Portia Highhill's page

No posts. Organized Play character for Bimpnottin Daergel.


Full Name

Portia Highhill

Race

Halfling | 102201-4

Classes/Levels

Bard 1 | AC 16 T 14 FF 13 | HP 10/10 | F+3 R+7 W+3 | Init+3 | Perc+6

Gender

Female

Size

Small

Age

31

Alignment

CG

Deity

Cayden Cailen

Strength 8
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 10
Charisma 16

About Portia Highhill

Portia Highhill
Female Halfling Bard (Base) 1
CG Small Humanoid (Halfling)
Init +3; Senses Normal Vision; Perception +6

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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 10 (1d8)
Fort +3, Ref +7, Will +3
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Offense
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Base Atk +0; CMB -2; CMD 11
Speed 20 ft.
Melee
Rapier (small) +4 (1d4-1/18-20 x2)

Ranged
Sling (Small) +4 (1d3-1/x2) 30'

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Spells
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Spells Known (4/2/0/0/0/0/0/0/0/0) (CL 1)

Level 0(Infinite/day):

Detect Magic (Divination)
Save: None
Time: 1 standard action
Duration: Concentration, up to 1 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
Effect:  You detect magical auras.
Target Area:   Cone-shaped emanation

Light (Evocation)
Save: None
Time: 1 standard action
Duration: 10 minutes
Rng: Touch
Comp: V, M/DF
SR: No
Effect:  This spell causes a touched object to glow like a torch.
Target Area:   Object touched

Lullaby (Enchantment)
DC: 13
Save: Will negates
Time: 1 standard action
Duration: Concentration + 1 rounds [D]
Rng: Medium (110 ft.)
Comp: V, S
SR: Yes
Effect:  Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect.
Target Area:   Living creatures within a 10-ft.-radius burst

Spark (Evocation - Fire)
DC: 13
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (25 ft.)
Comp: V or S
SR: Yes (object)
Effect:  Ignites flammable objects.
Target Area:   one Fine object


Level 1(2/day):

Ear-Piercing Scream (Evocation)
DC: 14
Save: Fortitude partial (see text)
Time: 1 standard action
Duration: Instantaneous; see text
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
Effect:  Deal sonic damage and daze target.
Target Area:   One creature

Hypnotism (Enchantment)
DC: 14
Save: Will negates
Time: 1 round
Duration: 2d4 rounds [D]
Rng: Close (25 ft.)
Comp: V, S
SR: Yes
Effect:  Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you.
Target Area:   Several living creatures, no two of which may be more than 30 ft. apart

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Statistics
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Abilities:

Str 8 (-1)
Dex 16 (+3)
Con 14 (+2)
Int 14 (+2)
Wis 10 (+0)
Cha 16 (+3)

Feats:

Weapon Finesse

Traits:

Deft Dodger (+1 Reflex save)
Performance Artist (Taldor)(+1 Perform(Sing))

Skills:

Acrobatics: 5; Acrobatics (Jump): 1; Appraise: 2; Bluff: 7; Climb: 1; Craft (Jewelry): 6; Craft (Untrained): 2; Diplomacy: 3; Disguise: 3; Escape Artist: 3; Fly: 5; Heal: 0; Intimidate: 3; Knowledge (Arcana): 7; Knowledge (Local): 7; Knowledge (Untrained): 3; Linguistics(Draconic): 6; Perception: 6; Perform (Sing): 7; Perform (Untrained): 3; Ride: 3; Sense Motive: 0; Stealth: 11; Survival: 0; Swim: -1; Use Magic Device: 7;

Languages:

Common, Draconic, Elven, Gnome, Halfling

Equipment:

Other Gear
Rapier (Small); Lamellar Cuirass (Small); Outfit (Entertainer's/Small); Backpack (Small); Rations (Trail/Per Day) (Small); Artisan's Tools (Jewelry); Bullets (Sling/10) (Small); Mug or Tankard (Clay); Scroll Case; Spell Component Pouch; Sling (Small);

Coin
8 PP, 23GP, 7 SP, 10 CP


Special Abilities:

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Special Abilities
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Bardic Performance
[Paizo Publishing - Core Rulebook, p.35]
You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 7 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Countersong (Su)
[Paizo Publishing - Core Rulebook, p.36]
You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your 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)
[Paizo Publishing - Core Rulebook, p.36]
You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your 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)
[Paizo Publishing - Core Rulebook, p.37]
You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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)
[Paizo Publishing - Core Rulebook, p.37]
You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your 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. 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.