Ikiko

Song-of-Air's page

447 posts. Alias of Hmm.


Race

HP 60/60| AC 25 & Electric Resist 3 | F + 12 R +15 W + 13 | Perc +10 |

Classes/Levels

25 Speed | Focus 2/2 | Spells 1st 3/3 2nd 3/3 3rd 3/3 | Hero Points 1/3 | ◇ ◈ ↺ | Active Conditions: ---

Gender

♫ Female Storm-Tossed Tengu Enigma Maestro Witchy Bard 6 ♫

About Song-of-Air

Song-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]
[dice=Reflex]1d20+15[/dice]
[dice=Wisdom]1d20+13[/dice]

Skills

[dice=Acrobatics]1d20 +13[/dice]
[dice=Arcana]1d20+11[/dice]
[dice=Athletics]1d20 +9 [/dice]
[dice=Bardic Lore] 1d20 +11[/dice]
[dice=Diplomacy]1d20 +12 [/dice] *
[dice=Deception]1d20 +12[/dice]
[dice=Intimidate]1d20 +12[/dice]
[dice=Lore (Rope)] 1d20+11 [/dice]
[dice=Nature]1d20 +8 [/dice]
[dice=Occultism (E)]1d20 +13 [/dice]
[dice=Perception (E)]1d20+10[/dice]
[dice=Performance (E)]1d20 +15 [/dice] *
[dice=Performance (E) Dance]1d20+17[/dice]
[dice=Society] 1d20 +11 [/dice]
[dice=Stealth]1d20+12[/dice]

ABP Bonus marked with *

★ ---- ★ ---- ★ ---- ★

With Inspire Courage

[dice=Performance (dance)]1d20 +17 [/dice]
Lingering Performance
Inspire Courage

[dice=Performance (dance)]1d20 +17 [/dice]
Lingering Performance
Inspire Defense

◈ [dice=Short bow+I.C.]1d20 +12 +1+1[/dice]
[dice=Piercing damage] 2d6 + 1[/dice]
[dice=Deadly?] 1d10[/dice]

◈ [dice=Short bow shot 2+I.C.]1d20 +12 +1+1-5[/dice]
[dice=Piercing damage] 2d6 + 1[/dice]
[dice=Deadly?] 1d10[/dice]

◈ [dice=Shortsword+I.C.]1d20 +12+ 1+1 [/dice]
[dice=Piercing / Slashing) damage] 2d6 + 1 + 1[/dice]

◈ [dice=Sharp Beak+I.C.]1d20 +12+ 1+1 [/dice]
[dice=Piercing) damage] 2d6 + 1 + 1[/dice]

◈ [dice=Whip+I.C]1d20 +12+ 1+1[/dice]
[dice=Slashing damage] 2d4 + 1 + 1[/dice]

★ ---- ★ ---- ★ ---- ★

Without Inspire Courage

[dice=Shortsword]1d20 +12+1[/dice]
[dice=Piercing / Slashing) damage] 2d6 + 1[/dice]

[dice=Sharp Beak]1d20 +12+1[/dice]
[dice=Piercing) damage] 2d6 + 1[/dice]

[dice=Whip]1d20 +12+1[/dice]
[dice=Slashing damage] 2d4 + 1[/dice]

[dice=Short bow]1d20 +12+1[/dice]
[dice=Piercing damage] 2d6[/dice]
[dice=Deadly?] 1d10[/dice]

★ ---- ★ ---- ★ ---- ★

Spells

◈◈ Soothe
[dice=Soothe]3d10+12[/dice]

◈◈ Electric Arc (DC 20)
[dice=Electric Arc (DC 21 Reflex)]3d4+4[/dice]

◈◈ Telekinetic Projectile
[dice=Telekinetic Projectile]1d20+11[/dice]
[dice=Bludgeoning, Piercing or Slashing Damage]3d6+4[/dice]

◈◈ Animated Assault
[dice=Animated Assault (120 foot range, 10 foot burst) Bludgeoning Damage]2d10[/dice]

