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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 'n Stances: ; Feats: Melodic Casting(CM 44); Grafts: |
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Racial Abilities: × Dexterity+4, Charisma+2 × Base land speed a 40 feet. × +1 Natural Armor bonus. × Low-Light Vision × +2 racial bonus on Listen 'n Move Silently checks. × Favored Class: Ranger Class Abilities: × ye can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. × Bardic Knowledge(Ex): ye possess a special Knowledge skill for stray bits a trivia. This Knowledge check be 1d20+4 × Bardic Music: Performances can create varied magical effects 1 times per day. × Fascinate(Sp): ye can fascinate 1 creature(s) within 90 feet. If ye beat their Will save with a Perform check, they will listen quietly for up t' 1 round(s). × Inspire Courage(Su): While singing; all allies who can hear ye gain a +1 morale bonus t' saving throws against charm 'n fear effects; 'n a +1 morale bonus t' attack 'n weapon damage rolls. The effect lasts as long as ye sing plus 5 rounds. × SpellBreaker Song: ye can interfere with spells that have a verbal component. One use a ye'r bardic music ability make ennemy spellcasters within 30 feet t' take a 20% spell failure. ye can maintain this song for 3 rounds. |
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pillage crit chance runes 'n masteries
Charge at people
Endless Rage when close t' death
Receive kills
ALWAYS TAKE CLEANSE, TRY t' WAIT FOR THE ENEMY TEAM t' USE UP THEIR CROWD CONTROL BEFORE RUSHING IN. CLEANSE BLINDS, 'n pillage THE HELL OUT WHEN yer ULT be ALMOST UP. SPIN AWAY 'n HEAL AT THAT POINT
Start with Brawler's Gloves, ALWAYS ALWAYS ALWAYS pillage an Avarice Blade t' be built into Youmuu's later, 'n also pillage Infinity Edge in EVERY GAME
EDIT: pillage either Greaves or Mercury's Treads for boots. Treads be better for everything, Greaves if the opponent has almost no stuns










