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Nure Star-Singer, Catfolk Bard


Inash

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stolen for pretty formatting 

Nure Star-Singer

 

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"Some quote"


Level: 1
Class: Bard
Archetype: None.
Background: Sponsored by Teacher Ot (Performance)
Deity: 
Alignment: Chaotic Good

Height: 6'1"
Weight: 197 lbs
Eyes: Yelow
Skin: -
Hair: Leopard Print

Race: Catfolk, jungle
Gender: Male
Age: - -yrs

 

Abilities
Ability | Modifier
STR: 10 | +0
DEX: 14| +2
CON: 10 | +0
INT: 16 | +3
WIS: 10 | +0
CHA: 18 | +4

Hit Points: 16
HP/Level: 8
Armor Class: 15
Size: Medium
Speed: 25 ft

Perception: +5 ◆◆
Fort Save: +3 ◆
Ref Save: +5 ◆
Will Save: +5 ◆◆

 

 


Abilities (update stops here)


Ancestry

 CatfolkRarity: Uncommon
Hit Points: 8
Size: Medium
Speed: 25 ft.
Ability Boosts: Dexterity, Charisma, One free. (Intelligence)
Ability Flaw: Wisdom
Racial Languages: Common (Taldan); Amurrun
Bonus Languages: Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Elven, Gnoll, Gnomish, Goblin, Halfling, Iruxi, Jotun, Sylvan, and any other languages to which you have access; Elven, Halfling, Sylvan
Traits: Catfolk, Humanoid
 

Heritage

CavernYou were born or spent many years in underground tunnels or caverns where light is scarce. You gain Darkvision.

Background

Sponsored by Teacher OTYou have known the Magaambyan teacher Takulu Ot and his wife Niana for many years. Both are amateur
bird-watchers and musicians, and you share one of these hobbies. They are pleasant people and well-regarded in Nantambu, although their unshakable
generosity and friendliness strike cynics as too earnest to be genuine. You know otherwise; Takulu and Niana are just as sincere as they appear.
Takulu always seemed to watch you with a discerning eye, and one day he idly observed that you’d do well at the Magaambya. Talking about it further with him, Takulu agreed that he would sponsor you personally and be the one to give your intake interview. With a twinkle in his eye, he asked that you call him Teacher Ot from now on, just as all of his students do.

Choose two ability boosts. One must be to Wisdom or
Charisma, and one is a free ability boost.

You’re trained in your choice of the Survival or
Performance skill. You gain a skill feat: Survey Wildlife
if you chose Survival or Impressive Performance if you chose Performance. You’re also trained in Nantambu Lore.

Your recommended primary branch is the Emerald
Boughs

Ancestry Features

DarkvisionA creature with darkvision or greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block normal darkvision. | Low-light visionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.

 

Class Features

 Class ProficienciesPerception: Trained (◆)
Saves: Fortitude: Expert (◆◆), Reflex: Trained (◆), Will: Expert (◆◆)
Skills: Trained in Arcana, Trained in two additional skills plus Intelligence modifier, (Nature, Society, Survival)
Attacks: Simple Weapons: Trained (◆), Martial Weapons: Trained (◆), Unarmed Attack:Trained (◆)
Defenses: Light Armor: Trained (◆), Medium Armor: Trained (◆)Unarmed Defense: Trained (◆)
Class DC (Dexterity): Trained (◆)
 | Arcane SpellcastingYou study spells so you can combine them with your attacks or solve problems that strength of arms alone can't handle. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you're a magus, you can draw replacement sigils with the tip of your weapon or your free hand for spells requiring material components, replacing them with somatic components instead of needing a material component pouch.

At 1st level, you can prepare one 1st-level spell and five cantrips each morning from the spells in your spellbook. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as a magus, your number of spell slots and the highest level of spells you can cast from spell slots increase. Because you split your focus between physical training and magical scholarship, you have no more than two spell slots of your highest level and, if you can cast 2nd-level spells or higher, two spell slots of 1 level lower than your highest spell level.

Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC. Your spell attack rolls and spell DCs use your Intelligence modifier. Details on calculating these statistics appear in Spell Attack Roll.
SpellbookEvery arcane spell has a written version, usually recorded in a spellbook. You start with a spellbook worth 10 sp or less, which you receive for free and must study to prepare your spells each day. The spellbook contains your choice of eight arcane cantrips and four 1st-level arcane spells. You choose these from the common spells on the arcane spell list or from other arcane spells you gain access to. Your spellbook's form and name are up to you. It might be anything from a sturdy book with a secure latch entitled Theses on the Stratagems of Supernatural Warfare to a tattered collection of training pamphlets with your name scrawled on the cover.

Each time you gain a level, you add two more arcane spells to your spellbook, of any level of spell you can cast. You can also use the Arcana skill to add other spells that you find in your adventures, Learn a Spell. Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-level slots as normal.

If you have a spellbook from multiple sources you can use the same spellbook for all your spells.
 | SpellstrikeYou've learned the fundamental magus technique that lets you combine magical and physical attacks together. You gain the Spellstrike activity.

SPELLSTRIKE ◆◆
TRAITS: Magus
FREQUENCY: Until recharged.
You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike.
 | Arcane CascadeAfter you wield magic, you can enter a special stance to make your attacks more effective.

ARCANE CASCADE ◆
TRAITS: Concentrate, Magus, Stance
REQUIREMENTS: You used your most recent action to Cast a Spell or make a Spellstrike.
You divert a portion of the spell's magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you're in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical.

