Sylph

Lore Jorinson's page

78 posts. Organized Play character for Crisischild.


Full Name

Lore Jorinson

Race

Azata Blooded Aasimar

Classes/Levels

Bard/1

Stats:
HP 10/10; AC 13, 13, 13 ; F+2, R+5, W+2; Init +3; Per +4; CMD +13

Size

M

Age

20

Alignment

NG

Deity

Sarenrae

Languages

Common, Draconic

Strength 10
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 10
Charisma 16

About Lore Jorinson

Lore Jorinson
Male Azata-Blooded Aasimar Bard(Dawnflower Dervish)/1
NG Medium Outsider(Native)
Init +3
Senses DarkVision 60'; Perception +4

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Defense
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AC 13, touch 13, flat-footed 10
HP 10/10
Fort +2, Ref +5, Will +2
CMD 13
Resistance: Acid/Cold/Electricty/5
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Offense
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Speed 30 ft.
Melee
MW Scimitar +4 1d6+3
Range

BAB +0
CMB +0
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Statistics
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Str 10, Dex 17, Con 14, Int 13, Wis 10, Cha 16
Skills Acrobatics +3, Bluff +7, Climb +0, Diplomacy +9, Know(Dungeoneering) +5, Know(Nature) +5, Perception +4, Perform(Dance) +9, UMD +7
Languages Common, Draconic
Traits Blade of Mercy; Threatening Defender

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Tracked Resources
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Perform 7/7

Spells:

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Lvl 0 Spells
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Detect Magic, Mage Hand, Prestidigitation, Read Magic

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Level 1 Spells
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2/2
CLW
Grease DC 14

Feats:

Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Dervish Dance: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Special Abilities:

Archetype: Dawnflower Dervish

Battle Dance: Dervishes of dawn are trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish to stop the previous performance and start the new one as a move action. Like a bard, a dervish of dawn's performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish of dawn cannot perform more than one battle dance at a time.
Blade of Mercy: When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
Countersong: 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.
Dervish Dance: You gain Dervish Dance as a bonus feat
Distraction: 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: 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.
Inspire Courage: 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.
Threatening Defender: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Armor Proficincy: Light, Shields (except tower)
Weapon Proficiency: All Simple; Kukri, Longsword, Sap, Scimitar, Shortbow, Shortsword

Combat Gear:

Dagger (1GP, 1WGT)
Explorer's Outfit (0GP, 8WGT)
Masterwork Scimitar (315GP, 4WGT)
Spell Component Pouch (5GP, 2WGT)
Weapon Cord (1SP)

Gear:

Carried:
Backpack (2GP, 2WGT)
Blanket (2SP, 1WGT)
Entertainers Outfit (0GP, 4WGT)
Soap (1CP, .5WGT)
Trail Rations(2) (1GP, 2WGT)
Wand of Mage Armor CL1 50/50 (2PP)
Waterskin (1GP, 4WGT)

Platinum: 0
Gold: 755
Silver: 6
Copper: 9

Encumbrance: 28.5WGT Light Load.

Skills:

Skills/Level:
Total Mod = Skill + Ranks + Misc

Levels:

Favored Class: Bard
Level 1: Bard; FCB: +1/2 Inspire Courage
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Level 1 Feat: Combat Expertise

PFS:

# 129922-1
XP: 2
PP: 2
Fame: 4
Scenario 1
Scenario 2

Purchases:

Boons:

Confirmed Field Agent: Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce
the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the
secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira:Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.