Gunslinger

Zetty Perilune's page

480 posts. Alias of Cellion.


Full Name

Zetty Perilune

Race

Female Gnome Bard 7 |

Classes/Levels

AC: 25 | HP: 78/78 Hero:1 | Fort +11 Ref +14 Will +12 (+2 vs disease)| Resist Neg 3 | Perc +12 | FP: 2/2 | Spell:: 1st:1/3 2nd:2/3 3rd:2/3 4th:2/2| Active Status: ---

Size

Small

Age

16

Strength 8
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 12
Charisma 18

About Zetty Perilune

Zetty Perilune

Female Gnome Bard 7
Neutral Good Small Humanoid Gnome
<Vivacious Gnome Witchlight Follower Bard>
Perception +12; Senses low-light vision
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DEFENSE
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HP 78
AC 25
Fort +11, Ref +14, Will +12
Defensive Abilities ---
Resist Negative 3
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OFFENSE
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Size Small, 5ft reach.
Speed 30 ft.
Melee Strike
> Dagger +12 (1d4 P)
Ranged Strike
> Crossbow +12 (1d8 P)
---
Focus Spells (Max 2 FP)

  • Counter performance (1 FP)
  • Inspire courage (0 FP)
  • Lingering composition (1 FP)

    Spellcasting (DC 25; Spell Attack +15; Per Day- 1st: 3, 2nd: 3, 3rd: 3, 4th: 2)
    Known Cantrips: Detect Magic, Guidance, Mage Hand, Telekinetic Projectile, Shield
    Known 1st Levels: Magic Weapon, Summon Fey*, True Strike, Illusory Object
    Known 2nd Levels: Blur, Hideous Laughter, Resist Energy*
    Known 3rd Levels: Fear 3, Ooze Form*, Ghostly Weapon
    Known 4th Levels: Fly, Pernicious Poltergeist
    (*) Spells are Signature Spells

    Alchemy (DC23; Per Day Reagents: 7+1)
    Known Formulas (1st): Antidote (lesser), Antiplague (lesser), Eagle-eye Elixir (lesser), Alchemist's Fire (lesser), Dread Ampoule (lesser), Ghost Charge (lesser), Frost Vial (lesser), Bottled Lightning (lesser).

    Prepared: 2x alchemist's fire, 2x bottled lightning, ghost charge x2, Eagle-eye Elixir x2, Antiplague x4, Antidote x2

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    STATISTICS
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    Str 8 (-1), Dex 16 (+3), Con 14 (+2), Int 18 (+4), Wis 12 (+1), Cha 18 (+4)
    Background Witchlight Follower (You crossed paths with a Will'o'wisp. You’re trained in Survival and the Wisp Lore skill. You gain the Terrain Expertise skill feat with both swamp terrain and subterranean bodies of water.)
    Heritage Vivacious Gnome (You have an incredibly strong connection to the positive energy that flows through the First World, making it harder to attack your life force with negative energy. You gain negative resistance equal to half your level (minimum 1). When you have the doomed condition, the condition affects you as if its value was 1 lower than it actually is (doomed 1 has no effect, doomed 2 causes you to die at dying 3, and so on))
    Skills
    . . Untrained - Acrobatics +3, Intimidation +4, Medicine +1, Religion +1, Thievery +2
    . . Trained - Arcana +13, Athletics +7, Crafting +13, Deception +13+1, Diplomacy +13, Lore (Bardic Universal) +13, Nature +10, Society +13, Stealth +11, Survival +10
    . . Expert - Occultism +15
    . . Master - Lore (Art) +17, Lore (Wisps) +17, Performance +17 (+1 w/ Art)
    Feats
    . . Ancestry - @1 Gnome Obsession (Art), @5 Unexpected Shift
    . . Class - @1 Bardic Lore, @2 Multifarious Muse, @2B Lingering Composition, @4 Inspire Defense, @6 Dirge of Doom
    . . Skill - @1B Terrain Expertise, @2 Virtuosic Performer (Art), @2B Alchemical Crafting, @4 Recognize Spell, @6 Unmistakable Lore
    . . Free Archetype - @2 Alchemist Dedication, @4 Alchemical Familiar, @6 Quick Bomber
    . . General - @3 Impressive Performance, @7 Fleet

    Feats:
    @1 Terrain Expertise (swamp terrain and subterranean bodies of water) Your experience in navigating a certain type of terrain makes you supremely confident while doing so. You gain a +1 circumstance bonus to Survival checks in the associated types of terrain.
    @1 Gnome Obsession (Art) You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore as well as the Lore granted by your background, if any. At 7th level you gain master proficiency in these Lore skills, and at 15th level you gain legendary proficiency in them
    @1 Bardic Lore - 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.
    @2 Multifarious Muse (Maestro) - Your Muse is also a muse of the chosen type.
    @2 Lingering Composition - By adding a flourish, you make your compositions last longer. You learn the lingering composition focus spell. Increase the number of Focus Points in your focus pool by 1.
    @2 Virtuosic Performer (Art) - 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.
    @2 Alchemist Dedication - You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC. You gain the alchemist’s infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn’t increase on its own.
    @2 Alchemical Crafter - You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
    @3 Impressive Performance - You can use Performance to Make an Impression.
    @4 Recognize Spell - You can attempt to recognize a spell as a reaction. It must be an Occult spell of 2nd level or lower.
    @4 Inspire Defense - Composition cantrip. Gives allies +1 to AC and saves, plus physical resistance equal to half spell level.
    @4 Alchemical Familiar - You gain a familiar. Your INT mod determines its perception, acrobatics and stealth.
    @5 Unexpected Shift - As a reaction when you'd take damage, roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the dazzled condition for 1 round.
    @6 Quick Bomber - As 1 action, you interact to draw a bomb and Strike with it.
    @6 Dirge of Doom - Gain dirge of doom as a composition cantrip.
    @6 Unmistakable Lore - You never get information about your areas of expertise wrong. When you Recall Knowledge using any Lore subcategory in which you’re trained, if you roll a critical failure, you get a failure instead. If you’re a master in a Lore subcategory, on a critical success, you gain even more information or context than usual.
    @7 Fleet - You move more quickly on foot. Your Speed increases by 5 feet.

