Vorrea Talminari

Kyleen's page

210 posts. Alias of Tirion Jörðhár.


Full Name

Kyleen

Race

Human(Kellid)

Classes/Levels

Bard(Animal Speaker)/2-Spiritualist/1 - HP 22/22; AC12, FF10, T12; F+4,R+5,W+5; Init+2; Per+4

Gender

Female

Size

M - 5' 4", 115lbs

Age

22

Alignment

Neutral

Languages

Common(Taldan), Abyssal

Strength 13
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 10
Charisma 16

About Kyleen

___________________________________________________________
Offense:
___________________________________________________________
+2 Initiative (+2 Dex)
+1 BAB (+1 Bard, +0 Spiritualist)

+1 CMB (+1 BAB, +1 Str)
+13 CMD (+1 BAB, +1 Str, +2 Dex, +10)

+1 Rapier [+1 BAB, +1 Str) Damage: 1d6+1 (+1 Str)] Crit: 18-20 x2

+2 Shortbow [+1 BAB, +2 Dex) Damage: 1d6] Crit: 20 x3

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 22

Max hp: 22 (+8+5+5; +3 Con; +1 FC)
AC 16 [+4 Armor, +2 Dex, +10]
Flatfoot AC 14 [+4 Armor]
Touch AC 12 [+2 Dex, +10]

+4 Fort (+2 base, +1 Con, +1 Trait) (+0 Bard, +2 Spiritualist)
+5 Ref (+3 base, +2 Dex) (+3 Bard, +0 Spiritualist)
+5 Will (+5 base, +0 Wis) (+3 Bard, +2 Spiritualist)

Special Abilities:

Spells:
1st level - 2/2

Bardic Performance - 9/9 + Lingering Performance
- Inspire Courage
- Distraction
- Counterspell

Versatile Performance

Skills:
+2 Acrobatics (Dex +2, Rank 0, Class Skill +3),
+0 Appraise (Int +1, Ranks 0, Class Skill +3)
+3 Bluff (Cha +3, Ranks 0, Class Skill +3)
+1 Climb (Str +1, Ranks 0, Class Skill +3)
+* Craft(untrained) (Int +1, Ranks 0, Class Skill +3)
+9 Diplomacy (Cha +3, Ranks 1*, Class Skill +3) (Perform(Oratory) from Versatile Performance)
+2 Disable Divice (Dex +2, Ranks 0)
+10 Disguise (Cha +3, Ranks 1, Class Skill +3, Skill Focus +3)
+2 Escape Artist (Dex +2, Ranks 0, Class Skill +3)
+* Fly (Dex +2, Ranks 0, Class Skill +3)
+7/11 Handle Animal (Cha +3, Ranks 1, Class(trait) Skill +3) (+4 vs. Rats)
+7 Heal (Wis +0, Ranks 1, Class Skill +3, Skill Focus +3)
+3 Intimidate (Cha +3, Ranks 0, Class Skill +3)
+6 Knowledge, Arcana (Int +1, Ranks 1, Class Skill +3, Bard +1)
+6 Knowledge, Dungeoneering (Int +1, Ranks 1, Class Skill +3, Bard +1)
+6 Knowledge, Engineering (Int +1, Ranks 1, Class Skill +3, Bard +1)
+6 Knowledge, Geography (Int +1, Ranks 1, Class Skill +3, Bard +1)
+6 Knowledge, History (Int +1, Ranks 1, Class Skill +3, Bard +1)
+6 Knowledge, Local (Int +1, Ranks 1, Class Skill +3, Bard +1)
+6 Knowledge, Nature (Int +1, Ranks 1, Class Skill +3, Bard +1)
+6 Knowledge, Nobility (Int +1, Ranks 1, Class Skill +3, Bard +1)
+6 Knowledge, Planes (Int +1, Ranks 1, Class Skill +3, Bard +1)
+6 Knowledge, Religion (Int +1, Ranks 1, Class Skill +3, Bard +1)
+5 Linguistics (Int +1, Ranks 1, Class Skill +3)
+5 Perception (Wis +0, Ranks 2, Class Skill +3)
+3 Perform(Act): (Cha +3, Ranks 0, Class Skill +3)
+3 Perform(Comedy): (Cha +3, Ranks 0, Class Skill +3)
+3 Perform(Dance): (Cha +3, Ranks 0, Class Skill +3)
+3 Perform(Keyboard): (Cha +3, Ranks 0, Class Skill +3)
+7 Perform(Oratory): (Cha +3, Ranks 3, Class Skill +3)
+3 Perform(Percussion): (Cha +3, Ranks 0, Class Skill +3)
+3 Perform(Sing): (Cha +3, Ranks 0, Class Skill +3)
+3 Perform(String Instruments): (Cha +3, Ranks 0, Class Skill +3)
+3 Perform(Wind Instruments): (Cha +3, Ranks 0, Class Skill +3)
+2 Ride (Dex +2, Ranks 0)
+9 Sense Motive (Wis +0, Ranks 0, Class Skill +3) (Perform(Oratory) from Versatile Performance)
+2 Slight of Hand (Dex +2, Ranks 0, Class Skill +3)
+6 Spellcraft (Int +1, Ranks 2, Class Skill +3)
+2 Stealth (Dex +2, Ranks 0, Class Skill +3)
+0 Survival (Wis +0, Ranks 0, Race +2)
+1 Swim (Str +1, Ranks 0)
+7 Use Magic Device (Cha +3, Ranks 1, Class Skill +3)

