
WatersLethe |

Saelansidhe
Elf bard 11 Advanced Player's Guide, Core Rulebook 386, 386, Lost Omens Character Guide
LE, Medium, Elf, Humanoid
Perception +20 (+22 made as initiative rolls.); low-light vision
Languages Common, Elven, Goblin, Sylvan
Skills Acrobatics +17, Athletics +16, Deception +17, Diplomacy +22 (When you Request something, you treat a critical failure as a failure.), Intimidation +17, Medicine +21 (+22 to Administer First Aid, Treat a Disease, or Treat a Poison), Occultism +15, Performance +17, Society +15, Stealth +19, Thievery +17, Warfare Lore +15
Str 16 (+3), Dex 18 (+4), Con 12 (+1), Int 14 (+2), Wis 16 (+3), Cha 18 (+4)
Other Items +1 resilient fire resistant leather, +2 striking frost composite shortbow, backpack, bedroll, belt pouch, belt pouch, chalks (10), diplomat's badge, expanded healer's tools, flint and steel, healer’s gloves, lesser healing potions (2), moderate healing potion, rations (1 week)s (2), rope (foot)s (50), scroll of banishment, scroll of comprehend language, scroll of cozy cabin, scroll of remove fear, scroll of resilient sphere, scroll of restoration, sleeves of storage, soap, torchs (5), waterskin, purse (42 gp; 63 sp)
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AC 29; Fort +17; Ref +20; Will +21 (When you succeed at a saving throw, treat the outcome as a critical success.)
HP 116 Focus Points 2 Hero Points 1; Resistances fire 5
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Speed 35 feet
Ranged [1] +2 striking frost composite shortbow +21 (deadly (1d10), propulsive, magical, range increment 60 feet, reload 0), Damage 2d6+1 Pier+1d6 Cold
Occult Bard Spells DC 29; 6th (2 slots) collective transposition, vampiric exsanguination 5th (3 slots) black tentacles, death ward, shadow blast 4th (3 slots) confusion, dimension door, fly 3rd (3 slots) haste, invisibility sphere, slow 2nd (3 slots) blur, dispel magic, invisibility 1st (3 slots) bane, sanctuary, soothe, true strike Cantrips (6th) daze, detect magic, forbidding ward, prestidigitation, shield
Focus Spells 2 Focus Points, DC 29; 6th Counter Performance, Dirge of Doom (At Will), Hymn of Healing, Inspire Courage (At Will), Lingering Composition
Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Feats Advanced First Aid, Advanced Trickery, Basic Trickery, Battle Medicine, Bon Mot, Continual Recovery, Dirge Of Doom, Dread Striker, Elf Step, Elven Instincts[LOCG], Elven Weapon Familiarity, Fleet, Group Impression, Hymn Of Healing, Lingering Composition, Quick Draw, Robust Recovery, Rogue Dedication, Shameless Request, Sneak Attacker, Toughness, Ward Medic
Other Abilities bard weapon expertise, component substitution, composition spells, expert spellcaster, great fortitude, lightning reflexes, maestro, muses, occult spellcasting, resolve, signature spells, signature spells, signature spells, signature spells, signature spells, sneak attack, spell repertoire, vigilant senses
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Burntgerb |
Here's what I'm using.
Bard 11 Wellspring Gnome
Perception +20 (+2 initiative); Low-Light Vision
Languages Common, Elven, Gnomish, Sylvan
Skills Acrobatics +18, Arcana +14, Athletics +0, Diplomacy +20, Lore: Dragon +18, Lore: Fiend +18, Lore: Azlant +14, Nature +16, Occultism +19, Performance +22, Religion +16, Society +14
Str -1, Dex +4, Con +4, Int +1, Wis +3, Cha +5
Items
Pendant of the Occult, Goggles of Night, Pathfinder's Pouch, Boots of Bounding, Crafting Formulae, Scrolls, Writing Set, Spellbook, Horn of Blasting,
AC 29, Fort +20, Ref +20, Will +21; Resolve
HP 151
Unexpected Shift Trigger You would take damage from an attack, spell, or other effect. Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing—often surprising you as much as your enemies. 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.
Speed 35 feet
Quickened Casting (Concentrate, Metamagic) Frequency once per day If your next action is to cast a cantrip or a spell that is at least 2 levels lower than the highest level spell you can cast, reduce the number of actions to cast it by 1 (minimum 1 action). Special This can only be used on a cantrip or spell from the class matching the one you gained this feat from.
Bon Mot (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) 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.
Goggles of Night (Invested, Magical, Transmutation) Activate Interact; Frequency once per day; Effect
Rotating the lenses 90 degrees, you gain darkvision for 1 hour.
Pathfinder's Pouch (Abjuration, Extradimensional, Invested, Magical) Activate Interact; Effect You switch the
pouch to allow access to its extradimensional space instead of its normal space, or vice versa. This lasts until
you next activate it. Items in the other space are inaccessible and hard to find until you switch the pouch back.
Horn of Blasting (Evocation, Sonic) Activate Interact; Frequency once per round; Effect When you activate the
horn by blowing into it with destructive intent, you create a blast note targeting one creature or object within 30
feet. The blast deals 3d6 sonic damage. (DC 28 basic Fortitude save).
Horn of Blasting (Evocation, Sonic) Activate Interact; Frequency once per day; Effect You can blow even
louder to create an intense blast wave in a 30-foot cone that deals 8d6 sonic damage. Each creature attempts a
DC 28 Fortitude save with the following effects. Critical Success The creature takes no damage. Success The
creature takes half damage. Failure The creature takes full damage and is deafened for 2d6 rounds.
Occult Known Spells DC 30, attack +20
6th Phantasmal Calamity (Sig), Wall of Force (2 slots)
5th Synesthesia, Shadow Siphon, Magic Missile (H+4) (Signature), Soothe (H+4), Calm Emotions (H+3), Dispel Magic (H+3) (3 slots);
4th Spiritual Anamnesis (Signature), Phantasmal Killer, Silence (H+2), Soothe (H+3), Dispel Magic (H+2), Calm Emotions (H+2) (3 slots);
3rd Calm Emotions (H+1) (Signature), Hypercognition, Comprehend Language
(H+1), Dispel Magic (H+1), Soothe (H+2) (3 slots);
2nd Telekinetic Maneuver, Invisibility, Dispel Magic (Signature),
Soothe (H+1) (3 slots);
1st True Strike, Liberating Command, Illusory Object, Soothe (Signature) (3 slots);
Cantrips
Chill Touch, Telekinetic Projectile, Light, Read Aura, Prestidigitation
Arcane Innate Spells DC 30, attack +20 Cantrips Electric Arc
Arcane Innate Spells DC 30, attack +20 Cantrips Ray of Frost
Focus Spells (3 points)
Counter Performance 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 inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves
against fear effects.
Lingering Composition You add a flourish to your composition to extend its benefits. 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.
Dirge of Doom 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.
Inspire Heroics You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check. Critical Success The status bonus from your inspire courage or inspire defense increases to +3. Success The status bonus from inspire courage or inspire defense increases to +2. Failure Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.
Additional Feats Additional Lore, Dirge of Doom, Esoteric Polymath, First World Magic, Fleet, Fortutious Shift, Incredible Initiative, Inspire Heroics, Lingering Composition, Magical Shorthand, Multifarious Muse, Quick Identification, Toughness, Versatile Performance, Virtuosic Performer, Wellspring Gnome
Additional Specials Great Fortitude, Multifarious Muse (Polymath), Muses (Maestro), Signature Spells, Wellspring Magic Type (Arcane)
Notes:
No carried weapons, Equipment is minimal and in the pouch, Armor is +1 resilient studded leather. Feel free to re-choose gear, but Horn of Blasting is key (it's a 1-handed instrument with two good activations). Choose some consumables before play. Also check with DM for Spiritual Amanuensis before play - it's an uncommon spell that's awarded around this level in Age of Ashes. If disallowed, replace with fly, dim door or enervation.

Applied_People |

Here's what I'm using...
Thanks for sharing! I now have the chance to customize the character to my liking before playing again tomorrow. Your character has helped me make some of those choices!
Question for you. How are you getting DC30 and +20 spell rolls on the innate cantrips? Wouldn't those only have trained proficiency or am I missing an important detail?
Edit: Nevermind! The answer is right there plain as day in the rules on innate spells. Don't know how I missed it in past readings.

Applied_People |

Burntgerb wrote:Here's what I'm using...Thanks for sharing! I now have the chance to customize the character to my liking before playing again tomorrow. Your character has helped me make some of those choices!
Question for you. How are you getting DC30 and +20 spell rolls on the innate cantrips? Wouldn't those only have trained proficiency or am I missing an important detail?
Edit: Nevermind! The answer is right there plain as day in the rules on innate spells. Don't know how I missed it in past readings.
I have a better question now. What's with the heightened Calm Emotions? According to Archives of Nethys, that spell has no heightened effects.