Fighter

Flare Brent's page

511 posts. Alias of Hotaru of the Society.


Full Name

Flare 'Flair' Brent

Race

Human HP 59/59 PP 9/9 LoH 4/4

Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3

Classes/Levels

Bard 2/Paladin 3

Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Gender

Female

Size

Medium

Age

16

Alignment

Lawful, Good

Deity

Shelyn

Location

Hermea

Languages

Common, Celestial

Occupation

Artist/Bard

Strength 16
Dexterity 16
Constitution 16
Intelligence 14
Wisdom 10
Charisma 17

About Flare Brent

A link to Flare's Character Sheet

Description:
Flare (or Flair, no one can really settle on how to spell the homophonous name and thus it varies from person to person, and from time to time) is a tall redheaded woman with piercing green eyes. She is well-rounded physically, and to most, she appears to be an attractive example of the human species. Her hair cascades down to below her shoulders, and is almost never tamed for any reason.

It's not at all uncommon to find the girl covered in clay, paint, or some other dapple marring her complexion. She's never seen without her stoneworking tools, and has learned to weild an unusal polearm with a concave, hooked blade. When she isn't crafting, and thus is likely training, she wears a suit of armor crafted with the patriotic colors of the country, a set of parade armor.

When resting or alone at home, she tends to wear more comfortable, loosefitting, or artistic clothing, depending on mood.

Personality:
Flare is vibrant and friendly. While she doesn't spend a great deal of time learning how to befriend or control people, she does spend a great deal of time on creative pursuits and training. She tends to hurl herself into things headfirst, all-the-while flitting from idea to concept to execution like a butterfly.

She is always quick to hop into assisting another in any way she can, sometimes to their chagrin... if they don't particularly want, or feel that they need help.

She is softhearted and passionate, especially about the island's culture, the history of the world, architecture, and art in all its pursuits. With that passion, however, comes a streak of anger, most often veiled, but seeing another's creative pursuit destroyed, or their personal freedoms stripped away is a very quick way to make an enemy of Flare.

Mentor:
Flare has spent a decidedly high amount of time studying under each of the available mentors in one way or another, flitting from subject to subject like a butterfly. No single mentor has been given reprieve from Flare's indelible curiosity. Her only real indepth training outside of her own mentor has been with the polearms teacher, and the historian amongst the group.

Isabeau, a half-elf, lending to her younger appearance compared to the other teachers, is her true mentor. Unlike most of the other mentors that the group has, Isabeau doesn't seem to bear any scars, although something struck the woman blind in the past. Despite this, she still practices art in many forms. Dance, Song, Story, Sculpting, Painting, Writing... she manages to do nearly everything, despite the loss of her vision. Certainly, she can no longer paint what she sees, but she still makes wondrous works of art through a combination of talent, instinct, and muscle memory. No one can argue that the woman is a walking work of art, and a fine mentor. She has marked upon Flare's personal canvas an understanding that art is made for the sake of others, and that beauty must be included within any form of advancement.

Traits:
Armor Expert - Lower Armor Check Penalty by 1.
Magical Knack(Bard) - Magical Knack(Bard) - Treat your caster level as up to two higher for BARD, but this caster level cannot exceed your hit dice.

Bard

Bardic Knowledge:
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 many such performances are language dependent (as noted in the description). 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.

List of Bardic Performances:
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.


Spells:

0th:
Dancing Lights Beauty in Darkness with one hand swishing forward in a diagonal motion from hip to shoulder.
Lullaby Shushing motion and noise, with two fingers instead of one.
Mending Flare runs her hands all along the object to be mended, feeling the contours, as she mutters quiet prayers to Shelyn.
Resistance Flare places her hand over the pit of her neck, in a clasping motion, as she inhales. As she exhales she touches an ally.
SparkFlare makes a motion as if striking flint and steel.

1st: 3/day
Comprehend LanguagesFlare closes her eyes for a moment, and covers her ears. She uncovers her ears, touches her forehead, then opens her eyes. "Forge Understanding"
Cure Light Wounds Glorious Restoration Flare touches the pit of her throat with her index and middle finger, and then presses the same hand to an ally.
Feather Step Timeless Grace Flare's feet move in a pattern as if drawing a half circle around herself to either side, before reaching to touch an ally.