About Ceija AnjezaPronounced SAY yah Ahn YAY zah
Defense: 18 AC
Armor: Studded leather DX +3; trained +3; item +2 17 HP: 8 (human) +8 (bard) +1 (CN) +4 Fortitude(t) 1+3;
Offense: Melee Weapons Whip +6 (+4 lethal); 1d4+0; (disarm, finesse, nonlethal, reach, trip) Dagger +6; 1d4+0; (agile, finesse) Range Weapons
Skills: 3 Acrobatics =3+0 3 Arcana(t) =0+3 0 Athletics 0 Crafting 6 Deception(t) =3+3 3 Diplomacy =3+0 3 Intimidation =3+0 3 Lore (Scam)(t) =0+3 5 Medicine(t) =2+3 2 Nature =2+0 3 Occultism(t) =0+3 6 Performance(t) =3+3 2 Religion =2+0 0 Society 6 Stealth(t) =3+3 5 Survival(t) =2+3 3 Thievery =3+0) Spell Repertoire: Innate Spells Evocation Tattoo: Electric Arc Traits: Cantrip, Electricity, Evocation Traditions: Arcane, Primal Cast Two Actions somatic, verbal Range 30 feet; Targets 1 or 2 creatures Saving Throw basic Reflex An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. Detect Magic
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Spell Repertoire
Focus Spells (2 focus points in pool)
Equipment: In Downtime Mode: While working around the circus, Worn: studded leather armor, dagger, whip, sling, music instrument, healer kit Stowed in trailer/tent: Backpack Stowed:
Build: Ancestry Human (CRB, pg 54) Hit Points: 8 Size: Medium Speed: 25 feet Ability boost: 2 free DX, CH Languages: Common; Varisian (IN=+0) Traits: Human, Humanoid Ancestry Feat: Arcane Tattoos (LO Character Guide, pg 11) Traits: Uncommon, Human Access: Varisian ethnicity You have tattoos on your body corresponding to one of the ancient Thassilonian schools of magic. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will. Evocation Tattoo: Electric Arc Traits: Cantrip, Electricity, Evocation Traditions: Arcane, Primal Cast Two Actions somatic, verbal Range 30 feet; Targets 1 or 2 creatures Saving Throw basic Reflex An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier. Heritage: Versatile Heritage (CRB, pg 56) Heritage General Feat: Battle Medicine (CRB, pg 258) Traits: general, healing, manipulate, skill Prereq: trained in Medicine Requirement: Holding or wearing Healers Tools Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. Background
You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally. Class
Attacks
Defense
Spells
Cast A Spell Activity
Spell Repertoire
Composition Spells: 1 Focus point
Learn Counter Performance composition spell (auditory and visual effects) Reaction:
Bardic Muse: Maestro
Critical Success The composition lasts 4 rounds.
Inspire Courage:
video
March Of Cambreadth lyrics Album: Midsummer Axes flash, broadsword swing,
Follow orders as you're told,
Guard your women and children well,
Dawn has broke, the time has come,
(first verse) How Many of Them Can We Make Die!
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