Undine

Giacomo Casanova's page

64 posts. Organized Play character for Daveak Bringer of Destruction.


Race

16/16 HP, AC: 16, T: 12, FF: 14, CMD: 11, F: +1 , R: +5, W: +2,

Classes/Levels

Init +4, Pereption +3, CN Male Undine Bard, Heavy Crossbow+3, 1d10 (19-20x2)

Gender

Male

Strength 10
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 9
Charisma 17

About Giacomo Casanova

Basic Stats:

Casanova
Undine Watersinger 2
CN Medium

Init +4, Speed: 30ft, 30ft Swim Senses Low Light Vision. Perception: +3

Defense:

AC: 16, T: 12, FF: 14 CMD: 11
(+4 Chainshirt, +2 Dex, +0 Size, +0 Dodge)

HP: 16

Fort: +1, Ref: +5, Will: +2

Offense:

Speed 30 ft.

Melee:

Range:
Heavy Crossbow +2(1d10 19-20x2)

Statistics:

Str 9, Dex 14, Con 12, Int 14, Wis 9, Cha 17

BaB: +1, CMB: 0, CMD: +12

Special Abilities:

Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge:
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
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 the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Watersong: At 1st level, a watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control a 5-foot-cube of water. The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard’s control, the water has hardness 0 and 3 hit points per inch of thickness. At level 3, the manipulated water gains hardness 1, and this increases by +1 for every 3 bard levels beyond that. At 5th, 10th, 15th, and 20th level, the volume affected increases by an additional 5-foot cube (these cubes must be adjacent to each other). The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it.

This ability replaces fascinate, suggestion, and mass suggestion.

Waterstrike: At 3rd level, the watersinger can spend 1 round of bardic performance to command any water he is currently manipulating with his watersong performance to lash out and strike an opponent with a slam attack. The watersinger uses his base attack bonus and Charisma bonus to make this attack, and deals 1d6 points of bludgeoning damage plus his Charisma bonus. The attack can originate from any square of water the bard is manipulating, and the water can get a flanking bonus or help a combatant get one, but cannot make attacks of opportunity. The water can make multiple attacks per round if your base attack bonus allows you to do so. At 10th level, the water’s slam damage increases to 1d8 points and the water gains a reach of 10 feet. At 15th level, the water’s slam damage increases to 2d6 points. At 20th level, the water’s slam damage increases to 2d8 points.

This performance replaces inspire competence.

Lifewater: At 5th level, the watersinger can spend 1 round of bardic performance as a standard action to manipulate the water, blood, and other fluids within a creature’s body, causing the target to become sickened for 1d4 rounds. Alternatively, he may use this ability to attempt a reposition combat maneuver, using his base attack bonus and his Charisma modifier as his CMB. This ability has a range of 30 feet, only works on creatures whose bodies contain fluid, and does not affect creatures that are immune to critical hits. This performance replaces the use of lore master gained at 5th level (though a watersinger still gains the use of lore master once per day at 11th level and twice per day at 17th).

Cantrips:Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again

Versatile Performance:
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.

Spells:

Lvl 1
Summon Monster
Comprehend Languages
Enhance Water

Lvl 0
Detect Magic
Prestidigitation
Read Magic
Resistance
Message


Feats/Traits:

Feats:
1.) Lingering Performance

Traits:
Patient Optimist
Reactionary

Skills::
(-2 ACP)
Acrobatic +2
Appraise +1
Bluff +3
Climb -1
Craft
Diplomacy +10<2 Rank>
Disguise +3
Escape Artist +2
Intimidate +3
Knowledge Arcana +7 <1 Rank>
Knowledge Dungeoneering +3
Knowledge Engineering +3
Knowledge Geography +3
Knowledge History +7 <1 Rank>
Knowledge Local +3
Knowledge Nature +3
Knowledge Nobility +3
Knowledge Planes +7 <1 Rank>
Knowledge Religion +3
Linguistics +7 <2 Rank>
Perception +3 <1 Rank>
Perform Sing +8 <2 Rank>
Profession Motivator +3 <1 Rank>
Sense Motive +3 <1 Rank>
Sleight of Hand +2
Stealth +7 <2 Rank>
Use Magical Device +8 <2 Rank>

Racial Modifiers:+2 Perception,

Languages:Common, Aquan, Auran, Elven, Terran

Gear::

Chainshirt
Heavy Crossbow
0 GP, 0 SP, 0 CP

Notes::

Patient Optimist +2 Diplomacy reroll 1 per attempt
Reactionary +2 Int