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Lady Aluria Nightingale's page

51 posts. Pathfinder Society character for DM Heterocephalus.

Full Name

Lady Aluria Nightingale


Half Elf


AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)








Chaotic Evil




Common, Elven

About Lady Aluria Nightingale

Character Portrait
Character Portrait of Aluria Nightingale

Lady Aluria puts you in mind of a serene peacock. She has slanted grey eyes. Her luxurious, wavy, bone white hair is long and is worn in a simple, dignified style. She has a busty build. Her skin is pale. She has a defined nose and high cheekbones. Her golden body armor is tight. The House Nightingale Emblem which resembles a rising bird with outspread wings against a backdrop of a silver moon is embroidered on her royal blue cloak.

She wields a nine section whip with a purple hue to it, styled to resemble a diving eagle. The guard is a pair of bird wings. Its grip is formed like a talon clutching on to a large sapphire gem. The nine section whip is named "Zephyrrat" a weapon passed down from generation to generation within House Nightingale.
Personal Ethos
Blood for Blood.
Lady Aluria is has a slightly haughty attitude towards others. She believes she is superior to most people and are, as such, duty-bound to use her superiority to rule over the less fortunate. She carries a commanding presence when she speaks and she has a bright beautiful voice when she sings.
Lady Aluria Nightingale
Female half-elf Bard 6
CN Medium humanoid (half-elf)
Init +3 ; Senses Perception +10, Keen Senses, Low-light Vision (+2 sight-based, +2 sound-based)
AC 23, touch 13, flat-footed 20 (+6 armor, +4 shield, +3 dex)
hp 54 (6d8+6)
Fort +3, Ref +8, Will +5
Defensive Abilities Elven Immunities
Spd 30 ft/x4
Melee Nine-Section Whip +1 +12 1d8+6 19-20/x2
Str 18, Dex 16, Con 13, Int 10, Wis 10, Cha 20
Base Atk +4, Cmb +9Cmd +22

Melee Attack Bonus: +9
Range Attack Bonus: +7
General Feats
Arcane Strike (PFCR 118), Armor Proficiency (LIGHT / HEAVY) (PFCR 118), Armor Proficiency (Heavy) (PFCR 118), Armor Proficiency (Light) (PFCR 118), Combat Casting (PFCR 119), Disruptive (PFCR 122), Shield Proficiency (PFCR 133), Spellsong (PFUM 156), Weapon Focus (Nine-Section Whip) (PFCR 136-137), Whip Mastery
Bard Spell List

0-Level Bard Spells :

Light-This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Detect Magic- You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Know Direction- When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.
Read Magic- You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Sift- You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
Spark- You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

1st-Level Bard Spells x6:

Dazzling Blade- Dazzling blade makes a weapon appear dazzlingly shiny, as if crafted from pure silver and heavily polished. In combat, the flashing movements of a dazzling blade become almost hypnotic. The wielder of a weapon under the effects of dazzling blade gains a +1 competence bonus on all Bluff checks made to feint in combat. The wielder also gains a +1 competence bonus on all CMB checks made to disarm a foe, and a +1 competence bonus to his CMD against disarm attempts made against the weapon bearing the dazzling blade effect. This bonus increases by +1 for every 3 caster levels, to a maximum bonus of +5 at 12th level.
The wielder of a dazzling blade can discharge the spell into a blinding burst of silvery light as a free action. The wielder selects an adjacent opponent as the focal point of this burst of light—that creature must make a Will save to avoid being blinded for 1 round (with a successful save, the creature is instead dazzled for 1 round).
Despite its shiny appearance, a dazzling blade grants no extra benefit against creatures that are vulnerable to silver.
Grease- A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Vanish- This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.

