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Astray (zerenza) Pathfinder Society

Updated: 6:00 AM 8 January, 2015 View: CHARACTER SHEET, text [stripped]

Name:   Astray Blairseach    Faction:                                                   Alignment: True Neutral
Race:   Aasimar              Deity:   Hestia/Vesta goddess of home, hearth and fire.    Class:     Bard 2
Age:    17                   Height:  5'11                                              Weight:    130
Gender: Male                 Size:    Medium                                            Prestige:  
Exp:    1000/1000            PFS#:    
Orange and black eyes, metalic orange&pink hair,pale orange skin.

Str: 13  +1                   HP:          14/
Dex: 16  +3                   Initiative:  +3
Con: 15  +2                   Speed:       30ft
Int: 16  +3                   BAB:          1   (BAB) (STR) (SIZE) (DEX)
Wis: 18  +4 flexible          CMB:         +1  =  0    STR                         
Cha: 18  +4 flexible          CMD:         14  =  0    STR           DEX 

Fortitude:  2 = 0 CON (con)  
Reflex:     5 = 2 DEX (dex)  
Will:       6 = 2 WIS (wis)  

 Attack      Totals  =  Base  Abil    Size  Misc                           
Melee          +1    =   0    STR(str)       
Ranged         +3    =   0    DEX(dex)       

 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
13 (standard)   =   10           +3                    
13 (vs touch)   =   10     --    +3     --             
10 (flatfooted) =   10           --                     

 Weapons                  TAB     DMG     Crit    Rng  Size  Type          
Scorpion,Whip             +3      1d4     x2      15ft   M    Melee
  #Finesse( use dexterity modifier instead of strength)Can hit any foe in reach even ajacent foes,Performance,Disarm,Trip,Reach(range becomes 15ft)

 Armour                         AC   Dex  ASF  ACP  Type                   


 Combat Notes and Modifiers                                                
Grayneir= ben(cleric)

 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
#Acrobatics                   dex   4  = +3    2   
#Appraise                     int   3  = +3    1   
#Bluff                        cha   4  = +4    1   
#Climb                        str   1  = +1        
#Diplomacy                    cha   4  = +4        
 Disable Device               dex   3  = +3        
#Disguise                     cha   4  = +4        
#Escape Artist                dex   3  = +3        
 Fly                          dex   3  = +3        
 Handle Animal                cha   4  = +4        
#Heal                         wis   5  = +4    2   
#Intimidate                   cha   5  = +4    2   
#Knowledge (arcana)           int   3  = +3        
#Knowledge (dungoneering)     int   3  = +3    1   
#Knowledge (engineering)      int   3  = +3        
#Knowledge (geography)        int   3  = +3        
#Knowledge (history)          int   3  = +3        
#Knowledge (local)            int   3  = +3        
#Knowledge (nature)           int   3  = +3        
#Knowledge (nobility)         int   3  = +3        
#Knowledge (planes)           int   3  = +3        
#Knowledge (religion)         int   3  = +3        
#Linguistics                  int   6  = +3    2   +2(truespeaker)
#Perception                   wis   5  = +4    2   
#Perform                      cha   5  = +4    2   
 Ride                         dex   3  = +3        
#Sense Motive                 wis   6  = +4        +2(Truespeaker)
#Sleight of Hand              dex   3  = +3        
#Spellcraft                   int   3  = +3        
#Stealth                      dex   3  = +3        
 Survival                     wis   4  = +4        
 Swim                         str   1  = +1        
#Use Magic Device             cha   4  = +4        

 Feats and Features                                                        
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Cosmopolitan:You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.

Bardic Knowledge (Ex):A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Bardic performance relies on Auditory and Oculatory effects. D1eaf creatures are not affected.

Cantrips (Sp):Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Versatile Performance(Ex):At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.  I have Dance.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex):At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Worn (excluding arms and armor)
 Head      | 
 Face      | 
 Throat    | 
 Shoulders | 
 Body      | Outfit, Entertainer's (orange,pink,yellow ect)
 Torso     | 
 Arms      | 
 Hands     | 
 Ring      | 
 Ring      | 
 Waist     | 
 Feet      | 

( 1) Outfit, Entertainer's                         ( 4ibs)
( 1) Bedroll                                       ( 5ibs)

( 1) Blanket                                       ( 3ibs)
( 2) soap                                          ( 1ibs)
( 1) Scorpion,Whip                                 ( 3ibs)
( 1) Heavy Crossbow                                ( 5lbs)
(10) Bolts                                         (1.5lbs)
( 1) Platinum Cloth Tabard(1000gp)                 ( 1lbs)
( 1) Alexandrite Gem(400gp)                        (.5lbs)

Carrying Capacity
 Light Load:  <=      50 
 Medium Load: <=  51-100 
 Heavy Load:  <=  101-150 

gp    201
sp    9
cp    9

0-Level DC 13 -/day
conj  Summon Instrament
univ  Warm Up
illus Ghost Sound: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Ghost sound can enhance the effectiveness of a silent image spell.

Ghost sound can be made permanent with a permanency spell.
abjur Mending
      Counter Song: (Su)
      Distraction: (Su)
      Facinate: (Su)
      Inspire Courage: (Su)
1-Level DC 14 2/day
evoc  Ear-Piercing scream: During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.
evoc  Chord of Shards: You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.
conj  Cure Light Wounds: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Common, Celestian,Abyssal,Ignan