About Kraak SharpbeakData:
Name: Felicitas Sweetfingers Race: Aasimar (Azata-Touched) Job: Bard Age: 20 Height: 5´4" Weight: 120 lbs Alignment: CG Personality: Likes: Songs, Poems, happy moments Dislikes: Danger, melee, bad body odor, Drugs. Favorite foods: Roasted chicken in honeymustard, halfling cooking Hobbies: Partying, learning, new languages, Physical Description: silver colored hair, held back in the neck with a ornate silver net, silber eyes, almost pure white skin Deity: Shelyn Colours: Emerald green and Gold Heraldry: A golden nightinggale on a green field Clothing Style: A velvet green revealing tunic embroided on the hems in golden. Green baggy pants over golden dancers shoes without heels. A golden holy symbol of Shelyn around her neck . XP: 0 Stat allocation: Combat:
Hit Points: 43 (4d8+1d10+10+4) Initiative: +5 Armor Check Penalty: -0 Speed: 30 feet Armor Class: 18 (10 +4 Armor + 1 Shield+ 3 Dex) Touch: 13 Flat-footed: 15 Saves: Fortitude: +4 (1 +2 Con+1) Reflex: +10 (6 +3 Dex+1) Will: +5 (4 +0 Wis+1) Situational Bonuses: Combat:
Racial Traits:
Ability Score Aasimars are insightful, confident, and personable. They gain +2 Dexterity and +2 Charisma. Type: Aasimars are outsiders with the native subtype. Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size. Base Speed: [/i] Aasimars have a base speed of 30 feet. Languages: Aasimars begin play speaking Common. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages. Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Feat and Skill Racial Traits Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perform checks. Magical Racial Traits Spell-Like Ability (Sp): Aasimars can use Glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level). Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.) Bard:
Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Bardic Performance 13r/day
List of Bardic Performances:
Distraction (Su):
Fascinate (Su):
Inspire Courage (Su):
Cantrips (Sp)
Versatile Performance (Ex)
Well-Versed (Ex)
Lore Master (Ex)
Inspired Blade:
Inspired Panache (Ex) Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. Inspired Finesse (Ex)
Deeds
Derring-Do (Ex):
Dodging Panache (Ex):
Opportune Parry and Riposte (Ex):
Feats, Traits &Skills:
Feats: Lingering performance Fencing grace Deific Obiance Traits: Reactionary +2 Ini Maestro of the society Skills: Skillpoints gained/level (38) 5x( 6+ 2(int))+1x (4+2int) Acrobatics: +20 (1 ranks; trained; +3 Dex; 0 armor) *Appraise: +2 (0 ranks; +0 trained; +2 Int) Bluff: +0 23 (0 ranks; +0 trained; +4 Cha+3) Climb: +4 (1 ranks; 3 trained; 0 Str; 0 armor) Diplomacy: +17 (6 ranks; +3 trained; +3 Cha+2 racial+3) Disguise: +3 (0 ranks; +0 trained; +3 Cha) Escape Artist: +3 (0 ranks; +0 trained; +3 Dex; 0 armor) *Fly: 20 (0 ranks; +0 trained; +3 Dex; -0 armor) Heal: +0 (0 ranks; +0 trained; +0 Wis) Intimidate: +15 (6 ranks; +3 trained; +3 Cha+3) *Know (arcana): 8 (1 ranks; +3 trained; +2 Int+2BK) *Know (Dungeoneering): 8 (1 ranks; +3 trained; +2 Int+2BK) *Know (Engineering): 8 (1 ranks; +3 trained; +2 Int+2BK) *Know (Geography): 8 (1 ranks; +3 trained; +2 Int+2BK) *Know (history): 8 (1 ranks; +3 trained; +2 Int+2BK) *Know (local): 8 (1 ranks; +3 trained; +2 Int+2BK) *Know (nature): 8 (1 ranks; +3 trained; +2 Int+2BK) *Know (nobility): 8 (1 ranks; +3 trained; +2 Int+2BK) *Know (planes): 8 (1 ranks; +3 trained; +2 Int+2BK) *Know (religion): 10 (3 ranks; +3 trained; +2 Int+2BK) *Linguistics: +6 (1 ranks; +3 trained; +2 Int) *Perform (Sing): +23 (6 ranks; +3 trained; +3 Cha+2Racial+2MWinstrument+4DO+3) *Perform (Dance): +20 (3 ranks; +3 trained; +3 Cha+2Racial+2MWinstrument+4DO+3) *Perception: +6 (3 ranks; +3 trained; +0 Wis) Ride: +3 (0 ranks; +0 trained; +3 Dex; 0 armor) Sense Motive: +0 23(0 ranks; +0 trained; +0 Wis) Stealth: -5 (0 ranks; +0 trained; +1 Dex;) *Spellcraft: 6 (1 ranks; +3 trained; +2 Int) Survival: 0 (0 ranks; +0 trained; +0 Wis) Swim: 0 (0 ranks; +0 trained; +0 Str; 0 armor) Use magic device 14 (5 ranks; +3 trained; +3 Cha+3) Spells:
Concentration:1d20 +4 +1 level + 3 stat) Cantrips Known: All Prepared: Acid Splash,Detect Magic, Prestidigation, Read Magic,Ghost sound, Daze Cantrips per Day: 4 Level 1: Moment of Greatness, Cure light wounds,Grease,Silent image Level 2: Blistering Invective, Heroism Equipment:
Weapons: Whip 1gp Mithril Rapier+1 3000gp Light X-Bow 35 gp CI Bolt 2 gp Mithal Shirt 1100 (GP) Buckler 5gp Shihedron Medallion 3800 Gp Belt of Dexterity +2 Headband of Charisma +2 147 Miscenellous: MW Instrument Sing Kit, Bard's Price 41 gp; Weight 33-1/2 lbs. This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin. Scrolls CLW (50gp) Scroll Comprehend L (25g) Scroll Burning Hands (2x) (50gp) Antitoxin (50Gp) Alchemist Fire x2 (40Gp) Wand of Disguise self (5c) 75g Circlet of persuasion 478 Carrying Capacity: Light Load: 0 lbs - 76 lbs Medium Load: 77 lbs - 153 lbs Heavy Load: 154 lbs - 230 lbs Lift Over Head: 230 lbs Lift Off Ground: 460 lbs Push or Drag: 1150 lbs 587gp Boons:
New Contacts: Once then cross +2 Know Planes, Know Nob, Know Rel Jirakus Respect: [] Check box to cast, invisibility, longstrider stone shape or wind wall Elemental Transformation: [][] Check Box to get +2 Save vs bleed,Paralysis, poison, sleep or stunning Alliance with Asashar & Concordance Air Affinity: 3 Foe of All Winds: [][][] +2 Diplo & Int against natives of Plane of Air Cross 1 box Gust of wind, 2 Boxes Wind Wall, 3 Boxes Wind Walk Exchange Faction S8:
SLUSH FUND (2+ goals):You can attempt a Day Job check untrained. When you roll a Day Job check, you always receive at least 25 gp for every two goals you’ve completed. If you expended gold on tolls, bribes, living expenses, or other nonpermanent costs during an adventure, your faction reimburses you for the gold spent, to a maximum of the amount you earned on your Day Job check. SHOWMANSHIP (4+ goals): Once per adventure, you can use your bonus for any Craft or Profession skill in place of your bonus for a Disable Device, Knowledge (engineering), or Use Magic Device check as if you were trained in that skill. UNPARALLELED SUPPLIER (7+ goals): Your access to superior resources makes your team deadlier. You can re-roll a total number of your or your allies’ -------------------------------------------------------------------- [X]Visit one of the following planar metropolises during the course of an adventure: Armun Kelisk, the City of Brass, the Opaline Vault, or Vialesk. While in the city, purchase or sell an item worth at least 100 gp per character level. [X]Recruit a named NPC merchant, trader, smuggler, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check (DC = 15 + your character level). [X][X]Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic. [X][]Gain access to a unique or variant item during the course of an adventure whose rules are printed on your Chronicle sheet. [][]Create a lasting impression on a sentient creature by exceeding the DC of the Intimidate check to make the creature friendly by 10 or more. Alternatively, foster peaceful interactions by learning how to speak and read seven or more languages, at least one of which must be Aquan, Auran, Ignan, or Terran. If you do so, check both of this goal’s boxes. []Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Bluff, Intimidate, or Profession (merchant) check (DC = 15 + your character level). [X][]Identify a valuable business prospect during the course of an adventure. Doing so requires a successful Appraise, Knowledge (local), Profession (merchant), Sense Motive, Stealth check (DC = 15 + your character level). [][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. [dice=IniFeli]1d20+5[/dice] [dice=PercFeli]1d20+4[/dice] Introduction:
Felicitas Aurora is a young woman, about 5`4`` with maybe 120 pounds. Her heritage is not so obvious, as she it only shows in the silver orbs she has for eyes. She has long platinum blond hair, usually braided in a thick lush braid. In private or on the stage she wears long flowing dresses, either in golden or emerald green. But if she on a mission, she wears a well made explorers outfit of leather shirt, leather vest and soft boots and gloves of deerskin, dyed in emerald green with a matching osirion linnen tunic in soft colours, together with a light mithral Shirt and her trusted mithral rapier she named witty repartee on her side. He voice is pure honey and her songs can make stones weep. Bot:
1 round Movement Inspire courage, cast heroism on herself. 2 round Blistering invective if enough enemys are close to herself and not immune to intimidate. 3 round go into melee |