Osirionologist

Seo-yeon Kim's page

39 posts. Organized Play character for hiyami.


Full Name

Seo-yeon Kim

Race

| HP: 48/48 | AC: 22, TAC 20 | F: +7, R: +10, W: +7 | Perc: +6

Classes/Levels

| Speed 25ft | Spells: 3rd: 0/2, 2nd: 0/3, 1st: 0/3 | Spell Points: 0/7 | Active conditions: None

Gender

Female CN Human Bard 5 <playtest>

Size

M

Age

26

Languages

Common, Tien, Elven

Strength 12
Dexterity 18
Constitution 10
Intelligence 16
Wisdom 10
Charisma 19

About Seo-yeon Kim

Bot Me!:

For Tasks: utilize the most useful skill she has as appropriate for the situation.

For Combat
Healing first if anyone is critical and there's no one more capable within range, she'll attempt use soothe or restoration as necessary. Don't forget that she has spectral hand for mid-ranged allies in a state of emergency.

Buffs second: inspire confidence with lingering composition and haste if necesary.

Ranged: Shortbow at range, telekinetic projectile, sound burst, or magic missile if it's difficult to hit. If we're looking to disable, combine paralyze and spectral hand.

Melee: Whip for capture or disabling, rapier for more decisive self-defense.

Seo-yeon Kim 김서연
Female human bard 5
CG Medium humanoid
Senses Perception +6
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Defense
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AC 22, TAC 20
hp 48
Fort +7, Ref +10, Will +7
Defensive Abilities counter performance, bracers of missile deflection, brooch of shielding
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Offense
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Speed 25 ft.
Melee rapier +9 (1d6P) deadly d8, disarm, finesse
. . whip +9 (1d4S) disarm, finesse, nonlethal, reach, trip
Ranged shortbow +9 (1d6P) deadly d10
Special Attacks Compositions counter performance, inspire courage, lingering composition
Spell Points 7
Spells Known (CL 5th)
. . 3rd (2/day)—haste, paralyze
. . 2nd (3/day)—restoration, sound burst, spectral hand
. . 1st (3/day)—counter performance, true strike, soothe, loremaster's recall, magic weapon, lingering composition, magic missile
. . 0 (at will)—inspire courage, dancing lights, detect magic, shield, telekinetic projectile, triple time

Spells:
3rd level
1. haste
Casting (1 action) Somatic Casting, (1 action) Verbal Casting
Range 30 feet; Targets one creature
Duration 1 minute
The target acts faster. It gains the quick condition and can use the extra action each round only for Strike and Stride actions.
Heightened (7th) You can target up to 5 creatures.

2. paralyze
Casting (1 action) Somatic Casting, (1 action) Verbal Casting
Range 30 feet; Targets one humanoid creature
Duration varies
You attempt to paralyze the target, potentially freezing it in place, depending on the outcome of the target's Will save.
Success The target is slowed 1 for 1 round.
Cricitcal Success The target is unaffected.
Failure The target is paralyzed for 1 round.
Critical Failure The target is paralyzed for 4 rounds. At the start of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round or end it entirely on a critical success.

Heightened (4th) You can target a humanoid or non-humanoid creature.
Heightened (7th) You can target up to 10 humanoid creatures.
Heightened (9th) You can target up to 10 creatures, and they don't have to be humanoids.

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2nd level
1. restoration
Casting 10 minutes (Somatic, Verbal)
Range touch; Targets one creature
When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benfeit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.
*Reduce a Condition Reduce the value of the target's enfeebled, sluggish, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each.
*Lessen a Toxin Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction.

Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's enervated value by 1. You can't use this to reduce a permanent enervated condition.
Heightened (6th) Per the 4th-level restoration, but you can reduce a permanent enervated condition if you add a Material Casting action while casting the spell, during which you provide 100 gp worth of diamond dust as a cost.

2. sound burst
Casting (1 action) Somatic Casting, (1 action) Verbal Casting
Range 30 feet; Area 10-foot burst
You deal 2d8 sonic damage to creatures in the area, depending on their Fortitude saves
Success Half damage.
Critical Success No damage.
Failure Full damage and deafened for 1 round.
Critical Failure Double damage and deafened for 1 minute.
Heightened (+1) The damage increases by 1d8.

3. spectral hand
Casting (1 action) Somatic Casting, (1 action) Verbal Casting
Range 120 feet
Duration 1 minute
You create a semicorporeal hand out of your essence that delivers touch spells for you. Whenever you Cast a Spell with a range of touch, you can have the hand crawl to a target within range along the ground, touch it, and then crawl back to you. When making a melee touch attack with the hand, use your normal bonuses. The hand can move as far as it needs to within range, and its movement doesn't trigger reactions. The hand has your AC and saves, but any damage to the hand destroys it and causes you to take 1d6 damage.

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1st level
1. counter performance
Casting (reaction) Verbal Casting, (reaction) Somatic Casting; Trigger You or an ally within 60 feet must roll a saving throw against an auditory or visual effect.
Area 60-foot aura
You protect yourself and allies through performance. Choose an auditory performance if the trigger was auditory or a visual performance if it was visual, then roll a Performance check for the chosen performance. You and allies in the area can use the higher result of your Performance check or their saving throw.

2. true strike
Casting (1 action) Somatic Casting, (1 action) Verbal Casting
Duration until the end of your turn
The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any miss chance due to the target being concealed or sensed.

3. soothe
Casting (1 action) Somatic Casting, (1 action) Verbal casting
Range touch; Targets one willing or unconscious living creature
Duration 1 minute
You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains Hit Points equal to 1d6 plus your spellcasting ability modifier when you Cast the Spell and gains a +1 conditional bonus to saves against mental effects for the duration.
Heightened The amount of healing increases by 2d6.

4. loremaster's recall
Casting (reaction); Trigger You spend the Recall Knowledge action.
Roll the skill check you attempt as part of the triggering action twice and take the higher result.

5. magic weapon
Casting (1 action) Somatic Casting, (1 action) Verbal Casting
Range touch; Targets one nonmagical weapon that is unattended or that is wielded by you or a willing ally
Duration 1 minute
The weapon glimmers with magic and energy. The target becomes a +1 magic weapon, gaining a +1 item bonus to attack rolls and dealing another die of damage on hit.

6. lingering composition
Casting (reaction) Verbal Casting; Trigger You finish casting a cantrip composition with a duration of 1 round.
You attempt to add a flourish to your composition to extend its benefits. Attempt a Performance check. The DC is usually a high-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check.
Success The composition lasts 2 rounds.
Critical Success The composition lasts 3 rounds.
Failure The composition lasts 1 round.

7. magic missile
Casting (1 action) Verbal Casting or more
Range 120 feet; Targets one creature
You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. When Casting this Spell, you can increase the casting by a Material Casting action, a Somatic Casting action, or both. For each component you add, increase the number of missiles you shoot by one. You choose the target for each missile individually.
Heightened (+2) You shoot one additional missile with each action you spend.

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Cantrips
1. inspire courage
Casting (1 action)Verbal
Area 60-foot aura
Duration 1 round
You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 conditional bonus to attack rolls, damage rolls, and saves against fear.

2. dancing lights
Casting (1 action) Somatic Casting, (1 action) Verbal Casting
Range 120 feet
Duration concentration
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Concentrate on the Spell, you can move each light up to 60 feet. Each light must remain within range and within 10 feet of all others, or it winks out.

3. detect magic
Casting (1 action) Somatic Casting, (1 action) Verbal Casting
Area 30-foot aura
You send out a magical pulse that registers the presence of magic. You receive no information beyond presence or absence of magic. You can choose to ignore magic you're fully aware of, such as you and your allies' magic items and ongoing spells.

You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically get detected normally.
Heightened (3rd) You learn the school of magic for the highest-level magical effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. You don't learn the exact location but can narrow down the source to within a 5-foot cube. If the source is larger than you, you identify only the cube nearest you.

4. shield
Casting (1 action) Verbal Casting
Duration until your next turn or until dismissed
You raise a magical shield of force to protect you. This counts as using the Raise a Shield action (see page 255) to gain a +1 circumstance bonus to AC until the start of your next turn, though it doesn't require a hand to use.

While the spell is in effect, you can also use the Shield Block reaction with your magic shield. The shield has Hardness 4. After you use Shield Block, the spell is dismissed and you can't cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell's reaction against the magic missile spell.

Heightening the spell increases the Hardness.

Heightened (3rd) Hardness 10.
Heightened (5th) Hardness 15.
Heightened (7th) Hardness 20.

5. telekinetic projectile
Casting (1 action) Somatic Casting, (1 action) Verbal Casting
Range 30 feet; Targets one creature
You hurl a loose, unattended object in range at the target. The spell gains the trait of a damage type appropriate to the object (bludgeoning, piercing, or slashing). Make a ranged attack against the target. If you hit, you deal 1d10 damage of the given type; you deal double damage on a critical hit. No special traits or magic properties of the hurled item affect the attack or damage.

