PathfinderSociety

Sael Alal Uaiis Taejl

ANDORANNNNNNN!


Male Aasimar Bard (Songhealer), favored class bard (FCB: +12 hp). Alignment NG, faction Andoran -> Liberty's Edge
XP: 33, level 12
CPA/TPA: 0/55

Player Gastogh (6104-9)


Init. +2; Senses Perception +25, darkvision


AC 35, ff 30, touch 16 (+10 armor, +7 shield, +2 dex, +2 deflection, +1 luck, +2 natural, +1 dodge) (+1 vs. spears)
HP 98
Fort +13, Ref +14, Will +15
Ability +2, +2, +3
Class +4, +8, +8
Cloak +4, +4, +4
Feat +2, +0, +0
Trait +1, +0, +0
+4 vs. bardic performance, sonic, and language-dependent effects


Speed 30 ft., 20 ft. w/ full gear


Melee: rapier +9/+4, d6, 18-20
Range: shortbow +11/+6, d6, x3

Inspire courage +3


Str 11, Dex 14, Con 12, Int 10, Wis 16, Cha 23
BAB +8; CMB +8; CMD 23


Traits & Feats


Spells 0: Daze, Detect magic, Prestidigitation, Read magic, Sift, Unwitting ally
1: 7/day. Comprehend languages, Cure light wounds, Feather fall, Liberating command, Remove fear, Vanish
2: 6/day. Blur, Cat's grace, Cure moderate wounds, Gallant inspiration, Heroism
3: 5/day. Haste, Invisibility sphere, Remove curse, See invisibility 4: 4/day. Greater invisibility, Freedom of movement, Song of Healing


Skills, ACP -2

+3 insight on Knowledge checks pertaining to Sky Citadels and dwarven history

Languages Common, Celestial, Osiriani

Special qualities and class abilities

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components. Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.


Special


Equipment

On person: 47 lbs

In haversack: (51/120 lbs)

Other:

Money: 300 gp
total weight 47 lbs (49 with rapier, 52 with bow and arrows)
carrying capacity: light: 38 lbs. or less, medium: 39-76 lbs., heavy: 77-115 lbs.


History

Aloitti uransa hyväntahtoisena ja hyväuskoisena hyvyyden voimaan uskojana. Altistuttuaan kuolevaisten koko mielikuvituksen sateenkaarimaiselle pahuuden, hulluuden, kyynisyyden ja aggression kirjolle Sael kajahti poluttaessaan lopullisesti ja kulki läpi viimeisten tehtäviensä kuin itsemurhaa etsien. Tästä huolimatta hänen ulkoinen olemuksensa säilyi aina vain entistä hilpeämpänä - suorastaan maanisen sellaisena.

Kerran kuoleman löydettyäänkin hänen uransa saapui tiensä päähän kaukaisessa Tian Xiassa, josta hän palasi kotimaahansa Andoraniin. Siellä hän muutti viettämään hiljaiseloa hankkimalleen maatilalle, mutta mikään määrä soothing performancea ei pese pois niitä muistoja, jotka hänet sinne ajoivat. Sen koommin tarina kuin järkikään ei kerro miksi hän osti kotieläimiksi kaksikymmentä norsua, mutta Saelin Suuri Norsuranch Almasin liepeillä on nykyään Sisämeren kenties pohjoisin elefanttikoti.


Played scenarios


Land of origin: Andoran
Ethnicity: Celestial
Nationality: Andoran
Religion: Sarenrae
Age: 83
Height: 6'0"
Weight: 160 lbs
Eyes: dark green pupils on light green
Hair: yellow

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page last modified on 2015-02-18 00:39