Celeste

Autumn Savella's page

57 posts. Organized Play character for Twilik.


Full Name

Autumn Savella

Race

Half-Elf

Classes/Levels

Bard (Enigma Muse) 1 | AC 18 | HP 18/18 | F +5 R +6 W +5 | Perc +5 | Hero Point: 1

Gender

Female

Age

24

Deity

Nethys

Languages

Common, Elven, Jotun, Celestial

Strength 12
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Autumn Savella

Society:
Society Number: #191662-2001

Faction: Envoy's Alliance

Slotted Boons: Envoy's Alliance Champion
Slotless: Wayfinder

REP
Envoy's Alliance +8
Grand Archive 0
Horizon Hunters 0
Vigilant Seal 0

Radiant Oath 0
Verdant Wheel 0

EXP: 8

FAME: 6

POINTS
Scrolls: 2
Spells: 1
Swords: 0

Available Boons:
[][][]Big Game Hunter: Your struggles against the fearsome wildlife of Katapesh and the being manipulating the creatures has made you particularly good at dealing with dangerous animals. Whenever you roll a critical failure on a check to Track an animal, you can check a box next to this boon to get a failure instead.

Stats:
Autumn Savella Half-Elf Bard (Enigma Muse) 1

[CG Medium Human Half-Elf Humanoid]

Perception +5; Low-Light Vision

Languages Common, Elven

Skills: Acrobatics +5, Deception +6, Diplomacy +6, Lore: Bardic +3 Lore: Library +3, Lore: Underworld +3, Occultism +3, Performance +6, Society +3, Stealth +5, Thievery +5

Stats: Str +1, Dex +3, Con +2, Int +0, Wis +0, Cha +3

---DEFENSE---

AC: 18 Fort: +5 Ref: +6 Will: +5

HP: 18

Speed: 25 feet

---OFFENSE---

Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+1 (P) [ dice=Attack]1d20+6[/dice] [ dice=Damage]1d4+1[/dice]

Melee Rapier +6 (Deadly d8, Disarm, Finesse), Damage 1d6+1 (P) [ dice=Attack]1d20+6[/dice] [ dice=Damage]1d6+1[/dice]

Ranged Sling (50 ft) +6 (Propulsive), Damage 1d6 (B) [ dice=Attack]1d20+6[/dice] [ dice=Damage]1d6[/dice]

Fighting Fan +6 (Agile, Finesse, deadly d6, Backstabber), Damage 1d4+1 (s) [ dice=Attack]1d20+6[/dice] [ dice=Damage]1d4+1[/dice]

---SPELLS---

DC 16, attack +6

Cantrips: Chill Touch, Detect Magic, Guidance, Message, Shield

1st: Grim Tendrils, Color Spray, True Strike (2/2 slots)

---Focus Spells (1 points)---

Cantrip: 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.

1st: Counter Performance (Area- 60-foot emanation) Reaction, Trigger: You or an ally within 60 feet rolls a saving throw against an auditory or visual effect. 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.

---Feats---

Racial: Sociable: You’re extremely extroverted, and you often spend your time carousing or otherwise socializing. You are trained in Diplomacy (or another skill of your choice if you were already trained in Diplomacy), and you gain the Hobnobber skill feat.

Bonus: Hobnobber: You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.

Class: Bardic Lore: Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.

Background (Criminal): Experienced Smuggler: You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you have concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items. Due to your smuggling skill, you’re more likely to find more lucrative smuggling jobs when using Underworld Lore to Earn Income.

Society: Multilingual: You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.

---GEAR---
Dagger, Rapier, Sling, Studded Leather, Adventurer's Pack, Sling Bullets (20), Flute, Bandolier, Sheath, Fighting Fan

36 gp 7 sp 8 cp

Current Bulk: 4.4 Encumbered: 6 Max: 11