Entry Number 3:

Quote Originally Posted by Markarath Otyriel
Spoiler: Markarath Otyriel, High String of the White Lyre
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Spoiler: Intelligence Report on the High String
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Markarath Otyriel has proven to be a high-threat target to subversive actions within the Sword-Coast region.
In the hopes of finding a method of ridding ourselves of him, I've taken the liberty of compiling a file upon him and placing all gathered information on him therewithin.
The most important matter to understand in regards to Markarath is that he is not motivated by revenge, or tragedy, or any of the typical motivations presented to those who cross us. He appears to simply be an extremely pious believer in the good of humanity.
A potential weakness we've noted is that, in his early years, his teacher and mentor, Lyricai Tesrosai, seems to have guided him toward the path of nonviolent asceticism. It's lead him to align himself with a similarly nonviolent organization, a Divine Guild, the White Lyre. They're primarily an aid organization, providing assistance to the poor and destitute. They have been frequently noted to go out of their way to save the wounded on the battlefield.
We can't be certain, but it appears that at some point within the last two years, he's met up with a fairly far-spread organization. He seems to be moving in a manner somewhat different than before, somewhat more awakened to the machinations going on within the world. It seems as though he's elevated himself beyond the workings of the mortal realm. It may be possible to leverage this into possible distrust between him and his peers. Certainly, we've noted more Deathless activity around him--Which suggests he may be looking to become more independent force.

Spoiler: Yearly Evaluation Report
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Race: Human, Age: 26, Alignment: Chaotic Good
Strength 8
Dexterity 8
Constitution 10 12(+2 from VoP)
Charisma 16 18(+2 from VoP) 20(+2 from VoP) 22(+2 from VoP)
Wisdom 18 19(+1 from levels) 21(+2 from VoP) 22(+1 from levels) 24(+2 from VoP) 25(+1 from levels) 27(+2 from VoP) 28(+1 from levels) 30(+2 from VoP) 31(+1 from levels)
Intelligence 12 14(+2 from VoP) 16(+2 from VoP)


Spoiler: Build Table
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Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
1st Divine Bard +0 +2 +0 +2 Perform - 4(+4)
Concentration -4(+4)
Diplomacy -4(+4)
Hide -4(+4)
Move Silently -4(+4)
Balance -4(+4)
Tumble -4(+4)
Spellcraft -4(+4)
Knowledge(Religion) -1(+1)
Sacred Vow, Vow of Poverty, Nymph's Kiss Bardic Music, Bardic Knowledge, Spellbreaker Song(ACF), Healing Hymn(ACF)
2nd Bard +1 +3 +0 +3 Perform - 5(+1)
Concentration -5(+1)
Diplomacy -5(+1)
Hide -5(+1)
Move Silently -5(+1)
Balance -5(+1)
Tumble -5(+1)
Spellcraft -5(+1)
Knowledge(Religion) -2(+1)
Insightful Strike ---
3rd Bard +2 +3 +1 +3 Perform - 6(+1)
Concentration -6(+1)
Diplomacy -6(+1)
Hide -6(+1)
Move Silently -6(+1)
Balance -6(+1)
Tumble -6(+1)
Spellcraft -6(+1)
Knowledge(Religion) -3(+1)
Favored(White Lyre), Sooth the Beast (Bardic Feat ACF)
4th Bard +3 +4 +1 +4 Perform - 7(+1)
Concentration -7(+1)
