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Characters/Bellisima Caravida

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Bellisima Caravida

Bellisima Caravida
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Level 2
Size Medium
Key Ability CHA
Hero Points 3
Defenses & Combat
HP 17/30
AC 18
Saving Throws Fort +6, Ref +7, Will +6
Perception +6
Speed 25 ft.
Combat Record
Last Kill Flame Drake (2026-09-28)
Last Downed By Ogre (2026-09-07)
Attributes
STR +2

Details

  • Ancestry: Minotaur Minotaur
  • Heritage: Stalker Minotaur Stalker Minotaur
  • Background: Entertainer
  • Class: Bard Bard
  • Key Ability: CHA
  • XP: 212
  • Hero Points: 3

⚔ Defense & Saves

  • HP: 17/30
  • AC: 18
  • Perception: +6 (Expert)
  • Speed: 25 ft. (land)
  • Fortitude: +6 (Trained)
  • Reflex: +7 (Trained)
  • Will: +6 (Expert)

🗡 Attacks

Weapon Traits Attack Bonus Damage
Spear Spear (Trained) Monk, Thrown-20 +6/+1/-4 1d6+2 piercing
Bladed Scarf Bladed Scarf (Trained) Disarm, Finesse, Reach, Sweep, Trip +7/+2/-3 1d6+2 slashing
Light Pick Light Pick (Trained) Agile, Fatal-D8 +6/+2/-2 1d4+2 piercing
Smoking Sword Smoking Sword (Trained) Fire, Magical, Versatile-P +7/+2/-3 2d8+2 slashing
Long Spark Repeater Long Spark Repeater (Trained) Arcane, Fatal-D10, Force, Kickback, Repeating +7/+2/-3 1d4 force
Horns Horns (Trained) Unarmed +6/+1/-4 1d8+2 piercing

📊 Ability Scores

STR DEX CON INT WIS CHA
+2 +3 +2 +0 +0 +2

🎓 Skills

Skill Modifier Proficiency
Acrobatics +7 Trained
Arcana +0 Untrained
Athletics +2 Untrained
Crafting +0 Untrained
Deception +6 Trained
Diplomacy +6 Trained
Intimidation +2 Untrained
Medicine +0 Untrained
Nature +0 Untrained
Occultism +4 Trained
Performance +6 Trained
Religion +0 Untrained
Society +0 Untrained
Stealth +7 Trained
Survival +0 Untrained
Thievery +3 Untrained

