Final sheet minus backstory:
Narrclumss (Stiffening Bone): Male Catfolk Brd1||; CR 1; Medium Humanoid; HD 1d6+2; hp 8; Init +4; Spd 40 ft/x4; AC 18 (+3 armor, +4 dex, +1 natural), touch 14, flat-footed 14; Base Atk/Grapple +0/+1; Full Atk +1 One-handed (1d6+1;19-20/x2) Whip-dagger; SA&SQ ; AL CN; SV Fort +2, Ref +6, Will +3; Str 13 (+1), Dex 19 (+4), Con 15 (+2), Int 17 (+3), Wis 12 (+1), Cha 20 (+5);; Skills: Diplomacy¹ +9, Gather Information¹ +7, Hide¹ +5, Knowledge (arcana) +4, Knowledge (arch & eng) +4, Knowledge (geography) +7, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Perform (Singing) +9, Perform (Percussion) +9, Spellcraft +7, Use Magic Device +9; Skill Tricks: ; Traits: ; Flaws: ; Maneuvers and Stances: ; Feats: Melodic Casting(CM 44); Grafts: |
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Racial Abilities: × Dexterity+4, Charisma+2 × Base land speed of 40 feet. × +1 Natural Armor bonus. × Low-Light Vision × +2 racial bonus on Listen and Move Silently checks. × Favored Class: Ranger Class Abilities: × You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. × Bardic Knowledge(Ex): You possess a special Knowledge skill for stray bits of trivia. This Knowledge check is 1d20+4 × Bardic Music: Performances can create varied magical effects 1 times per day. × Fascinate(Sp): You can fascinate 1 creature(s) within 90 feet. If you beat their Will save with a Perform check, they will listen quietly for up to 1 round(s). × Inspire Courage(Su): While singing; all allies who can hear you gain a +1 morale bonus to saving throws against charm and fear effects; and a +1 morale bonus to attack and weapon damage rolls. The effect lasts as long as you sing plus 5 rounds. × SpellBreaker Song: You can interfere with spells that have a verbal component. One use of you'r bardic music ability make ennemy spellcasters within 30 feet to take a 20% spell failure. You can maintain this song for 3 rounds. |
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Get crit chance runes and masteries
Charge at people
Endless Rage when close to death
Receive kills
ALWAYS TAKE CLEANSE, TRY TO WAIT FOR THE ENEMY TEAM TO USE UP THEIR CROWD CONTROL BEFORE RUSHING IN. CLEANSE BLINDS, AND GET THE HELL OUT WHEN YOUR ULT IS ALMOST UP. SPIN AWAY AND HEAL AT THAT POINT
Start with Brawler's Gloves, ALWAYS ALWAYS ALWAYS get an Avarice Blade to be built into Youmuu's later, and also get Infinity Edge in EVERY GAME
EDIT: Get either Greaves or Mercury's Treads for boots. Treads are better for everything, Greaves if the opponent has almost no stuns