Diplomacy -7(+1)
Hide -7(+1)
Move Silently -7(+1)
Balance -7(+1)
Tumble -7(+1)
Spellcraft -7(+1)
Knowledge(Religion) -4(+1)
Vow of Nonviolence ---
5th Bard +3 +4 +1 +4 Perform - 8(+1)
Concentration -8(+1)
Diplomacy -8(+1)
Hide -8(+1)
Move Silently -8(+1)
Balance -8(+1)
Tumble -8(+1)
Spellcraft -8(+1)
Knowledge(Religion) -5(+1)
--- ---
6th Bard +4 +5 +2 +5 Perform - 9(+1)
Concentration -10(+2 via Primary Contact)
Persuasion -9(+1)
Hide -9(+1)
Move Silently -9(+1)
Balance -9(+1)
Tumble -9(+1)
Spellcraft -9(+1)
Knowledge(Religion) -6(+1)
Vow of Peace, Primary Contact Portal Dissonance
7th Apostle of Peace +4 +7 +4 +7 Perform - 10(+1)
Concentration -10
Diplomacy -10(+1)
Hide -9
Move Silently -9
Balance -9
Tumble -9
Spellcraft -10(+1)
Knowledge(Religion) -10(+4)
--- Turn Undead
8th Apostle of Peace +5 +8 +5 +8 Perform - 11(+1)
Concentration -11(+1)
Diplomacy -11(+1)
Hide -9
Move Silently -9
Balance -9
Tumble -9
Spellcraft -10
Knowledge(Religion) -11(+1)
Search -3(+3)
Lliira's Blessing Pacifying Touch
9th Apostle of Peace +5 +8 +5 +8 Perform - 12(+1)
Concentration -12(+1)
Diplomacy -12(+1)
Hide -9
Move Silently -9
Balance -9
Tumble -9
Spellcraft -10
Knowledge(Religion) -11
Search -7(+4)
Extend Spell ---
10th Apostle of Peace +6 +9 +6 +9 Perform - 13(+1)
Concentration -13(+1)
Diplomacy -13(+1)
Hide -9
Move Silently -9
Balance -9
Tumble -9
Spellcraft -10
Knowledge(Religion) -11
Spot -1(+1)
Search -10(+3)
Exalted Turning Censure Fiends
11th Visionary Seeker +6 +9 +8 +9 Perform - 14(+1 Cross Class)
Concentration -14(+1)
Diplomacy -13
Hide -9
Move Silently -9
Balance -9
Tumble -9
Spellcraft -11(+1)
Knowledge(Religion) -12(+1)
Spot -2(+1)
Search -10
Knowledge(The Planes) -1(+1)
--- Divination Expertise
12th Visionary Seeker +7 +9 +9 +9 Perform - 15(+1 Cross Class)
Concentration -15(+1)
Diplomacy -13
Hide -9
Move Silently -9
Balance -9
Tumble -9
Spellcraft -12(+1)
Knowledge(Religion) -12
Spot -2(+1)
Search -10
Knowledge(The Planes) -1
Knowledge(History) -1(+1)
Knowledge(Arcane) -1(+1)
Nimbus of Light, Persistent Spell Spell Mimic 1/Day
13th Visionary Seeker +8 +10 +9 +10 Perform - 16(+1 Cross Class)
Concentration -16(+1)
Diplomacy -13
Hide -9
Move Silently -9
Balance -9
Tumble -9
Spellcraft -13(+1)
Knowledge(Religion) -12
Spot -3(+1)
Search -10
Knowledge(The Planes) -1
Knowledge(History) -1
Knowledge(Arcane) -1
Know(Psionics) -1(+1)
Know(Architecture and Engineering) -1(+1)
--- Intuition (+2)
14th Visionary Seeker +9 +10 +10 +10 Perform - 17(+1 Cross Class)
Concentration -17(+1)
Diplomacy -13
Hide -9
Move Silently -9
Balance -9
Tumble -9
Spellcraft -14(+1)
Knowledge(Religion) -12
Spot -4(+1)
Search -10
Knowledge(The Planes) -1
Knowledge(History) -1
Knowledge(Arcane) -1
Know(Psionics) -1
Know(Architecture and Engineering) -1
Knowledge(Dungeoneering) -1(+1)
Knowledge(Geography) -1(+1)
Holy Radiance Bend Fate
15th Visionary Seeker +9 +10 +10 +10 Perform - 18(+1 Cross Class)
Concentration -18(+1)
Diplomacy -13
Hide -9
Move Silently -9
Balance -9
Tumble -9
Spellcraft -15(+1)
Knowledge(Religion) -12
Spot -5(+1)
Search -10
Knowledge(The Planes) -4(+3)
Knowledge(History) -1
Knowledge(Arcane) -1
Know(Psionics) -1
Know(Architecture and Engineering) -1
Knowledge(Dungeoneering) -1