    Class Features:
    Muse (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.
    Lightning Reflexes Reflex saves are expert.
    Signature Spells Experience allows you to cast some spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.

    Familiar:
    INKY
    Tiny Minion
    HP 39
    AC 23
    Fort +7; Ref +10; Will +9
    Perception +7, Acrobatics +7, Stealth +7
    low-light vision, empathic connection
    Speed 25ft; Fly 25ft

    Abilities: Flier, Extra Reagents

    Languages Common, Gnome, Sylvan, Goblin, Aklo, Draconic
    Other Abilities Armor Proficiencies (Light and Unarmored Defense - Trained), Weapon Proficiencies (Unarmed, Simple, longsword, rapier, sap, shortbow, shortsword, whip - Trained), Save Proficiencies (FORT - Trained, REF - Expert, WILL - Expert), Perception (Expert), Occult Spell Attacks and DCs (Trained)
    Combat Gear +1 chain shirt, Dagger, Crossbow (20 bolts)
    Consumables Lesser Comprehension Elixir, Scroll of Soothe (1st) x1, Scroll of Illusory Disguise (1st) x1, Scroll of Comprehend Languages x1, Scroll of Worm's Repast x1, Lesser Seatouch Elixir, Scroll of Faerie Fire x2, Scroll of Restore Senses (2nd) x1, Scroll of Animus Mine (2nd) x1.
    Magic Items Ventriloquist's Ring, Hunter's Brooch, Wand of See Invisibility,
    Other Adventurer's Pack (Backpack, bedroll, belt pouches x2, chalk x10, flint and steel, 50ft rope, rations x2, soap, torches x5, waterskin), Ordinary Clothes, Writing Set, Earplugs, Charcoal, Oil x10, Hooded Lantern, Material Component Pouch.
    Key Items Silver Workshop Key, "Library" Key, "Lighthouse" Key, Coppery Key from Cells, Round teeth Key from Surgery.
    Cash Money 332.76 gp (39 gp loaned to Bella)
    Bulk / Encumbrance 3.7 of 6 (incl. backpack)

    Build Notes:
    Gnome: -2 STR, +2 CON, +2 INT, +2 CHA
    Bard: +2 CHA
    Witchlight Follower: +2 DEX, +2 INT
    Free Distribution: +2 DEX, +2 INT, +2 WIS, +2 CHA.
    Level 5 Dist: DEX, CON, INT, CHA

    Description and Personality:
    A tall female gnome with a sandy bob of hair streaked with white. Her pale grey eyes are hidden behind bright pink-tinted eyeglasses sitting on a sharp nose. Her practical leather slacks and tailored vest, together with her straight-backed bearing, give the impression of a merchant or clerk. Her usually ink or paint stained hands add to that image.

    Despite suffering from a partial onset of the bleaching, Zetty attacks the world with a positive, if eccentric, attitude. She often prioritizes securing inspiration or completing a particular art piece over her own personal safety. Her interest in the strange and supernatural as subjects leads her down some particularly lonely and dangerous roads.


    Background:
    Born to a large family of merchants in Absalom, Zetty was inspired at a young age by art that her family was reselling. The pieces that had been auctioned off from the old Deckland family vault were twisted and evocative, and the young Zetty was gripped by a burning desire to create something just as incredible. After some schooling and practical training, she started climbing the bottom rungs of Absalom's art scene.

    Inspired by stories she'd heard, she decided to attempt an artist's trial - hoping the experience would bring her to new heights of inspiration. She took her things and stowed away inside a shipping crate in Absalom harbor, expecting to be taken directly along the coast to Otari. Unfortunately, her crate was sealed and taken on a different ship, taken on a 3 week long journey to Katheer and Sothis before returning back to the Isle of Kortos. Her crate was unexpectedly stacked all the way beneath dozens of others, leaving her trapped. With her only luck being that the leaky barrel above her contained fresh water, Zetty endured the long weeks of darkness and confinement, slowly succumbing to the bleaching.

    She emerged in Otari, found by fishermen and brought to the Dawnflower Library where she was nursed back to health by Vandy Banderdash. Though her experience had been harrowing and earned her a partial bleaching, her passion for art had not been extinguished... just changed somehow. Once she was back on her feet she pursued the strange and terrible, the weird and occult, all with the desire of capturing its essence upon the page. She's lived now for one year in Otari, selling her skills as an artist and scribe while pursuing her passion. Her interests frequently bring her to Wrin Sivinxi's shop while looking for new leads.

    Most recently, her wanderings have led her into the nearby Fogfen, where she was finally turned back by the appearance of a will o' wisp trying to lure her to her death. A frustrated, but excited Zetty plans how to capture her impressions of the creature without getting killed in the process.