Each level skill points gained = 8+1 (6 Bard +1 Int +1 Race +1 (if FC))
Each level skill points gained = 6+1 (4 Spiritualiat +1 Int +1 Race +1 (if FC))

Traits:

• Resilient: +1 Fort Saves

Feats:

Lingering Performance (1st Level)
Blind-Fight
Skill Focus(Disguise)

Weapon Proficiency(Bard): simple weapons plus the longsword, rapier, sap, short sword, shortbow, and whip.

Weapon/Armor Proficiency (Spiritualist): simple weapons plus kukris, saps, and scythes, as well as with light armor.

Racial:

Human
+2 to Cha
Medium
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
+1 Skill rank per level

Leveling Info:

Favored Class: Bard
Lvl 1 (Bard 1 - Skill)
Lvl 2 (Spiritualist 1 - 0)
Lvl 3 (Bard 2 - HP)
Lvl 4 ()
Lvl 5 ()
_______________

Str: 13 (3 points)
Con: 12 (2 points)
Dex: 13 (3 points) +1 (DM class bonus)
Int: 12 (2 points)
Wis: 10
Cha: 14 (5 points) +2 (Race) = 16

Bard:

Class Features

Weapon and Armor Proficiency:
Bards are proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip.

Bards are also proficient with light armor and shields (except tower shields).

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
May be used 4 + Cha + 2/level over 1st rounds per day.

Starting = Standard Action, Maintaining = Free, Changing = Standard.
7th - Starting = Move, 13th - Starting = Swift

Countersong (Su)
At 1st level may counter certain spells.

Distraction (Su)
At 1st level, a bard can use his performance to counter magic effects that depend on sight.

Animal Friend
Level 1 --> Rats

An animal speaker selects a particular kind of animal, such as apes, badgers, bears, boars, cats, snakes, and so on. The bard gains a +4 bonus on Handle Animal checks to influence animals of his chosen kind. Animals of this kind have a starting attitude of at least “indifferent” toward the bard and never attack him unless he attacks them first.

Animal companions and magically controlled animals of the bard’s chosen kind can be directed to attack the bard if the controlling creature wins an opposed Charisma check against the bard (this check can be made once per round until it succeeds, after which no further checks are needed). Supernatural versions of animals (such as animals with the fiendish template) can attempt an opposed Charisma check against the bard with a +4 bonus on its roll to overcome this hesitation. This ability has no effect on creatures other than animals.
This ability replaces fascinate.

Nature’s Speaker
At 5th, 11th, and 17th level, the animal speaker selects another kind of animal friend. The bard can use speak with animals at will on animals of his selected kinds.
This ability replaces well-versed.

Inspire Courage (Su)
+1 moral bonus on saving throws against charm and fear effects.
+1 competence bonus on weapon attacks & damage.
+2 @ 5th Level, +3 @ 11th Level, +4 @ 17th Level

Summon Nature’s Ally
Gains as known spells all Summon Nature's Ally spells when able to cast.
This ability replaces mass suggestion.

Versatile Performance (Ex)
Perform may replace certain skills.
2nd, 6th, 10th, 14th, 18th level.

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).

Soothing Performance:
At 3rd level, an animal speaker can use bardic performance to influence animals. This works like the druid ability wild empathy, except he expends 1 round of bardic performance and makes a Perform check. If the bard already has wild empathy from another class, he adds the class levels that provide wild empathy to the result of his Perform check to influence an animal.
This ability replaces inspire competence.

Attract Rats:
At 5th level, the animal speaker can use bardic performance to summon 1d3 rat swarms; they remain as long as he continues performing. At 11th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 17th level, the number of swarms he summons increases to 3d3.
This ability replaces lore master.

Suggestion (Sp)
A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that 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.

A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). 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 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.

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.

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.

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 one 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. The 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-effecting death effect that relies on audible and visual components.