Knowledge(Geography) -1
Divine Metamagic ---
16th Visionary Seeker +10 +11 +11 +11 Perform - 19(+1 Cross Class)
Concentration -19(+1)
Diplomacy -13
Hide -9
Move Silently -9
Balance -9
Tumble -9
Spellcraft -15(+1)
Knowledge(Religion) -12
Spot -6(+1)
Search -10
Knowledge(The Planes) -7(+3)
Knowledge(History) -1
Knowledge(Arcane) -1
Know(Psionics) -1
Know(Architecture and Engineering) -1
Knowledge(Dungeoneering) -1
Knowledge(Geography) -1
Knight of the Stars Spell Mimic 2/Day
17th Visionary Seeker +11 +11 +11 +11 Perform - 20(+1 Cross Class)
Concentration -20(+1)
Diplomacy -13
Hide -9
Move Silently -9
Balance -9
Tumble -9
Spellcraft -16(+1)
Knowledge(Religion) -12
Spot -7(+1)
Search -10
Knowledge(The Planes) -10(+3)
Knowledge(History) -1
Knowledge(Arcane) -1
Know(Psionics) -1
Know(Architecture and Engineering) -1
Knowledge(Dungeoneering) -1
Knowledge(Geography) -1
--- Intuition +4
18th Visionary Seeker +12 +11 +12 +11 Perform - 21(+1 Cross Class)
Concentration -21(+1)
Diplomacy -13
Hide -9
Move Silently -9
Balance -9
Tumble -9
Spellcraft -17(+1)
Knowledge(Religion) -12
Spot -8(+1)
Search -1
Knowledge(The Planes) -13(+3)
Knowledge(History) -1
Knowledge(Arcane) -1
Know(Psionics) -1
Know(Architecture and Engineering) -1
Knowledge(Dungeoneering) -1
Knowledge(Geography) -1
Practiced Spellcaster, Exalted Spell Resistance Trick Fate
19th Visionary Seeker +12 +12 +12 +12 Perform - 22(+1 Cross Class)
Concentration -22(+1)
Diplomacy -13
Hide -9
Move Silently -9
Balance -9
Tumble -9
Spellcraft -18(+1)
Knowledge(Religion) -12
Spot -9(+1)
Search -10
Knowledge(The Planes) -16(+3)
Knowledge(History) -1
Knowledge(Arcane) -1
Know(Psionics) -1
Know(Architecture and Engineering) -1
Knowledge(Dungeoneering) -1
Knowledge(Geography) -1
--- ---
20th Visionary Seeker +13 +12 +13 +12 Perform - 23(+1 Cross Class)
Concentration -23(+1)
Diplomacy -13
Hide -9
Move Silently -9
Balance -9
Tumble -9
Spellcraft -19(+1)
Knowledge(Religion) -12
Spot -10(+1)
Search -10
Knowledge(The Planes) -19(+3)
Knowledge(History) -1
Knowledge(Arcane) -1
Know(Psionics) -1
Know(Architecture and Engineering) -1
Knowledge(Dungeoneering) -1
Knowledge(Geography) -1
Words of Creation Moment of Prescience 1/day, Spell Mimic 3/day

Spoiler: Spell Choice
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Bardic Spells per Day
Level 0lvl 1st 2nd
1st 2 - -
2nd 3 0 -
3rd 3 1 -
4th 3 2 0
5th 3 3 1
6th 3 3 2
Bardic Spells Known
Level 0lvl 1st 2nd
1st 4 - -
2nd 5 2 -
3rd 6 3 -
4th 6 3 2
5th 6 4 3
6th 6 4 3
Apostle Spells Per Day
Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
7th 4 2 - - - - - - - -
8th 5 3 - - - - - - - -
9th 5 3 1 0 - - - - - -
10th 6 3 2 1 0 - - - - -
11th 6 3 3 2 1 0 - - - -
12th 6 3 3 2 1 0 - - - -
13th 6 3 3 3 2 1 0 - - -
14th 6 3 3 3 2 1 0 - - -
15th 6 4 3 3 3 2 1 0 - -
16th 6 4 3 3 3 2 1 0 - -
17th 6 4 4 3 3 3 2 1 0 -
18th 6 4 4 3 3 3 2 1 0 -
19th 6 5 4 4 4 4 3 2 1 0
20th 6 5 4 4 4 4 3 2 1 0

Spoiler: Strategy moving up
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We're going for a 'strings-puller' sort of vibe here, with flavor aimed at talking to people and getting them on your side overall, and later levels delving into you having a personal taskforce dedicated to higher-level demon-fighting.
