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ChaoGuiLian (Ghostface) CN
Character Name Alignment
Bard 6
Character Level
Vanaran Medium
Race Size
Male 22
Gender Age
5'6 140lbs
Height Weight
Black/White Brown
Hair Eyes
Marekatt
Player
Ragdya Vanara
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
14 +2 N/A +2
Dex
Dexterity
18 +4 N/A +4
Con
Constitution
14 +2 N/A +2
Int
Intelligence
14 +2 N/A +2
Wis
Wisdom
11 +0 N/A +0
Cha
Charisma
16 +3 N/A +3
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
42
0
0
Initiative
Dex
Modifier
+4
+4
+0
BAB
+4
ARMOUR CLASS
Total AC
Armour
Shield
Dex
14
+0
+0
+4
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
14
Flat Footed
10
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +5 +2 CON +2 +1 +0 +0
Reflex +10 +5 DEX +4 +1 +0 +0
Will +6 +5 WIS +0 +1 +0 +0
Saving Throw Notes

+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+6 +4 +2 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
20 10 +4 +2 +4 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30ft
-
-
-
20ft
-
Languages

Common, Vanaran, Celestial, Sylvan,

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Known
6
4
4
0
0
0
0
0
0
0
Per Day
100
4
3
0
0
0
0
0
0
0
Bonus
-
1
1
1
0
0
0
0
0
0
DC
13
14
15
0
0
0
0
0
0
Spell List

0: Dancing Lights, Detect Magic, Ghost Sound, Haunted Fey Aspect, Open/Close, Prestidigitation
1: Cure Light Wounds, Enhance Water, Feather Fall, Unnatural Lust,
2: Invisibility, Sound Burst, Detect Thoughts, Blindness/Deafness

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +10 (DEX)  +4 +3 +3
Bluff +9 (CHA)  +3 +3 +3
Climb +14 (STR)  +2 +1 +11
Diplomacy +9 (CHA)  +3 +3 +3
Disguise +3 (CHA)  +3 +0 +0
Escape Artist +4 (DEX)  +4 +0 +0
  Fly +4 (DEX)  +4 +0 +0
  Heal +0 (WIS)  +0 +0 +0
Intimidate +3 (CHA)  +3 +0 +0
Knowledge: Arcana +2 (INT)  +2 +0 +0
Knowledge: Dungeoneering +6 (INT)  +2 +1 +3
Knowledge: Local +7 (INT)  +2 +2 +3
Knowledge: Nature +2 (INT)  +2 +0 +0
Knowledge: Planes +2 (INT)  +2 +0 +0
Knowledge: Religion +9 (INT)  +2 +4 +3
Perception +6 (WIS)  +0 +3 +3
  Ride +4 (DEX)  +4 +0 +0
Sense Motive +5 (WIS)  +0 +2 +3
Spellcraft* +10 (INT)  +2 +5 +3
Stealth +4 (DEX)  +4 +0 +0
  Survival +0 (WIS)  +0 +0 +0
  Swim +2 (STR)  +2 +0 +0
Use Magic Device* +10 (CHA)  +3 +4 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +2 (INT)  +2 +0 +0
Knowledge: Engineering +2 (INT)  +2 +0 +0
Knowledge: Geography +6 (INT)  +2 +1 +3
Knowledge: History +8 (INT)  +2 +3 +3
Knowledge: Nobility +2 (INT)  +2 +0 +0
Perform: Percussion +12 (CHA)  +3 +6 +3
Perform: Sing +12 (CHA)  +3 +6 +3
Perform: Oratory +12 (CHA)  +3 +6 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Versatile Performance (Ex) Sing ( Bluff, Sense Motive) Percussion (Handle Animal, Intimidate), Once per day as a free action, roll twice and take the better result on a skill check or ability check.
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Feats

Eschew Materials, Catch Off-Guard, Chair Breaker

Special Abilities

Low-Light Vision, Prehensile Tail,

Traits

Maestro Of Society, Inspired

Arms & Equipment

When you attack a target with an improvised weapon, you can give that weapon the broken condition to deal 1d4 points of additional damage on that attack.

