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Organized Play Member. 392 posts (3,482 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 7 aliases.


Full Name

Ceija Anjeza

Race

| HP: 17/17 | AC 18 | F: +4, R: +6, W: +7 | Perc: +7

Classes/Levels

|Hero Points 2/3 | Speed 25ft | Conditions: None

Gender

CG Human (Varisian) Bard 1

Size

Medium

Alignment

CG

Deity

Milani, Desna

Languages

Common, Varisian

Occupation

Fortune Teller

Strength 10
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 14
Charisma 16

About Ceija Anjeza

Pronounced SAY yah Ahn YAY zah
Biography And Backstory

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;
+6 Reflex(t) 3+3;
+7 Will(ex) 2+5

Offense:

Melee Weapons
Whip
+6 (+4 lethal); 1d4+0; (disarm, finesse, nonlethal, reach, trip)
Dagger
+6; 1d4+0; (agile, finesse)

Range Weapons
Dagger, thrown (10 ft)
+6; 1d4+0; (agile, finesse)

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
Cantrip, Detection, Divination
Traditions: Arcane, Divine, Occult, Primal
Cast Two Actions somatic, verbal
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

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
Cantrips: 5
Ghost Sound; Mage Hand; Message: Prestidigitation: Shield
Spell Lvl 1: 2
Magic Missile; Illusory Disguise; Soothe;

Focus Spells (2 focus points in pool)
Cantrip: Inspire Courage
Reaction: Counter Composition
Spell 1: Lingering Composition

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:
In Exploration And Encounter Mode:
Worn Armor: Studded Leather
Held Weapon: Dagger/sheath
Worn Weapon: Whip/holster
Worn Kit: Healers Kit/bandolier
Worn Weapon: Sling, sling bullets/pocket
Worn Instrument: Hand-held music instrument
Worn Backpack
Contents:
Stowed Waterskin
Stowed Bed roll
Stowed Rations 2 weeks
Stowed Flint & steel
Stowed Rope 50 ft
Stowed Candles 10
Stowed Disguise Kit
Stowed Harrow Cards
Total bulk 3.0 Limit 5
Cash: 2 copper; 3 silver; 2 gold
+5 gold: 1st circus performance

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
Mystic Seer (Extinction Curse Players Guide, pg 6)
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. WS, DX
You're trained in the Arcana skill, and the Scam Lore skill.
Arcana: Trained
Lore (scam): Trained
You gain the Arcane Sense skill feat.
Background Feat: Arcana Sense, (CRB pg 258)
Prereq: trained in Arcana
Your study of magic allows you to instinctively sense its presence. You can cast 1st-level detect magic at will as an arcane innate spell.

Detect Magic
Cantrip, Detection, Divination
Traditions: Arcane, Divine, Occult, Primal
Cast Two Actions somatic, verbal
Area 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

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
Bard (CRB pg 95)
Key Ability Score: CH
Hit Points: 8+ CN modifier
Perception: Expert
Fortitude: Trained
Reflex: Trained
Will: Expert
Occultism: Trained
Performance: Trained
Additional Trained Skills: 4 + IN mod

Attacks
Unarmed: Trained
Simple weapons: Trained
Bard weapons: Trained
Longsword, rapier, sap, shortbow, shortsword, whip

Defense
Unarmed: Trained
Light Armor: Trained

Spells
Occult spell attacks: Trained
Occult spell DC: Trained
Level 1 Daily Spells
Cantrip: 5
Level 1: 2

Cast A Spell Activity
Can usually play an instrument for spells requiring somatic or material components as long as it takes at lest one of your hands to do it. If you use an instrument you don't need a spell component pouch or another hand free.

Spell Repertoire
Bard/Occult Cantrips: 5
Ghost Sound; Mage Hand; Message: Prestidigitation: Shield
Bard/Occult Level 1: 2
Magic Missile; Illusory Disguise; Soothe;

Composition Spells: 1 Focus point
Composition Cantrip: Inspire Courage
Traits: Uncommon, Bard, Cantrip, Composition, Emotion, Enchantment, Mental
Source Core Rulebook pg. 38
Cast Single Action verbal
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.

Learn Counter Performance composition spell (auditory and visual effects)

Reaction:
Cast Reaction somatic or verbal;
Trigger You or an ally within 60 feet rolls a saving throw against an auditory or visual effect.
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.

Bardic Muse: Maestro
Feat: Lingering Composition (CRB pg 99)
Learn Lingering Composition Focus Spell and add 1 focus point to your focus pool
Prereq: Maestro Muse
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.

Inspire Courage:
video
March Of Cambreadth lyrics
Album: Midsummer

Axes flash, broadsword swing,
Shining armour's piercing ring
Horses run with a polished shield,
Fight Those Bastards till They Yield
Midnight mare and blood red roan,
Fight to Keep this Land Your Own
Sound the horn and call the cry,
How Many of Them Can We Make Die!

Follow orders as you're told,
Make Their Yellow Blood Run Cold
Fight until you die or drop,
A Force Like Ours is Hard to Stop
Close your mind to stress and pain,
Fight till You're No Longer Sane
Let not a one damn cur pass by,
How Many of Them Can We Make Die!

Guard your women and children well,
Send These Bastards Back to Hell
We'll teach them the ways of war,
They Won't Come Here Any More
Use your shield and use your head,
Fight till Every One is Dead
Raise the flag up to the sky,
How Many of Them Can We Make Die!

Dawn has broke, the time has come,
Move Your Feet to a Marching Drum
We'll win the war and pay the toll,
We'll Fight as One in Heart and Soul
Midnight mare and blood red roan,
Fight to Keep this Land Your Own
Sound the horn and call the cry,
How Many of Them Can We Make Die!

(first verse)

How Many of Them Can We Make Die!
How Many of Them Can We Make Die!