You'll have tools for extraplanar threats early on as well, but early on your primary focus is diplomacy and mobility control.
Levels 1-5
So, I mentioned earlier how we're about mobility control. These early levels are a bit less about that in particular, and a bit more about your bardic music and various diplomatic approaches to things. You have Vow of Poverty, naturally, meaning that you're already something of a tank, and have skills that allow you to scout fairly well as well. Grab Portal Well--You'll need it later, and it makes a handy escape tactic. Grab Locate Crossroads, too. If you can find one, perfect--You have a quick getaway. Grab Cure Minor Wounds, as early-game you're the healbot of choice, and otherwise you're trying your best to be a face for now.
Levels 6-10
Last level in Bard nets you the Portal Dissonance ACF. I know what you're thinking--'Why', mostly. Well, a few reasons. First and foremost, you're going to get plenty of use out of it--Remember 'Locate Crossroads'? Here's where that spell comes in handy. Now that you have the ability to redirect portals, you just need to do a little info gathering. Find a crossroads, charm the guardian. Now, any time you come across portals, you're able to escape right away--It's a save-point tactic.
Level 7 features the beginning of your true beginnings as a peace-based entity. Namely, you now have Undead Turning. Well, great, so now on top of everything else we can do, we can turn undead as a 1st-level cleric. That can be boosted, but honestly, the best part of these next few levels is the divine spells. You've just gotten a huge boost in flexibility, and with every level, it goes up. By level 10, you've got yourself a Peace Touch and the ability to Auto-Stun most demons, as well as 4th level spells by 10th level--Something the Bard barely manages to do! Remember, you've got Lesser Planar Ally, and you're a great Charismancer. By this point, you actually have the chops required to start fighting Demons.
Levels 11-15
Level 11 isn't the craziest, but you're in a Divination-heavy PrC and you just got access to Commune, Scry, and True Seeing, so you know, your day's pretty good.
Come Level 15, and you've got Greater Scry, Planar Ally, you've got the ability to add 1d6 to any D20 roll--Perform Checks, your many varied skill checks, Bardic Lore which hasn't had love in forever--It's a great ability that you have plenty of opportunity to use.
Levels 16-20
So really quick, a shout out to the reroll ability--I know it doesn't look like much, but between this, the extra D6, all the knowledge skills you've been piling up on, and Bardic Knowledge, you can give your Knowledge skill a shot first, and then your Bardic Knowledge, reroll the B. Know if it's bad, then enhance it if it's any good after, and have a pretty high chance of knowing any one thing per day.
Now that I've gotten that out of the way--Miracle. You can cast Miracle. Also, Gate. But Miracle. You now own every spell in the game, 3/day. So, what's our first goal? Actually, not to use Miracle. I know, right? No. Instead, it's to hire a Wizard to cast Genesis in front of us. Then we cast it. We do so twice a day, alternating every twelve hours, for a week. Why? Because Spell Mimic is a Supernatural Ability with no XP cost described. And we're casting it as a Wizard, not a Cleric. So that means we have control over the Time and Magic traits. I believe you see where this is going.
