Reta Bigbad

Lokaloka's page

552 posts. Organized Play character for UncleFroggy.


Full Name

Lokaloka

Race

HP 46/46 | AC 20 (21 w/shield) | F/R/W 9/10/9 | Perc +9 Darkvision | Spell Attack: +9 | 25 feet | Class DC 19 | Exploration: Repeat Spell (IC) |

Classes/Levels

Performance (Virtuosic Performer): +12 | ◆◇↺ | Spells: -/2/0 |

Gender

"Pickle?" | 2396852-2009 | CG Female Unbreakable Goblin Bard Lvl 4 | Musical Prodigy | Hero Points: 1/3 | Focus Points: 2/2 |

Strength 12
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 12
Charisma 16

About Lokaloka

Female Goblin Bard 4
CG, Small, Goblin, Humanoid
Heritage: Unbreakable Goblin
Background: Musical Prodigy
Perception: +9 Darkvision
Languages: Common, Goblin, Gnomish
STR 12 (+1), DEX 14 (+2), CON 12 (+1), INT 12 (+1), WIS 12 (+1), CHA 16 (+3)
AC 20 (21 w/shield), HP 46, Fort +9, Ref +10, Will +9
Class DC: 19
Speed: 25 ft
Resistances: Negative 1

PFS Info:

PFS#: 2396852-2009
PFS School: Spells
PFS School Item: Minor Healing Potion x2
Chronicle

Skills/Offense:

Please see the Botting Spoiler

Spells:

Spell DC: 19
Spell Attack: +9
Signature Spells: Soothe, Animate Dead
1st (3/day): Soothe, Magic Missile, Magice Weapon, Animate Dead
2nd (2/day): Final Sacrifice, Sound Burst, Animated Assault
Cantrips: Prestidigitation, Daze, Phase Bolt (2d4+3 dmg), Telekinetic Projectile (2d6+3 dmg), Summon Instrument
Innate: Guidance, Light, Shield (Aeon Stone circling her head)

Focus Spells:

Focus Points: 2
Counter Performance
Lingering Composition
Inspire Courage (at will)
Inspire Competence (at will)

Feats and Abilities:

Ancestry Feats:
Goblin Lore - You’ve picked up skills and tales from your goblin community. You gain the trained proficiency rank in Nature and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Goblin Lore.

Background Feats:
Virtuosic Performance (Wind Instruments)
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. 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.

Class Feats:
Inspire Competence - Your encouragement inspires your ally to succeed at a task. This counts as having taken sufflcient preparatory actions to Aid your ally on a skill check of your choice, regardless of the circumstances. 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.

Multifarious Muse - Your muse doesn’t fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain any of the other effects of the muse you chose.

* Versatile Performance (Polymath Muse): You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. You can use your proficiency rank in Performance to meet the requirements of skill feats that require a particular rank in Deception, Diplomacy, or Intimidation.

General Feats:
Canny Acumen (Fortitude Save) - Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.

Skill Feats:
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.
Cat Fall - Treat falls as if they are 10' shorter

Other Abilities:
* Radiant Oath Champion
* Unbreakable Goblin - Falling distance is halved.

Equipment:

Combat Gear: Dagger, Shortsword, Throwing Knife(8)
Containers:
Backpack - chalk (10), flint and steel, rations (2 weeks), rope 50', soap, bedroll
Satchel - Thieves Tools
Scroll Case - Scrolls of Soothe
Belt Pouch 1 - Lesser/Minor Healing Potions
Belt Pouch 2 - Minor Elixir of Life
Other Gear: Waterskin,
Magic Items: Scroll of Soothe(2 x Lvl 2), Wayfinder, Pendant of the Occult, Dusty Rose Prism Aeon Stone (Shield), Persona Mask (+1 Item bonus to Performance)
Wayfinder: Pearly White Spindle Aeon Stone
Consumables: Minor Healing Potion(2), Lesser Healing Potion(1), Minor Elixir of Life
Bulk: 4 (Encumbered at: 6; Maximum at: 11)
Coins: 40.8 gp

