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Silver Crown

AASIMAR HUMANOID

Played by PumQin

Class
Bard
Size
Medium
Alignment
Chaotic Good
XP
Level
  1  
Hero Points
Deity
Forgotten Warrior
Human Aasimar
Gladiator
25
+3
Str
Modifier
Strength
Score
16
+0
Dex
Modifier
Dexterity
Score
10
+1
Con
Modifier
Constitution
Score
12
+0
Int
Modifier
Intelligence
Score
10
+2
Wis
Modifier
Wisdom
Score
14
+3
Cha
Modifier
Charisma
Score
16
Total
13
Base
10
Key
3
Item
0
Prof
0
U T E M L
+0        

 
Common, Elven, Celestial, Dwarven, Primordial
HP
19/19
Temp. HP
0
Total
5
Prof. Mod
3
Att. Mod (Wis)
2
Item Mod
0
U T E M L
  +2      

 
Senses
Low-Light Vision
Total
15
AC Base
10
Dex Bonus (or AC Cap)
0
Item
2
Prof
3
U T E M L
  +2      

 
Unarmored
U T E M L
  +2      

 
Light
U T E M L
  +2      

 
Medium
U T E M L
+0        

 
Heavy
U T E M L
+0        

 
Shield AC
+2
Hardness
4
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 4 1 3 0 2
Reflex (DEX) 3 0 3 0 2
Will (WIS) 7 2 5 0 4
Simple Weapons
U T E M L
  +2      

 
Martial Weapons
U T E M L
  +2      

 
Unarmed Fist 1d20+3 2d4+3 Bludgeoning
Steel Club 1d20+6 1d6+6 Bludgeoning
Shortbow 1d20+0 1d6+0 Piercing
Total Prof. Mod Ability Mod Item Mod Armor Mod
+2 Acrobatics (dex) 3 0 0 -1
+0 Arcana (int)   0 0
+5 Athlethics (str) 3 3 0 -1
+0 Crafting (int)   0 0
+3 Deception (cha)   3 0
+6 Diplomacy (cha) 3 3 0
+6 Intimidation (cha) 3 3 0
+3 Lore: gladiatorial 0 +3 0
+2 Medicine (wis)   2 0
+2 Nature (wis)   2 0
+3 Occultism (int) 3 0 0
+6 Performance (cha) 3 3 0
+5 Religion (wis) 3 2 0
+3 Society (int) 3 0 0
-1 Stealth (dex)   0 0 -1
+2 Survival (wis)   2 0
-1 Thievery (dex)   0 0 -1
Angelkin, Martial Performance, Impressive Performance, Multilingual
Steel Club, Reinforced Wooden Shield, Shortbow, Studded Leather Armor
Spell Attack Roll
Total Key Prof
6 3 3
Spell DC
Total Base Key Prof
16 10 3 3
Magic Tradition
Occult
Spells Per Day
Per Day 2
Level 1 2 3 4 5 6 7 8 9 10
Current
Focus Points
1
Spellbook
Focus: Counter Performance, Inspire Courage
Cantrips: Shield, Guidance, Forbidding Ward, Daze, Light
Spells: Fear, True Strike, Summon Fey
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

Ancestry Feats & Abilities

Angelkin - Feat 1
AASIMARLINEAGE

Description You descend from an angel—a winged messenger from Nirvana or one of the other celestial realms—which gives you a knack for cultures and languages. You gain the trained proficiency rank in Society. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice. You know the Celestial language, and you gain the Multilingual skill feat.

Skill Feats

Impressive Performance - Feat 1
GENERALSKILL

Requirements trained in Performance
Description Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy.
Multilingual - Feat 1
GENERALSKILL

Requirements trained in Society
Description You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.   Special You can select this feat multiple times. Each time, you learn additional languages.

Class Feats & Abilities

Martial Performance - Feat 1
BARD

Requirements warrior muse
Description Your muse has taught you how to handle a wider variety of weapons than most bards, empowering you to effortlessly blend your performance into combat even with the most inelegant tools. You become trained with all martial weapons. If you gain the bard weapon expertise class feature, your proficiency rank with martial weapons increases to expert.

Statblocks for your spells.

Focus Spells

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. 
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.
  •    

    Cantrips

    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.
    Guidance - Divination 0
    CANTRIPDIVINATION

    Traditions Components
    divine occult primal verbal
    Cast Range Target Duration Saving Throw
    1 action 30 feet 1 creature until the start of your next turn -
    Description
    You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
    Forbidding Ward - Abjuration 0
    ABJURATIONCANTRIP

    Traditions Components
    divine occult somatic verbal
    Cast Range Target Duration Saving Throw
    2 actions 30 feet 1 ally and 1 enemy sustained up to 1 minute -
    Description
    You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.   Heightened (6th) The status bonus increases to +2.
    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.
    Light - Evocation 0
    CANTRIPEVOCATIONLIGHT

    Traditions Components
    arcane divine occult primal somatic verbal
    Cast Range Target Duration Saving Throw
    2 actions touch 1 unattended, non-magical object of 1 Bulk or less until the next time you make your daily preparations -
    Description
    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).

    Level 1 Spells

    Fear - Enchantment 1
    EMOTIONENCHANTMENTFEARMENTAL

    Traditions Components
    arcane divine occult primal somatic verbal
    Cast Range Target Duration Saving Throw
    2 actions 30 feet 1 creature varies will
    Description
    You plant fear in the target; it must attempt a Will save.   Critical Success The target is unaffected.
    Success The target is frightened 1.
    Failure The target is frightened 2.
    Critical Failure The target is frightened 3 and fleeing for 1 round.
    Heightened (3rd) You can target up to five creatures.
    True Strike - Divination 1
    DIVINATIONFORTUNE

    Traditions Components
    arcane occult verbal
    Cast Range Target Duration Saving Throw
    1 action - - until the end of your turn -
    Description
    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.
    Summon Fey - Conjuration 1
    CONJURATION

    Traditions Components
    occult primal material somatic verbal
    Cast Range Target Duration Saving Throw
    3 actions 30 feet - sustained up to 1 minute -
    Description
    You conjure a fey to fight for you. This works like Summon Animal, except you summon a common creature that has the fey trait and whose level is –1, such as those below.   Level -1: Mitflit, Sprite   Heightened (2nd) Level 1 or less: Pugwampi, Biloko Warrior, Brownie, Grig, Jinkin, Naiad, Nixie, Vexgit.
    Heightened (3rd) Level 2 or less: Leprechaun, Nuglub, Zrukbat.
    Heightened (4th) Level 3 or less: Dryad, Twigjack, Unicorn.
    Heightened (5th) Level 5 or less: Biloko Veteran, Kelpie, Pixie, Satyr, Grimstalker, Grodair, Lurker In Light, Redcap.
    Heightened (6th) Level 7 or less: Elananx, Culdewen, Eloko, Gahlepod, Stygira.
    Heightened (7th) Level 9 or less: Kishi, Nuckelavee.
    Heightened (8th) Level 11 or less: Brughadatch, Nereid.
    Heightened (9th) Level 13 or less: Rusalka, Doblagub.
    Heightened (10th) Level 15 or less: Ankou, Marrmora.

    Created by

    PumQin.

    System

    Pathfinder 2e

    Statblock Type

    Character Sheet

    Link/Embed