💰 Wealth & Carry

Coin Total Value Bulk Invested
8 GP, 5 SP 217.84 gp 10.5 / 7 enc / 12 max 1/10

✨ Feats & Features

Heritage
Stalker Minotaur Stalker Minotaur
Despite your heavy frame, you walk on shaggy hooves that muffle your footfalls, allowing you to surprise your prey. You become trained in Stealth (or another skill if you were already trained in Stealth) and gain the Terrain Stalker skill feat, except you must choose rubble and you can Sneak no more than 10 feet instead of 5 feet without attempting a Stealth check.
Background Features
Entertainer
Through an education in the arts or sheer dogged practice, you learned to entertain crowds. You might have been an actor, a dancer, a musician, a street magician, or any other sort of performer.
Choose two attribute boosts. One must be to Dexterity or Charisma, and one is a free attribute boost.
You're trained in the Performance skill and the Theater Lore skill. You gain the Fascinating Performance skill feat.
Feats
Celebrity Dedication Celebrity Dedication (archetype, dedication)
The more people you have looking at you, the more content you are, and you take every opportunity to show up others when their performances are less than perfect.
You gain the Upstage reaction. In addition, when you Earn Income, if the level of the task is higher than your level, you gain a +1 circumstance bonus to your check to Earn Income.
Celebrity
Composition Spells Composition Spells (bard)
You can infuse your performances with magic to create unique effects called compositions. Compositions are a special type of spell that often require you to use the Performance skill when casting them. Composition spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to perform, write a new composition, or otherwise engage your muse.
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You learn the Counter Performance composition spell, protecting against auditory and visual effects.
=== Composition Cantrips ===
Composition cantrips are special composition spells that don't cost Focus Points, so you can use them as often as you like. Composition cantrips are in addition to the cantrips you choose with bard spellcasting. Unlike other cantrips, you can't swap out composition cantrips gained from bard feats at a later level, unless you swap out the specific feat via retraining.
You learn the Courageous Anthem composition cantrip, which boosts your allies' attacks, damage, and defense against fear.
Fascinating Performance Fascinating Performance (general, skill)
When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is Fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you're trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.
If you're an expert in Performance, you can fascinate up to four observers; if you're a master, you can fascinate up to 10 observers; and if you're legendary, you can fascinate any number of observers at the same time.
Friendly Nudge Friendly Nudge (minotaur)
You don't always have time to wait for your allies to make room, so it's best to politely move them yourself. Attempt an Athletics check to Shove an ally. You don't need to have a free hand to attempt this check. If your ally is willing, treat the result as one degree of success higher.
Horns (Minotaur) Horns (Minotaur) (minotaur)
Your sharp horns are as deadly as spears. You have a horns unarmed attack that deals 1d8 piercing damage. Your horns are in the brawling group and have the unarmed trait.
Muses Muses (bard)
As a bard, you select one muse at 1st level. This muse leads you to great things and might be someone you know, a supernatural creature, location, deity, philosophy, or captivating mystery. Depending on the type of inspiration you receive, your 1st-level muse grants you a specific 1st-level bard feat and adds a spell to your repertoire.
In addition to this, each muse opens the door to many later bard feats. If one type of inspiration is not enough to represent your muse, consider the Multifarious Muse feat.
  • Enigma
  • Maestro
  • Polymath
  • Warrior
Occult Spellcasting Occult Spellcasting (bard)
You draw upon magic from esoteric knowledge. You are a spellcaster and can cast spells of the occult tradition using the Cast a Spell activity.
As a bard, when you cast spells, your incantations might be musical riffs or clever limericks, your gestures might incorporate dance and dramatic pantomiming, and you might accompany your spellcasting by playing a musical instrument.
Each day, you can cast up to two 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
As you increase in level as a bard, your number of spells per day increases, as does the highest rank of spells you can cast.
Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Charisma, your spell attack rolls and spell DCs use your Charisma modifier.
Polymath Polymath (bard)
Your muse is a jack of all trades, flitting between skills and pursuits. Some bards are constantly moved by new muses or draw their inspiration from an idealized being, whether it's based on a real person or purely philosophical. If your muse is a single creature, it might be an eclectic creature like a fey or one who's learned a lot over a long lifespan; if a deity, it might be Desna or Calistria. Art inspired by a polymath muse is restless, with each composition exhibiting new techniques and an ever-evolving style.
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.
Muse Feat Versatile Performance
Muse Spell Phantasmal Minion
Quick Squeeze Quick Squeeze (general, skill)
You Squeeze 5 feet per round (10 feet on a critical success). If you're legendary in Acrobatics, you Squeeze at full Speed.
Spell Repertoire Spell Repertoire (bard, oracle, psychic, sorcerer, summoner)
Bard The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank occult spells of your choice and five occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Bard Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
Oracle The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank divine spells of your choice and five divine cantrips of your choice. You choose these from the common spells on the divine list or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Oracle Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.
Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
Psychic The collection of spells you can cast is called your spell repertoire. At 1st level, you learn one 1st-rank occult spell of your choice and three occult cantrips of your choice. You choose these from the common spells from the occult list or from other occult spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank. Your choice of conscious mind also grants you additional spells in your repertoire, starting with an additional 1st-rabk spell and two cantrips listed in your conscious mind, which you cast as psi cantrips.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2), you add a spell to your spell repertoire of the same level. At 2nd level, you select another 1st-rank spell; at 3rd level, you select one 2nd-level spell, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell. Your conscious mind also adds additional spells to your repertoire as you gain spells of higher levels.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, such as the spells you gain from your conscious mind, it wouldn't give you another spell slot, and vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.
Sorcerer The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Sorcerer Spells per Day table above), you add a spell to your spell repertoire of the same rank. When you gain a new rank of spells, your first new spell is always the sorcerous gift spell for that rank that's listed in your bloodline, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your bloodline and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know so that you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot or vice versa.
Swapping Spells in Your Repertoire
As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip, but you can't swap out bloodline spells. You can also swap out spells by retraining during downtime.
Summoner The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and five cantrips of your choice. You choose these from the common spells from the tradition corresponding to your eidolon, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank. Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it doesn't give you another spell slot, and vice versa.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 2–4: Summoner Spells per Day), you add a spell of the same rank to your spell repertoire. At 2nd level, you select another 1st-rank spell. At 3rd level, you add the first 2nd-rank spell to your repertoire. At 4th level you gain your second and your spell repertoire reaches its maximum size of five spells.
At 5th level, in addition to adding two 3rd-rank spells to your repertoire, you lose your lowest rank of spell slots. Any time you lose a rank of spell slots, you lose two spells in your repertoire as well. These can come from spells you already know or out of the number of new spells you're learning. On levels in which you don't change your spell slots, you can swap out multiple spells, as described below.
Swapping Spells in Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. If it's a rank at which you lose a set of lower-rank slots, you can replace the two in either order. You can also instead swap a cantrip. You can also swap out spells by retraining during downtime.
At 6th level and every even level thereafter, you can swap out any number of your spells for different spells of a rank you can cast. When you do, you must keep at least one spell you can cast with your lowest rank of spell slots so you don't end up with slots you can't use. For instance, at 6th level you would need to keep at least one 2nd-rank spell, but all your other spells could be 3rd rank.
Terrain Stalker (Underbrush) Terrain Stalker (Underbrush) (general, skill)
Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While Undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not pass within 10 feet of an enemy during your movement.
During exploration, this also allows you to automatically approach within 15 feet of other creatures while Avoiding their Notice, as long as they aren't actively Searching or on guard.
Special You can select this feat multiple times. Each time, choose a different type of terrain.
Uplifting Overture Uplifting Overture (bard)
You learn the Uplifting Overture composition cantrip, which aids your allies' skills with the inspiring nature of your performance.
Versatile Performance Versatile Performance (bard)
You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to and instead of Intimidation to . You can also use an acting Performance instead of Deception to .
In addition, you can use your proficiency rank in Performance to meet the prerequisites of skill feats that require a particular proficiency rank in Deception, Diplomacy, or Intimidation.
Actions
Upstage Upstage
Trigger An enemy attempts a skill check and doesn't get a critical success
After your foe has tried their best, you show everyone how it's really done. Attempt a check using the same skill that triggered this reaction.
Critical Success You gain a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks until the end of your next turn.
Success As critical success, except you gain the benefits only if the triggering creature failed their skill check.
Effect: Upstage