Bard Spells:

0th Level
Detect Magic
Mage Hand
Message
Read Magic
Sift

1st Level
Cure Light Wounds
Grease
Comprehend Languages
Summon Nature's Ally I*

*special extra archetype spells

Spirtualist:

Your Phantom, Doctor Lomar, is a unique Dedication phantom. He has all the usual powers, with the following modifications:

-- His skill is Heal. Obviously his ability to actually heal is limited when he's incorporeal, but he can still make helpful suggestions (Aid Another).

-- He has more free will and autonomy than a normal phantom. His alignment is Lawful Neutral and his motivations are to guard the asylum, fix whatever is wrong with it, and help the patients. You can command him like a normal phantom, but if you instruct him to do something that goes against his alignment or motivations, he'll resist, and you'll have to win a contested Cha check. You don't know what will happen if you fail the Cha check.

He also has a personality: he's a bit fussy and pedantic, and a bit bossy and superior. He's a doctor, young lady. Pushing him around in ways that are not consistent with his personality may get his back up and force a Cha check.

-- You can ask him questions about the asylum, patients, etc., but his memories have been damaged. Not as severely damaged as yours, but something crushed in his skull. (This is also why he has a working Int of 7.) You notice how his speech was becoming confused towards the end? He doesn't like to admit it, but he's missing a few pips on his dice. So, his ability to answer questions may be limited.

-- Spiritualists are not a common class, at all; most people would have no idea that such a thing even is possible. Also, you're in Ustalav, where pretty much everyone has excellent reasons for being paranoid about the occult.

-- If you don't like this, you can (at this point) cast him out. You know that you can say, "I revoke my invitation!" or words to that effect. This means rejecting the Spiritualist level. It may not always be an option, but it is right now.
----------------------------

Spiritualist are proficient with all simple weapons, kukris, saps, and scythes, as well as with light armor.

Spell Casting:
A spiritualist casts psychic spells drawn from the spiritualist spell list. She can cast any spell she knows without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. To learn or cast a spell, a spiritualist must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spiritualist’s spell equals 10 + the spell level + the spiritualist’s Wisdom modifier.

A spiritualist can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spiritualist. In addition, she receives bonus spells per day if she has a high Wisdom score.

Knacks: A spiritualist learns a number of knacks, or 0-level psychic spells, as noted on Table: Spiritualist Spells Known under Spells Known. These spells are cast like any other spell, but they can be cast any number of times per day. Knacks prepared using another spell slot, because of metamagic feats applied to them, for example, consume spell slots as normal.

Phantom
A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness (see the shared consciousness class feature), manifest it partially (see the bonded manifestation class feature), or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score.

A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom’s manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points.

The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist’s consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can’t return to the spiritualist’s consciousness or manifest again for 24 hours.

While fully manifested, a phantom can’t be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist’s consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can’t return to the spiritualist’s consciousness until 24 hours after the spiritualist is brought back to life.

A phantom can’t be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist’s consciousness, as the phantom is protected from such effects by the power of the spiritualist’s psyche.

Fully manifested phantoms can wear armor magic items [see FAQ] and use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist’s consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.

Phantoms are self-involved, even jealous, creatures that do not play well with other summoned companions.

A phantom refuses to manifest (either fully or as part of a bonded manifestation; see Bonded Manifestation) in the presence of an eidolon or shadow summoned by the phantom’s master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist’s consciousness, and will not manifest again until the eidolon or shadow is dismissed.

A fully manifested phantom’s abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist’s class level and increase as the spiritualist gains levels. See the Phantoms section for more information.

Shared Consciousness (Su)
At 1st level, while a phantom is confined in a spiritualist’s consciousness (but not while it’s fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom’s emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8.

Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom’s section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can’t use this ability to shunt a mind-affecting effect into the phantom’s consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom’s consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect’s duration as if the spiritualist were affected by the mind-affecting effect.

Etheric Tether (Su)
At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom’s consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.

This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom’s manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form.

When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect’s spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.

If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours.

Bonded Senses (Su)
At 2nd level, as a standard action, a spiritualist can share the senses of her manifested phantom, hearing, seeing, smelling, tasting, and feeling everything her phantom does. She can use this ability a number of rounds per day equal to her spiritualist level, but those rounds do not need to be consecutive. There is no maximum range for this effect, but the phantom and the spiritualist must be on the same plane. The spiritualist can end this effect as a free action.

Spiritualist Spells:

0th Level
Telekinetic Projectile
Mending
Stabilize
Light

1st Level
*** - Wisdom too low

Equipment:

Arms, Armor, and Clothing
(0) Explorer's Outfit, 2.5 lbs.

Chain Shirt, 10 lbs - missing
Flint and Steel - missing
Bard Kit - missing

20 lbs

Belt Pouch

Chalk, 3 pieces
0 p.p.
0 g.p.
0 s.p.
0 c.p.

Carrying Capacity

Current Weight: 59 lbs

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

Appearance:

Background: