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Madeleina "Maddie" Emri

Played by Evelyn

Class
Bard
Size
Medium
Alignment
Chaotic Good
Traits
Humanoid
Deity
Desna
Experience Points
0
Level
1
Hero Points
1
Ancestry & Heritage
Human, Dhampir
Background
Saloon Entertainer
0
Str
Modifier
Strength
Score
10
+1
Dex
Modifier
Dexterity
Score
12
+1
Con
Modifier
Constitution
Score
12
+2
Int
Modifier
Intelligence
Score
14
+1
Wis
Modifier
Wisdom
Score
12
+4
Cha
Modifier
Charisma
Score
18
Total
17
Base
10
Key
4
Item
0
Prof
3
T E M L
       
Total
16
AC Base
10
Dex Bonus (or AC Cap)
1
Item
2
Prof
3
T E M L
       
Unarmored
T E M L
       
Light
T E M L
       
Medium
T E M L
       
Heavy
T E M L
       
Shield AC
0
Hardness
0
Max HP
0
BT
0
Current HP
0
Save Total Mod Prof Item Prof.-Bonus
Fortitude (CON) 4 1 3 0 2
Reflex (DEX) 4 1 3 0 2
Will (WIS) 6 1 5 0 4
Simple Weapons
T E M L
       
Martial Weapons
T E M L
       
Max HP
17
Current HP
17
Temporary HP
0
Total
6
Wis
1
Prof
5
Item
0
T E M L
       
Senses
Low-Light Vision
25
Common, Dwarven, Elven, Gnoll
Dagger 1d20+4 1d4 PiercingAgileFinesseVersatile SThrown 10ft.
Rapier 1d20+4 1d6 PiercingDeadly d8DisarmFinesse
Sling 1d20+4 1d6 BludgeoningPropulsive
Total Prof. Mod Ability Mod Item Mod Armor Mod
Acrobatics (dex) 4 3 1 0
Arcana (int) 2 0 2 0 0
Athlethics (str) 0 0 0 0
Crafting (int) 2 0 2 0 0
Deception (cha) 7 3 4 0 0
Diplomacy (cha) 7 3 4 0 0
Intimidation (cha) 4 0 4 0 0
Lore: dancing 0 0 0 0 0
Medicine (wis) 4 3 1 0 0
Nature (wis) 1 0 1 0 0
Occultism (int) 5 3 2 0 0
Performance (cha) 7 3 4 0 0
Religion (wis) 1 0 1 0 0
Society (int) 5 3 2 0 0
Stealth (dex) 1 0 1 0
Survival (wis) 1 0 1 0 0
Thievery (dex) 4 3 1 0
Spell Attack Roll
Total Key Prof
7 4 3
Spell DC
Total Base Key Prof
17 10 4 3
Magic Tradition
Occult
Spells Per Day
Per Day 2
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
Current
Focus Points
1

Statblocks for your Feats and Ability.

Ancestry Feats & Abilities

Adhyabhau Ancestry Feat 1
DHAMPIRLINEAGE

Description You descend from the rare psychic vampires known as vetalaranas. Your forebear gained sustenance from the mental and emotional energy of living creatures, which manifests in you as powerful resistance to such effects. You gain a +1 circumstance bonus to Will saves against effects with the emotion trait, and when you roll a success on a saving throw against such an effect, you get a critical success instead.
LO: AG

Skill Feats

Virtuosic Performer Feat 1
GENERALSKILL

Requirements Trained in Performance
Description You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.   Virtuosic Performer   Acting: Drama, pantomime, puppetry
Comedy: Buffoonery, joke telling, limericks
Dance: Ballet, huara, jig, macru
Keyboards: Harpsichord, organ, piano
Oratory: Epic, ode, poetry, storytelling
Percussion: Chimes, drum, gong, xylophone
Singing: Ballad, chant, melody, rhyming
Strings: Fiddle, harp, lute, viol
Winds: Bagpipe, flute, recorder, trumpet

Class Feats & Abilities

Versatile Performance Class Feat 1
TRAIT

Requirements Polymath muse
Description You can rely on the grandeur of your performances rather than ordinary social skills.
Applications 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.
Polymath Muse Bardic Muse
TRAIT

Description Your muse is a jack of all trades, flitting between skills and pursuits. If it’s is a creature, it might be an eclectic creature like a fey; if a deity, it might be Desna or Calistria. As a bard with a polymath muse, you are interested in a wide array of topics but rarely dedicated to any one, and you rarely make up your mind—you want to try everything.
Applications You gain the Versatile Performance feat and add unseen servant to your spell repertoire.

Statblocks for your spells.

Focus Spells

Inspire Courage Conjuration 1
BARDCANTRIPCOMPOSITIONEMOTIONENCHANTMENTMENTALUNCOMMON

Traditions Components
occult verbal
Cast Range Target Duration Saving Throw
1 action 60-foot Emanation Area 1 Ally 1 round Will
Description
  • 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.
  •    
    Counter Performance Enchantment 1
    BARDCOMPOSITIONENCHANTMENTFORTUNEMENTALUNCOMMON

    Traditions Components
    occult verbal
    Cast Range Target Duration Saving Throw
    Reaction 60-foot emanation - - -
    Description
    • Cast reaction verbal 
    • trigger- You or an ally within 60 feet rolls a saving throw against an auditory or visual effect. 
    • 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. 

    Cantrips

    Presdigitation Evocation 1
    CANTRIPDOUBLE ACTIONEVOCATION

    Traditions Components
    arcane divine occult primal somatic verbal
    Cast Range Target Duration Saving Throw
    2 actions 10 feet 1 object (cook, lift or tidy only) Sustained -
    Description
    The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
    Cook Cool, warm, or flavor 1 pound of nonliving material.
    Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
    Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component.
    Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
    Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.
    Daze Enchantment 0
    CANTRIPENCHANTMENTMENTALNONLEATHAL

    Traditions Components
    arcane divine occult somatic verbal
    Cast Range Target Duration Saving Throw
    2 actions 60 feet 1 creature 1 round Will
    Description
    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.
    Shield Abjuration 0
    ABJURATIONCANTRIPFORCE

    Traditions Components
    arcane divine occult verbal
    Cast Range Target Duration Saving Throw
    1 action - - until the start of your next turn -
    Description
    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.   SHIELD ACTIONS
    The shield spell works like a raised shield, and it also gives you the ability to use the Shield Block reaction.   SHIELD BLOCK (Reaction)
    Trigger While you have your shield raised, you take damage from a physical attack. You place your shield to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.   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 Evocation 0


    Traditions Components
    arcane occult somatic verbal
    Cast Range Target Duration Saving Throw
    2 Action 30 Feet 1 Creature - -
    Description
    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.
    Infectious Enthusiasm Enchantment 0
    EMOTIONMENTAL

    Traditions Components
    arcane occult somatic verbal
    Cast Range Target Duration Saving Throw
    2 Action - Self 1 Round -
    Description
    With enchanted gusto, you encourage yourself to get things done and share your motivation with your allies. You gain a +1 status bonus to your choice of attack rolls, Will saves, or Charisma-based skill checks. During the spell's duration, an ally who observed you Casting this Spell and was within 30 feet when you did so can take a single action, which has the concentrate trait, to gain the same bonus you chose until the start of its next turn.   Using this spell to influence someone in a social situation is typically considered a faux pas, negating the benefit on Charisma-based skills if the subject of the check observed you casting the spell.

    Level 1 Spells

    Soothe Enchantment 1
    EMOTIONENCHANTMENTHEALINGMENTAL

    Traditions Components
    occult somatic verbal
    Cast Range Target Duration Saving Throw
    2 actions 30 feet 1 willing living creature 1 minute -
    Description
    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.
    Grim Tendrils Necromancy 1
    NECROMANCYNEGATIVE

    Traditions Components
    arcane occult somatic verbal
    Cast Range Target Duration Saving Throw
    2 actions 30-foot Line - - Fortitude
    Description
    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.
    Unseen Servant Conjuration 1
    MINDLESS

    Traditions Components
    arcane occult material somatic verbal
    Cast Range Target Duration Saving Throw
    3 Action 60 feet - Sustained -
    Description
    You summon an unseen servant, which you can command as part of Sustaining the Spell. It serves you until its Hit Points are reduced to 0, at which point the spell ends, or until you stop Sustaining the Spell. The unseen servant gains the summoned trait.  

    Unseen Servant Creature -1

    No Alignment Medium Mindless
    Source Core Rulebook pg. 380
    • Perception +0
    • Languages understands its creator
    • Skills Stealth +8
    • Str -4, Dex +2, Con +0, Int -5, Wis +0, Cha +0
    • Invisible An unseen servant is invisible, though it normally doesn't Sneak, so it is usually only hidden.
    • AC 13, Fort +0, Ref +4, Will +0
    • HP 4; Immunities disease, mental, non-magical attacks, paralysis, poison, precision, unconscious; ; Resistances all damage 5 (except force or ghost touch)
    • Speed fly 30 feet
    • Force Body An unseen servant's physical body is made of force. It can't use attack actions. It can move and use Interact actions to do things such as fetch objects, open unstuck or unlocked doors, hold chairs, and clean. It can't pass through solid objects.

    Created by

    Machik.

    System

    Pathfinder 2e

    Statblock Type

    Character Sheet

    Link/Embed