Queen Ileosa Arabasti

Florence Danapieré's page

548 posts. Alias of Zyrenity.


Full Name

Florence Danapieré

Race

Human

Classes/Levels

Bard 4

Gender

Female

Size

Medium

Age

27

Alignment

CG

Deity

Shelyn

Location

Voleuse in the Boarwood

Languages

Taldan, Elvish

Strength 14
Dexterity 14
Constitution 15
Intelligence 12
Wisdom 8
Charisma 18

About Florence Danapieré

Offense:
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+2 Initiative, +3 BAB
+5 CMB (+3 BAB, +2 Str)
17 CMD (+3 BAB, +2 Str, +2 Dex, +10)

+6 Longsword +1 (+3 BAB, +2 Str, +1 Bonus) Damage:(1d8 + 3 (STR))(Crit. x2)
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Defense:
________________________________________________________________________
Current hp: 36
Max hp: 36 (+8,6,4,6 +8 CON, +4 Toughness)
AC 15 (+2 Dex, +3 Armor) - normally not worn.

+3 Fort (+1 base, +2 Con)
+6 Ref (+4 base, +2 Dex)
+3 Will (+4 base, -1 Wis)

Traits and Feats:

Char Traits:

Charming: (You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.)

Inspiring Speaker: You gain a +1 trait bonus on Bluff and Diplomacy checks when addressing crowds of 10 people or more.

World Traveller: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus to that skill, and it is always a class skill for you. (Knowledge Local)

Feats:

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Persuasive: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Spellsong: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time.

Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.

Favored class: Bard

Bonus from favored class::

lvl 1 +1 Skill Point
lvl 2 +1 Skill Point
lvl 3 +1 skill point
lvl 4 +1 skill point

Class Specials:

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% 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:

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:

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:

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:

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.

Versatile Performance:

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).

Inspire Competence:

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).

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.

Well-Versed:

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.

Skills:

Points per level: 6+1+1

Acrobatics---------------+6[DEX +2stat +1rank +3class]
Appraise-----------------+5[INT+1stat +1rank +3class]
Bluff--------------------+9[CHA +4stat +2rank +3class]
Climb--------------------+6[STR +2stat +1rank +3class]
Diplomacy----------------+13[CHA +4stat +4rank +3class +2 Feat]
Disguise-----------------+8[CHA +4stat +1rank +3class]
Escape Artist------------+6[DEX +2stat +1rank +3class]
Fly----------------------+2[DEX +2stat +0rank +0class]
Heal----------------------1[WIS -1stat +0rank +0class]
Intimidate---------------+12[CHA +4stat +3rank +3class +2 Feat]
Knowledge (Arcana)-------+6[INT +1stat +1rank +3class +1 Bard]
Knowledge (Dungeoneering)+6[INT +1stat +1rank +3class +1 Bard]
Knowledge (Engineering)--+6[INT +1stat +1rank +3class +1 Bard]
Knowledge (Geography)----+6[INT +1stat +1rank +3class +1 Bard]
Knowledge (History)------+6[INT +1stat +1rank +3class +1 Bard]
Knowledge (Local)--------+9[INT +1stat +3rank +3class +1 Bard +1 Trait]
Knowledge (Nature)-------+6[INT +1stat +1rank +3class +1 Bard]
Knowledge (Nobility)-----+6[INT +1stat +1rank +3class +1 Bard]
Knowledge (Planes)-------+6[INT +1stat +1rank +3class +1 Bard]
Knowledge (Religion)-----+6[INT +1stat +1rank +3class +1 Bard]
Perform (String Instruments)------------------+8[CHA +4stat +1rank +3class]
Perform (Flutes)------------------+8[CHA +4stat +1rank +3class]
Perception---------------+5[WIS -1stat +3rank +3class]
Ride---------------------+2[DEX +2stat +0rank +0class]
Sense Motive-------------+5[WIS -1stat +3rank +3class]
Spellcraft---------------+5[INT +1stat +1rank +3class]
Stealth------------------+6[DEX +2stat +1rank +3class]
Survival------------------1[WIS -1stat +0rank +0class]
Swim---------------------+2[STR +2stat +0rank +0class]