◈◈ Disrupt Undead (DC 20)
[dice=Disrupt Undead (DC 21 Fortitude)]3d6+3[/dice]

◈◈ Ray of Frost
[dice=Ray of Frost]1d20+12[/dice]
[dice=Cold Damage]3d4+3[/dice]

[/spoiler]

★ ---- ★ ---- ★ ---- ★

Nationality: Absalom
Birthplace: Absalom
Age: 15
Gender & Pronouns: Female - she & her
Height: 4’10
Weight: 5 bulk
Physical Appearance: Glossy black feathers and a jaunty hat

★ ---- ★ ---- ★ ---- ★

Ancestry Storm-Tossed Tengu
Background Aerialist
Class Bard (Enigma Muse); Level: 6 Witch Archetype
Size Medium traits humanoid tengu
alignment; NG deity Andoletta
Languages: tengu, common, elven, tien
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SENSES
____________________

Perception: 9 (0 +5+ 4) [E]
Special Senses: low-light
____________________

DEFENSES
____________________

HP 60 (6x9=54; +6 for Tengu)
AC 24 = 10 + 4 Dex + 6 Levels + 1 Armor + 2 T + 1 Rune

____________________

OFFENSE
____________________

Class DC: 22[T]

Speed: 25

Attacks: Check out 'Bot me!' spoiler at the top!

Weapon Proficiencies
Simple: All simple [T], Martial: longsword, rapier, sap, shortbow, shortsword, and whip. Unarmed attacks[T].
____________________

MAGIC
____________________

Magic Traditions: Occult
Spell Attack Roll (occult): +12 [T]
Spell DC (occult): 22 [T]

Focus Points: 3/3(maximum)
Spell Slots per Day
1st: 3

Spells Known
Cantrips (cantrip level):
◈◈ Dancing Lights
◈◈ Electric Arc (DC 20)
◈◈ Prestidigitation
◈◈ Read Aura
Shield
◈◈ Telekinetic Projectile

Focus Cantrips:
Inspire Courage (f)
Inspire Defense (f)
Dirge of Doom (f)

Plus one prepared cantrip from Witch & one from cantrip connection,
Adventuring Days:
◈◈ Ray of Frost
◈◈ Disrupt Undead

1st Level:
Counter Performance
Liberating Command
Lingering Performance (f)
Life Boost (f)
◈◈ Magic Weapon - touch
◈◈ Soothe *
◈◈ Spirit Link
◈◈◈ Unseen Servant

Prepared Witch Spells that Song might prepare:
Alarm
Feather Fall (from Witch)

2nd Level:
◈◈ Animated Assault
◈◈ Hideous Laughter
◈◈◈ Magic Missile *

Prepared Witch Spells That Song might choose:
◈◈ Loosen Time’s Arrow (from Witch)
Speak with Animals (from Witch)

3rd Level:
◈◈ Haste
◈◈ Comprehend Languages
◈◈ Invisibility Sphere

Tengu Feather Fan - 1 activation of each per day
◈◈ Gust of Wind

____________________

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
Background Aerialist Dex, Cha
Class Bard Cha
Free Str Dex Int Cha
Five Dex Con 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
TENGU

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
Tengu
Source Ancestry Guide pg. 58 2.0
PFS Note The fan you gain from this feat is a held item (Pathfinder Core Rulebook 572)
You've learned to bind some of your feathers together into a fan to focus your ancestral magic. You gain a tengu feather fan: a magic item of light Bulk with a level equal to your level and the evocation and primal traits. You (and only you) can use the tengu feather fan to cast tengu magic. If your fan is lost or destroyed, you can create a replacement during your daily preparations; if you do so, your previous fan falls apart into mundane feathers. Further feats might grant you additional activations of your tengu feather fan, but you can never have more than three activations per day, no matter how many such feats you have. The DC for spells you cast with your tengu feather fan is your class DC or spell DC, whichever is higher.

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
HEALING MAGICAL
You regain double the normal number of Hit Points when resting (meaning you regain double your Constitution modifier multiplied by your level). The healing you gain from long-term rest is similarly doubled. In addition, you can focus this healing energy to accelerate your body’s natural healing processes even further.

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
GENERAL SKILL

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
GENERAL SKILL

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
GENERAL SKILL

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
Acting Drama, pantomime, puppetry
Comedy Buffoonery, joke telling, limericks
*Dance Ballet, huara, jig, macru
Keyboards Harpsichord, organ, piano
Oratory Epic, ode, poetry, storytelling
Percussion Chimes, drum, gong, xylophone
Singing Ballad, chant, melody, rhyming
Strings Fiddle, harp, lute, viol
Winds Bagpipe, flute, recorder, trumpet

6th: Bon Mot
Feat 1
Auditory Concentrate Emotion General Linguistic Mental Skill
Source Advanced Player's Guide pg. 203 2.0
Prerequisites trained in Diplomacy
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.

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.
Success As critical success, but the penalty is –2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.

General Feats
3rd: CANNY ACUMEN FEAT 1
GENERAL
Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.

[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
BARD

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
UNCOMMON BARD CANTRIP COMPOSITION EMOTION ENCHANTMENT MENTAL

Cast [one-action] verbal
Area 60-foot emanation
Duration 1 round
You inspire your allies to protect themselves more effectively. You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell's level to physical damage.

Feat 6th: DIRGE OF DOOM FEAT 6
BARD

You learn the dirge of doom composition cantrip (page 386), which frightens your enemies.

DIRGE OF DOOM CANTRIP 3
UNCOMMON BARD CANTRIP COMPOSITION EMOTION ENCHANTMENT
FEAR MENTAL

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
ARCHETYPE DEDICATION MULTICLASS

Prerequisites Intelligence 14
You cast spells like a witch. Choose a patron; you gain a familiar with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar has one less familiar ability than normal. You gain the Cast a Spell activity. You can prepare one cantrip each day from your familiar. You're trained in spell attack rolls and spell DCs from your patron's tradition. Your key spellcasting ability for witch archetype spells is Intelligence, and they are witch spells of your patron's tradition. You become trained in the skill associated with the patron's tradition; if you were already trained in it, you instead become trained in a skill of your choice. Special You can't select another dedication feat until you have gained two other feats from the witch archetype.

Primal

Feat 4th; BASIC WITCHCRAFT FEAT 4
ARCHETYPE
Prerequisites Witch Dedication You gain a 1st- or 2nd-level witch feat of your choice. Your familiar no longer has one less familiar ability than normal.

BASIC LESSON FEAT 2
WITCH

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.
Choice: Lesson of Life. You gain the life boost hex, and your familiar learns spirit link.

Feat 6th: Basic Witch Spellcasting
Feat 4

Archetype
Source Advanced Player's Guide pg. 154 2.0
Archetype Witch
Prerequisites Witch Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the witch archetype, add two common spells of that level to your familiar.

Oolong:

Oolong is the raven who serves as Song’s familiar.

HP: 5/level

Perception: +9
Acrobatics: +9
Stealth: +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

  • Flier
  • Speech
  • Cantrip Connection
  • CANTRIPS
    Dancing Lights (evo): Create four floating lights you can move.
    Detect Magic

    HEX CANTRIPS
    None yet

    FIRST LEVEL WITCH SPELLS
    None yet

  • ____________________

    EQUIPMENT
    ____________________

    Invested items:

    Bracelet of Dashing
    Item 3
    Invested Magical Transmutation
    Source Core Rulebook pg. 607 4.0
    Price 58 gp
    Usage worn; Bulk L
    This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks.

    Activate command; Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute

    Dancing Scarf
    Item 3+
    Illusion Invested Magical Visual
    Source Core Rulebook pg. 609 4.0
    Usage worn belt
    This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal.
    It grants a +1 item bonus to Performance checks to dance.

    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.