🎒 Inventory

Weapons
Item Qty Bulk Level Price
Bladed Scarf Bladed Scarf 1 1 0 3 gp
Light Pick Light Pick 1 0.1 0 4 sp
Long Spark Repeater Long Spark Repeater 1 1 0 6 gp
Smoking Sword Smoking Sword 1 1 3 60 gp
Spear Spear 1 1 0 1 sp
Armor & Shields
Item Qty Bulk Level Price
Armored Cloak Armored Cloak 1 0.1 0 2 gp
Leather Armor Leather Armor 1 1 0 2 gp
Consumables
Item Qty Bulk Level Price
Healing Potion (Minor) Healing Potion (Minor) 2 0.1 1 4 gp
Ammunition
Item Qty Bulk Level Price
Sling Bullets Sling Bullets 40 0.1 0 1 cp
Equipment
Item Qty Bulk Level Price
Furnace of Endings (Lesser) Furnace of Endings (Lesser) 1 0.1 2 35 gp
Striking Striking 1 0 4 65 gp
Tripod Tripod 1 1 0 2 sp
Bags & Storage
Item Qty Bulk Level Price
Backpack Backpack 1 0 0 1 sp
  • Bedroll Bedroll
  • Soap Soap
  • Rope Rope
  • Chalk Chalk ×10
  • Torch Torch ×5
  • Rations Rations ×2
  • Waterskin Waterskin
  • Flint and Steel Flint and Steel
Treasure & Currency
Item Qty Bulk Level Price
Gold Pieces Gold Pieces 8 1 0 1 gp
Pyrite Pyrite 1 0 0 5 sp
Shell Shell 1 0 0 5 sp
Silver Pieces Silver Pieces 5 1 0 1 sp
Silver coronet with peridots Silver coronet with peridots 1 0 0 25 gp

🔮 Spellcasting

Occult Spontaneous Spells (Occult) — Spontaneous
DC 16 | Attack +6

Rank 1 (3/3 slots)

  • Agitate Agitate [concentrate, manipulate, mental, nonlethal]

Description

You send the target's mind and body into overdrive, forcing it to become restless and hyperactive. During the duration, the target must Stride, Fly, or Swim at least once each turn or take 2d8 mental damage at the end of its turn. The GM might decide to add additional move actions to the list for creatures that possess only a more unusual form of movement. The duration of this effect depends on the target's Will save.

Critical Success The spell has no effect.

Success The duration is 1 round.

Failure The duration is 2 rounds.

Critical Failure The duration is 4 rounds.

Heightened (+1) The damage increases by 2d8.

  • Glamorize Glamorize [cantrip, concentrate, manipulate]

Description

Using simple magical gestures, you alter a minor detail of your appearance (add or remove highlights to your hair color, apply or remove cosmetics, add polish or accessories to your nails, etc.) or create a small environmental effect that's confined to your person (adjust surrounding lighting to favor your good side, cause a brief wind to make your hair blow dramatically, make a small chime occur as you smile, etc.). While the spell is active, you can Sustain it to make further adjustments. The changes persist until the spell's duration ends.

At the GM's discretion, such alterations might grant a +1 status bonus to certain tasks, such as Impersonate or Perform.

Description

You manifest an injury from the future or past to harm a creature in the present. Choose bludgeoning, piercing, or slashing damage. The target takes 1d8 of the selected damage type with a basic Will save. If the target fails its save and then takes the same type of damage before the end of your next turn, it takes an additional ceil((@item.level)/2)d4 persistent bleed damage damage.

Heightened (+2) The initial damage increases by 1d8, and the persistent damage on a failure increases by 1d4.

Description

You overload a creature's mind with a glut of psychic information or divine judgments. The mental onslaught deals 2d6 mental damage. On a critical failure, the target is also Stupefied 2 for 1 round.

Heightened (+1) The damage increases by 2d6.

Description

You summon a Phantasmal Minion. The minion is roughly the shape of a humanoid. You can choose to have it be Invisible or have an ephemeral appearance, but it's obviously a magical effect, not a real creature.

Description

You extend your aura, as a magical shield that protects your eidolon or minion. The target gains a +1 circumstance bonus to AC until the start of your next turn. You gain the Life Block reaction; after using the reaction, the spell ends and you can't cast protect companion again for 10 minutes.

Spell Effect: Protect Companion

Heightened (+2) The reaction reduces the damage by another 10, and you lose 5 more Hit Points. If you want to lose fewer Hit Points, you can choose to lower the damage reduction and HP lost to what any lower-rank version of the spell could do without lowering the spell's actual rank.

  • Tame Tame [auditory, cantrip, concentrate, manipulate, mental]

Description

As you make comforting sounds and gestures, you approach the target in a friendly manner combining caution and confidence. You improve the target's attitude to you by one step (unfriendly to neutral, neutral to friendly, friendly to helpful) for the duration of the spell unless it succeeds at a Will save. Afterward, the target is temporarily immune for 1 day.

This spell works on only domesticated animals; for example, you could use it on guard dogs or stray dogs, but not feral dogs or wolves. If the socialization of the animal is in question, the decision is up to the GM.

Heightened (3rd) The duration becomes 10 minutes.

Heightened (6th) The duration becomes 1 hour.

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 2d6 bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled. 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.

Occult Focus Spells (Occult) — Focus
DC 16 | Attack +6

Rank 1

Description

You inspire yourself and 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.

Spell Effect: Courageous Anthem

Last synced: 2026-09-29 04:00