You can heighten the spell to hurl more objects, though you attempt only one attack roll and target only one creature, and your salvo of projectiles deals damage all at once for the purposes of resistances, weaknesses, and the like. Only one damage type applies regardless of how many objects you hurl.

Success Full damage.
Critical Success Double damage.

Heightened (3rd) The damage increases to 1d8 + your spellcasting ability modifier.
Heightened (5th) You hurl two objects at once, dealing total damage equal to 2d10 + your spellcasting ability modifier.
Heightened (7th) You hurl three objects at once, dealing total damage equal to 3d10 + your spellcasting ability modifier.
Heightened (9th) You hurl four objects at once, dealing total damage equal to 4d10 + your spellcasting ability modifier.

6. triple time
Casting[/] (1 action) Somatic Casting
[b]Area
60-foot aura
Duration 1 round
You dance to a lively tempo, speeding up your allies' movement. You and all allies in range are accelerated 10 for 1 round.


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Statistics
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Str 12, Dex 18, Con 10, Int 16, Wis 10, Cha 19
Ancestry Feats Clever Improviser, Natural Ambition (Lingering Composition); Class Feats First Compositions, Muse (Lore), Occult Casting, Spell Repertoire, Bardic Lore, Loremaster's Recall, Spontaneous Heightening, Triple Time; Skill Feats Fascinating Performance (background), Virtuosic Performer (sing), Experienced Professional; General Feats Great Fortitude; Bonus Feats Lingering Composition
Skills Acrobatics +9 (T), Arcana +8 (T), Athletics +3, Crafting +5, Deception +9 (T), Diplomacy +9 (T), Intimidation +6, Lore (Bardic) +8 (T), Lore (Entertainment) +9 (E), Medicine +2, Nature +2, Occultism +8 (T), Performance +10 (E; additional +2 when singing), Religion +2, Society +8 (T), Stealth +9 (T), Survival +2, Thievery +9 (T)
Languages Common, Tien, Elven
Resonance 9
Hero Points 1
Combat Gear +1 studded leather armor, bracers of missile deflection, brooch of shielding, rapier, whip, shortbow, 20 arrows, minor healing potion, alchemist's fire; Other Gear bag of holding I, silk rope, cookware, disguise kit, writing set, waterskin, expert flute, 4-person tent, 10-foot ladder, grappling hook, caltrops, fine clothing, expert crowbar, mirror, belt pouch, flint and steel, rations (1 day), compass, 4 gp, 5 sp, 7 cp. Five bulk.

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Feat and Features
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Class Features
Proficiencies Expert Perception, Trained Fortitude, Trained Reflex, Expert Will; Trained in all simple weapons plus the longsword, rapier, sap, shortsword, short-bow, and whip; Trained in light armor and in shields.
First Compositions Compositions are a special type of spell that require you to use the Performance skill as part of their casting. At 1st level, bards gain two types of compositions spells: composition cantrips and composition powers (which both have the composition trait). You gain the inspire courage composition cantrip (see page 233), which boosts your allies' attacks, damage, and defense against fear. This is in addition to the cantrips you choose from the occult list. Feats can give you more composition cantrips. Unlike other cantrips, you can't swap out compositions gained from bard feats at a later level, unless you swap out the specific feat via reatraining (see page 318).

You can also cast a composition power called counter performance (see page 212) that protects against auditory and visual effects. You have a pool of Spell Points you can spend to cast this spell. Your maximum number of Spell Points is equal to your key ability modifier (minimum 0). You regain all your Spell Points during your daily preparations. You can cast counter performance only by spending 1 Spell Point, not using spell slots. This power is automatically heightened to the highest level of spell you can cast.

Some bard feats let you learn more composition powers, and such feats typically increase your pool of Spell Points.
Muse (Lore) Your muse drives you to uncover the hidden secrets of the multiverse. You gain the Bardic Lore feat and add true strike to your spell repertoire.
Bardic Lore Your eclectic studies inform you on just about any topic. You are trained in Bardic Lore, a special lore skill that can be used only to Recall Knowledge, but can be used to Recall Knowledge on any topic. If you are legendary in Occultism, you become an expert in Bardic Lore, but you can't increase your proficiency in Bardic Lore by any other means.
Lingering Composition By adding a flourish, you can make your compositions last longer. You learn the lingering composition power (page 235), which you can cast a cost of 1 Spell Point. Increase your Spell Point pool by 2.
Occult Casting You have the power to cast occult spells using the Cast a Spell activity, and you gain access to the Material Casting, Somatic Casting, and Verbal Casting actions (see Casting Spells on page 195). Because you're a bard, you can usually play an instrument as part of your Material Casting and Somatic Casting actions, so you usually don't need spell components or another hand free. You can usually also play an instrument for your Verbal Casting actions rather than speaking.

Each day, you can cast up to two 1st-level spells. The number of spells you can cast each day are called your spell slots. You must know spells to cast them, and you learn them via the spell repertoire class feature. As you increase in level as a bard, your number of spells per day and the highest level of spells you can cast from spell slots increases, as shown on the Bard Spells per Day table on page 65.

Some of your spells require you to attempt a spell roll to see how effective they are, or have your enemies roll against your spell DC. Since your key ability is Charisma, your spell rolls and spell DCs use your Charisma modifier. See page 291 for details on calculating your spell rolls and spell DCs.
Spell Repertoire At 1st level, you learn one 1st-level occult spell of your choice and four occult cantrips of your choice. You choose these from the common spells on the occult spell list in this book (see page 200) or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.

You add to this spell repertoire as you increase in level. Each time you get a spell slot from Table 3-6, you add a spell to your spell repertoire of the same level. So when you reach 2nd level, you select another 1st-level spell; at 3rd level, you select two 2nd-level spells, and at 4th level, you select a 2nd level spell.

Though you gain them at the same rate, your spell slots and spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
Spontaneous Heightening You learn to freely heighten some of your spells, even if you know only the base version of the spell. During your daily preparations (see page 192), you can select up to two spells you know. You can cast those spells using any applicable higher-level spell slots you have, heightening the spell to the level of the spell slot used, even if you don't ordinarily know the spell at the higher level.

Ancestry Feats
Clever Improviser You've learned how to handle situations when you're out of your depth. You gain a +1 circumstance bonus to skill checks in which you're untrained.

Natural Ambition (Lingering Composition) You were raised to be ambitious and always reach for the stars, causing you to progress quickly in your chosen field. You gain a 1st-level class feat for your class.

General Feats
Great Fortitude Your physique is incredibly hardy. You gain expert proficiency in Fortitude saves.

Skill Feats
Fascinating Performance When you use the Perform action, compare your check result to the Will DC of one observer. If you succeed, the target is fascinated with you for 1 round; if the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate the target. You must choose which creature you're attempting to fascinate before you roll your check, and regardless of your result, the target is bolstered against your Fascinating Performance.

If you're an expert in Performance, you can compare your check result to the Will DCs of up to four observers and fascinate any number of them. If you're a master in Performance you can fascinate up to 10 observers with a single check, and if you're legendary in Performance you can try to fascinate any number of observers at the same time.
Virtuosic Performer You have exceptional talent with one type of performance. You gain a +2 circumstance bonus when making a certain type of performance. 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.
Singing: Ballad, chant, melody, rhyming

Experienced Professional Lore (Entertainment)
You carefully safeguard your professional endeavors to prevent disaster. When you Practice a Trade, you treat a critical failure as a failure. You must choose one of your Lore subcategories when you select this feat. The feat applies to only the chosen subcategory.
Special You can select this feat multiple times. Each time you do, choose a different Lore subcategory and gain the feat's benefits for the chosen subcategory.

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History:
Created on Oct 7, 2018.
Level 1: 16hp, spells: 1st - soothe, magic missile, cantrips - dancing lights, detect magic, shield, telekinetic projectile; skills trained: Acrobatics, Arcana, Deception, Diplomacy, Occultism, Performance, Society, Stealth, Thievery, Bardic Lore (class), Lore: Entertainment (background)

Level 2: +8hp, spells: 1st - magic weapon; Loremaster's Recall, Virtuosic Performer (Singing)

Level 3: +8hp, spells: 2nd - restoration, sound burst; Spontaneous Heightening, Great Fortitude, Skill Increase (Performance)

Level 4: +8hp, spells: 2nd - spectral hand, cantrip - triple time; Triple Time, Experienced Professional

Level 5: +8hp, spells: 3rd - haste, paralyze; Ability Boosts (Str, Dex, Int, Cha), Natural Ambition (Lingering Composition), Skill Increase (Lore: Entertainment)

Starting item selection:
One 4th-level item <bag of holding I p. 382>
Two 3rd-level items <magic light armor p. 397> <bracers of missile deflection p 383>
One 2nd-level item <brooch of shielding UNCOMMON p. 384>
Two 1st-level items <minor healing potion p. 393> <alchemist's fire p.360>