Ormr
Ormr, bard (lvl 1) Male human, chaotic neutral Armor Class 18 (studded leather) Hit Points 16 (8+8) Speed 25 ft.
Saving Throws Fortitude +3, Reflex +6, Will +5 Skills Acrobatics +6, Athletics +4, Deception +7, Diplomacy +7, Intimidation +7, Lore (Warfare) +4, Occultism +4, Performance +7, Stealth +6, Thievery +6 Senses Perception +5 Languages Common, Dwarven, Elven Weapons simple weapons, longsword, rapier, sap, shortbow, shortsword, whip Armor light, unarmored Occult Spellcasting. As a bard Ormr is trained in occult spellcasting and can cast up to two known 1st-level spells each day. |
|||||||||||||
𝕺рмр, не самого опрятного вида человек лет тридцати, с татуировкой в виде обвивающего левую руку серебристого змея, растрёпанными тёмными волосами в пару ладоней длиной и чем-то средним между бородой и щетиной, на прошлой неделе был ссажен с идущего в Абсалом корабля за драку с каким-то аристократом и все эти дни обитал в трактире, развлекая посетителей песнями (в основном про борьбу простого народа с угнетающим дворянством), уничтожая запасы выпивки, баламутя своими россказнями о вольной жизни и большом мире местную молодёжь, кружа головы девкам и устраивая потасовки с их парнями и другими завсегдатаями трактира. Но сегодня он, после особенно бурной вчерашней ночи и последующего напряжённого разговора с представителями власти, был вынужден вписаться в собирающуюся в Отарское Рыболовство экспедицию, за что ему обещали забыть о всём ущербе, даже немного доплатить и помочь с дорогой до Абсалома.
𝕭𝖚𝖎𝖑𝖉
- Stats
STR 12 (+1) 10 + 2 [1st lvl] DEX 16 (+3) 10 + 2 [ancestry] + 2 [background] + 2 [1st lvl] CON 10 (+0) 10 INT 12 (+2) 10 + 2 [1st lvl] WIS 10 (+0) 10 CHA 18 (+4) 10 + 2 [ancestry] + 2 [background] + 2 [class] + 2 [1st lvl] HP 16 8 [ancestry] + 8 [class] Speed 25 25 [ancestry] Perception +5 0 [WIS] + 5 [prof] Fortitude +3 0 [CON] + 3 [prof] Reflex +6 3 [DEX] + 3 [prof] Will +5 0 [WIS] + 5 [prof] Spell attack +7 3 [CHA] + 3 [prof] Spell DC 17 10 + 3 [CHA] + 3 [prof] Focus 2 1 [class] + 1 [class feat] XP 514
- Summary
- Ancestry: Skilled Human
- Background: Martial Disciple
- Class: Maestro Bard (lvl 1)
- Saving Throws: Fortitude T [class], Reflex T [class], Will E [class]
- Defenses: Light Armor T [class], Unarmored T [class]
- Attacks: Simple Weapons T [class], Longsword T [class], Rapier T [class], Sap T [class], Shortbow T [class], Shortsword T [class], Whip T [class]
- Skills: Acrobatics T [class], Athletics T [background], Deception T [class], Diplomacy T [class], Intimidation T [class], Lore (Warfare) T [background], Occultism T [class], Performance T [class], Stealth T [class], Thievery T [ancestry]
- Languages: Common [ancestry], Dwarven [ancestry], Elven [ancestry]
- Feats: Adapted Cantrip [ancestry], Lingering Composition [class], Quick Jump [background]
- Cantrips: Chill Touch [class], Electric Arc [feat], Light [class], Mage Hand [class], Telekinetic Projectile [class]
- Spells: Grim Tendrils [class], Magic Weapon [class], Soothe [class]
- Compositions: Counter Perfomance [class], Inspire Courage [class], Lingering Composition [class]
𝕾𝖐𝖎𝖑𝖑𝖘
Acrobatics | 6 | 3 [DEX] + 3 [prof] |
Arcana | 1 | 1 [INT] |
Athletics | 4 | 1 [STR] + 3 [prof] |
Crafting | 1 | 1 [INT] |
Deception | 7 | 4 [CHA] + 3 [prof] |
Diplomacy | 7 | 4 [CHA] + 3 [prof] |
Intimidation | 7 | 4 [CHA] + 3 [prof] |
Lore (Warfare) | 4 | 1 [INT] + 3 [prof] |
Medicine | 0 | 0 [WIS] |
Nature | 0 | 0 [WIS] |
Occultism | 4 | 1 [INT] + 3 [prof] |
Performance | 7 | 4 [CHA] + 3 [prof] |
Religion | 0 | 0 [WIS] |
Society | 1 | 1 [INT] |
Stealth | 6 | 3 [DEX] + 3 [prof] |
Survival | 0 | 0 [WIS] |
Thievery | 6 | 3 [DEX] + 3 [prof] |
𝕴𝖓𝖛𝖊𝖓𝖙𝖔𝖗𝖞
Gear | Qty | Bulk | Coin | Mode |
---|---|---|---|---|
studded leather (+2AC) | 1 | 30 | Worn | |
dagger (1d4P, agile, finesse, thrown 10 ft., versatile S) | 0.1 | 2 | Worn | |
spiked gauntlet (1d4P, agile, free-hand) | x2 | 0.2 | 6 | Worn |
shortsword (1d6P, agile, finesse, versatile S) | 0.1 | 9 | Worn | |
shuriken | x10 | 0 | 1 | Worn |
whip (1d4S, disarm, finesse, nonlethal, reach, trip) | 1 | 1 | Worn | |
backpack | 0 | 1 | Worn | |
bedroll | 0.1 | 0.2 | Stowed | |
crowbar | 0.1 | 5 | Stowed | |
flint and steel | 0 | 0.5 | Worn | |
grappling hook | 0.1 | 1 | Stowed | |
Lute (handheld musical instrument) | 1 | 8 | Held | |
Pan Flute (handheld musical instrument) | 1 | 8 | Worn | |
ordinary clothing | 0 | 1 | Worn | |
bottle of wine | x2 | 0.2 | 2 | Stowed |
rations (1 week) | x2 | 0.2 | 8 | Stowed |
rope (50 feet) | 0.1 | 5 | Stowed | |
thieves' tools | 0.1 | 30 | Worn | |
replacement picks | 0 | 3 | Stowed | |
waterskin | 0.1 | 0.5 | Stowed | |
2gp, 7sp, 8cp | 0 | 27.8 | Worn | |
2gp, 50sp | 0 | Worn | ||
2sp, 14cp | 0 | Stowed | ||
Kobold's Eggshell Necklace | 0 | Stowed | ||
Large Emerald (~30gp) | 0 | Stowed | ||
Shortsword w/ Emerald (~5gp) | 0.1 | Stowed | ||
Fancy Shield (~5gp) | 0.1 | Worn | ||
TOTAL: | 5.6 / 6 | 150 / 150sp |
𝕱𝖊𝖆𝖙𝖘
- Adapted Cantrip (CRB 57)
- Human
- Prerequisites: spellcasting class feature
- Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition.
- If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
- Lingering Composition (CRB 99)
- Bard
- Prerequisites: maestro muse
- 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.
- Quick Jump (CRB 264)
- General Skill
- Prerequisites: trained in Athletics
- You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
𝕮𝖆𝖓𝖙𝖗𝖎𝖕𝖘
- Chill Touch (CRB 323)
- Negative Necromancy Cantrip
- Traditions: arcane, divine, occult
- Cast: two‑actions somatic, verbal
- Range: touch
- Targets: 1 living or undead creature
- Saving Throw: Fortitude
- Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead:
- living - the spell deals negative damage equal to 1d4 plus your spellcasting modifier, the target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure;
- undead - the target is flat-footed for 1 round on a failed Fortitude save, on a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.
- Heightened (+1): The negative damage to living creatures increases by 1d4.
- Electric Arc (CRB 335)
- Electricity Evocation Cantrip
- Traditions: arcane, primal
- Cast: two‑actions somatic, verbal
- Range: 30 feet
- Targets: 1 or 2 creatures
- Saving Throw: basic Reflex
- An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
- Heightened (+1): The damage increases by 1d4.
- Light (CRB 348)
- Light Evocation Cantrip
- Traditions: arcane, divine, occult, primal
- Cast: two‑actions somatic, verbal
- Range: 30 feet
- Targets: 1 object of 1 Bulk or less, either unattended or possessed by you or a willing ally
- Duration: until the next time you make your daily preparations
- The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
- Heightened (4th): The object sheds bright light in a 60-foot radius (and dim light for the next 60 feet).
- Mage Hand (CRB 349)
- Evocation Cantrip
- Traditions: arcane, occult
- Cast: two‑actions somatic, verbal
- Range: 30 feet
- Targets: 1 unattended object of light Bulk or less
- Duration: sustained
- You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you’re levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
- Heightened (3rd): You can target an unattended object with a Bulk of 1 or less.
- Heightened (5th): The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.
- Heightened (7th): The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.
- Telekinetic Projectile (CRB 377)
- Attack Evocation Cantrip
- Traditions: arcane, occult
- Cast: two‑actions somatic, verbal
- Range: 30 feet
- Targets: 1 creature
- You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
- Critical Success: You deal double damage.
- Success: You deal full damage.
- Heightened (+1): The damage increases by 1d6.
𝕾𝖕𝖊𝖑𝖑𝖘
- Grim Tendrils (CRB 342)
- Negative Necromancy
- Traditions: arcane, occult
- Cast: two‑actions somatic, verbal
- Area: 30-foot line
- Saving Throw: Fortitude
- Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.
- Critical Success: The creature is unaffected.
- Success: The creature takes half the negative damage and no persistent bleed damage.
- Failure: The creature takes full damage.
- Critical Failure: The creature takes double negative damage and double persistent bleed damage.
- Heightened (+1): The negative damage increases by 2d4, and the persistent bleed damage increases by 1.
- Magic Weapon (CRB 349)
- Transmutation
- Traditions: arcane, divine, occult
- Cast: two‑actions somatic, verbal
- Range: touch
- Targets: 1 weapon that is unattended or wielded by you or a willing ally
- Duration: 1 minute
- The weapon glimmers with magic and energy. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
- Soothe (CRB 370)
- Negative Necromancy
- Traditions: occult
- Cast: two‑actions somatic, verbal
- Range: 30 feet
- Targets: 1 willing living creature
- Duration: 1 minute
- You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
- Heightened (+1): The amount of healing increases by 1d10+4.
𝕮𝖔𝖒𝖕𝖔𝖘𝖎𝖙𝖎𝖔𝖓𝖘
- Counter Perfomance (CRB 386)
- Uncommon Bard Enchantment Composition Fortune Mental
- Cast: reaction somatic or verbal
- 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 (CRB 386)
- Uncommon Bard Enchantment Composition Cantrip Emotion Mental
- Cast: one-action verbal
- Area: 60-foot emanation
- Duration: 1 round
- You inspire yourself and 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 (CRB 387)
- Uncommon Bard Enchantment
- Cast: free-action verbal
- 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.