Vaultbreaker

Wilma 'Fire Marshal' Stededving's page

256 posts. Alias of Kludde.


Race

Human Bard (Sea Singer) 5

Gender

HP 33/33 | AC 14, T 12, FF 12, CMD 15 (17 vs Grap, Trip, Overrun) | Fort: +2, Ref: +6, Will: +4 | Init. +2 Perc +6

Strength 10
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 10
Charisma 19

About Wilma 'Fire Marshal' Stededving

Wilma 'Fire Marshal' Stededving
Female Human (Garundi) bard 5 Archetypes Sea Singer,
TN Medium humanoid (human)
Init +2, Senses Perception +6
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex, )
hp 33 ((5d8)+5)
Fort +2, Ref +6, Will +4

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OFFENSE
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Speed 30 ft.
Melee rapier +3 (1d6/18-20)
Ranged alchemist's fire (flask) +5 (1d6)
Ranged shortbow +6 (1d6/x3)
Melee longsword +1 (keen) +4 (1d8+1/17-20)
Melee bayonet +3 (1d6)
Special Attacks Distraction, Fascinate,

Bard Spells Known (CL 5th; concentration +9)
2nd(3/day)-alter self(DC ), heroism(DC 16), pyrotechnics(DC 16)
1st(5/day)-charm person(DC 15), chord of shards(DC 15), confusion (lesser)(DC 15), cure light wounds(DC 15), vanish(DC 15)
0th(at will)-daze(DC 14), detect magic, know direction(DC ), mending(DC 14), resistance(DC 14), spark(DC 14)

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TACTICS
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STATISTICS
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Str 10, Dex 14, Con 13, Int 12, Wis 10, Cha 19,
Base Atk +3; CMB +3; CMD 15 (17 vs grapple) (17 vs overrun) (17 vs trip)
Feats Alertness, Exotic Weapon Proficiency (Catapult (Heavy)), Extra Performance, Harmonic Spell, Siege Engineer
Skills Acrobatics +10, Appraise +5, Bluff +9, Climb +4, Craft (Ships) +5, Craft (Siege Engine) +8, Diplomacy +9, Disguise +8, Escape Artist +6, Intimidate +9, Knowledge (Engineering) +9, Knowledge (Geography) +6, Knowledge (History) +5, Knowledge (Local) +6, Knowledge (Religion) +5, Perception +6, Perform (Percussion Instruments) +8, Perform (Sing) +9, Profession (Sailor) +7, Profession (Siege Engineer) +8, Sense Motive +6, Sleight of Hand +6, Spellcraft +5, Stealth +7, Use Magic Device +9,
Traits Buccaneer's Blood,
Languages Chelaxian, Common, Osiriani
SQ armored casting, bardic performance, bonus bard spell, bonus feat, cantrips, familiar, inspire courage, lore master, sea legs, sea shanty, skilled, still water, weapon and armor proficiency, world traveler,
Combat Gear Wand (Summon Nature's Ally II//3rd) (9 charges), alchemist's fire (flask) (2),
Other Gear tricorn of besmara, rapier, bracers of archery, lesser, leather, arrows (20), flint and steel, thieves' tools, backpack, common, shortbow, longsword +1 (keen), bayonet, arrows (blunt/20), artisan's tools (carpentry), outfit (traveler's), 4.0 gp
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SPECIAL ABILITIES
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Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.

Bard Spell Level 1

Bonus Bard Spell Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.

Bonus Feat Humans select one extra feat at 1st level.

Buccaneer's Blood You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see "The Life of a Pirate" in Pathfinder Adventure Path #55 for details on the Infamy system).

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.

Distraction (Su) You can use your performance to counter magic effects that depend on sight.

Familiar At 2nd level, a sea singer acquires an exotic pet, a monkey or parrot (treat as raven), that gains abilities as a wizard's familiar, using the sea singer's bard level as his wizard level. This ability replaces versatile performance.

Fascinate (Su) You can use your performance to cause up to 2 creatures to become fascinated with you.

Home Port You have a fondness for a particular port, and the people who live and do business there return the sentiment. You gain a +2 trait bonus on Diplomacy checks to gather information in your chosen home port.

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.

Lore Master (Ex) You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.

Sea Legs (Ex) At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip. This ability replaces well-versed.

Sea Shanty (Su) A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard's Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Still Water (Su) At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard's level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components. This performance replaces inspire competence.

Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

World Traveler (Ex) A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.