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About Ameiko aka GM KoKyuAmeiko Kaijitsu Version 2e:
Bard Lvl 7 Chaotic Good | Medium Human | Versatile Heritage | Speed 25 feet Perception +11 (+2 initiative) AC 25 ... +1 Studded Leather (3gp + 160gp Potency)... HP 78/78 Melee +15 ... +2 Striking Mithral (Standard-Grade) Rapier (2gp + 935gp Potency + 65gp Striking + 1540gp Mithral)... (Deadly d8, Disarm, Finesse, Magical), Damage: 2d6+1 P Saves: ... Fort +11 | Ref +16 | Will +11 ... Str 12 +1 | Dex 18 +4 | Con 14 +2 | Int 12 +1 | Wis 10 +0 | Cha 18 +4
Occult Known Spells DC 25, attack +15
Occult Innate Spells DC 25, attack +15
Additional Feats: Assurance (Performance) | Captivator Dedication (Diplomacy) | Cooperative Nature | Courtly Graces | Distracting Performance | Fascinating Performance | Hymn of Healing | Impressive Performance | Incredible Initiative | Inspire Competence | Lingering Composition | Triple Time | Virtuosic Performer | Muses (Maestro) | Signature Spells Gear: belt pouch 5sp, gold signet ring 10gp, Virtuoso Shamisen 50gp
Version 1e:
Female human ARISTOCRAT 3/ BARD 3/ROGUE (RAKE) 1 (Advanced Player’s Guide 134) The sole heir to her family's legacy, Ameiko plays the role of a business woman but her resources include far more than just the Rusty Dragon Inn (7 rooms + 5 luxury rooms + tavern: 8,010gp). When her father died, she inherited the family manor (5,160gp + trappings) over looking the Varisian Gulf as well as the successful Sandpoint Glassworks (2,700gp). Prior to relocating and founding Sandpoint, the Kaijitsu family also held interests in Magnimar: a small villa (8,920gp) and another glass works (1,730gp). When Ameiko finally got around to dealing with her late father's will, to her surprise these interests have remained, producing an annual income. Ameiko largely ignores these assets, leaving the day to day management of these to others. However, once a year she is forced to meet with Lonjiku's barrister in Magnimar to review the family holdings, opting to keep a paltry sum of the income to offset her travel expenses but usually gives most of it away to charities. At a moments notice, she is able to secure at least 2,000gp from her attorneys to use as she sees fit.
Offense
Special
Defense
BARDIC PERFORMANCE 12 rounds/day
Distraction- (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) 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 his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. 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, he can target one additional creature with this ability.
Inspire competence +2 - (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components Inspire courage +1 - (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Bard Spells Known (CL 3rd; concentration +7) 1st (4/day)—charm person (DC 15), cure light wounds, feather
0 (at will)—detect magic, light, mage hand, prestidigitation,
Feats
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).
Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 18
Magical Gear
Other Gear
Money18 pp, 3 gp
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