About Song-of-AirSong-of-Air and her twin brother, Leaf-on-Wind, have been together for a long time. Their mother was an acrobat who emigrated all the way from Tian Xia, but both Song and Leaf were hatched on Kortos. Song is trying to fill the role of circus leader and Mistress of Ceremonies, but worries sometimes that she will fail her people. That’s why she depends so much upon her friends, Ephie, Rulean, Clover and now Chani to help her keep her beloved circus going. Of late, she’s been especially worried about her brother, Leaf-on-Wind, who seems to have lost his way. Saves [dice=Fortitude]1d20+12[/dice]
Skills [dice=Acrobatics]1d20 +13[/dice]
ABP Bonus marked with * ★ ---- ★ ---- ★ ---- ★ With Inspire Courage [dice=Performance (dance)]1d20 +17 [/dice]
[dice=Performance (dance)]1d20 +17 [/dice]
◈ [dice=Short bow+I.C.]1d20 +12 +1+1[/dice]
◈ [dice=Short bow shot 2+I.C.]1d20 +12 +1+1-5[/dice]
◈ [dice=Shortsword+I.C.]1d20 +12+ 1+1 [/dice]
◈ [dice=Sharp Beak+I.C.]1d20 +12+ 1+1 [/dice]
◈ [dice=Whip+I.C]1d20 +12+ 1+1[/dice]
★ ---- ★ ---- ★ ---- ★ Without Inspire Courage [dice=Shortsword]1d20 +12+1[/dice]
[dice=Sharp Beak]1d20 +12+1[/dice]
[dice=Whip]1d20 +12+1[/dice]
[dice=Short bow]1d20 +12+1[/dice]
★ ---- ★ ---- ★ ---- ★ Spells ◈◈ Soothe
◈◈ Electric Arc (DC 20)
◈◈ Telekinetic Projectile
◈◈ Animated Assault
◈◈ Disrupt Undead (DC 20)
◈◈ Ray of Frost
[/spoiler] ★ ---- ★ ---- ★ ---- ★ Nationality: Absalom
★ ---- ★ ---- ★ ---- ★ Ancestry Storm-Tossed Tengu
SENSES
Perception: 9 (0 +5+ 4) [E]
DEFENSES
HP 60 (6x9=54; +6 for Tengu)
____________________ OFFENSE
Class DC: 22[T] Speed: 25 Attacks: Check out 'Bot me!' spoiler at the top! Weapon Proficiencies
MAGIC
Magic Traditions: Occult
Focus Points: 3/3(maximum)
Spells Known
Focus Cantrips:
Plus one prepared cantrip from Witch & one from cantrip connection,
1st Level:
Prepared Witch Spells that Song might prepare:
2nd Level:
Prepared Witch Spells That Song might choose:
3rd Level:
Tengu Feather Fan - 1 activation of each per day
____________________ SKILLS
See Botting Spoiler AERIALIST Experienced with trapezes, aerial silks, and hoops, your skill is in performing death-defying stunts high above the ground. The Celestial Menagerie skimped on safety devices such as nets and quality ropes, so you also learned to take a fall better than most. After a harrowing near-death experience involving a cracked trapeze bar, you decided to take your expertise elsewhere. Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You're trained in the Acrobatics skill and the Rope Lore skill. You gain the Cat Fall skill feat. ____________________ ABILITY SCORES
Ancestry Tengu Dex, Int, Cha
Ability Score Summary:
Str 12 F Dex 18 ABF5 Con 12 F5 Int 16 AF5 Wis 10 F Cha 19 ABCF5 STR +1, DEX +4, CON +1, INT +3, WIS +0, CHA +4
FEATS:
Ancestry Feats and Abilities Special 1st: Low-light SHARP BEAK With your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits. Heritage 1st: STORMTOSSED TENGU Whether due to a blessing from Hei Feng or hatching from your egg during a squall, you are resistant to storms. You gain electricity resistance equal to half your level (minimum 1). You automatically succeed at the flat check to target a concealed creature if that creature is concealed only by rain or fog. 1st: STORM’S LASH FEAT 1
Wind and lightning have always been close friends to you. You can cast the electric arc cantrip as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. 5th: TENGU FEATHER FAN Feat 5
You can cast the 1st-level gust of wind spell by activating your tengu feather fan. Activate Interact; Frequency once per day; Effect You cast one of the spells contained in your tengu feather fan. Activating the fan takes the spell's normal number of actions. You can also Activate the fan to cast a cantrip you've gained from a heritage or ancestry feat; this activation doesn't count against the fan's uses per day. Blessings REFLECTION OF LIFE RESONANT REFLECTION 5
Activate [two-actions] envision; Frequency once per day; Effect You gain fast healing 3 for 1 minute. This amount of fast healing increases by 1 for every 2 levels you have beyond 5th level. Skill Feats Background: CAT FALL FEAT 1
Prerequisites trained in Acrobatics Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter. If you're a master in Acrobatics, treat them as 50 feet shorter. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall. 2nd: (skill feat) LIE TO ME FEAT 1
Prerequisites trained in Deception You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn't apply if you don't have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech. 4th (skill feat) VIRTUOSIC PERFORMER FEAT 1
Prerequisites trained in Performance 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. Specialty Examples
6th: Bon Mot
Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
General Feats
[b]Class Feats and Abilities Feat 1st: Maestro Your muse is a virtuoso, inspiring you to greater heights.If it's a creature, it might be a performance-loving creature such as a choral angel or lillend azata; if a deity, it might be Shelyn. As a bard with a maestro muse, you are an inspiration to your allies and confident of your musical and oratorical abilities. You gain the Lingering Composition feat and add soothe to your spell repertoire. LINGERING COMPOSITION FEAT 1
Prerequisites maestro muse, focus pool By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell (page 387). Increase the number of Focus Points in your focus pool by 1. Feat 2nd: MULTIFARIOUS MUSE FEAT 2 (to open up Enigma+Bardic Lore) Enigma Your muse is a mystery, driving you to uncover the hidden secrets of the multiverse. If your muse is a creature, it might be a dragon or otherworldly being; if a deity, it might be Irori or Nethys. You gain the Bardic Lore feat and add true strike to your spell repertoire. BARDIC LORE Prerequisites enigma muse Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can't increase your proficiency rank in Bardic Lore by any other means. Feat 4th: INSPIRE DEFENSE You gain the Inspire Defense cantrip. INSPIRE DEFENSE CANTRIP 2
Cast [one-action] verbal
Feat 6th: DIRGE OF DOOM FEAT 6
You learn the dirge of doom composition cantrip (page 386), which frightens your enemies. DIRGE OF DOOM CANTRIP 3
Cast [one-action] verbal Area 30-foot emanation Duration 1 round Foes within the area are frightened 1. They can't reduce their frightened value below 1 while they remain in the area Bonus Archetype Feats WITCH DEDICATION FEAT 2
Prerequisites Intelligence 14
Primal Feat 4th; BASIC WITCHCRAFT FEAT 4
BASIC LESSON FEAT 2
Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a basic lesson from the list on page 100. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.
Feat 6th: Basic Witch Spellcasting
Archetype
Oolong:
Oolong is the raven who serves as Song’s familiar. HP: 5/level Perception: +9
Spell Learning for Familiars Rules: Spoiler:
Your familiar starts off knowing 2 cantrips. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to. Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells. Oolong’s Familiar Abilities
CANTRIPS
HEX CANTRIPS
FIRST LEVEL WITCH SPELLS
____________________ EQUIPMENT
Invested items:
Bracelet of Dashing
Activate command; Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute Dancing Scarf
Activate Interact; Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn. |