Korvosian Wizard

You Kuonuo's page

16 posts. Alias of rashly5.


Full Name

You Kuonuo (友 阔诺)

Race

Tian-Shu Human

Classes/Levels

Bard 5 / Marshal 2

Status:
HP 46/46 | AC 19/13/17, Fort +2, Ref +6, Will +3 | Init +26; Perception +7

Gender

Female

Size

Medium (5'4" Height, 124 lbs. Weight)

Age

32

Special Abilities

Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Distraction, Fascinate, Inspire Courage +2, Inspire Competence +2, Lore Master 1/day, Versatile Performance, Well-Versed

Alignment

Neutral Good

Deity

Shelyn

Languages

Common, Auran, Elven, Sylvan

Occupation

Performer

Strength 11
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 8
Charisma 20

About You Kuonuo

A widow set on living life to the fullest.

Bard/Marshal

Stat Block:

Kuonou You
Female Bard 5
NG Medium humanoid (human)
Init +26; Senses Perception +7
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 17 (+6 Armor, +1 Deflection, +2 Dex)
hp 46
Fort +2, Ref +6, Will +3;
--------------------
Offense
--------------------
Spd 30 ft.
Melee +4 MW Dagger [1d4, crit 19-20/x2, range inc 10 ft., light, piercing]
+3 Whip [1d3 (nonlethal), crit x2, one-handed, slashing]
Ranged +6 MW Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., piercing]
Spells (CL 5th, touch +3, ranged touch +5, concentration +9):
see Spells below.
--------------------
Statistics
--------------------
Str 11 (+0), Dex 14 (+2), Con 12 (+1), Int 12 (+1), Wis 8 (-1), Cha 18 (+5)
Base Atk +3; CMB +3; CMD +15
Feats Arcane Strike, Heighten Spell, Improved Initiative, Skill Focus (Perform (Sing))
Skills Diplomacy +13, Disguise +9, Escape Artist +6, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Engineering) +7, Knowledge (Geography) +7, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Nobility) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Linguistics +6, Perception +7, Perform (Sing) +16, Perform (Dance) +13, Sleight of Hand +6, Stealth +6, Spellcraft +5, Use Magic Device +11
Languages Common, Auran, Elven, Sylvan
Gear See items.

Stats:

Current HP: 46 (1d8 max + 4d8 average + 4 + 5 con + 5 favoured + 8 mythic)
Current Money: see items

Ability Scores
Strength 11 (+0)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 8 (-1)
Charisma 20 (+5)

Saving Throws
Fortitude: +2 = 1 [base] + 1 [constitution]
Reflex: +6 = 4 [base] + 2 [dexterity]
Will: +3 = 4 [base] -1 [wisdom]

AC: 19 = 10 + 6 [chain shirt] + 2 [dexterity] + 1 [ring of protection]
Touch: 13, Flat-footed: 17

Base Speed: 30 ft. = 30 [base]
Initiative: +26 = 2 [dex] + 4 [improved initiative] + 20 [amazing initiative]
SR: 0
BAB: +3 = 3 [base]
CMB: +3 = 3 BAB
CMD: +15 = 10 + 3 BAB + 2 dex


Spells:

Spell Save DC - Level - Spells Per Day - Bonus Spells
14 - 0th - N/A - N/A
15 - 1st - 4 - 2
16 - 2nd - 2 - 1

Known Spells:

--------------------
0th
--------------------
Dancing Lights
Detect Magic
Ghost Sound
Prestidigitation
Read Magic
Summon Instrument

--------------------
1st
--------------------
Charm Person
Feather Fall
Grease
Silent Image

--------------------
2nd
--------------------
Glitterdust
Heroism
Invisibility


Feats, Abilities:

Feats
Arcane Strike: As a swift action, consider weapon magical and add +1 to damage for 1 round.
Heighten Spell: Able to cast spells as if they were a higher level.
Improved Initiative: Add +4 to initiative
Skill Focus (Perform (Sing)): Add +3 to Perform (Sing).

