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Ailetha Aurcalam's page

1,073 posts. Alias of Tirion Jörðhár.


Full Name

Ailetha Aurcalam

Race

Changeling(Hulking)

Classes/Levels

Bard/7

Gender

Female

Size

M - 5' 5", 110lbs

Age

27

Alignment

Neutral Good

Deity

Irori

Languages

Common, Draconic, Giant, Goblin, Elven, Dwarven, Thassollian

Occupation

Sage, Secret Revolutionary

Strength 14
Dexterity 16
Constitution 14
Intelligence 17
Wisdom 8
Charisma 20

About Ailetha Aurcalam

___________________________________________________________
Offense:
___________________________________________________________
+5 Initiative (+3 Dex, +2 Exile Trait)
+6/+1 BAB

+8 CMB (+6 BAB, +2 Str)
+20 CMD (+6 BAB, +2 Str,+2 Dex, +10)
+9 CMB to trip with Whip (+6 BAB, +2 Str, +1 Masterwork)

+10/+5 Rapier, Adamantine +1 (+6/+1 BAB, +2 Str, +1 Magic) Damage: 1d6+4 (+2 Str, +1 Magic, +1 Changeling(Hulking))
+9/+4 Whip, Masterwork (+6/+1 BAB, +2 Str, +1 Masterwork) Damage: 1d4+3(non-lethal, +1 Changeling(Hulking))
+8/+3 Dagger (+6/+1 BAB, +2 Str) Damage: (1d4+3)(+2 Str, +1 Changeling(Hulking))
+9/+4 Shortbow (+6/+1 BAB, +3 Dex) Damage: (1d6) (Range 60')
+8/+3 Claw (+6/+1 BAB, +2 Str) Damage 1d4+3(+2 Str, +1 Changeling(Hulking))

Spells Available:

First Level: 6/6
Second Level: 3/4
Third Level: 3/3

Special Abilities Available:

Bardic Performance 17/25 (+2 additional rounds - Lingering Performance)
--> Move Action to begin

  • Inspire Courage +2
  • Inspire Competence +3
  • Lore Master - may take 10 on Knowledge checks
  • Fascinate
  • Distraction
  • Countersong
  • Suggestion
  • Dirge of Doom
  • Versatile Performance(sing, dance)

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 75
Max hp: 75 (+8+5+5+8+7+8+8+4; +16 Con; +6 FC)
AC 23 [+3 Dex, +5 Mithral Shirt +1, +3 Mithral Heavy Shield +1, +1 Natural Armor, +1 Ring, +10]
Flatfoot AC 20 [+5 Mithral Shirt +1, +3 Mithral Heavy Shield +1, +1 Natural Armor, +1 Ring, +10]
Touch AC 14 [+3 Dex, +1 Ring]

+3 Fort (+2 base, +1 Con)(+1 vs drugs & poisons - Secret Revolutionary Trait)
+9 Ref (+6 base, +3 Dex)
+5 Will (+6 base, -1 Wis)(+1 vs mind affecting affects - Secret Revolutionary Trait)
+4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind

Skills:

+16** Acrobatics (Dex +3, Ranks 1, +3 Class Skill)(** VP - may use Perform(dance))
+7 Appraise (Int +3, Ranks 1, +3 Class Skill),
+16** Bluff (Cha +5, Ranks 1, +3 Class Skill)(** VP - may use Perform(sing))
+6 Climb (Str +2, Ranks 1, +3 Class Skill)
+9 Diplomacy (Cha +5, Ranks 1, Class Skill +3)
+* Disable Device (Dex +3, Ranks 0)
+9 Disguise (Cha +5, Ranks 1, +3 Class Skill)
+7 Escape Artist (Dex +3, Ranks 1, +3 Class Skill)
+16** Fly (Dex +3, Ranks 0)(** VP - may use Perform(sing))
+* Handle Animal (Cha +5, Ranks 0)
-1 Heal (Wis -1, Ranks 0)
+9 Intimidate (Cha +5, Ranks 1, +3 Class Skill)
+14 Knowledge, Arcana (Int +3, Ranks 4, Class Skill +3, Bardic Knowledge +4)
+11 Knowledge, Dungeoneering (Int +3, Ranks 1, Class Skill +3, Bardic Knowledge +4)
+11 Knowledge, Engineering (Int +3, Ranks 1, Class Skill +3, Bardic Knowledge +4)
+11 Knowledge, Geography (Int +3, Ranks 1, Class Skill +3, Bardic Knowledge +4)
+11 Knowledge, History (Int +3, Ranks 1, Class Skill +3, Bardic Knowledge +4)
+11 Knowledge, Local (Int +3, Ranks 1, Class Skill +3, Bardic Knowledge +4)
+11 Knowledge, Nature (Int +3, Ranks 1, Class Skill +3, Bardic Knowledge +4)
+11 Knowledge, Nobility (Int +3, Ranks 1, Class Skill +3, Bardic Knowledge +4)
+14 Knowledge, Planes (Int +3, Ranks 4, Class Skill +3, Bardic Knowledge +4)
+14 Knowledge, Religion (Int +3, Ranks 4, Class Skill +3, Bardic Knowledge +4)
+9 Linguistics (Int +3, Ranks 3, +3 Class Skill)
+12 Perception (Wis -1, Ranks 8, +3 Class Skill, +2 Alertness)
+16 Perform, Dance (Cha +5, Ranks 8, +3 Class Skill)
+16 Perform, Sing (Cha +5, Ranks 8, +3 Class Skill)
+10 Perform, Comedy (Cha +5, Ranks 2, +3 Class Skill)
+3 Ride (Dex +3, Ranks 0)
+16** Sense Motive (Wis -1, Ranks 1, Class Skill +3, +2 Alertness)(**VP - may use Perform(sing))
+7 Sleigh of Hand (Dex +3, Ranks 1, Class Skill +3)
+11/14 Spellcraft (Int +3, Ranks 5, Class Skill +3)(extra +1 per 2 levels to identify magic items/scrolls)
+13 Stealth (Dex +3, Ranks 7, +3 Class Skill)
-1 Survival (Wis -1, Ranks 0)
+2 Swim (Str +2, Rank 0)
+12 Use Magic Device (Cha +5, Ranks 4, Class Skill +3)

Each level skill points gained = 9 (6+Int)

Traits:
• Exile (+2 on Initiative)
• Secret Revolutionary (Cheliax)(+1 Will vs mid-affecting affects, +1 Fortitude vs drugs & poisons)

Feats:

Alertness (Level 1) (+2 Perception & Sense Motive)
Lingering Performance (Level 3) (+2 rounds when perform ended)
Craft Magic Arms and Armor (Level 5)
Combat Expertise (Level 7)

Racial:

Medium
Speed - 30 feet
Darkvision 60'
Hulking Changling - +1 trait bonus to melee damage
AC: +1 natural armor
Natural Attacks: Claw (1d4.) A changeling’s hands and fingernails tend to harden and become sharp as she reaches adolescence.

Favored Class/Leveling Bonuses:

Favored Class: Bard
Lvl 1 (HP +1)
Lvl 2 (HP +1)
Lvl 3 (HP +1)
Lvl 4 (HP +1)
Lvl 5 (Skill Point)
Lvl 6 (Skill Point)
Lvl 7 (HP+1)
Lvl 8 (HP+1)

____
+1 Dex at level 4
+1 Con at level 8
____
Versatile Performance:
--> Level 2 - Sing (Use perform(sing) in place of Sense Motive & Bluff)
--> Level 6 - Dance (Use perform(sing) in place of Acrobatics & Fly)

Bard:

• Class Skill: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha)

• Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

• Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

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% chance 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 noninstantaneous 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill 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 this ability from working. For every three levels the 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 all 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. That ally must be within 30 feet and be able to 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). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Lore Master (Ex):
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Suggestion (Sp):
A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

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 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 his performance. This 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 the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets 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 a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp):
A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Inspire Heroics (Su):
A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Mass Suggestion (Sp):
This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.

