Amiri

Captain Kara Battaglia's page

77 posts. Organized Play character for mbauers.


Full Name

Captain Kara Battaglia

Race

Female Half-Elf Bard 1

Classes/Levels

stats:
HP: (9/9) AC 16/18 shield (FF 16, Touch 12) CMD 14 FS +1, RS +4, WS +1 (+2 vs enchantments), Initiative: +6 Perception: +5 (low-light vision)

About Captain Kara Battaglia

Tracking:

7/7 performance
2/2 first level spells
0/1 Messenger bag reroll

PFS# 100025-6
XP earned:
Fame:
PP :
Captain Kara Battaglia
Female Half-Elf Bard 1
CG Medium Humanoid (Human, Elf)
Init +6 (+2 Dex, +4 feat); Senses Low-Light Vision, Perception +5
DEFENSE
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 9 (8 + 1 Con)
Fort +1 (0 base, +1 Con)
Ref +4 (2 base, + 2 Dex)
Will +1 (2 base - 1 Wis)
Defensive Abilities +2 racial bonus vs Enchantments
OFFENSE
Spd 30 ft
Melee Longspear +2 (+0 BAB, +2 str) (1d8+3/x3)(reach)
Melee Cold Iron Dagger +2 (+0 BAB, +2 str) (1d4+2/19-20/x2)
Melee Longsword +2 (+0 BAB, +2 str) (1d8+2/19-20/x2)
Ranged Javelin +2 (+0 BAB, +2 dex) (1d6+2/x2)(30 ft range)

Space 5 ft.; Reach 5 ft.
STATISTICS
Str 14 (+2)
Dex 14 (+2)
Con 12 (+1)
Int 14 (+2)
Wis 8 (-1)
Cha 16 (+3) (14 base)
Base Atk +0 (+0 Bard)
CMB +2 (+0 BAB, +2 Str)
CMD 14 (10 +0 BAB, +2 Dex, +2 Str)
Feats
Improved Initiative [Level 1], +4 initiative
Skill Focus: Perform (Oratory) [Half-Elf], +3 to Perform
Traits
Armor Expert: Reduce armor check penalty by 1, minimum of 0.
Devil's Mark: +2 trait bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with outsiders of the evil subtype.
Skills
Bluff +7 (1 rank, +3 class, +3 Cha)
Diplomacy +3 (0 ranks, +3 Cha)
Knowledge (Arcana) +7 (1 rank, +3 class, +1 Bardic Knowledge, +2 Int)
Knowledge (Dungeoneering) +3 (0 ranks, +1 Bardic Knowledge, +2 Int)
Knowledge (Local) +7 (1 rank, +3 class, +1 Bardic Knowledge, +2 Int)
Knowledge (Nature) +3 (0 ranks, +1 Bardic Knowledge, +2 Int)
Knowledge (Planes) +7 (1 rank, +3 class, +1 Bardic Knowledge, +2 Int)
Knowledge (Religion) +3 (0 ranks, +1 Bardic Knowledge, +2 Int)
Knowledge (all others) +3 (0 ranks, +1 Bardic Knowledge, +2 Int)
Perception +5 (1 rank, +3 class, -1 Wis, +2 racial)
Perform (Oratory) +10 (1 rank, +3 class, +3 Cha, +3 feat)
Spellcraft +6 (1 rank, +3 class, +2 Int)
Stealth +6 (1 rank, +3 class, +2 Dex)
Use Magic Device +7 (1 rank, +3 class, +3 Cha)
Total Points: 9 [(6 Bard +2 Int +1 FC) x1 level]
AC penalty is 0
+1 to Knowledge checks, can use untrained
+2 trait bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with outsiders of the evil subtype.
Languages Common, Elven, Infernal, Goblin (2 base, +2 Int)
Equipment
Traveler’s Outfit, 5 lbs.
MW Chainshirt, 100 gp, 25 lbs.
Darkwood Heavy Shield, 257 gp, 5 lbs.
Longsword, 15 gp, 4 lbs.
Javelin x2, 2 gp, 4 lbs.
Cold Iron Dagger, 4 gp, 1 lb.
Longspear, 5 gp, 9 lbs.
Club, 0 gp, 3 lbs.
2 Tindertwigs, 2 gp
Smokestick, 20 gp, 0.5 lb
Flask of acid, 10 gp, 1 lb.
Scroll of Remove Fear, 25 gp
Scroll of Disguise Self, 25 gp
Scroll of Comprehend Languages, 25 gp
Wand of CLW (50 charges), 2 PP
Flint and steel, 1 gp, 0 lbs
Belt pouch, 1 gp, 0.5 lbs.
Spell Component Pouch, 5 gp, 2 lbs.
8 gp, in belt pouch

Weight Carried: 55 lbs. (58 lbs or less is light, 59-116 is medium, 117-175 is heavy)

Spells Known

0th (unlimited)—Dancing Lights, Detect Magic, Ghost Sound, Message

1st (2x/day)—Grease, Silent Image

SPECIAL ABILITIES
Adaptability Skill Focus (Perform Oratory) as bonus feat at Lev 1
Low-Light Vision Kara can see twice as far as humans in conditions of dim light
Elf Blood Counts as both an elf and a human
Elven Immunities Immune to magic Sleep effects, +2 racial save bonus vs enchantments
Keen Senses +2 racial bonus to perception
Multitalented Kara has two favored classes, Bard and Fighter
Proficiencies Kara is proficient in all simple weapons, plus longsword, rapier, sap, short sword, shortbow, and whip. She is also proficient with light armor and shields (except tower shields). Kara can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance
Cantrips Kara can cast cantrips
Bardic Knowledge Add half level (minimum 1) to all Knowledge checks, can use Knowledge untrained
Bardic Performance (7 rounds/day) Countersong, Fascinate, Distraction, Inspire Courage +1

Countersong:

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 she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard(including the bard herself ) 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 non-instantaneous 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.

Fascinate:

Fascinate (Su): At 1st level, a bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. 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, she 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.

Distraction:

Distraction (Su): At 1st level, a bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) 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.

Inspire Courage +1:

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including herself), 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
her performance.

Background

Advancement: