Ormr
Ormr, bard (lvl 2) Male human, chaotic neutral Armor Class 19 (studded leather) Hit Points 24 Speed 25 ft.
Saving Throws Fortitude +4, Reflex +8, Will +6 Skills Acrobatics +8, Athletics +5, Deception +8, Diplomacy +8, Intimidation +8, Lore (Warfare) +5, Medicine +4, Occultism +5, Performance +8, Society +5, Stealth +8, Thievery +8 Senses Perception +6 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 three known 1st-level spells each day. |
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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 18 (+4) 10 + 2 [ancestry] + 2 [background] + 2 [1st lvl] + 2 [1st boost] 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] Speed 25 25 [ancestry] Perception +6 0 [WIS] + 6 [prof] Fortitude +4 0 [CON] + 4 [prof] Reflex +8 4 [DEX] + 4 [prof] Will +6 0 [WIS] + 6 [prof] Spell attack +8 4 [CHA] + 4 [prof] Spell DC 18 10 + 4 [CHA] + 4 [prof] AC 19 10 [ancestry] + 3 [dex cap] + 2 [armor] + 4 [prof] HP 24 8 [ancestry] + 2 x 8 [class] Focus 2 1 [class] + 1 [class feat]
- Summary
- Ancestry: Skilled Human
- Background: Martial Disciple
- Class: Maestro/Polymath Bard (lvl 2)
- Archetype: Shadow Sorcerer
- Level 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 [bard 1], 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]
- Level 2
- Abilities: DEX +2 [boost]
- Skills: Arcana T [archetype], Society T [archetype]
- Feats: Multifarious Muse [class], Versatile Perfomance [class], Recognize Spell [class], Sorcerer Dedication [archetype]
- Cantrips: Daze [archetype], Shield [archetype]
- Spells: Color Spray [class]
𝕾𝖐𝖎𝖑𝖑𝖘
Acrobatics | 8 | 4 [DEX] + 4 [prof] |
Arcana | 1 | 1 [INT] |
Athletics | 5 | 1 [STR] + 4 [prof] |
Crafting | 1 | 1 [INT] |
Deception | 8 | 4 [CHA] + 4 [prof] |
Diplomacy | 8 | 4 [CHA] + 4 [prof] |
Intimidation | 8 | 4 [CHA] + 4 [prof] |
Lore (Warfare) | 5 | 1 [INT] + 4 [prof] |
Medicine | 4 | 0 [WIS] + 4 [prof] |
Nature | 0 | 0 [WIS] |
Occultism | 5 | 1 [INT] + 4 [prof] |
Performance | 8 | 4 [CHA] + 4 [prof] |
Religion | 0 | 0 [WIS] |
Society | 5 | 1 [INT] + 4 [prof] |
Stealth | 8 | 4 [DEX] + 4 [prof] |
Survival | 0 | 0 [WIS] |
Thievery | 8 | 4 [DEX] + 4 [prof] |
𝕴𝖓𝖛𝖊𝖓𝖙𝖔𝖗𝖞
Gear | Qty | Bulk | Mode |
---|---|---|---|
studded leather (+2AC) | 1 | Worn | |
dagger (1d4P, agile, finesse, thrown 10 ft., versatile S) | 0.1 | Worn | |
spiked gauntlet (1d4P, agile, free-hand) | x2 | 0.2 | Worn |
shortsword (1d6P, agile, finesse, versatile S) | 0.1 | Worn | |
shuriken | x10 | 0 | Worn |
whip (1d4S, disarm, finesse, nonlethal, reach, trip) | 1 | Worn | |
backpack | 0 | Worn | |
bedroll | 0.1 | Stowed | |
crowbar | 0.1 | Stowed | |
flint and steel | 0 | Worn | |
grappling hook | 0.1 | Stowed | |
Lute (handheld musical instrument) | 1 | Held | |
Pan Flute (handheld musical instrument) | 1 | Worn | |
ordinary clothing | 0 | Worn | |
bottle of wine | x2 | 0.2 | Stowed |
rations (1 week) | x2 | 0.2 | Stowed |
rope (50 feet) | 0.1 | Stowed | |
thieves' tools | 0.1 | Worn | |
replacement picks | 0 | Stowed | |
waterskin | 0.1 | Stowed | |
14gp, 57sp, 8cp | 0 | Worn | |
TOTAL: | 5.4 / 6 |
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.
- Multifarious Muse (CRB 100)
- Bard
- Your muse doesn’t fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain any of the other effects of the muse you chose.
- Special: You can take this feat multiple times. Each time you do, you must choose a different type of muse other than that of your own.
- 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).
- Recognize Spell (CRB 265)
- General Secret Skill
- Prerequisites: trained in Arcana, Nature, Occultism, or Religion
- Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
- If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
- Critical Success: You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
- Success: You correctly recognize the spell.
- Failure: You fail to recognize the spell.
- Critical Failure: You misidentify the spell as another spell entirely, of the GM’s choice.
- Sorcerer Dedication (CRB 230)
- Archetype Dedication Multiclass
- Prerequisites: Charisma 14
- Choose a bloodline. You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice.
- You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in spell attack rolls and spell DCs for your tradition’s spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline.
- Special: You cannot select another dedication feat until you have gained two other feats from the sorcerer archetype.
- Versatile Perfomance (CRB 100)
- Bard
- Prerequisites: polymath muse
- You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. You can use your proficiency rank in Performance to meet the requirements of skill feats that require a particular rank in Deception, Diplomacy, or Intimidation.
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.
- Daze (CRB 327)
- Enchantment Mental Nonletal Cantrip
- Traditions: arcane, divine, occult
- Cast: two-actions somatic, verbal
- Range: 60 feet
- Targets: 1 creature
- Saving Throw: Will
- Duration: 1 round
- You cloud the target’s mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.
- Heightened (+2): The damage increases by 1d6.
- 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.
- Shield (CRB 368)
- Abjuration Force Cantrip
- Traditions: arcane, divine, occult
- Cast: one-action verbal
- Duration: until the start of your next turn
- You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
- While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.
- Heightened (3rd): The shield has Hardness 10.
- Heightened (5th): The shield has Hardness 15.
- Heightened (7th): The shield has Hardness 20.
- Heightened (9th): The shield has Hardness 25.
- 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
- Color Spray (CRB 324)
- Incapacitation Visual Illusion
- Traditions: arcane, occult
- Cast: two‑actions somatic, verbal
- Area: 15-foot cone
- Saving Throw: Will
- Duration: 1 or more rounds (see below)
- Swirling colors affect viewers based on their Will saves.
- Critical Success: The creature is unaffected.
- Success: The creature is dazzled for 1 round.
- Failure: The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.
- Critical Failure: The creature is stunned for 1 round and blinded for 1 minute.
- 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.