| Full Name |
Amberly Tamm |
| Race |
| HP: 33/53 | AC 20, TAC 18 | F:+7 R:+9 W:+9 | Hero Points: 1/1 | Resonance: 6/9 | Perc +8 (+12 to smell unseen creatures) |
| Classes/Levels |
| Speed 25 ft. | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Pool: 4/6 | Active Conditions: Haste (Old Wrinkleface) |
| Size |
Small |
| Age |
90 |
| Languages |
Common, Gnomish, Sylvan |
| Strength |
8 |
| Dexterity |
16 |
| Constitution |
12 |
| Intelligence |
14 |
| Wisdom |
14 |
| Charisma |
19 |
About Amberly Tamm
Amberly Tamm
PFS Number 276820-1501
Female Gnome Entertainer Bard 5
CN Small gnome, humanoid
Languages Common, Gnomish, Sylvan
Senses Low-light Vision, Perception +8 (Expert; +12 to smell unseen creatures)
Hero Points 1, Resonance: 9
Class DC 19
Speed: 25 ft. (can Step into difficult terrain)
XP 0
--------------------------
DEFENSE
--------------------------
HP: 53
AC: 20 TAC: 18 (+2 AC, +0 TAC, + 3 Dex, + 5 Proficiency)
Fortitude: +7 Reflex: +9 Will: +9
Special:
--------------------------
OFFENSE
--------------------------
Melee: shortsword +7 (1d6-1)(agile, finesse, versatile S)
Ranged: telekinetic projectile +8 (1d10+4 B/P/S)
...electric arc (1d6+4), one or two targets in 30 ft., reflex save
Spell Roll +9 Spell DC 19 Spell Pool 6 points
Spells Known
3rd--2/day-- haste (SV), paralyze (SV)
2nd--3/day-- comprehend languages (SV), sound burst (SV), telekinetic maneuver (SV)
1st—3/day— colour spray (SV), command (SV), magic missile (V+), soothe (SV)
Cantrips detect magic (SV), electric arc (SV), light (SV), prestidigitation (SV), telekinetic projectile (SV)
Cantrips (Compositions) inspire courage (V), inspire competence (V), shield (V), triple time (S)
Spell Powers
1 Point— counter performance (VS)(reaction), lingering composition (V)(reaction)
Spontaneous Heightening (comprehend languages, soothe)
--------------------------
REACTIONS
--------------------------
Counter Performance: Reaction, VS (2 actions, 1 spell point)
Trigger: You or an ally within 60 feet must roll a saving throw against an auditory or visual effect.
Effect: You protect yourself and allies through performance. Choose an auditory performance if the trigger was auditory or a visual performance if it was visual, then roll a Performance check for the chosen performance. You and allies in the area (60 ft.) can use the higher result of your Performance check or their saving throw.
Lingering Composition: Reaction, V (1 action, 1 spell point)
Trigger: You finish casting a cantrip composition with a duration of 1 round
Effect: You attempt to add a flourish to your composition to extend its benefits. Attempt a Performance check. The DC is usually a hard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check
…Success: The composition lasts 2 rounds
…Critical Success: The composition lasts 3 rounds
…Failure: the composition lasts 1 round
--------------------------
COMPOSITIONS
--------------------------
Inspire Courage
Verbal Casting, 60-foot aura, 1 round duration, You inspire your allies with words or tunes of encouragement. You and all allies in the aura gain a +1 conditional bonus to attack rolls, damage rolls, and saves against fear.
Inspire Competence
Verbal Casting, 60 ft. range, 1 ally, 1 round, Your encouraging words inspire your ally to succeed at a task. You count as having taken sufficient preparatory actions to Aid your ally on a skill check of your choice, regardless of the circumstances. When you take the Aid reaction to aid that ally on the chosen skill check, you can roll Performance instead of the normal check, and if you would fail or critically fail to Aid, you succeed instead. If you have legendary proficiency in Performance, you instead automatically critically succeed.
Triple Time
Somatic Castin, 60 ft. aura, 1 round duration, You dance to a lively tempo, speeding up your
allies’ movement. You and all allies in range are accelerated 10 for 1 round.
--------------------------
Skills
--------------------------
Skill: +Mod (Proficiency)
Acrobatics: +8 (Trained)
Arcana: +7 (Trained)
Athletics: +3 (Trained)
Crafting: +3 (Untrained)
Deception: +9 (Trained)
Diplomacy: +10 (Expert)
Intimidation: +5 (Untrained)
Lore (Entertainment): +7 (Trained)
Lore (Music): +8 (Expert)
Medicine: +7 (Trained)
Nature: +3 (Untrained)
Occultism: +7 (Trained)
Performance: +10 (Expert; +13 with percussion or singing)
Religion: +3 (Untrained)
Society: +7 (Trained)
Stealth: +8 (Trained)
Survival: +3 (Untrained)
Thievery: +4 (Untrained)
—————————————
Statistics
—————————————
STR 8 (-1) DEX 16 (+3) CON 12 (+1) INT 14 (+2) WIS 14 (+2) CHA 19 (+4)
--------------------------
Feats
--------------------------
Ancestry: first world magic, low-light vision, obsessive (lore: music)
Background: Fascinating Performance
Class: First Compositions, inspire competence, Muse (maestro: lingering composition), Occult Spellcasting, Spell Repertoire, Spontaneous Heightening (2 spells)
General: feather step
Heritage: sharp-nosed gnome
Skill: virtuosic performer (percussion, singing)
--------------------------
FEAT AND ABILITY DETAILS
--------------------------
Fascinating Performance When you use the Perform action, compare your check result to the Will DC of one observer. If you succeed, the target is fascinated with you for 1 round; if the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate the target. You must choose which creature you’re attempting to fascinate before you roll your check, and regardless of your result, the target is bolstered against your Fascinating Performance. If you’re an expert in Performance, you can compare your check result to the Will DCs of up to four observers and fascinate any number of them. If you’re a master in Performance you can fascinate up to 10 observers with a single check, and if you’re legendary in Performance you can try to fascinate any number of observers at the same time.
First World Magic Choose one cantrip from the primal spell list (see page 201). You can cast this spell as an innate primal spell at will.The cantrip is heightened to a spell level equal to half your level rounded up. For more information about spells, see page 192.
Low-light Vision You can see in dim light as though it were bright light.
Obsessive You might have a ighty nature, but when a topic captures your attention, you dive into it head first. Pick a category of the Lore skill. You are trained in that skill. At 2nd level you become an expert, at 7th level you become a master, and at 15th level you become legendary.
Sharp-nosed gnome: You see all colors as brighter, hear all sounds as richer, and especially smell all scents with incredible detail. You gain a +2 circumstance bonus to sense an unseen creature that is close enough for you to smell (typically within 30 feet, though halve the distance if you are upwind and double the distance if you are downwind).
Spontaneous Heightening You learn to freely heighten some of your spells, even if you know only the base version of the spell. During your daily preparations (see page 192), you can select up to two spells you know. You can cast those spells using any applicable higher-level spell slots you have, heightening the spell to the level of spell slot used, even if you don’t ordinarily know the spell at the higher level.
--------------------------
Skill Uses
--------------------------
Medicine - Administer First Aid (1 Action)
You perform first aid on an adjacent creature that is at 0 Hit Points in an attempt to stabilize it. You can also perform first aid on an adjacent creature that is taking persistent bleed damage. The DC for either is 15. If a creature is both dying and bleeding, choose which effect you’re trying to treat each time you roll. You can Administer First Aid again to attempt to remedy the other effect.
…Success The creature at 0 Hit Points loses the dying condition (but remains unconscious), or you end the persistent bleed damage (see page 323).
…Critical Failure The creature with 0 Hit Points has its dying condition increased by 1. A creature with persistent bleed damage takes damage equal to the amount of its persistent bleed damage.
Medicine - Treat Wounds
You spend 10 minutes treating up to 6 injured living creatures (targeting yourself as one of them, if you so choose), then attempt a Medicine check. The DC is usually the medium DC for the highest level of patient you’re treating (DC 18 @ level 5), though the GM might adjust this DC due to circumstances, such as trying to rest during volatile weather or when treating magically cursed wounds. A given creature can be subject to only one Treat Wounds attempt per 10-minute period, so two characters can’t treat the same target’s wounds simultaneously.
…Success You treat the patients’ wounds. Each patient recovers Hit Points equal to its Constitution modifier + your level or equal to just your level, whichever is higher.
…Critical Success As success, but increase the healing by your level+3.
…Critical Failure The patients are bolstered against your Treat Wounds.
--------------------------
Equipment
--------------------------
Armour: expert studded leather
Weapons: shortsword
Magical and Alchemical Items minor healing potion (2)(1 resonance upon consumption), scroll of faerie fire (1 resonance upon use), scroll of invisibility (1 resonance upon use), scroll of bane (2, 1 resonance upon use), wand of magic missile (7 charges, 1 resonance per use), wand of resist energy (10 charges, 1 resonance per use)
Containers: Backpack (Bulk 1/4), Belt Pouch (Bulk 2/4L), Sheath, Waterskin
Equipment: bedroll, clothing (ordinary), flint and steel, expert musical instrument (tambourine), rations (2 days), writing set
Temporary Gear:
healing potions (3, giving two to Annabelle)
Silver: 3
Copper: 0
Encumberance 4 Maximum 9
Bulk 2 (8L)