Sun Fire Boom Boom's page

286 posts. Organized Play character for Pirate Rob.

Full Name

Sun Fire Boom-Boom


M Bard 8 | HP (80/106) | AC 26 | F +13 R +16 W +12 | Perception +12 (Darkvision) | <+2 Init>


Spells: F (1/2) 1: (3/3) 2: (2/3) 3:(1/3) 4:(0/3) | Fae 1/2/3 | GS(0/1) | hp (3/3)

About Sun Fire Boom Boom

2004 Sun Fire Boom-Boom
Male Unbreakable Goblin, Former Aspis Agent, Maestro Bard 8
CN Small Goblin

Senses Perception +12 (Wis 0 + Prof 8+4 (E)) <+2 Init> Darkvision
AC 26 (Dex 4(4) +Prof 8+2(T) + 2 Leather Armor+1)
HP 106
Fort +13(T), Ref +16(E), Will +12(E)
+14 Rapier 1d6 P (deadly d8, Disarm, Finesse)
+15 Shortbow +1 Striking 2d6 P +1d6 fire (deadly d10)
+16 Spell Attack
Spell DC 26
Str 10, Dex 18,[/b] Con 16, Int 12, Wis 10, Cha 19
Speed 25 ft.
Ancestry Feats & Abilities Unbreakable, Goblin Song, Loud Singer
General Feat Incredible Initiative, Toughness
Skill Feats Group Coercion, Virtuosic Performance(Sing), Impressive Performance, Steady Balance, Battle Cry
Class Features & Abilities Maestro Muse, Counter Performance, Inspire Competence, Sorcerer Dedication(Fey), Basic Spellcasting, Basic Bloodline Spell
Skills Acrobatics +14(T), Athletics +12(EH), Arcana +11(T), Crafting +11(T), Deception +14(T), Diplomacy +14(T), Intimidate +16(E), Lore(Drugs) +12(EH), Lore(Aspis Consortium) +11(T), Lore(Pathfinder Society) +13(E), Occultism +11(T), Performance +18(20 Sing)(M)(Make an Impression), Thievery +17(E)
Languages Common, Goblin,
Bulk (5.2/5/10) 10x Arrows, +1 Invisible Leather Armor, Rapier, Adventurer's Pack, Repair Kit, +1 Flaming Shortbow (Striking), Infiltrator Thieves’ Tools, Persona Mask, Grim Sandglass(greater)(On Weapon), Necklace of fireballs(II)
Special Abilities

Spell Repertoire: 0: Daze, Detect Magic, Guidance, Shield, Telekinetic Projectile
1: Liberating Command, Lose the Path, Magic Missile, Soothe($)
2: Restoration, Dispel Magic($), Blood Vendetta
3: Fear, Haste, Vampiric Touch($)
4: Enervation, Resilient Sphere, Phantasmal Killer

0: Ray of Frost, Electric Arc
1: Feather Fall
2: Faerie Fire
3: Heal

Focus 2/2

® COUNTER PERFORMANCE (Focus 1) Trigger You or an ally within 60 feet rolls a saving throw against an auditory or visual effect.
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 and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.

F> LINGERING COMPOSITION FOCUS 1 Cast [free-action] verbal
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.

F>Faerie Dust : 30 feet, Will save,For each additional action you use Casting the Spell, the burst's radius increases by 5 feet. Failure The creature can't use reactions and takes a –2 status penalty to Perception checks and Will saves.
Critical Failure As failure, and the creature also takes a –1 status penalty to Perception checks and Will saves for 1 minute.

=>Goblin Song: You sing annoying goblin songs, distracting your foes with silly and repetitive lyrics. Attempt a Performance check against the Will DC of up to 5 enemies within 60 feet. This has all the usual traits and restrictions of a Performance check.

Critical Success The target takes a –1 status penalty to Perception checks and Will saves for 1 minute.
Success The target takes a –1 status penalty to Perception checks and Will saves for 1 round.
Critical Failure The target is temporarily immune to attempts to use Goblin Song for 1 hour.

Necklace of Fireballs 8d8, 6d6,4d6, 4d6 (DC 25)

Grim Sandglass: 1/day cast harm(2) or heal(2) DC 24 | After casting necromancy add 1d6 negative damage to weapon until end of next turn.