Satinder Morne

Kassandra Carolingian's page

104 posts. Organized Play character for Ill_Made_Knight.


Full Name

Kassandra Carolingian

Race

HP 11/11, Init +4, AC: 19, T: 14, FF: 15, F: +2, R: +6, W: +2

Classes/Levels

Perception +4, CMD: 14 , Female Human Bard (Arcane Duelist) 1

About Kassandra Carolingian

Backstory
TBD
Appearance

TBD

Character Sheet

__________________________ GENERAL__________________________

Female Human, Bard (Arcane Duelist) Level 1
Age: 24
Height: 5'4
HP: 11/11 (8 +2 Con +1 Favored Class) [Dead at -14]
Alignment: Lawful Good
Faith: Sarenrae
PFS Faction: The Silver Crusade
Fame/Presteige: 2/0

STR: 10 [0 modifier]
DEX: 18 [+4 modifier](+2 racial bonus)
CON: 14 [+2 modifier]
INT: 10 [+2 modifier]
WIS: 10 [+3 modifier]
CHA: 14 [+2 modifier]

Initiative +4; +2 [Trait] + [Dex]

Favored Class: Bard

__________________________ DEFENSE __________________________

AC 16 = 10 +2 [Dex] +4 Armor
Touch AC = 12
Flat-Footed = 10

Fortitude Save +2 = 0 [base] +2 [Con]
Reflex Save +6 = 2 [base] +4 [Dex]
Will Save +2 = 2 [base]

__________________________ OFFENSE __________________________

Speed: 30ft (6 Squares)

Basic Melee Attack +5 with Mithrial Rapier

Basic Ranged Attack +4 with Light Crossbow (1d8;19-20x2)

CMB -2 = 0 [BAB] -2 [Str]
CMD 10 = 0 [BAB] -2 [Str] +2 [Dex] +0 [size] + 10

_________________ Feats, Traits and Skills _________________

___Feats___
1st Weapon Finesse
HBF Combat Reflexes
Arcane Duelist BF: Arcane Strike

___Trait___
Helpful
Maestro of the Society

___Skills___

Total + Ability Mod. + Ranks + Misc.

Skill Ranks: 6 [Bard]
Total: 6

Acrobatics +6 = DEX 4+1+3-2ACP [1 Rank]
Appraise +0 = INT 0+0+0
Climb +4 = STR 0+1+3 [1 Rank]
Diplomacy +6 = CHA 2+1+3 [1 Rank]
Disguise +2 = CHA +2+0+0
Escape Artist +6 = DEX 2+1+3 [1 Rank]
Fly +4 = DEX 4+0+0
Heal +0 = WIS 0+0+0
Intimidate +2 = CHA 2+0+0
Knowledge (Arcana) +0 = INT 0+0+0
Knowledge (Dungeoneering) +0 = INT 0+0+0
Knowledge (Engineering) +0 = INT 0+0+0
Knowledge (Geography) +0 = INT 0+0+0
Knowledge (History) +0 = INT 0+0+0
Knowledge (Local) +0 = INT 0+0+0
Knowledge (Nature) +0 = INT 0+0+0
Knowledge (Nobility) +0 = INT 0+0+0
Knowledge (Planes) +0 = INT 0+0+0
Knowledge (Religion) +0 = INT 0+0+0
Linguistics +0 = INT 0+0+0
Perception +4 = WIS 0+1+3 [1 Rank]
Perform (Sing) +6 = CHA 2+1+3 [1 Rank]
Ride +2 = DEX 4+0+0-2ACP
Sense Motive +0= WIS 0+0+0
Spellcraft +0 = INT 0+0+0
Stealth +2 = DEX 4+0+0-2ACP
Survival +0 = WIS 0+0+0
Swim +0 = STR 0+0+0
Use Magic Device +0 = CHA 0+0+0

_________________ Special Abilities_________________

Human

Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

____Bard___

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 such performances are language dependent. A deaf bard has a 20% change 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.

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 he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) 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.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) 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 check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous 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 check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he 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 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.

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

Spells Per Day
1st level: 2 = 1 [Base] +1 [Cha]

Spells Known:
0- Daze, Detect Magic, Read Magic, Light
[First Level Spells] Total of 2: Grease, Saving Finally

Languages: Common

Equipment:

Gold: 150 gp; Spent: ; Remaining:

Carrying Capacity: Treat as 8

Current Load:

Light Load: 26 lbs.
Medium Load: 53 lbs.
Heavy Load: 80 lbs.
Lift Over Head: 80 lbs.
Lift Off Ground: 160 lbs.
Push or Drag: 320 lbs.

Held/Worn Equipment:

Mithrial Rapier
Chain Shirt
Buckler
Dagger
Light Cross Bow (35gp) 4 lbs
Travellers outfit (1gp) 5 lbs
2 Bolts (2gp) 2 lbs

Belt and Pouch (1gp) 0.5 lbs
Pouch, Spell components (5gp) 0.5 lbs
3 Flask of Acid (30gp) 3 lbs
1 Alchemist's fire (20gp) 1 lbs

Masterwork Backpack (50gp) 4 lbs

Ink (1 oz. in a vial) (8gp)
10 Inkpens (1gp)
Chalk (5 piece) (5cp)
Waterskin (1gp) 4 lbs
50 ft Silk Rope (10gp) 5 lbs
Dagger (2gp) 1 lbs
Bedroll (1sp) 5 lbs
Tindertwig (1gp) - lbs
Small Steel Mirror (10gp) 0.5 lbs

________________Chronicles Played_______________