Garuda-Blooded Aasimar

Godsalm Camoys's page

23 posts. Alias of Awenydd83.


Full Name

Godsalm Camoys

Race

Aasimar

Classes/Levels

Bard 1 8/8hp] [AC:19 T:13 FF:16] [Perc +5] [F+0/R+5/W+3] [CMB +3] [CMD 16] [SP 30 FT] [INIT +3]

Gender

Male

Size

M

Age

75

Alignment

Neutral

Deity

Erastil

Languages

Common, Celestial, Elven

Strength 16
Dexterity 16
Constitution 11
Intelligence 12
Wisdom 12
Charisma 16

About Godsalm Camoys

Humanoid (Aasimar)
Favored Class: Bard
Init +3; Perception +5
Darkvision 60 ft

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Defense
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AC 19, touch 13, flat-footed 16 (+4 Lammellar leather, +2 Heavy wooden shield)
hp 8/8 (1d8) {1d8+con+Fav Class}
Fort +0, Ref +5, Will +3;
Acid Resist 5| Cold Resist 5| Resist Electricity 5

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Offense
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Speed: 30ft

Melee: Rapier: +3| 1d6+3| 18-20x2, Dagger: +3| 1d4+3| 19-20x2

Ranged:

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Statistics
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Str 16, Dex 16, Con 11, Int 12, Wis 12, Cha 16

Base Atk +0; CMB +3; CMD +16

Traits:

Charming:
Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Erastil's Speaker:
You understand the importance of keeping the peace in your community, and you have learned how to speak to the faithful in ways that they understand. You gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Vagabond Child:
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Drawback:

Hedonistic:
You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Feats:

Flagbearer:
When brandishing a flag adorned with the standard of an organization you owe allegiance to, you inspire nearby members of the same allegiance. Grant bonuses to allies who see your flag. When brandishing a flag adorned with the standard of an organization you owe allegiance to, you inspire nearby members of the same allegiance. As long as you hold your clan, house, or party's flag, members of that allegiance within 30 ft. who can see the flag (including yourself) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).

Skills: Acro +3, Bluff +7, Diplomacy +10, Disable Device +4, Disguise +3, Intimidate +3, Knowledge Arcana +6, Knowledge History +6, Knowledge Local +6, Knowledge Nature +6, Perception +5, Perform (sing) +9, Sense Motive +1, Survival +1

+1 Bluff and Diplomacy vs sexually attracted individuals

Languages: Celestial, Common, Elven

Gear: Large Personal Flag, Alchemists fire, Backpack, Bedroll, Torch (10), Rations (5), Waterskin, Flint and Steel, Ink, Inkpen, Pot, Journal, Mess Kit, Mirror, Hemp Rope (50ft)

Gold:4.8
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Special Abilities
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Armored Casting, Bardic Knowledge, Cantrips, Celestial Resistance, Darkvision, Restance Acid, Cold, Electricity,

Perform: 7 rnds/ day:
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 7 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. [Paizo Inc. - Core Rulebook, p.35]

Countersong:
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 languagedependent 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. [Paizo Inc. - Core Rulebook, p.36]

Distraction:
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. [Paizo Inc. - Core Rulebook, p.36]

Fascinate:
You can use your performance to cause up to 1 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 13) 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. [Paizo Inc. - Core Rulebook, p.37]

Inspire Courage:
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 +1 morale bonus on saving throws against charm and fear effects and a +1 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. [Paizo Inc. - Core Rulebook, p.37]

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Spells
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Spell Like Ability:
Glitterdust 1 per Day

Bard Spells:
Concentration:+4
Level |0|1|2|3|4|5|6|
Known |4|2|-|-|-|-|-|
Per Day|*|2|-|-|-|-|-|

Level 0: Cantrips at Will
Dancing Lights
Detect Magic
Flare
Read Magic

Level 1: 2 Per Day
Chord of Shards
Cure Light Wounds