Abilities
Bardic Knowledge [add half class level to knowledges]
Bardic Performance [2 + level * 2 + charisma modifier /day]
Cantrips
Countersong (audible magical effect saving throw)
Distraction (illusion saving throw)
Fascinate (2 targets)
Inspire Courage +2 (+2 against charm/fear, +2 attack & weapon damage)
Inspire Competence +2 (+2 skill check)
Lore Master 1/day [can take 10 in knowledge w/ ranks, can take 20 1/day]
Versatile Performance [may substitute: Dance(Acrobatics,Fly) & Sing(Bluff,Sense Motive)]
Well-Versed [+4 bonus on saving throws vs bardic performance, sonic, language-dependent effects]


Skills:

Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier

Acrobatics 0 = 0
Appraise 1 = 1
Bluff 5 = 5
Climb 0 = 0
Craft (X) 1 = 1
Diplomacy 13 = 5 + 5 + 3 [class skill]
Disguise 9 = 5 + 1 + 3 [class skill]
Escape Artist 6 = 2 1 + 3 [class skill]
Fly 2 = 2
Heal -1 = -1
Intimidate 5 = 5
Knowledge (arcana) 7 = 1 + 1 + 3 [class skill] + 2 [bardic knowledge]
Knowledge (dungeoneering) 7 = 1 + 1 + 3 [class skill] + 2 [bardic knowledge]
Knowledge (engineering) 7 = 1 + 1 + 3 [class skill] + 2 [bardic knowledge]
Knowledge (geography) 7 = 1 + 1 + 3 [class skill] + 2 [bardic knowledge]
Knowledge (history) 7 = 1 + 1 + 3 [class skill] + 2 [bardic knowledge]
Knowledge (local) 7 = 1 + 1 + 3 [class skill] + 2 [bardic knowledge]
Knowledge (nature) 7 = 1 + 1 + 3 [class skill] + 2 [bardic knowledge]
Knowledge (nobility) 7 = 1 + 1 + 3 [class skill] + 2 [bardic knowledge]
Knowledge (planes) 7 = 1 + 1 + 3 [class skill] + 2 [bardic knowledge]
Knowledge (religion) 7 = 1 + 1 + 3 [class skill] + 2 [bardic knowledge]
Linguistics 6 = 1 + 2 + 3 [class skill]
Perception 7 = -1 + 5 + 3 [class skill]
Perform (Sing) 16 = 5 + 5 + 3 [class skill] + 3 [skill focus]
Perform (Dance) 13 = 5 + 5 + 3 [class skill]
Perform (X) 4 = 4
Ride 2 = 2
Sense Motive -1 = -1
Sleight of Hand 6 = 2 + 1 + 3 [class skill]
Stealth 6 = 2 + 1 + 3 [class skill]
Spellcraft 5 = 1 + 1 + 3 [class skill]
Survival -1 = -1
Swim 0 = 0
Use Magic Device 11 = 5 + 3 + 3 [class skill]


Items:

Money: 887 gp 9 sp 2 cp

--------------------
Weapons
--------------------
Dagger (MW) [1 lb]
Light Crossbow (MW) [4 lb]
Whip [2 lb]

--------------------
Armor
--------------------
Chain Shirt +2 (25 lb)
Entertainer's Outfit (4 lb)
Ring of Protection +1

--------------------
General
--------------------
1-pint flask [1.5 lb]
Handy Haversack [5 lb]
Bedroll [5 lb]
Flint and Steel
Mirror (small steel) [1 lb]
Spell Component pouch [2 lb]

--------------------
Consumables
--------------------
Bottle of Cologne (common) 0 / 10
Candle x5
Soap 0 / 50 [1 lb]
Rations x4 [1 lb ea]
Tindertwig x2

--------------------
Resources
--------------------
Light Crossbow Bolt 0 / 50 [5 lb]
Wand of Cure Light Wound 0 / 50

--------------------
Carrying Capacity
--------------------
Actual Load: 36 lb (Light Load)
Total Load: 57.5 lb

Light load: 38 lb or less
Medium load: 39-76 lb
Heavy load: 77-115 lb
Lift over head: 115 lb
Lift off ground: 230 lb
Push or drag: 575 lb


Appearance & Personality:

Appearance: tall, build (slim)
face, pretty, colors
clothes
how she carries herself (confident)

Personality: general attitude (seemingly content)
how do they view others, view the world
standards,morals,principles
likeable?
motivation?