Gear:

Weapons and Armour:
Longsword +1
Shortsword
Studded Leather Armour +1

Magic:

Magic Flute
4 Potions of cure moderate wounds (CL 5)

Miscellaneous:
Backpack 2lbs.
5 Candles
Fiddle 3lbs..
Sunrod 1lb.
5 Rations 5lb.
Travelers Outfit 5lbs.
Courtiers Outfit 4 lbs.
Ink & Inkpen
Parchment 10
Waterskin 4lbs.
Soap 1lb.
Flint and Steel
Winter Blanket 3lbs.
10 sheets of parchment

37lb. of 43, 86, 130

54 pp 1446 gp 3sp

Spells:

Spells per day:

Lvl 2: 3

Allegro
Cure Moderate Wounds

lvl 1: 5

lvl 0:
Daze
Mage Hand
Read Magic
Summon Instrument
Detect Magic
Ghost Sounds

lvl 1:
Solid Note
Ventriloquism
Innocence
Cure light wounds

Appearance and Character Traits:

Florence is a slender woman of medium height with hazel, slightly curled hair and eyes of a dark green. Her face and arms are freckeld and she has one silver cuspid.
Her voice is melodious, yet a bit rough.
Despite her athletic physical appearance alot of men compliment her on her female charms...
She is very adventurous to a degree where risks don't count anymore. While she is a courageous leader, she tends to be a little bit rough and impolite. She is a companion loayl to the end, who will rather give his life then forsake her friends.

Background:

Florence was born in one of Galt's most calm communities: Voleuse. The small village which lies within the borders of the mighty Boarwood prevailed the most severe struggles because of its autarchy and self-sustenance.

Gaston her father was the local carpenter and raised her alone, since her mother (Lene) had died in childbed. Form her early childhood on Florence was like her homeland: rough, wild and rebellious. Most of the time she stuck to the boys and went into the forest hunting, playing and seeking children's most daring adventures.

As her father noticed her early interest in music he made her a pipe, which she -to most of the villagers' annoyance- played all the time without being very good at it in the beginning.
But she grew better and better and started to compose her own tunes and wrote her own lyrics.

In 4758 the ever ongoing revolution hit Voleuse: a group of Chelish fanatics attacked the village by night to take hostages. They suspected that some of the villagers were relatives of people from the capital city of Isarn, which would enable them to pressurize the revolutionary committee.

The devastating events of that night deeply shook Florence's world; although neither she nor her father were hurt, she began to find an interest in politics and the fact that decisions made at a court far away influenced normal people's lives.

Two years after the fatal night she left her father and her childhood friend William and ventured out into the for her hitherto unknown Avistan. Her travels led her through Taldor and the River Kingdoms, where she heard of Isger - a region that once belonged to Taldor but was conquered by Cheliax and was unable to throw off the yoke of the diabolists. Florence decided to observe if the people of Isger were also at the edge of rebellion - if so, her knowledge of the happenings in Galt, another former chelish colony could prove very useful.

One of the first places she she visited in Isger was Brindol in the Elsir Vale. She was happy to find out that a tournament was held and joined the festivities to get a first glimpse of the Chelish rule in this land.

Special Gear:

The Flute of Nextic
Aura: faint transmutation, conjuration (summoning); CL 8
Slot -; Price 7,500 g.p.; Weight: 1 lbs.

Description: This beautiful and intricately crafted flute must be played with both hands to release its magic.

• Gives +3 enhancement bonus on perform checks.
• Summon Monster III as per the spell (3 times/day)
• Haste as per the spell as played (8 rounds/day) (DC 15 perform check to maintain) (May be nonconsecutive)

- Longsword +1
- Studded Leather +1