If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn't deal damage, this stance's bonus damage depends on the spell's school.
Abjuration or Evocation: Force
Conjuration or Transmutation: Same type as your weapon or unarmed attack
Divination, Enchantment, or Illusion: Mental
Necromancy: Negative
 | Hybrid Study (Starlight Span)Your extensive physical training and carefully chosen magic combine to form a unique and dangerous fighting style that's more than the sum of its parts. You choose one field of hybrid study to represent your particular combination of skills. Your hybrid study gives you a special ability, usually tied to Spellstrike or Arcane Cascade, and it determines your initial conflux spell.

With magic, the sky's the limit, and you can't be bound by the confines of physical proximity. Your power reaches as far as your senses can perceive, transcending the space between you and your target even with spells that normally require direct physical contact.

When you use Spellstrike, you can make a ranged weapon or ranged unarmed Strike, as long as the target is within the first range increment of your ranged weapon or ranged unarmed attack. You can deliver the spell even if its range is shorter than the range increment of your ranged attack.

Conflux Spell Shooting Star
Studious Spell (7th) Darkvision
Studious Spell (11th) Wall of Wind
Studious Spell (13th) Freedom of Movement
Conflux SpellsYou learn a conflux spell from your hybrid study, and you can cast additional conflux spells by selecting certain feats. Conflux spells are magus-specific spells created for combat and are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to both study your spellbook and perform a physical regimen.

Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.

 


Feats


Skill Feats Class & Archetype Feats Ancestry & General Feats

PickpocketTRAITS: General, Skill
PREREQUISITES: Trained in Thievery
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.

 

 


 

Nimble ElfTRAITS: Elf
Your muscles are tightly honed. Your Speed increases by 5 feet.

Skills 

Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆


Acrobatics: +7 ◆
Arcana: +5 ◆ 
Athletics: +0
Crafting: +5 ◆
Deception: +3

Diplomacy: +3
Intimidation: +3 
Lore (Underworld): +5 ◆

Medicine: +1
Nature: +1
Occultism: +2

Performance: +3
Religion: +1
Society: +5 ◆
Stealth: +7 ◆
Survival: +1
Thievery: +7 ◆

 


Attacks


MELEE RANGE

Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆, +7 1d4 P

Fist, Agile, Finesse, Nonlethal, Unarmed ◆, +7 1d4 B

Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆, +7, 1d4 P

Flintlock Pistol, Uncommon, Concussive, Fatal (d8) ◆, +7, 1d4 P

 

 


SPELLS 

Spell Tradition: Arcane | Arcane Save DC: 15 | Arcane Spell Attack Modifier+5


Cantrips Level 1 Level 2 Level 3 Level 4

LightLIGHT (Cantrip, Evocation, Light)
CAST: ◆◆ (Somatic, Verbal)
RANGE: Touch; TARGET: 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).
MessageMESSAGE (Auditory, Cantrip, Illusion, Linguistic, Mental)
CAST: ◆ (Verbal)
RANGE: 120 ft; TARGET: 1 creature
DURATION: See below.
You mouth words quietly, but instead of coming out of your mouth, they're transferred directly to the ears of the target. While others can't hear your words any better than if you normally mouthed them, the target can hear your words as if they were standing next to you. The target can give a brief response as a reaction, or as a free action on their next turn if they wish, but they must be able to see you and be within range to do so. If they respond, their response is delivered directly to your ear, just like the original message.
HEIGHTENED (3rd): The spell's range increases to 500 feet.
Produce FlamePRODUCE FLAME (Attack, Cantrip, Evocation, Fire)
CAST: ◆◆ (Somatic, Verbal)
RANGE: 30 ft; TARGET: 1 creature
A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target's AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach. The flame deals fire damage equal to 1d4 + your spellcasting ability modifier, (+2).

Critical Success The target takes double damage and 1d4 persistent fire damage.
Success The target takes full damage.
HEIGHTENED (+1): Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.
;

ShieldSHIELD (Abjuration, Cantrip, Force)
CAST: ◆ (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. 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.

Heightening the spell increases the shield's Hardness.
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.
Warp StepWARP STEP (Cantrip, Conjuration)
CAST: ◆◆ (Somatic, Verbal)
When you walk, the earth warps beneath your feet—your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.

True StrikeTRUE STRIKE (Divination, Fortune)
CAST: ◆ (Verbal)
DURATION: Until the end of your turn.
A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.
- -
Level 5 Level 6 Level 7 Level 8 Level 9
- - - - -

 


Inventory

 

Platinum Gold   Silver Copper
0 1   1 1

Weapons & Armor


Leather Armor

 

 

Dagger

Flintlock Pistol


Adventuring Gear


Worn Stowed

Bullets (30 Rnds), Caltrops, Chalk (10 Pieces), Clothing (Edgewatch Uniform), Dueling Cape, Firearm Cleaning Kit, Manacles (Poor), Signal Whistle, Thieves' Tools, Writing Set

 

SpellbookPrice: 1 gp (Free)
Hands: 1
A spellbook holds the written knowledge necessary to learn and prepare various spells, a necessity for wizards (who typically get one for free) and a useful luxury for other spellcasters looking to learn additional spells. Each spellbook can hold up to 100 spells. The Price listed is for a blank spellbook.

CANTRIPS: Ghost Sound, Light, Message, Proiduce Flame, Shield, Sigil, Telekinetic Projectile, Warp Step

1st LEVEL: Magic Weapon, Mending, Shocking Grasp, True Strike

 

 

 

 

Current Bulk: 2.0 Encumbered: 5.0 Maximum:  10.0

Edited by Inash (see edit history)
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