Full Name |
Kosh Bracken |
Race |
HP 38 | AC 19/20 | F +7 R +8 W +8 | Perc +8 | Stealth +6 | |
Classes/Levels |
speed 25 | focus 2 | spells 1: 3, 2: 2| Active Conditions: --- |
Gender |
N Male Half-Orc Bard 3 | |
Size |
Medium |
Age |
19 |
Special Abilities |
Low-light Vision, Orc Ferocity |
Alignment |
N |
Languages |
Common |
Strength |
14 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
12 |
Charisma |
16 |
About Kosh Bracken
Male Human (Half Orc)
Bard 3
N
Faction: Envoy’s Alliance
Pathfinder Training:
Swords 2
Spells 1
Str 10+2+2: 14
Dex 10+2: 12
Con 10+2+2: 14
Int 10
Wis 10+2: 12
Cha 10+2+2+2: 16
HP: 8+8+2: 38
AC: 10+1+3+2: 19/20
Longsword +7, 1d8+2P/S
Dagger +7, 1d4+2P/S
Crossbow +7, 1d8, 120’
Daze: 60’, 1d6 mental, Will save or stunned 1
Blistering Invective: 30’, Will save, 2d6 persistent fire, frightened?
Noise Blast: 30’, 10’ burst, Fort save, 2d10 sonic, deafened?
Skills
Athletics T +7
Intimidation E +10
Lore: Scouting T +5
Lore: Warfare T +5
Medicine T +6 (Battle Medicine)
Occultism T +5
Perception E +8
Performance T +8
Stealth T +6
Survival T +7
Fort T +7
Ref E +8
Will E +8
Simple weapons T
longsword, rapier, sap, shortbow, shortsword, and whip T
Unarmed T
Light armor T
Unarmored defense T
Occult Spell attacks T +17
Occult Spell DC T 17
Speed: 25’
Languages: Common, Orcish
Low-light vision: see in dim light as though it were bright light, so he ignores the concealed condition due to dim light.
Ancestry: Half Orc
Ancestry Feats (Human, Half Orc, Orc)
Orc Ferocity:
Frequency: once per day
Trigger: You would be reduced to 0 Hit Points but not immediately killed.
Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.
Background: Warrior
Intimidating Glare: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Play instrument instead of spell components (VSM)
Lingering Composition:
You learn the lingering composition focus spell.
Increase the number of Focus Points in your focus pool by 1.
Class Feat: UPLIFTING OVERTURE
You learn the uplifting overture composition cantrip (page 372), which aids your allies’ skills with the inspiring nature of your performance.
Skill Feat: Battle Medicine
Requirements You’re holding or wearing a healer’s toolkit (page 288).
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
General Feat: Armor Proficiency (Medium)
You become trained in light armor.
If you already were trained in light armor, you gain training in medium armor.
If you were trained in both, you become trained in heavy armor.
If you are at least 13th level, you become an expert in this armor type.
Reflex Expertise
You’ve developed a knack for dodging danger. Your proficiency rank for Reflex saves increases to expert.
Spells (Occult)
Focus Points: 2
Refocus: 10 min
Muse: Maestro
Cantrips: (5)
Inspire Courage (Composition)
Cast [one-action] verbal
Area: 60-foot emanation
Duration: 1 round
You inspire your allies with words or tunes of encouragement.
You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Daze
Cast [two-actions] somatic, verbal
Range: 60 feet
Targets: 1 creature
Saving Throw: Will
Duration: 1 round
You cloud the target’s mind and daze it with a mental jolt.
The jolt deals 1d6 mental damage; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2) The damage increases by 1d6.
Light
Cast [two-actions] somatic, verbal
Range: touch
Targets: 1 unattended, non-magical object of 1 Bulk or less
Duration: until the next time you make your daily preparations
The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
Mage Hand
Cast [two-actions] somatic, verbal
Range: 30 feet;
Targets: 1 unattended object of light Bulk or less;
Duration: sustained
You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you’re levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
KNOW DIRECTION
Cast [two-actions] somatic, verbal
In your mind’s eye, you see a path northward. You immediately know which direction is north (if it exists at your current location)
Shield
Cast [one-action] verbal
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends 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.
UPLIFTING OVERTURE [one-action]
Range 60 feet; Targets 1 ally
Duration: 1 round
Your performance makes allies feel they can succeed at anything. This counts as having prepared to Aid your ally on a skill check of your choice. When you later use the Aid reaction, you can roll Performance instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in Performance, you automatically critically succeed.
The GM might rule that you can’t use this ability if the act of encouraging your ally would interfere with the skill check (such as a check to Sneak quietly or maintain a disguise).
1: 3/day
Counter Performance (Composition)
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
Your performance protects you and your allies. 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.
LINGERING COMPOSITION
FOCUS 1
Uncommon Bard Enchantment
Cast [free-action] verbal
You add a flourish to your composition to extend its benefits.
If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-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.
Critical Success: The composition lasts 4 rounds.
Success: The composition lasts 3 rounds.
Failure: The composition lasts 1 round, but you don’t spend the Focus Point for casting this spell.
Soothe
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets 1 willing living creature;
Duration: 1 minute
You grace the target’s mind, boosting its mental defenses and Healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Heightened (+1) The amount of healing increases by 1d10+4.
Command
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw: Will; Duration until the end of the target’s next turn
You shout a command that’s hard to ignore. You can command the target to approach you, run away (as if it had the fleeing condition), release what it’s holding, drop prone, or stand in place. It can’t Delay or take any reactions until it has obeyed your command. The effects depend on the target’s Will save.
Success: The creature is unaffected.
Failure: For the first action on its next turn, the creature must use a single action to do as you command.
Critical Failure: The target must use all its actions on its next turn to obey your command.
Magic Weapon
Cast [two-actions] somatic, verbal
Range touch; Targets 1 non-magical weapon that is unattended or wielded by you or a willing ally;
Duration: 1 minute
The weapon glimmers with magic and energy. The target becomes a +1 Striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
2:2/day
Blistering Invective [two-actions]
Range: 30 feet; Targets 1 creature
Defense: Will
A heap of insults and invectives spew from your mouth—words so devastating your foes burn from the intensity of your diatribe. Your words deal 2d6 persistent fire damage, and the target must attempt a Will save. If the target doesn’t understand the language or you’re not speaking a language, it gains a +4 circumstance bonus to its save.
Critical Success: The target is unaffected.
Success: The target takes half the persistent fire damage.
Failure: The target becomes frightened 1 and takes the full persistent fire damage.
Critical Failure: The target becomes frightened 2 and takes double the persistent fire damage.
Heightened (+2) You can target two additional creatures, and the persistent damage increases by 2d6.
Noise Blast [two-actions] (SIGNATURE)
Range: 30 feet; Area: 10-foot burst
Defense: Fortitude
A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.
Critical Success: The creature is unaffected.
Success: The creature takes half damage.
Failure: The creature takes full damage and is deafened for 1 round.
Critical Failure: The creature takes double damage, is deafened for 1 minute, and is stunned 1.
Heightened (+1) The damage increases by 1d10.
Equipment 150sp, 7B
Studded leather 3gp, 1B
Longsword 1gp, 1B
Dagger 2sp, L
crossbow 3gp, 1B
Bolts 1sp, L
Adventurer’s Pack: This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary. The pack contains the following items: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 1 weeks’ rations, soap, and a waterskin. 7sp, 1B 4L
Mug 1cp
Musical instrument 8sp, 1B (horn)
Sheath (2) 2cp
Bandolier 1sp
Grappling hook 1sp, L
Healer’s tools 5gp, 1B
Spent: 14gp 3cp
Carried: 6B