        +25 (33 with SG)
Disguise:        +7           Pickpocket:        +8
Escape Artist:    +10      Profession:        +3
Gather Intel:    +10        Scry:            +9
Hide:        +10               Sense Motive:    +10
Intuit Direction:    +7     Speak Language:    +9
Jump:        +6                Spellcraft:        +8


Point Blank Shot: +1 to hit +1 to damage
Stone of Song: John and Estaera singing together.
Stone of Song: John singing alone.
Stone of Song: Estaera singing “The Brotherhood of Outcasts”
Stone of Song: Estaera singing “Dear Mother, Dear Father”
Bag of Holding (500lbs)
Lute:
Ocarina:
Lantern of Revealing: This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it, just like the spell invisibility purge.
Boots of Landing: You always land on your feet, and take 2 fewer dice damage from a fall.
Noria’s grace may charge for a full round, the next shot is then an empowered Arrow of Sunlight dealing 2D8 light damage against normal targets, 3D8 against undead and 4D8 against creatures that are especially weak against sunlight.
Estaera’s Quiver: 1d4 Lightning Damage, unlimited arrow shots.
Crystal of Sage's Grace: +3 to both Lvl 0 & 1 Spells per Day
Armband of Elusive Action: Avoid one attack of opportunity per day.
Ethereal Cloak: This silvery-gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ethereal jaunt spell). The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous.
Invulnerable Coat: The Invulnerable Coat is a chain shirt of heavy fortification. It grants its wearer damage reduction 10/epic and resistance 20 against acid, cold, electricity, fire, and sonic energy. This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally. At level 20 it gains an aura of +5 to AC.
Bracelets of Luck: Negate a single fumble.
Earring of Telepathy: Can create a link between up to 4 people that can communicate through thoughts for a distance of up to 500 ft.
Amulet of Health: +2 to Con
Ring of Counterspells:  Can hold a spell of 1st through 6th level. You cannot cast a spell out of the ring, but should that spell ever be cast on you, it is immediately countered as a counterspell action with no action or needed knowledge on your part. When the ability activates, the braids of white gold seem to twist and writhe on your finger and the metal glows faintly as if it were growing hot, though you feel no heat.
When you activate this ability, the braids of white gold seem to twist and writhe on your finger and the metal glows faintly as if it were growing hot, though you feel no heat.
Circlet of Mages: +2 to Concentration checks. 3 charges, renewed daily at dawn can be spent to cast a spell without losing that prepared spell slot.
1st level = 1 charge, 2nd level = 2 charges, 3rd level = 3 charges
Amulet of Emergency Healing: (Immediate) Heal an ally 1d4+5. Can prevent the death of an ally if the healing provided is enough to be unconscious.
Crystal Mask of Mind Armor: +4 to will saves
Casting Gloves: Allows you to store an item and make use of it without first retrieving it. Once per round you can activate or consume a stored magic item as if holding it in your hands.
Ring of Spell Protection: Can be activated 3 times a day as an immediate action for 10 Magic DR. Can also be activated as an immediate action for a shield of Invulnerability to magic for 1 second, once per week.
Desperation Chain: When you are being rendered helpless by the enemy (pinned, paralyzed, -1 hit points, etc.) you can activate the chain around your waist to cast a single arcane spell of 3rd level or lower without spending an additional action to do so. The spell slot is still spent. Spell casting time must not exceed 1 round. Casting a spell in this way requires no verbal or somatic components, though material components are still required. Functions once per day.
Hood of the ancients: Grants true sight and perfect vision up to 200 Ft. Grants access to +5 spells known for spell casters that can cast fifth level spells or higher only.(Must be used with set.)
Ring of the Ancients: Grants SR:10+ Caster’s level (Can learn spells from any spell list as long as you learn them from tomes. +1 to all saves. Grants any caster’s class ability an extra two uses. Turns class abilities into empowered swift actions. (Must be used with set.)
Amulet of the Ancients: +1 to all spell uses per day. +1 on all saving throws for spell casters that can cast fifth level spells or higher only. (Must be used with set.)
Cape of the First Magi: Grants +2 to all rolled spells, +2 to AC, immunity to debuffs. Also replaces class BAB with Fighter BAB for casters that can cast fifth level spells or over only.
Crystal Flute: Handcrafted by Jhon Weller, this crystal flute bears the name Estaera engraved into it. This flute has two functions, the first of which being the flute can calm people of half the HD of the wielder upon playing with a successful perform check: DC 20.
The second function is that the wielder may transfer their CHA to an allies will or Reflex check as an immediate action X1 per day per 5 levels while using bardic music. This flute also allows the user to cast 1 spell per turn along with playing bardic music(Normally bardic music is a full round action and you cannot do anything else in the round.)
Chilled Backpack of Yummy Foods: When the bag is closed, Estaera


20/24

Spells:

Level 0 – 8/8
Ghostharp: Spell an object to perfom/record by itself.
Daze: Creature loses next action.
Ghostsound: Figment a sound.
Light: Object emits light.
Resistance: Subject gains +1 to saving throws.
Open/Close: Spell an object open or closed.

Level 1 – 8/8
Critical Strike: For 1 round you gain +1d6 + 2 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
Identify: Identify item.
Mage Armor: Subject gains +4 armor bonus.
Improvisation: You gain a pool of luck bonus points equal to twice your caster level and can spend them to improve skill checks, and ability checks.

Level 2 – 2/5
Battle Hymn: Allies can reroll one Will save/round.
Fly, Swift: Gain fly speed of 60 ft. for 1 round.
Blind/Deafen: Subject is blinded/deafened.
Bull's Strength: Subject gains 1d4+1+2 Str for 1 hr/lvl.

Level 3 – 1/5
Haste: Extra partial action and +4 AC.
Keen Edge. Doubles normal weapon’s threat range.
Dolorous Blow: (Touch Spell) Weapon’s threat range is doubled and threats are auto-confirmed.
Know Opponent: Learn strengths and weaknesses of foe.

Level 4 – 3/5
Improved Invisibility: As invisibility, but subject can attack and stay invisible.
Break Enchantment. Frees subjects from enchantments, alterations, curses, and petrification.
Ruin Delver's Fortune: Immediate Action/ Duration:1d4+2
When the spell is cast, choose from one of the following effects.
• Gain a luck bonus on Fortitude saving throws equal to your Charisma modifier, and immunity to poison.
• Gain a luck bonus on Reflex saving throws equal to your Charisma modifier, and the evasion ability.
• Gain a luck bonus on Will saving throws equal to your Charisma modifier, and immunity to fear effects.
• Gain temporary hit points equal to 4d8 + your Charisma modifier + 2. These hit points vanish at the end of the spell’s duration.
You can cast this spell multiple times. Each time you do, choose a different benefit.
Sirene’s Grace: For the duration of this spell (1 round/level), you gain a +4 enhancement bonus to Charisma and Dexterity, a deflection bonus to AC equal to your Charisma modifier, and a +8 bonus on Perform checks. You also gain a swim speed of 60 feet and the ability to breathe water. You can move and attack normally while underwater, even with slashing or bludgeoning weapons. Material Component: A shard of mirror.

Level 5 – 0/4
Greater Dispelling. As dispel magic, but +20 on check.
Healing Circle. Cures 1d8/ 2 levels + 2of hit point damage in all directions.
Wail of Doom. Forces target to flee; 1d4 damage per caster level, -2 penalty on saving throws.
Anyone caught in the area of this spell suffers excruciating pain and becomes demoralized. Each creature takes 1d4 points of damage per caster level (maximum 15d4+2) and becomes panicked for 1 round per caster level. A successful Will save halves the damage, reduces the panicked effect to shaken, and reduces the duration of the shaken effect to 1 round.


Inspire Courage: A bard with 3 or more ranks in Perform can use song or poetics to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind-affecting ability.

Countersong: A bard with 3 or more ranks in Perform can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) who is affected by a sonic or language dependent magical attack (such as sound burst or command) may use the bard’s Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability.

Fascinate: A bard with 3 or more ranks in Perform can use his music or poetics to cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other dangers prevents the ability from working. The bard makes a Perform check, and the target can negate the effect with a Will saving throw equal to or greater than the bard’s check result. If the saving throw succeeds, the bard
cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target’s Spot and Listen checks suffer a –4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect. While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell-like, mind-affecting charm ability.

Inspire Competence: A bard with 6 or more ranks in Perform can use his music or poetics to help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. Depending on the task that the ally has at hand, the bard may use his bardic music to lift the ally’s spirits, to help the ally focus mentally, or in some other way. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard’s music. The DM may rule that certain uses of this ability are infeasible— chanting to make a rogue move more quietly, for example, is self-defeating. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability.

Suggestion: A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn’t count against the bard’s daily limit on bardic music performances (one per day per level), but the fascination does. A Will saving throw (DC 13 + the bard’s Charisma modifier) negates the effect. Suggestion is a spell-like, mind-affecting charm ability.

Inspire Greatness: A bard with 12 or more ranks in Perform can use song or poetics to inspire greatness in another creature, granting extra fighting capability. For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.) The target gains the following boosts:
+(2 Hit Dice (d10s that grant temporary hit points) + Cha +2) X1.5
+2 competence bonus on attacks.
 +1 competence bonus on Fortitude saves.
Apply the target’s Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind-affecting enchantment ability.

Feats:
Point blank shot
Precise shot
Rapid fire
Weapon Proficiency: Longsword
Still spell
Silent spell
Extend spell
Quicken spell
Extra Music
Lingering Song
Requiem