Amiri

Ligeia's page

27 posts. Alias of YoricksRequiem.


Full Name

Ligeia

Classes/Levels

F Merfolk Siren 2 [ HP: 38/38 | AC: 16 | T: 13 | FF: 13 | Fort +2 / Ref +9 / Will +7 | Init +3 / Percept +9 ]

About Ligeia

.

.

.


Ligeia
Female Merfolk Siren
Bard (Buccaneer) 3 / Mesmerist (Vox) 2
Free Multiclass Variant into Sorcerer (Houserule)

___________________

    Stats
___________________


Size / Type: Medium Humanoid (Aquatic)
Alignment: Chaotic Evil
Deity:
Age: Visibly early-20's. Actual age unknown.
Speed: 40 Ft Water / 5 Ft Land
Initiative: +3
Senses: Perception +9
Languages: Common, Aquan, Aboleth, Elven, Sylvan

Attributes
STR 13 (+1)
DEX 16 (+3)
CON 15 (+2)
INT 14 (+2)
WIS 12 (+1)
CHA 18 (+4)

___________________

    Offense
___________________

BAB: +3

Dagger
Attack: 1d20 + 3 (1 BAB +2 Str)
Damage: 1d4 + 2 (2 Str)
Crit: 19-20 x2

Scorpion Whip
Attack: 1d20 + 4 (1 BAB +2 Str +1 Weapon)
Damage: 1d4 + 2 (2 Str)
Crit: 20 x2
Special: Has Reach. Can Disarm, Trip.

Notes:
Weapons can do nonlethal damage with no penalty. If you deal nonlethal damage, free Intimidate check to demoralize.

___________________

    Defense
___________________

HP: 38 (5d8 + 2 Con per Dice)
AC: 18 (10 Base +3 Dex +5 Armour)
Touch: 13 / Flat-Footed: 15

CMB: 4 (3 BAB + 1 Str)
CMD: 17 (10 Base + 3 BAB + 1 Str + 3 Dex)

Notes:
* Immune to trip

Fort +2 (+0 Base Bard +0 Base Mesmer +2 Con)
Refl +9 (+3 Base Bard +3 Base Mesmer +3 Dex)
Will +7 (+3 Base Bard +3 Base Mesmer +1 Wis)

Notes
* +4 Saving Throws against Bardic Performance, sonic, and language-dependent effects

___________________

    Skills
___________________

Per Level: 8 (6 Base + 2 Int) (+3 Favoured Class for Bard)


  • Bluff +16 (+5 Ranks +3 Class +4 Cha +1 Mesmer +3 Equipment)
  • Climb +5 (+1 Rank +3 Class +1 Str)
  • Diplomacy +12 (Perform Oratory)
  • Disguise +13 (+3 Ranks +3 Class +4 Cha +3 Equipment)
  • Intimidate +15 (+5 Ranks +3 Class +4 Cha +3 Equipment)
  • Kn Arcana +6 (+1 Rank +3 Class +2 Int)
  • Kn Geography +6 (+1 Rank +3 Class +2 Int)
  • Kn Nature +6 (+1 Rank +3 Class +2 Int)
  • Linguistics +6 (+1 Rank +3 Class +2 Int)
  • Perception +9 (+5 Ranks +3 Class +1 Wis)
  • Profession (Sailor) +8 (+4 Ranks +3 Class +1 Wis)
  • Perform (Oratory) +15 (+5 Ranks +3 Class +4 Cha +3 Equipment)
  • Perform (Sing) +17 (+5 Ranks +3 Class +4 Cha +2 Racial +3 Equipment)
  • Sense Motive +12 (Perform Oratory)
  • Stealth +7 (+1 Rank +3 Class +3 Dex)
  • Swim +9 (+1 Str +8 Racial)
  • Use Magic Device +15 (+5 Ranks +3 Class +4 Cha +3 Equipment)

Notes:
* You can use Perform (Oratory) in place of Diplomacy and Sense Motive.
* +2 Intimidate to Demoralize.

___________________

    Traits
___________________

Magical Knack (Magic): +2 to Bard caster level up to max.

Demoralizing Presence (Religion): +2 Trait bonus to Intimidate to demoralize opponents

___________________

    Feats
___________________

Enforcer: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt. (Level 1 Feat)

Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease. (Level 3 Feat)

Spellsong: You can spend a swift action to combine casting a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realise you are casting a spell. This uses 1 round of Bardic performance, regardless of the spell’s casting time. You can also use a move action and spend 1 round of Bardic performance to maintain a spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of. (Level 5 Feat)

___________________

    Specials
___________________

Proficiencies - Simple weapons, longsword, hand crossbow, swordcane, rapier, sap, shortsword, shortbow, whip. Light armour and shields (except tower shields). No spellcasting failure chance when wearing light armour for Bard spells.

Consummate Liar - Add ½ Mesmerist level to Bluff checks (+1).

Compelling Voice - Focusing the sound of your voice on one creature within 30 feet as a swift action, you can sap the target’s willpower and render them more vulnerable to mind-affecting powers. This ability has a 20% chance to fail if you are deafened. The target does not need to be able to understand your words, but needs to be able to hear them. This otherwise functions as Hypnotic Stare. The target takes a -2 penalty on Will Saving throws. The mesmerist can remove the memory of her voice from the target's mind; The creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it.

