Ezren

Jakob Krüger's page

43 posts. Organized Play character for Anxa.


Full Name

Jakob Krüger

Race

Human | Barkeep | Bard (Enigma) 1| Class DC 16 | Spell Attack: (Occult) +6 hit/+3 damage |

Classes/Levels

HP: 16/16; Hero: 1/3 | AC: 17 (18 w/ buckler) | F (T) +3; R (T) +5; W (E) +6 |Perc (E): +6 |Spd: 25'

Gender

Male

Size

Medium

Age

43

Alignment

LN

Deity

Nethys

Languages

Taldan (Common), Elven, Goblin, Halfing

Occupation

Barkeep

Strength 12
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 12
Charisma 16

About Jakob Krüger

PFS 2E#: 2352348-2004
XP 0 | Fame 0/0
Faction Rep: Grand Archive - 0

STATISTICS
Human [Human] | Male | Barkeep | Bard (Enigma) 1 | LN | 43 years old | Ht: 5'8” | Wt: 172lbs

Str 12(+1), Dex 14(+2), Con 10, Int 14(+2), Wis 12(+1), Cha 16(+3)

HP: 16 | SAVES: Fort (T) +3 / Ref (T) +5 / Will (E) +6 | Perception (E) +6 | Base Speed: 25ft | Adjusted Speed: 25ft

Bard Class DC: Trained; 16 = 10 + 2 + 1 + 3
Spell Attack: Trained, Chr; Hit: +6, Damage: +3 |Focus Points: 1| Magic: Occult

DEFENSE Unarmored (T), Light Armor (T)
AC: 17 (18 Buckler)
Armor:
• Studded Leather (Light; AC +2; Max Dex: +3; Armor Pen: 0; Speed Adjust: 0ft; Trait: - ; 1B)
• Buckler (AC +1; L Bulk; H-3; HP: 6/BT: 3)

OFFENSE Simple (T), Unarmed (T), Bard (Longsword, rapier, sap, shortbow, shortsword, and whip)(T)
Melee
• Shortsword (Simple; Dam: d6 P; Sword; Agile, Finesse, Versatile S)
• Dagger (3) (Simple; Dam: d4 P; Knife; Agile, Finesse, Thrown 10’, Versatile S)

Ranged
• Dagger (3) (Simple; Dam: d4 P; Knife; Agile, Finesse, Thrown 10’, Versatile S)
• Sling (20 bullets) (Simple; Dam: d6 B; Sling; Range: 50’; Reload: 1; Hand: 1; Propulsive)

Combat Bot Rolls:
Just add opening bracket [ :
Ranged Sling – 50’
dice=Attack/Sling] d20 + 5[/dice]
dice=Damage/B] d6 + 1[/dice]
Dagger – 10’
dice=Attack/Dagger] d20 + 5[/dice]
dice=Damage/S or P] d4 + 1[/dice]

Melee
Dagger:
dice=Attack/Dagger] d20 + 5[/dice]
dice=Damage/S or P] d4 + 1[/dice]
Shortsword:
dice=Attack/Sword] d20 + 5[/dice]
dice=Damage/S or P] d6 + 1[/dice]

FEATS
SCHOOLS: Scrolls (1); Spells (2; Architecture Lore)

ANCESTRY: Human
• Cooperative Nature – You gain a +4 circumstance bonus on checks to Aid.

BACKGROUND: Barkeep
• Hobnobber – The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.

CLASS: Bard (Enigma)
DEFENSES: Unarmored Defense (T), Light Armor (T)
ATTACKS: Simple Weapons (T), Unarmed Attacks (T), Bard (Longsword, rapier, sap, shortbow, shortsword, and whip)(T)
CLASS: Bardic Lore – You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can’t increase your proficiency rank in Bardic Lore by any other means.

SKILLS:
[Mod Skill (Prof) Prof + Lvl + Stat]
5 Acrobatics (T) 2 + 1 + 2
2 Arcana (-) 0 + 0 + 2
1 Athletics (-) 0 + 0 + 1
2 Crafting (-) 0 + 0 + 2
6 Deception (T) 2 + 1 + 3
6 Diplomacy (T) 2 + 1 + 3
3 Intimidation (-) 0 + 0 + 3
4 Medicine (T) 2 + 1 + 1
1 Nature (-) 0 + 0 + 1
5 Occultism (T) 2 + 1 + 2
6 Performance (T) 2 + 1 + 3 (+1 Oratory)
0 Religion (-) 0 + 0 + 0
5 Society (T) 2 + 1 + 2
5 Stealth (T) 2 + 1 + 2
1 Survival (-) 0 + 0 + 1
2 Thievery (-) 0 + 0 + 2
Lores:
5 Alcohol (T) 2 + 1 + 2
5 Architecture (T) 2 + 1 + 2
5 Guild (T) 2 + 1 + 2
5 Bardic (T) 2 + 1 + 2 (Recall Knowledge only; any topic)

LANGUAGES
Taldan (Common), Elven, Goblin, Halfing

SPECIAL ABILITIES:
RACE: Human
• Versatile Heritage – Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation). (Virtuosic Performer – (Oratory: Epic, ode, poetry, storytelling) You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.)

CLASS: Bard
Muse: Enigma – You gain the Bardic Lore feat and add true strike to your spell repertoire.
Composition Spells – Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to perform, write a new composition, or otherwise engage your muse. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You learn the counter performance composition spell protecting against auditory and visual effects.
Counter Performance: Focus: 1; Tags: Uncommon, Bard, Composition, Enchantment, Fortune, Mental; Cast: Reaction, somatic or verbal; Trigger: You or an ally within 60 feet rolls a saving throw against an auditory or visual effect; Area: 60-foot emanation. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.


Spell Repertoire:
Focus Spells: Counter-performance (c,f),
Cantrips (Known: 5; Per Day: Infinite): Inspire Courage (f), Detect Magic, Forbidding Ward, Guidance, Light, Shield
First Level (Known: 3; Per Day: 2): True Strike, Soothe, Magic Missile

GEAR/POSSESSIONS:
• Studded Leather Armor, 1
• Dagger (3), L each
• Sling, L
• Sling Bullets (20), L per 10
• Buckler, L
• Bedroll, L
• Chalk
• Mug
• Sheath (3)
• Belt Pouch
• Flint & Steel
• Signal Whistle
• Mirror
• Lantern, Hooded, L
• Oil Vials (3)
• Waterskin, L
• Backpack
• Clothing, Explorer (2), L
• Satchel, L
• Rations (1wk), L
• Pup Tent, L
• Climbing Kit, 1
• Soap
• Bandolier
• Compass
• Healer’s Kit, 1

• Minor Healing Potion (school item) L

CARRYING CAPACITY
Unencumbered: 6
Overburdened: 11
Total Carried: 4.5 (w/ Backpack 2.5)

COINS: 1gp, 4sp, 9cp

SLOTTED BOONS:
Advanced:
Faction: Grand Archive Champion
Boon Slot 1:
Boon Slot 2:
Boon Slot 3:
Slotless Boons:

BOONS:
Faction Boons:
Grand Archive Champion (Faction; free starting boon)

Earned Boons:

ADVENTURE LOG: