Seoni

Kraak Sharpbeak's page

284 posts. Organized Play character for Helikon.


Full Name

Felicitas Aurora

Race

Felicitas Aurora, Aasimar (Azata-Touched), varisian mother.

Classes/Levels

Bard 5/Inspired Blade 1

Spoiler:
AC 18/T13/FF14 HP 33/35 F+4 R+10 W+5 Init +5 SM +14 /Perception +4

Gender

f Picture of Filicitas

Size

Medium

Age

20

Special Abilities

Glitterdust

Alignment

CG

Deity

Shelyn

Location

"Absolute Pitch" a concert hall in the foreign quarter of Absalom

Languages

Common,Varusian, Elfish,Sylvan, Celestial

Occupation

Singer extraordinaere

Homepage URL

Felicitas

Strength 10
Dexterity 19
Constitution 14
Intelligence 14
Wisdom 10
Charisma 18

About Kraak Sharpbeak

Data:

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:
Base Attack Bonus: +4
Melee Attack Bonus: +4 (4 BAB+ 0 Str)
Range Attack Bonus: +7 (4 BAB+ 3 Dex)
Combat Maneuver Bonus: +4 (4 BAB +0 Str) CM DC: 17 (10+ 4 Base + 0 Str + 3 Dex)
Mithral Rapier+1 +8 (1D6+4/18-20/x2)
Whip +3 (1d3/20x2)
X-Bow +6 (1D8/19-20/x2)

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
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 many such performances are language dependent (as noted in the description). 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.

List of Bardic Performances:
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.

Cantrips (Sp)
Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Lore Master (Ex)
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action.


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)
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

Deeds
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex):
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex):
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex):
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.


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