Ameiko

Ameiko aka GM KoKyu's page

7 posts. Alias of KoKyu.


Race

Tian

About Ameiko aka GM KoKyu

Ameiko 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
Skills Acrobatics +13 ... Arcana +10 ... Athletics +1 ... Diplomacy +15 ... Intimidation +13 ... Lore:Theatre +10 ...
. . . Occultism +10 ... Performance +17 ... Society +10 ... Stealth +13

Occult Known Spells DC 25, attack +15
4th Fly, Gaseous Form (2 slots)
3rd Invisibility Sphere, Slow, Heroism (3 slots)
2nd Thundering Dominance, Dispel Magic, Hideous Laughter (3 slots)
1st True Strike, Bane, Bless, Soothe (3 slots)
Cantrips Daze, Forbidding Ward, Haunting Hymn, Phase Bolt, Shield

Occult Innate Spells DC 25, attack +15
Cantrips Guidance, Summon Instrument
Focus Spells (2 points)
... Counter Performance... *R--
Area 60-foot emanation
Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
... Hymn of Healing >> ...
Range 30 feet; Targets you or 1 ally Duration sustained up to 4 rounds
Your divine singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you Cast the Spell and the first time each round you Sustain the Spell, the target gains 2 temporary Hit Points, which last for 1 round. Heightened (+1) The fast healing and temporary Hit Points each increase by 2.
... Inspire Courage > ...
Area 60-foot emanation Duration 1 round
You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
... Lingering Composition <O>...
You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-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.
... Critical Success The composition lasts 4 rounds.
... Success The composition lasts 3 rounds.
... Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
... Inspire Competence > ...
Range 60 feet; Targets 1 ally Duration 1 round
Your encouragement inspires your ally to succeed at a task. This counts as having taken sufficient preparatory actions to Aid your ally on a skill check of your choice, regardless of the circumstances. When you later use the Aid reaction, you can roll Performance instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in Performance, you automatically critically succeed. The GM might rule that you can't use this ability if the act of encouraging your ally would interfere with the skill check (such as a check to Sneak quietly or maintain a disguise).
...Triple Time > ...
Area 60-foot emanation Duration 1 round
You dance at a lively tempo, speeding your allies' movement. You and all allies in the area gain a +10-foot status bonus to all Speeds for 1 round.

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
Wealth: 2765gp 5sp

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.
Having come into possession of the Amatatsu Seal, the Kami residing within has bestowed upon Ameiko insight and part of its experience in order to better prepare her for her ancestral duty as ruler or Minkai. (Two levels of Aristocrat and the leadership feat.)

Offense
Speed 30 ft. | Base Att. +4 | CMB +2 | Init +2
Melee +1 mithral rapier +7 (1d6+2/18–20)
Ranged dagger +6 (1d4+1/19–20)

Special
Bravado's Blade (Ex): When a RAKE hits an opponent and deals sneak attack damage, she can forgo 1d6 points of that damage and make a free Intimidate check to demoralize the foe. For every additional 1d6 points of sneak attack damage she forgoes, she receives a +5 circumstance bonus on this check. This ability replaces trapfinding.
SNEAK ATTACK +1d6

Defense
AC 17, Touch 14, Flat-footed 14 (+3 armor, +1 deflection, +2 Dex, +1 dodge)
CMD 16
HP 44 (7d8+5)
Fort +3, Ref +8, Will +6; +4 vs. (Bardic performance, language dependent, and sonic)

BARDIC PERFORMANCE 12 rounds/day
Countersong - (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent 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 check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

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.
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.

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
step*, unseen servant
Used...

0 (at will)—detect magic, light, mage hand, prestidigitation,
summon instrument, unwitting ally* (DC 14)

Feats
ARCANE STRIKE
DODGE
IRON WILL
WEAPON FINESSE
Versatile Performance (string)(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.

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).
LEADERSHIP- Score: 7+4=11 No Modifier

Str 10, Dex 14, Con 13, Int 12, Wis 8, Cha 18
Ranks granted per level: Aristocrat 4+Int(+2) / Bard 6+2 / Rogue 8+2
Acrobatics +10
Bluff +12
Diplomacy +12+2
Intimidate +12+2
Knowledge (arcana) +6+1
Knowledge (local) +8+1
Knowledge (nobility) +6+1
Knowledge (religion) +6+1
*Knowledge (history) +6 (+2 Int +3 Class +1 Ranks)
*Knowledge (geography) +6 (+2 Int +3 Class +1 Ranks)
Perception +7+2
Perform (sing) +12
Perform (string) +12 (+14 with mwk shamisen)
Profession (tavern keeper) +4
Spellcraft +9
Stealth +10
Languages: Common, Tien, Varisian
*Added after finding the seal
SQ Bardic Knowledge +1(Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Magical Gear
potion of remove disease
wand of cure moderate wounds (25 charges)
wand of identify (40 charges)
ring of protection +1

Other Gear
+1 leather armor
+1 mithral rapier
daggers (3)
belt pouch
gold signet ring worth 100 gp
masterwork samisen
silver holy symbol of Shelyn,
spell component pouch,

Money18 pp, 3 gp
* See the Advanced Player’s Guide.