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Azura ~bluedove's page

333 posts. Organized Play character for bluedove.


Full Name

Azura ~bluedove

Race

Musetouched Aasimar HP 29/29 | With Shield AC 22, T 13, FF 19 |

Classes/Levels

Bard 4 | AC 19, T 13, FF 16 |HP 29|Fort +2 , Ref +7, Will +3| Init +5 | Percep +3, Sense Motive(VP Sing) +13

Gender

Female

Age

27

Strength 12
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 8
Charisma 19

About Azura ~bluedove

AZURA ~BLUEDOVE

Female Aasimar (Azata-Blooded) Bard 4
CG Medium outsider (native)
Init +5; Senses Darkvision (60 ft.), Perception +3,

DEFENSE

AC 19, touch 13, flat-footed 16 (+1 *Amulet of Natural Armor +1, +3 Dex, +1 natural, +1 shield, )
hp 29 (4d8)+6
Fort +2, Ref +7, Will +3, +4 vs. Bardic Performance, sonic, and language-dependent effects
Resistances Acid 5, Cold 5, Electricity 5,

OFFENSE

Speed 30 ft.
Melee gauntlet, spiked +4 (1d4+1)
Ranged holy water +6 (2d4+1), within 30 ft. +7 (2d4+1)
Ranged +1 composite shortbow (+1) +7 (1d6+2/x3), within 30 ft. +8 (1d6+3)
Ranged alkali (flask) +6 (1d6+1), within 30 ft. +7 (1d6+1)
Melee whip +4 (1d3+1)
Ranged alchemist's fire +6 (1d6+1), within 30 ft. +7 (1d6+1)
Melee sap +4 (1d6+1)
Ranged acid +6 (1d6+1), within 30 ft. +7 (1d6+1)
Melee dagger +4 (1d4+1/19-20)
Ranged dagger (thrown) +6 (1d4+2/19-20), within 30 ft. +7 (1d4+2)
Melee longsword +4 (1d8+1/19-20)
Special Attacks Distraction, Fascinate,
Racial Spell-Like Abilities: glitterdust ( DC 16, 1/Day)
Known Bard Spells (CL 4th, concentration +8):
2nd (2/day) - allegro (DC ) , gallant inspiration (DC 16) , mirror image (DC )
1st (4/day) - cause fear (DC 15) , deja vu , grease (DC 15) , saving finale (DC 15) , tears to wine (DC 15)
0th (at will) - detect magic , mending (DC 14) , message , prestidigitation (DC 14) , read magic (DC ) , unwitting ally (DC 14)

STATISTICS

Str 12, Dex 16, Con 13, Int 12, Wis 8, Cha 19
Base Atk +3; CMB +4; CMD 17
Feats Arcane Strike, Point-Blank Shot
Skills Acrobatics +7, Appraise +5, Bluff +8, Bluff (Perform (Sing)) +13, Climb +5, Craft (Untrained) +1, Diplomacy +11, Disable Device +4, Disguise +4, Escape Artist +7, Fly +3, Heal -1, Intimidate +8, Knowledge (Arcana) +7, Knowledge (Engineering) +7, Knowledge (Geography) +7, Knowledge (Local) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Knowledge (Untrained) +3, Linguistics(Terran) +5, Perception +3, Perform (Dance) +10, Perform (Oratory) +10, Perform (Sing) +13, Perform (Untrained) +6, Ride +3, Sense Motive -1, Sense Motive (Perform (Sing)) +13, Spellcraft +6, Stealth +7, Survival -1, Swim +1, Use Magic Device +9,
Languages Celestial, Common, Halfling, Terran
SQ Armored Casting, Bardic Knowledge, Bardic Performance, Bonus Bard Bardic Performance Effect (2x), Cantrips, Celestial Resistance, Countersong, Inspire Competence, Inspire Courage, Skilled, Spell-Like Ability, Versatile Performance (Sing), Well-Versed, ,
Possessions amulet of natural armor +1; gauntlet, spiked; entertainer's outfit; mithral chain shirt; masterwork buckler; whip; sap; Backpack, Masterwork ; Case, Scroll [ Scroll of Comprehend Languages (Arcane) (x2); ]; Pouch, Belt [ Sunrod (x2); Smokestick; Tindertwig; Wand of Shield; Wand of Cure Light Wounds; Chalk (x5); ]; Spell Component Pouch ; +1 Composite Shortbow (+1) [ Arrows (20); Arrow, Blunt (20); Arrow, Sleep; ]; Sack [ Courtier's Outfit; Acid (x2); Alchemist's Fire (x2); Inkpen; Ink, 1 oz. Vial; Rice Paper, Sheet (x10); Twine (50 ft.); Parchment (x3); Dagger; Longsword; Rope, Silk (50 ft.); Cold Iron Weapon Blanch; Silver Weapon Blanch; Bedroll; Climber's Kit; Hot Weather Outfit; Rations, Trail (x5); Halfling Trail Rations (x3); Waterskin, Filled; Alkali (Flask); Holy Water; Arrows (20); ];

SPECIAL ABILITIES

Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Azata-Blooded (Musetouched) The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.

Bardic Knowledge (Ex) You add +2 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 14 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Bard Bardic Performance Effect (2x) Bard: Choose one bardic performance; treat the bard as +1/2 level higher when determining the effects of that performance. (Inspire Courage)

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Celestial Resistance Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your 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) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your 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) You can use your performance to cause up to 2 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 16) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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.

Halfling (Trait ~ Helpful ~ Halfling)
Helpful You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. 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 (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. 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.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Skilled Musetouched have a +2 racial bonus on Diplomacy and Perform checks.

Spell-Like Ability Musetouched gain glitterdust as a spell-like ability.

Versatile Performance (Sing) (Ex) You can use your bonus in the Perform (Sing) skill in place of your bonus in the Bluff or Sense Motive skills. When substituting in this way, you use your total Perform (Sing) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

Spoiler:
DM Kludde wrote:


A silver swirl
The mists they took
Humanity
From old maldroog

A bluish swirl
From out the white
An elegance
Behold the sight

Turquoise tones
as mixed from white
drive the mist
into night

The strength of hue
Defeats the grey
The dance of blue
Drives curse away

-Pathfinder Chronicles, filed under 'event in Blakros museum - in popular culture'