Painful Speech - When an attack that deals damage hits the target of the mesmerist’s compelling voice ability, the mesmerist can cause the target to take an amount of damage equal to ½ the Mesmerist’s class level. This is a free action, usable even if it isn’t the mesmerist’s turn. If the Mesmerist uses this to increase their own damage, it instead deals 1d6 for every 3 levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.

Hilt Bash - A buccaneer develops the ability to fight with the hilts and flats of his weapons, aiming to leave his victims alive. He can use a weapon that normally deals lethal damage to deal nonlethal damage with no penalty on his attack roll.

Versatile Performance - You can use Perform (Oratory) in place of Diplomacy and Sense Motive checks

Well-Versed - The bard is 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.

Mesmerist Trick (5 / Day) - Standard action & touch to implant a trick into an ally. Max of one at a time. Activate as a free action when the condition is met, even if it's not your turn, as long as target is within medium range of the Mesmerist (120 feet). Does not require line of sight, but blocking telepathic connection will disrupt the trick. DC is 15 (10 + 1/2 Mesmerist Level + Cha modifier).

  • Linked Reaction - A hive mind allows the mesmerist and an ally to share one another's reaction times. The mesmerist can trigger this trick when either the subject or the mesmerist is surprised and the other isn't (even if the mesmerist would normally be unable to take actions because of being surprised). Both the mesmerist and the subject can act in this surprise round. The mesmerist can't implant this trick on himself.

  • Meek Facade - The subject magically seems like a weak target, goading an enemy into attacking her. The mesmerist can trigger this trick when the subject misses a creature with an attack (even if it's part of a full attack in which she hits that creature with another attack). The enemy must attack no one other than the subject, and the subject gains a +2 dodge bonus to AC against the triggering enemy's attacks. Both of these effects last for 1 round. The bonus to AC increases by 1 for every 5 levels the mesmerist possesses. This is a mind-affecting compulsion effect.

    ___________________

      Bloodline
    ___________________

    Silver Tongue (7 / Day) - 3 + Cha times per day you can bolster your lies as a swift action. You gain a +5 bonus on one Bluff check made to convince another of the truth of your words. If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (DC + your level) to succeed.

    ___________________

      Bardic Performance
    ___________________

    Performance (12 / Day) - Use Perform to do magical stuff. Number of times per day equal to 4 + Charisma Modifier + 2 for each level over 1st. Starting a performance is a standard action, it can be maintained as a free action. Bardic performance cannot be disrupted but ends immediately if the bard is killed, paralyzed, stunned, knocked out, or otherwise prevented from taking a free action to maintain it.

    Countersong - The 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 - Each round make a Perform check. Any creature within 30 feet of the bard (including the bard) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the Bard’s perform skill in place of a 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.

    Fascinate - You can fascinate creatures who can see and hear you within 90 feet. They must be capable of paying attention to you, and you must also be able to see them. Affects 2 targets. They get a Will save of 10 + ½ Bard Level + Cha modifier to negate. Successful save makes them immune for 24 hours. Failed save means they watch the performance as long as the Bard maintains it. They take a -4 on all skill checks made as reactions. Potential threats allow a saving throw. Obvious threats break the effect.

    Inspire Courage - Allies who can see/hear the Bard’s performance (including the Bard) gain a +1 morale bonus on saving throws against charm and fear, and a +1 to attack and weapon damage rolls.

    Inspire Competence - An ally within 30 feet who can hear/see the bard gains a +2 competence bonus on one skill check with a particular skill as long as they continue to hear the bard’s performance.

    ___________________

      Bard Spells
    ___________________

    DC: 10 + Spell Level + Cha modifier

    +1 DC to Enchantment Spells (Racial)
    +1 DC to Language-Dependent Spells (Racial)

    ___________________

      Mesmerist Spells
    ___________________

    DC: 10 + Spell Level + Cha modifier

    +1 DC to Enchantment Spells (Racial)
    +1 DC to Language-Dependent Spells (Racial)

    ___________________

      Racial Spells
    ___________________

    ___________________

      Gear
    ___________________


    Gold: 535 gp
    Load: 14 / 50 lbs

    Dagger
    Light Weapon
    Damage 1d4, Crit 19-20 x2
    1 lbs, 2gp

    Masterwork Scorpion Whip
    One-Handed Melee Weapon
    Damage 1d4, Crit 20 x2
    Can disarm, trip, has reach.
    3 lbs, 305gp

    +1 Mithral Shirt
    Light Armour
    AC +5, Max Dex +6, Check Penalty 0
    10 lbs, 2,100gp

    Circlet of Persuasion
    Head Slot
    +3 to Charisma Checks
    0 lbs, 4,500gp

    Wand of Cure Light Wounds
    Caster Level 3
    Heals 1d8 + 3, 50/50 Charges
    0 lbs, 2,250gp

    Still need to get Mundane gear...

    ___________________

      Leveling Plan
    ___________________

    Pick up Mesmerist 3 at some point for Bold Stare and the Sonic Blast thing. Otherwise, full bard.