Full Name |
Phoebe Selene |
Race |
Appearance |
Classes/Levels |
Nymph (Naiad) Bard 1 (Human ancestry). Hp 16/16, AC 17 Fort +3, Ref +6, Will +5. Att +6, 1d4 S, trip: +6 vs refl. Perc. +6. |
Gender |
F |
Age |
20 |
Alignment |
CG |
Deity |
Shelyn, the Green Faith |
Strength |
10 |
Dexterity |
16 |
Constitution |
10 |
Intelligence |
12 |
Wisdom |
12 |
Charisma |
18 |
About Phoebe Selene
Phoebe Selene, Naiad Bard 1
N Medium Human Versatile Heritage Humanoid
Perception +6
Base stats
HP 16/16, AC 17; Fort +3, Ref +6, Will +6, Speed 25 feet
Languages None: Taldane, Sylvan, Draconic.
Skills Acrobatics +3, Athletics +3, Deception +7, Diplomacy +7, Lore: Fey +4, Medicine +4, Nature +4,Occultism +4, Performance +7
Ability scores Str +0, Dex +3, Con +0, Int +1, Wis +1, Cha +4
Items Leather, Backpack (2), Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Waterproof Journal, healer's Tools.
Melee
Whip +6 (Disarm, Finesse, Nonlethal, Reach, Trip), Damage 1d4 S Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Melee Light Mace +6 (Agile, Finesse, Shove), Damage 1d4 B
Special abilities Fey's Fortune (Concentrate, Fortune) Frequency once per day; Trigger You attempt a skill check and haven't yet rolled; Effect Roll the skill check twice and use the better result.
Occult Known Spells DC 17, attack +7; 1st Sanctuary, Illusory Disguise, Soothe (2 slots); Cantrips: Telekinetic Projectile, Dancing Lights, Ghost Sound, Detect Magic, Prestidigitation, Electric Arc.
Focus Spells (2 points) Counter Performance Area 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was
auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage Area 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves
against fear effects.
Lingering Composition You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a
standard-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success
The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
Breath control: You have incredible breath control, which grants you advantages when air is hazardous or sparse. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.
Additional Feats: Adapted Cantrip, Lingering Composition, Breath control
Additional Specials Muses (Maestro)