Additionally, you gain a +4 bonus on the roll to confirm a critical hit with this attack. If you confirm the crit, the extra damage granted by this feat is also multiplied and the improvised weapon is destroyed.

Class Features

Bardic Knowledge (Ex), Bardic Performance 18 rounds: Countersong (Su), Distraction (Su), Fascinate (Su), Inspire Courage (Su) +2, Inspire Competence (Su) +2, Versatile Performance (Ex), Well-Versed (Ex), Lore Master (Ex)

Possessions & Property

2 waterskins of strong mushroom liquor by duergar destillery, Drums, wand of CMW 15 charges; Cloak of Resistance +1,

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Prestidigitation


universal \ \

Casting time: 1 standard action
Range: 10 ft.
Duration: 1 hour

Description

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC

Dancing Lights


Evocation \ \ Light
bard 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, witch 0-level
Save: None
SR: no

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 1 minute (D)
Effect: Up to four lights, all within a 10-ft.-radius area
Componenent: V, S

Description

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.   You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.   Dancing lights can be made permanent with a permanency spell.
SRD

Ghost Sound

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.


illusion \ (figment) \
bard 0, magus 0, psychic 0, sorcerer/wizard 0-level
Save: Will disbelief
SR: no

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: 1 round/level (D)
Effect: illusory sounds
Componenent: V, S, M (a bit of wool or a small lump of wax)

Description

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.   The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.   Ghost sound can enhance the effectiveness of a silent image spell.   Ghost sound can be made permanent with a permanency spell.   Can this create intelligible speech? Making something that sounds like speech, and actually making intelligible speech are two different things. Ghost sound can sound like people talking, but anyone listening can’t make out what the “people” are saying. After all, it is a cantrip, and shouldn’t be as good as ventriloquism (which is a higher-level spell).
PFRPG Core

Open/Close

Opens or closes small or light things.


Transmutation \ \
0-level
Save: Will negates (Object)
SR: yes (object)

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: Object weighing up to 30 lbs., or a portal that can be opened or closed
Componenent: V, S, F (A brass key)

Description

You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.

Level 1 Spells

SRD

Enhance Water

Transform water into an alcoholic beverage


Transmutation \ \

Casting time: 1 Round
Range: Touch
Duration: Instantaneous
Targets: 1 pint of water/level

Description

Components: V, S   Saving Throw: Fort negates (harmless, object)   Spell Resistance: yes (harmless, object)   This spell transforms water into an alcoholic beverage, typically ale, beer, mead, or wine. The alcohol is of middling quality but perfectly drinkable. The spell also serves to remove poisons, diseases, minerals, and other toxins from the water as it transforms. The more contaminants that exist in the water, the darker the ale or the more full-bodied the wine becomes. The beverage’s alcohol content is not affected by the presence or absence of contaminants.   This spell does not work on unholy water, potions, or other liquids with magical power.
PFRPG Core

Cure Light Wounds

Cures Light Wounds


Conjuration \ \

Casting time: 1 standard action
Range: touch
Duration: instantaneous
Area: None
Effect: Healing
Targets: Creature Touched

Description

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (max of +5),   Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance and can attempt a will save to take half damage.

Level 2 Spells

SRD

Invisibility

become invisible


illusion \ (glamer) \
alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, medium 2, mesmerist 2, occultist 2, psychic 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2; Domain trickery 2; Bloodline arcane 2; Elemental School void 2-level
Save: Will negates (harmless)
SR: yes (harmless)

Casting time: 1 standard action
Range: personal or touch
Duration: 1 min./level (D)
Targets: you or a creature or object weighing no more than 100 lbs./level
Componenent: V, S, M/DF (an eyelash encased in gum arabic)

Description

The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.   Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.   Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character’s perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.   Invisibility can be made permanent (on objects only) with a permanency spell.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Marekatt.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed