Saturday, January 1, 2022

Character Creation Challenge 01: Pathfinder 2nd Edition

Today is is the first day of the January 2022 Character Creation Challenge. I'm starting things off with a bard from Cheliax, a land of tyrannical rulers that believe Hell serves them. Built using the Pathfinder 2nd Edition Core Rulebook with a few spells form the Secrets of Magic. The final sheet was made by re-creating the character at Pathbuilder2e.com.

 

  "Tiefling bard" by Feael (resized) is licensed under CC BY-NC-ND 3.0
 

CaeliusBard 1


CG, Medium, Human, Versatile Heritage, Humanoid
Perception +5;
Languages Common, Draconic, Infernal
Skills Acrobatics +6, Athletics +1, Deception +7, Diplomacy +7, Lore: Genealogy +4, Occultism +4, Performance +7, Society +4, Stealth +6, Survival +3
Str +1, Dex +3, Con +0, Int +1, Wis +0, Cha +4
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Musical Instrument (Handheld)
AC 18, Fort +3, Ref +6, Will +5
HP 16
Speed 25 feet
Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+1 (P)
Melee Rapier +6 (Deadly d8, Disarm, Finesse), Damage 1d6+1 (P)
Ranged Sling +6 (Propulsive), Damage 1d6 (B)
Bon Mot (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC. Critical Success The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. Success As critical success, but the penalty is -2. Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Occult Known Spells DC 17, attack +7 1st Bless, Phantom Pain, Soothe (2 slots); Cantrips Daze, Guidance, Haunting Hymn, Prestidigitation, Telekinetic Projectile
Focus Spells (2 points) Counter Performance 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.
Hymn of Healing Range 30 feet; Targets you or 1 ally Duration sustained up to 4 rounds Your divine singing mends wounds and provides a temporary respite from harm. The target gains fast healing {v1}. When you Cast the Spell and each time you Sustain the Spell, the target gains {v1} temporary Hit Points, which last for 1 round. Heightened (+1) The fast healing and temporary Hit Points each increase by 2.
Inspire Courage Area 60-foot emanation Duration 1 round 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.
Lingering Composition 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.
Additional Feats Fascinating Performance, Hymn of Healing, Lingering Composition
Additional Specials Muses (Maestro)

Caelius became a ward of the House Jeggare at a very young age. He entered the tutelage of a minor lord of the Jeggare, Silvino, when his parents fell ill and died. The few remaining members of his minor house found ways to sustain it as long as they could, including selling off Caelius to the care of Silvino Jeggare.  Caelius's new lord was known for taking in orphans and turning them into something better than their lot would normally allow. 

The training was brutal. The hours long and the treatment of the orphans was barely better than what they would get on the streets of Egorian. Those that failed were put into servant roles or tossed from the estate to live on the streets again. Caelius was close to becoming one of these.

Caelius found his muse within a tree. A dryad appeared to him as he wept for his future and those he had grown to call his family. Apparently, trapped in the grove the same way he was in the Jeggare estate, she provided him the hope he needed. He still failed at many of the tasks that Silvino put before him, but found that he poured his heart and soul into the lute and from it came music that filled hearts with joy and brought tears. His place in the estate was safe, but he still saw others he had grown to love punished or exiled. 

When he grew old and strong enough, he escaped the estate and headed in the one direction he knew safety might be found, east. He did not go alone. He took as many orphans as were willing and able. Not knowing the true distance between the nations, Caelius and his ragtag group made it to Andoran months later. From here he has begun to plan and search for others that might help in liberating others in his former home and his muse.

 




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