History:

You Kuonuo was born in her ancestral estate in Goka. Her father was the descendant of a high-ranking politician. Her mother was the granddaughter of a wealthy merchant. Kuonuo was a child when she was brought to Cheliax, living with her father for some time. She returned to Goka a few years later and was educated along with the other children of high-ranking and wealthy families. In her early twenties, she and her parents moved to Andoran where she continued her studies and was particularly adept in the arts, specifically song and dance. She later married another student, Toche Etsch, and moved to their own house.

Kuonuo continued her work in song and dance, performing often with her husband playing musical accompaniment in the following years. She cut herself from her parents, who disagreed with her choices, and worked alternately as pub server and music and dance teacher to help support herself. Approaching her thirties and after separating from Toche, she finally gave in to her parents and returned to Goka. She suffered from depression, feeling herself limited under her parent's constant watch. Antony Kosch, who was passing through Goka, met her and managed to release her from her captivity. She married him but separated from him a few months later. Antony returned to Cheliax and Kuonuo joined him, still keeping an amiable relationship. They worked together in several artistic endeavors.

In one show, Kuonuo met Jon Lehnan. They were impressed with each other's intellect and artistic skill and started seeing each other. They married. They traveled throughout Golarion, exploring the world and performing their works along the way. They went through many trials together and Kuonuo was happy. However, it was not to last. The two were attacked by bandits. They managed to drive them off but Jon died from his wounds while Kuonuo's body was left severely scarred.

She mourned her husband's passing but promised to continue traveling and being happy, like he told her to be so many times before.


Mythic Information:

Path: Marshal

--------------------
Summary
--------------------

Bonus Hit Points: +8 HP (+4/mythic tier)
Mythic Ability Bonus: [Charisma +2]

Mythic Power: [2+5/day, 1d6] (charisma)
Hard to Kill
Mythic Flaw - Elemental Vulnerability (Acid)
Amazing Initiative - [+20 initiative]

Marshal's Order - Advance
Additional Order - Decisive Strike
Feat of Charisma

Bonus Mythic Feat - Arcane Strike (Mythic)
--------------------

Amazing Initiative (Ex): At 2nd tier, you gain a +20 mythic bonus on initiative checks. In addition, you can expend one use of mythic power each round to take an additional turn, treating your initiative for this second turn as your initiative roll without the +20 mythic bonus. Using this ability is a free action that must be decided at the end of your first action during the round. This additional turn allows you to take the full range of actions available to you, but both turns still only count as one round for the purposes of durations and other effects based on rounds.

Bonus Hit Points: Whenever you gain a marshal tier, you gain 4 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics.

Hard to Kill (Ex): Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.

Mythic Flaw - Elemental Vulnerability (Acid): You take double the normal amount of damage whenever you take damage of the selected type. You can never benefit from resistance or immunity to that element and your mythic saves ability does not apply to any saving throw against a spell or effect that deals damage of the selected type.

Mythic Power [Charisma] (Su) : You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12. [2+5/day, 1d6]

--------------------

Advance (Ex): You can expend one use of mythic power as a swift action to order your allies to advance on the field of battle. This allows you and each of your allies within 30 feet to take a move action. Each creature affected by this ability can decide how to use this move action.

Decisive Strike (Su): You can expend one use of mythic power as a swift action to order one ally within 30 feet to make a melee or ranged attack in addition to any other actions or attacks the ally might make on its turn. The target adds your marshal tier as an insight bonus on the attack roll. Any damage dealt by this attack bypasses damage reduction.

Feat of Charisma (Su): You can expend one use of mythic power to attempt a feat of Charisma, gaining a +20 circumstance bonus on any one Charisma skill check or ability check.

--------------------

Arcane Strike (Mythic): Whenever you use Arcane Strike to imbue your weapons, they gain an additional +1 bonus to attack and damage. In addition, if you expend one use of mythic power you can also add any one magic weapon special ability with a base price modifier of +1. This base price modifier increases by 1 for every three mythic tiers you possess beyond 1st (+2 at 4th, +3 at 7th, and +4 at 10th). If you expend mythic power in this way, your arcane strike (and the bonus special ability) last for a total of 1 minute.