Laori Vaus

Luh Kee's page

4 posts. Organized Play character for Mjolbeard89.


Full Name

Luh Kee

Race

Bard 1

Classes/Levels

(HP 9/9) | AC:15 | T:13 | FF:12 | cmd:14 | Fort +0 | Ref +5 | Will +3 | Init. +3 | Perc:+7 | Speed 30ft | Bardic Performance: 6/6 | Status: N/A

Gender

Female Elf

About Luh Kee

Luh Kee "Lucky" - PFS #177216-13 (CORE)
XP 0 | PP 0 | Fame 0
Faction:

Songs Lived:

Botting Instructions:

Favored Class Bonus:
1 - +1 hp

Female Elf Bard 1
CG Medium Humanoid (Elf) 144 years old, 5’7”
Init +3; Senses Perception +7, Low-Light Vision
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1 FCB)
Fort +0, Ref +5, Will +3
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OFFENSE
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Speed 30 ft.
Melee
Longsword +1 (1d8+1 S; 19-20/x2)
Whip +1 (1d3+1 S; Disarm, Nonlethal, Reach (15ft), Trip)
Ranged
Short bow +3 (1d6 P; x3; 60ft) (Arrows 20, CI Arrows 10)
Combat Maneuvers
Disarm (whip) +3
Trip (whip) +3
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SPELLS
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CL 1, Concentration +3
Cantrips, DC 12: Detect Magic, Message, Read Magic, Summon Instrument
1st level, DC 13, 2/day: Animate Rope, Grease
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STATISTICS
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Str 12, Dex 16, Con 10, Int 14, Wis 12, Cha 15
Base Atk +0; CMB +3; CMD 14
Traits Dirty Fighter, Talented
Feats Agile Maneuvers
Skills (8 skill points total) Acrobatics +7, Bluff +6, Knowledge (Arcana) +7, Knowledge (Local) +7, Knowledge (all untrained) +3, Linguistics +6, Perception +7, Perform (Wind) +7, Spellcraft +6
ACP 0
Languages Common, Elven, Tien, Draconic, Gnome
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SPECIAL ABILITIES
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Class
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: 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.
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 noninstantaneous 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill 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 this ability from working. For every three levels the 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 all 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.

Race
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Trait
Dirty Fighter (Combat): You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Talented (Social): You are a virtuoso musician, actor, or storyteller. You gain a +1 trait bonus on checks with a single Perform skill (Oratory), and all Perform skills are always class skills for you.
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GEAR/POSSESSIONS
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Longsword
Whip
Short bow
Arrows (20)
Cold Iron Arrows (10)
Leather Armor
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried lb.
Money GP 92 SP 0 CP 0

Major Purchases:

Boons:

Exchange Faction Journal Card (S9):
0 Goal(s) completed
_ Visit one of the following cities during the course of an adventure: Bloodcove, Eleder, Kibwe, Kalabuto, Nantambu, or Senghor. While in the city, purchase or sell an item worth at least 100 gp × your character level.
_ Recruit a named NPC merchant, smuggler, trader, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check with a DC equal to 15 + your character level.
_ _ Resolve a combat encounter nonviolently through bribery, diplomacy, trickery, or a similar tactic.
_ _ 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 Polyglot. 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 with a DC equal to 15 + your character level.
_ _ Create a new trade route, either by mapping a legitimate path or opening doors to a smuggling enterprise. Doing so requires a successful Intimidate, Knowledge (geography), or Survival check with a DC equal to 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.

Backstory:

Build Ideas:
CG Elf Bard ?/Rogue ?/Pathfinder Chronicler?
Str 12 Int* 14
Dex* 16 Wis 12
Con** 10 Cha 15
Fort +0 Ref* +5 Will* +3
AC 15 Touch 13 FF 12
Traits - Dirty Fighter (+1 damage in flank), Talented (+1 Performance)
Feat - Combat Expertise
Gear - Longsword, Whip, Leather Armor, Shortbow
Build idea - scoundrel who does her best to fight without fighting, using control spells to hinder enemies or lure them into traps rather than attacking directly. Likes to use spells like Animate Rope and Unseen Servant to set up and deploy traps while she leads enemies into disadvantageous positions.