Home | Schedule | Pathfinder Society | Articles | Downloads | Campaigns | Account | Upload Sheet | Admin
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. Statistics --------------------------------------------------------------------------- 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) Aldric=Keith(paladin) Dayren=Caleb(wizard) Jaskard:James(rouge) Aerithdon:Tristan(fighter) ___________________________________________________________________________ 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. ___________________________________________________________________________ Inventory --------------------------------------------------------------------------- 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 Carrying ___________________________________________________________________________ Wealth --------------------------------------------------------------------------- pp gp 201 sp 9 cp 9 ___________________________________________________________________________ Spells --------------------------------------------------------------------------- 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. ___________________________________________________________________________ Languages --------------------------------------------------------------------------- Common, Celestian,Abyssal,Ignan ___________________________________________________________________________