Charm Person
2nd-Level Bard Spells x4:

Glitterdust- A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.
Any creature covered by the dust takes a -40 penalty on Stealth checks.
Gallant Inspiration- This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively.
If the bonus is enough to turn the failure into a success, the roll succeeds.
Silenced- Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use Spell Resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and Spell Resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.
[spoiler=3rd-Level Bard Spells]

Sacred Avenger- +1 Damage roll on those enemy that attack me
Betrayed- +1 Sense Motive
Racial Traits
Low Light Vision- Elves can see twice as far as humans in conditions of dim light.
Elven Immunities- Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses- Elves receive a +2 racial bonus on Perception checks.
Ancestral Arms- Nine section whip.
Special Abilities
Bard Spells- A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Bardic Performance (17 rounds/day)- An arcane duelist gains the following types of bardic performance:
List Of Bardic Performance:

Rallying Cry (Su- At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.

Bladethirst (Su)- An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities.

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 (DC 19)(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).

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.

Arcane Bond- At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).
Arcane Duelist
Acrobatics +6, Appraise +4, Bluff +10, Climb +5, Diplomacy +10, Disguise +9, Escape Artist +3, Intimidate +10, Linguistics +4, Perception +10, Perform (oratory) +14, Sense Motive +6, Spellcraft +6, Stealth +6, Use Magic Device +9
Combat Gear
Nine Section Whip +1 "Zephyrrat", Elven Chain, Heavy Steel Shield +2
Magic Items Equipped
Belt/Waist: Belt of Giant Strength +2.
A civil war in Korvosa 4502 AR. Lady Aluria Nightingale is the most beautiful woman in the whole of Northen Korvosa. Her fighting prowess with the whip is also legendary. She served as a captain of the Nightingale Blades, a feared berserker unit within the Korvosa Guard army. However under the beautiful visage lies a bloodthirstier as she kills her enemies in cold blood after each battle. It is rumored she bathes in the blood of her enemies too. Up-risers within the army who disagreed with her also mysteriously disappeared overnight in the camp. During battles, she sacrifices her soldiers to achieve the victory as she believes the end will justify the means.

Ironically, her success caused her downfall. Even though her bloodthirsty and iron handed rule reached the ears of her superiors, they were able to ignore it due to her stellar success in the war campaign. They reasoned that someone has to do the dirty job eventually.

When the civil war was drawing to an end and victory was obvious for Lady Aluria Nightingale side, they plotted her death as they know she do not have a place post war Korvosa. In the last battle of at the Jeggare River, her army of 300 men was placed at the vanguard of the army. Expecting reinforcements, Lady Aluria Nightingale charged at the front lines of the rebel. Moments passed as her men were dying beside her, she was shocked as the Calvary from the Sable Company did not flanked as planned but instead the rebel's Calvary flanked her unit instead. She flew into a rage as she made her stand, it is said she brought down 100 men with her before a arrowhead found the mark at her heart. With the arrow protruding from her chest, she coughed blood cursed the whole of Korvosa and promised that she will return and wreck her revenge upon all who have betrayed her...

DM Arc Ignore this:

Aluria Nightingale was born 120 years ago in the nation of Kyonin. Her father Thelessar Nightingale joined Queen Telandia Edasseril, the elven monarch who is the ruler of Kyonin. He died in the war against Demon lord Treerazer.

Aluria, joined the Queen in her wars against the Demon lord Treerazer at 60 years of age, despite she wasn't fully grown she was a skilled fighter. she fought furiously in the name of the queen and to avenge his father's death. Legends say that in the battle of Iadara, she took no less than a hundred demon lives by himself. Wielding her family heirloom scimitar "Zephyrrat" she entered into a dervish dance while singing warsongs that strike fear into the heart of enemies and swathe of death through the ranks of the enemy all the way to the Fiend Lord and killed it. From that day forward House Nightingale was renowned for its sword play dance and songs.

The war didn't give her pause from the emotions troubling her, she left Kyonin behind to travel the world. It is said she made himself some reputation in both Korvosa and Andoran. she returned to his home and 86 years of age. She learned that Kyonin is under attack from a foreign human nation called Razmiran . They were lead by Razmir , a self proclaimed deity who denounced Kyonin as heretics and must be destroyed. She rallied kin and friends alike from all over Kyonin to fight Razmir. Among those who answered was the Mithrax Uthil of the Silverspear, the Thessail Goldheart and Aluria's cousin Lindel Nightingale.

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