Axiomite of Xin

Stella Lucem Caelum's page

313 posts. Alias of Jazzai Moonbreaker.


Full Name

Stella Lucem Caelum

Race

Aasimar

Classes/Levels

Student Wizard0/Bard1 |1|18/26 hp| AC (10), T (10), FF (10)|Fort 1, Ref 2, Wil 5| CMD 12|Com 33(35)+1 | Perception +9 Intuition +5

Gender

Female

Size

Medium

Age

20

Special Abilities

Daylight 1/day

Alignment

CG

Languages

Celestial, Common, Elven, Sylvan, Necromechadons, Undercommon

Strength 15
Dexterity 10
Constitution 12
Intelligence 16
Wisdom 16
Charisma 21

About Stella Lucem Caelum

Character Name: Stella Lucem Caelum

Character Race: (Aasimar +2 Wis, +2 Cha, Halo Replaces Darkvision,
Skilled: Aasimars have a +2 racial bonus in Diplomacy and Perception checks, Daylight 1/day, Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.)

Character Age: 20

Ability Score Array
Str 15 ; Con 12 ; Dex 10 ; Int 16 ; Wis 14 ; Cha 19 ; Com: 21 before player/amulet mods

HP: 15/26
1d4 + 5 ⇒ (3) + 5 = 8
2d8+2=16+2

Fort:1
Will: 7
Ref: 2

Description:
White hair, pure lovely skin, her angelic heritage showing true and the halo above her head only adds to the image. Vestigial wings can be seen under her robe, and when she gets the chance with her clothing outside of it, but are completely unusable. Her hair is long, uncut and always beautifully groomed. Her clothing is usually always dark but beautiful, true gothic chic, more from her mother's insistence and her own likes. Her black and gold eyes such a sharp contrast that it makes them practically glow. Looking identical to her sister except for the halo and wings and white hair, and her sister's horn and tail and black hair. While her sister prefers whites and pinks, she prefer's blacks and golds.

Items:Dagger, Holy Water, Loaf of fresh bread, Masterwork Mirror, Sunrod, Masterwork Thieves tools(which she stole from her sister), Pocket Watch, Sewing kit, Waterskin

A Light Cross Bow, with ten bolts
A Rapier
One Outfit

40 GP
25 SP
70 CP

A few small pieces of assorted jewelry, mostly rings, bracelets and earrings (all non magical, made of gold and silver with mostly onyx and topaz gemstones) worth probably a total of five hundred gold pieces in this world.

Class
Student Wizard / Bard / Oracle(Lore)

Wizard Apprentice Spells

Cantrips:
Read Magic, Mending, Acid Splash, Message

Bard Spells

Per Day
1-lvl - 3

Cantrips
Prestidigitation, Detect Magic, Mage Hand, Ghost Sound

1-lvl
Feather Step
Cure Light Wounds

Student Wizard Abilities:

Student Spellbook
Familiar:A Black Cat

Amulet: A gold chain dangles displaying a Sun with a black opal in its center and gold for most of it, it appears to be only part of a whole with a blue background.

My Amulet Bonus is Cha from sister's roll.

Sister's Amulet Bonus: 1d6 ⇒ 4

Bard Class Abilities:

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.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

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.

Comliness

21 Cha (If you count amulet 23) +4(racial) +2(str) +1(con) -3(wis) +8(player mod) = 33(35) +1 when my familiar is displayed.

Skills

3+6+3

14 Diplomacy 2+6+3+2
4 Knowledge (All) 0+1
8 Knowledge (Local) 1+3+3+1
5 Knowledge Necromechadons 2+3
7 Linguistics 1 +3 +3
7 Sense Motive 1 +3 +3
7 Spellcraft 1 +3+3
9 Perception* 1 +3+3+2
5 Intuition 2+3
10 Use Magic Device 1 +6+3

Feat:

Angelic Blood:
You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.

Combat Casting
You are adept at spellcasting when threatened or distracted.

Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Trait: Sacred Touch: Standard action Stabalize a person.