Wizard

Meghan Goldknickers's page

329 posts. Alias of Profession Smith 6 ranks.


Full Name

Meghan Goldknickers

Race

Female Human Bard (Street Performer) 3, Cleric (Calistria) 1 | hp 30/30 |AC 18, t 13, ff 15 | Fort +2, Ref +5, Will +4; +1 vs. charm/compulsion, +4 bonus on saving throws vs. bardic performance, sonic, and language-dependent |

Classes/Levels

Init +3 | BP 11/11 | Perc +8 | Bard Spells 1st 4/4 | Channel Pos. Energy 6/6 [-] | Bit of Luck 4/4 | Copycat 4/4

Strength 12
Dexterity 15
Constitution 12
Intelligence 12
Wisdom 12
Charisma 16

About Meghan Goldknickers

Name Meghan Goldknickers
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Race Human
Gender Female
Age 18
Class Bard [Street Performer] Level 3
Class Cleric (Calistria) Level 1
Init +3; Senses Perception +8
AL Neutral
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DEFENSE
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AC 18, touch 13, flat-footed 15
(+4 armor, +3 Dex, +1 shield)
hp 30
Fort +4, Ref +5, Will +6; +1 trait bonus vs. charm and compulsion effects; +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects
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OFFENSE
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Speed 30 ft.
Melee mwk longsword +4 (1d8+1 slashing/19-20) or dagger +3 (1d4+1 piercing, slashing/19-20)
Ranged mwk light crossbow +6 (1d8 piercing/19-20)

Special Attacks bardic performance 11/day (distract, fascinate, disappearing act, harmless performer); see also Lingering Performance feat.

Cleric Domain Spell-Like Abilities (CL 1st; concentration +2)
4/day—bit of luck, copycat
Bard Spells Known (CL 3rd; concentration +6):
1st—cure light wounds, coin shot, ear-piercing scream, hideous laughter
0—detect magic, mending, message, prestidigitation, read magic, sift
Cleric Spells Prepared (CL 1st; concentration +2):
1st—bane, disguise self (D), shield of faith
0—guidance, light, stabilize
Domains: Luck, Trickery
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STATISTICS
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Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 16
Base Atk +2; CMB +3; CMD 16
Feats Ability Focus (disappearing act), Lingering Performance, Seductive Channel

Meghan’s Feats:

Bloody Vengeance (Combat)
Your retaliatory strikes have long-lasting effects.
Prerequisites: Base attack bonus +1, worshiper of Calistria.
Benefit: If an opponent within line of sight has damaged you within the last minute, you may study that opponent as a standard action. Thereafter, if you hit that opponent with a melee attack, you deal 1 point of bleed damage to that creature in addition to the normal damage dealt by your attack.

Lingering Performance
The effects of your bardic performance carry on, even after you have stopped performing.
Prerequisite: Bardic performance class feature.
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Seductive Channel
Even your healing is seductive.
Prerequisites: Channel positive energy class feature, worshiper of Calistria.
Benefit: When you channel positive energy, those you heal can choose to take additional healing equal to your Charisma bonus (minimum 1), but in return they take a –2 penalty on Will saves against your charms, compulsions, and emotion effects and on Sense Motive checks against your Bluff checks. This penalty lasts for 24 hours. A creature cannot benefit from this feat again for the duration of this penalty.

Traits Gold Goblin Regular (regional), Fools for Friends (campaign)

Meghan’s Traits:

Gold Goblin Regular: You’re a frequent customer at the Gold Goblin Gambling Hall and enjoy some popularity within its walls. You gain a +1 trait bonus on Profession (gambler) checks and a +2 trait bonus on Diplomacy checks made to gather information when in Riddleport.
Fools for Friends: You don’t think of yourself as a gambler. In fact, you rather detest the whole thing. Unfortunately, one or more of your friends (pick one or more of the other players’ characters) doesn’t think so, and you’ve recently learned that friend—or friends—have decided to go to the Gold Goblin’s “Cheat the Devil and Take his Gold” tournament. Which pretty much means you have to go as well, since if no one’s there to watch out for them, they’ll lose all their money and respect. Again. Sometimes it’s hard being the responsible one. Your devotion to your friendships (even when said friends seem, at times, to be trying to test that devotion) is a point of pride to you. Whenever you take the Aid Another action to help an ally, or whenever an ally helps you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.

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SKILLS (Class Skills In Bold; Streetwise Skills in Italics) (Bard: 10/level; 6 + 1 human/skilled + 1 Int + 2 Background)
(Cleric: 6/level; 2 + 1 human/skilled + 1 Int +2 Background)
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Acrobatics +6 (+1 rank, +3 class, +3 Dex, -1 ACP)
*Appraise +5 (+1 rank, +3 class, +1 Int)
*Artistry +
Bluff +11 (+10 VP +1 SW; +1 rank, +3 class, +1 SW, +3 Cha)
Climb +4 (+1 rank, +3 class, +1 Str, -1 ACP)
*Craft (alchemy) +5 (+1 rank, +3 class, +1 Int)
Diplomacy +10 (+4 ranks, +3 class, +3 Cha)
Diplomacy (to gather information or influence crowds) +11 (+10, +1 SW)
Diplomacy (to gather information in Riddleport) +13 (+10, +1 SW, +2 trait)
Disable Device +
Disguise +11 (+10 VP; +1 SW)
Escape Artist +5 (+1 rank, +3 class, +2 Dex, -1 ACP)
Fly +
*Handle Animal +
Heal +
Intimidate +
Intimidate (to influence crowds) +
Knowledge (arcana) +5 (+1 rank, +3 class, +1 Int)
Knowledge (dungeoneering) +
*Knowledge (engineering) +
*Knowledge (geography) +5 (+1 rank, +3 Class, +1 Int)
*Knowledge (history) +
Knowledge (local) +7 (+2 ranks, +3 class, +1 Int, +1 SW)
Knowledge (nature) +5 (+1 rank, +3 Class, +1 Int)
*Knowledge (nobility) +
Knowledge (planes) +5 (+1 rank, +3 Class, +1 Int)
Knowledge (religion) +5 (+1 rank, +3 class, +1 Int)
*Linguistics +
*Lore +
Perception +8 (+4 ranks, +3 class, +1 Wis)
*Perform (act) +10 (+4 ranks, +3 class, +3 Cha)
*Profession (gambler) +8 (+3 ranks, +3 class, +1 trait, +1 Wis)
Ride +
Sense Motive +6 (+2 ranks, +3 class, +1 Wis)
*Sleight of Hand +6 (+1 rank, +3 class, +2 Dex, +1 SW, -1 ACP)
Spellcraft +5 (+1 rank, +3 class, +1 Int)
Stealth +8 (+4 ranks, +3 class, +2 Dex, -1 ACP)
Survival +
Swim +
Use Magic Device +
* Background Skill

Languages Common, Varisian
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SPECIAL QUALITIES
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SQ channel positive energy 6/day (1d6, DC 13), gladhandling, streetwise, versatile performance (Perform [Act]; Bluff & Disguise), well-versed, bit of luck 4/day, copycat 4/day, harmless performer
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EQUIPMENT AND GOLD
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Gear rapier (20/2), dagger (2/1), blowgun (2/1), 10 blowgun darts (.5/1), mitral shirt (1,100/12.5), studded leather (25/20), masterwork buckler (155/5), masterwork backpack (50/4), waterskin (1/4), masterwork crossbow 9335/4), 20 bolts (2/2), 10 silver bolts(21/1), 10 cold iron bolts (2/1)

Gold 966.7 gp (Thru Under the Gold Goblin, not incl. sold items)
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APPEARANCE
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Height 5’4”
Weight 118 lbs.
Eye Color Hazel
Hair Color Light Brown
Region of Origin Riddleport
Parents Regions of Origin Riddleport
Deity Calistria

Appearance
Meghan Goldknickers gets her name from the color of the breeches, leggings, and skirts she wears, all colored a glittering gold through the use of prestidigitation spells. Her hair is normally a sandy brown (though she colors that, too, with prestidigitation on occasion). Her bright eyes are hazel in color and mischievous by nature. Her pert lips are usually curled into a puckish smile. The street performer tends to wear bright colors while performing but muted browns and grays when gambling or otherwise moving through the streets of Riddleport.
Personality
Meg’s a sweet-talking con artist with a heart of…electrum. If she didn’t dwell in a pit of dishonesty, despair, and debauchery like Riddleport, she might’ve turned out better. But in a city of thieves and criminals, she feels it’s better to do unto others before they can do unto her. She uses her acting ability to put on comedic or satirical one-woman performances in the streets of Wharf, Leeward, and/or Free-Coin Districts during the day before risking her day’s earnings in games of chance by night.

A regular at the Gold Goblin gambling hall, Meg’s well-acquainted with its new owner, Saul Vancaskerkin, and he with her; they have a profound respect yet distrust of one another, yet they get along well like the semi-kindred souls they are. Saul has hired Meg to be one of his hostesses at the grand re-opening, hiring her to keep an eye out for cheaters amongst the participants (although the devious owner hasn’t informed her yet of the costume all the hostesses will be wearing yet).

She’s friendly with all sorts of roguish, larcenous types, using her disappearing act bardic performance to help such ne’er-do-wells close on their marks…for a small percentage of the profits, of course. A consummate actress, Meg’s favorite con is to shoot someone with a dart from her blowgun and then bluff that the sticky stuff on the tip is deadly poison (when it’s actually a honey-based concoction with no damaging properties).

After being betrayed by Saul Vancaskerkin, Meghan’s outlook on life took a darker turn. She embraced the tenets of the Calistrian faith, becoming a junior priestess in the church of the Savored Sting to take her vengeance on the former crimelord.

Bard Class and Street Performer Archetype Features:

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around her, including herself if desired. She can use this ability for a number of rounds per day equal to 4 + her 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 she has mastered, as indicated by her level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action.
Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language-dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If she fails this check, the attempt still counts against her daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If she fails this check, the attempt still counts against her daily limit. Blind creatures are immune to bardic performances with visual components.

Disappearing Act (Su): A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on herself. This ability is a mind-affecting effect that requires visual components.

This performance, part of the Street Performer archetype, replaces inspire courage.

Distraction (Su): At 1st level, a bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself ) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, she can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Harmless Performer (Su): At 3rd level, a street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components.

This performance, part of the Street Performer archetype, replaces inspire competence.

Gladhanding
A street performer earns double the normal amount of money from Perform checks. As a standard action, she may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for 1 minute, after which its attitude becomes one step worse than originally.

This ability, part of the Street Performer archetype, replaces countersong.

Streetwise
A street performer gains a bonus equal to half her level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1).

This class feature, part of the Street Performer archetype, replaces bardic knowledge.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. She can use her bonus in that skill in place of her bonus in associated skills. When substituting in this way, the bard uses her total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not she 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.

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.

Street Performer Bard Archetype:

Street Performer
Whether acrobat, troubadour, or thespian, the street performer mixes with the masses, singing for his supper.
Bardic Performance
A street performer gains the following types of bardic performance:
Disappearing Act (Su): A street performer can use performance to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) treat one creature chosen by the bard as if it were invisible. This performance affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The bard cannot use this ability on herself. This ability is a mind-affecting effect that requires visual components.
This performance replaces inspire courage.
* Retrained
Harmless Performer (Su): At 3rd level, a street performer can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets the street performer, the enemy must succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha bonus) or be unable to attack the bard this round, as per sanctuary. The enemy loses the attack that targeted the bard, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components.
This performance replaces inspire competence.
Madcap Prank (Su): At 9th level, a street performer can use performance to discomfit a target within 30 feet, causing its clothing to become tangled, its headgear to fall down over its eyes, or even causing it to slip and fall or otherwise be made to appear a fool. The target must make a Reflex save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) each round that it hears or sees the performance, or it takes one of the following random effects each round:
1—blinded,
2—dazzled,
3—deafened,
4—entangled,
5—fall prone,
6—nauseated.
Each effect lasts 1 round.
This performance replaces inspire greatness.
Slip through the Crowd (Su): At 15th level, a street performer’s disappearing act enables affected creatures to move through crowd squares and enemy-occupied squares without impediment. Affected creatures are treated as if having greater invisibility, but enemies gain a new saving throw to notice them each time they are attacked.
This performance replaces inspire heroics.
Gladhanding
A street performer earns double the normal amount of money from Perform checks. As a standard action, she may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for 1 minute, after which its attitude becomes one step worse than originally.
This ability replaces countersong.
Streetwise
A street performer gains a bonus equal to half her level on Bluff, Disguise, Knowledge (local), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information (minimum +1).
This replaces bardic knowledge.
Quick Change (Ex): At 5th level, a street performer can don a disguise as a standard action by taking a –5 penalty on her check. She can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. She can take 20 on a Bluff or Disguise check once per day, plus one time per six levels beyond 5th.
This ability replaces lore master.