Deadly Performance (Su):
A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target 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 target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components.

• Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

• Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

• Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

• Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

• Jack-of-All-Trades (Ex): At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Spells:
Spells Per Day: 6 1st Level, 4 2nd Level

Spells Known
6 Level 0

• Detect Magic: Detects all spells and magic items within 60 ft.
• Light: Object shines like a torch.
• Lullaby: Makes subject drowsy: –5 on Perception checks, –2 on Will saves against sleep.
• Mending: Makes minor repairs on an object.
• Open/Close: Opens or closes small things.
• Read Magic: Read scrolls and spellbooks

5 Level 1

• Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
• Feather Fall: Objects or Creatures Fall Slowly
• Identify: Gives +10 bonus to identify magic items.
• Grease --> At level 5 replaced Sleep
• Timely Inspiration - Immediate action, +2 to attack or skill

4 Level 2
• Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
• Glitterdust: Blinds creatures, outlines invisible creatures.
• Pugwampi's Grace --> At level 8 replaced Silence
• Invisibility

2 Level 3
• Haste
• Invisibility Sphere
• Thundering Drums

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 8 lbs.
+1 Mithral Shirt, 10 lbs
+1 Adamantine Rapier, 2 lbs
+1 Heavy Mithral Shield, 5 lbs
Whip, Masterwork, 1lbs.
Dagger, 1 lbs
Shordbow, 2 lbs.
20 Arrows - 3 lbs. (3lb/20)

Hat of Disguise
Ring of Protection +1

Potion of Invisibility
Potion of Cure Light Wounds x2
Potion of Hide from Animals
Potion of Hide from Undead

32 lbs

In Backpack

(2) Backpack, 2 lbs
(0) Bedroll, 5 lbs
(5) Spell Components Pouch, 2 lbs.
(0) Canvas Cloth, 1 lb.
(80) Climber's Kit, 5 lbs.
(1) Oil, Flask, 1 lbs.
(10) Rope, Silk 50 feet, 5 lbs.
(1) Flint and Steel
(12) 12 days of trail rations, 3 lbs.
(50) Disguise Kit, 8 lbs - 9 uses left
______
(543) --> 2457 available

28 lbs

Belt Pouch

Chalk, 3 pieces
82 p.p. (Most money is carefully hidden in backpack)
2025 g.p.
9 s.p.
10 c.p.

Carrying Capacity

Current Weight: 60 lbs

Light Load: x < 58 lbs.
Medium Load: 59 < x < 116 lbs.
Heavy Load: 117 < x < 175 lbs

Background:

While adventuring and studying the area around the tomb of the imprisoned lich-king of Ustalaw in Gallowspire, the sage Merdoth Aurcalam came upon a baby girl, abandoned by the side of the path. Not sure why the baby was there, yet not sensing any evil in the child, Merdoth took the child and adopted her as his own and named her Ailetha. Merdoth then returned to his home in the city of Brastlework in Cheliax.

Ailetha was raised by Merdoth and spent most of her your either studying her father's tomes or adventuring the city with friends. As she grew older, Ailetha discovered that while the iron fist of the Cheliax government forbid many gatherings, there were many underground groups and hidden gatherings in Brastlework. Thus, Ailetha began to frequent underground pubs and quickly learned to dance, sing and otherwise entertain those gathered. These hidden establishments allowed both entertainment otherwise banned in Cheliax as well as meeting places for revolutionaries hoping to dethrone the ruling government.

Unfortunately, Ailetha did not always use the best common sense and eventually was seen by a Hellknight patrol as she entered a local underground pub. The Hellknights raided the pub and many of her friends and companions were captured or killed in the raid. Ailetha managed to escape and was forced to flee Cheliax with the Hellknights close behind.

After many months of hiding and running, Ailetha has now arrived in Sandpoint hoping to gain strength and companions to one day return to Cheliax to lead the revolution to overthrow the House of Thrune.


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