But that's not the *only* broken thing we can do with Spell Mimic, now that we have 9th level access. No, see, we already have Miracle. So what we can now do is Create Crossroads and Backroads, using our Mimicked Miracle. Now, we have instant portals wherever we want, for free, that we can manipulate to our heart's desire.
Next up, we're going to collect the bodies of every fallen comrade we've ever had. We're going to treat them with as much reverance as we can, and we're going to Miracle up Create Greater Deathless. Let them come or go as they wish, but try and sway them to work with you. Ideally, you'll end up with allies. If not, oh well.
Finally, it's time for combat preparation. Shalantha's Delicate Disk will serve as our storage device, storing Reality Maelstrom and Dimension Shuffle. We'll alternate between their production. While we're at it, stick a few Planar Bubbles in there, as well. With this, you're ready to go. Before a day of adventuring, cast Greater Visage of the Deity.
When it comes time to bust down a Demon's stronghold, gate in any Outsider from the Upper Planes. Preferably a pacifist. Hand them a Disk of Planar Bubble and have them snap it. Bask in their holy eminance. While you're basking, Miracle up a Chasing Perfection and Spell Mimic that Greater Visage of the Deity. Your Dexterity should be good enough, now, to toss a disk at the feet of the demons. Feel free to shoot Reality Maelstroms as them like candy.
And I know your capstone might not seem crazy, but--Ahem--EPIC LEVEL SPELLS. You have epic level spells. As in, all you need to do--Is SEE one. No-one else thinks that's crazy? Anywho. The other half of this--Moment of Prescience--Lasts basically all day, and hell, if you can manage to time it right, can bleed into the next day, and lets you basically auto-succeed in one check of your choice. You're trained in every knowledge skill, so now you can know TWO things of your choice per day.
Favored Level: 19
Most of your flexibility comes from access to Miracle and Spell Mimic's ability to replicate literally any 9th level spell you see. You can even replicate Wish, if you really want to break the game.

Spoiler: Notes about Equipment and Questionable Tactics
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So I've been avoiding actually talking as though we have protective equipment, because we don't really know. Even if you're able to get the ability to get defensive gear, there's a question of how far you can go with this.
On the surface, you might be able to get yourself a Monk's Belt and a Ring of Evasion. These two items, by themselves, will really jump up your defensive capabilities.
But going further, you might be able to get, say, Bracers of Armor...With the effect of Gloves of Dexterity added to them. Or, say, a cloak of resistance...With an added Charisma effect. But in order to do all this, you're going to need to find a way of getting this equipment to be dirt cheap. Maybe you pick up cursed equipment and then get extra effects added to it.
On the subject of dumb tricks, you do have XP-free Miracles. So you can still stop tsunamis, earthquakes, and other such crazy stuff with but a single spell. And without half of the same struggles.
If you really want to go crazy, go get yourself a Defending Dagger of Passage, and watch your Bard Levels really come into their own.

Spoiler: Favored & Primary Contact for the uninitiated
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Favored just gives you a skill-bonus to one selected skill--In this case, Concentration--Associated with the organization. I chose a Divine Guild-type, which has Concentration in its' skill-list. Primary Contact then allows you to go ahead and boost the Concentration *skill rank* by one, and it *explicitly* goes past the max rank, so this isn't like a stretch of interpretation or anthing.

Spoiler: Sources
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Book of Exalted Deeds = Apostle of Peace, Sacred Vow, Vow of Poverty, Vow of Nonviolence, Vow of Peace, Insightful Strike, Exalted Turning, Words of Creation, Holy Radiance, Exalted Spell Resistance, Knight of the Stars, Nimbus of Light, Llira's Blessing.
Complete Divine=Practiced Spellcaster, Divine Metamagic
Complete Arcane=Persistent Spell
Cityscape = Favored, Primary Contact