Botting:

SAVES / PERCEPTION
[dice=Fortitude]d20+9[/dice]
[dice=Reflex]d20+10[/dice]
[dice=Will]d20+9[/dice]
[dice=Perception]d20+9[/dice]

INITIATIVE
[dice=Lokaloka Init; Avoid Notice]d20+8[/dice]

SKILLS
[dice=Acrobatics(T)]d20+8[/dice]
[dice=Arcana(U)]d20+1[/dice]
[dice=Athletics(U)]d20+1[/dice]
[dice=Crafting(T)]d20+7[/dice]
[dice=Deception(T)]d20+9[/dice]
[dice=Diplomacy(T)]d20+9[/dice]
[dice=Intimidation(T)]d20+9[/dice]
[dice=Medicine(T)]d20+1[/dice]
[dice=Nature(T)]d20+7[/dice]
[dice=Occultism(T)]d20+12[/dice]
[dice=Performance(E)]d20+11[/dice]
[dice=Performance, Wind Instruments]d20+12[/dice]
[dice=Religion(U)]d20+1[/dice]
[dice=Society(U)]d20+1[/dice]
[dice=Stealth(T)]d20+8[/dice]
[dice=Survival(U)]d20+1[/dice]
[dice=Thievery(T)]d20+8[/dice]

[dice=Goblin Lore(T)]d20+7[/dice]
[dice=Music Lore(T)]d20+7[/dice]
[dice=Academia Lore(T)]d20+7[/dice]

COURAGEOUS ANTHEM (formerly known as INSPIRE COURAGE)
[dice=Lingering Composition, Wind Instruments]d20+12[/dice]
[ooc]S - 3 rds, CS - 4 rds; +1 atk/dmg/saves vs fear[/ooc]

MELEE
[dice=Throwing Knife]d20+13[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP, Agile]d20+9[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP 2+, Agile]d20+5[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Dagger]d20+13[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Dagger, MAP, Agile]d20+9[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Dagger, MAP 2+, Agile]d20+5[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

RANGED
[dice=Throwing Knife, 20' range]d20+8[/dice] for [dice=Piercing Damage]1d4+1[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP, Agile, 20' range]d20+4[/dice] for [dice=Piercing Damage]1d4+1[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP 2+, Agile, 20' range]d20[/dice] for [dice=Piercing Damage]1d4+1[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Dagger, 10' range]d20+8[/dice] for [dice=Piercing Damage]1d4+1[/dice] [ooc]Critical Hit: Double Damage[/ooc]

SPELLS

[dice=TKP]d20+9[/dice] for [dice=Piercing/Slashing/Bludgeoning (depends on the projectile)]2d6+3[/dice]
[dice=Phase Bolt]d20+9[/dice] for [dice=Force Damage]2d4+3[/dice]
[dice=Daze; DC 19 Basic Will; Stunned 1 on CF]3[/dice]

[dice=Magic Missile (1)]1d4+1[/dice]
[dice=Magic Missile (2)]2d4+2[/dice]
[dice=Magic Missile (3)]3d4+3[/dice]

[dice=Soothe, Lvl 1]d10+4[/dice]
[dice=Soothe, Lvl 2]2d10+8[/dice]

[dice=Noise Blast, Sonic Damage, DC 19 Fortitude]2d10[/dice]
[dice=Animated Assault, Bludgeoning Damage, DC 19 Basic Reflex]2d10[/dice]

If things get really bad, and there is room so that her companions don't get hit, she will cast animate dead and summon a flying skull in an area where it will not be hit/killed. She will then sustain the spell next turn and have the skull fly close to the enemy and explode it.
"FLYING HEAD GO BOOM!!"
[dice=Final Sacrifice, Fire Damage, DC 19 Reflex, 20' Burst w/in 120 feet]6d6[/dice]