Heir Apparent

Sindorah's page

60 posts. Alias of Sindenky.


Full Name

Sindorah Volrus Sosei

Race

Human // Priest[Bard]1 // AC:13 T:11 FF:12 // F:0 R:3 W:2 // CMB:2 CMD:13 // Init:2 //

Classes/Levels

Bluff:8 Climb:6 Diplo:8 Inti:9 Know(all):1 Ling:4 Perc:4 P(oratory):8 Stealth:5 UMD:8 //

Gender

CG // Female //

Size

Med

Age

16

Alignment

Chaotic Good

Deity

Milani

Location

Riddle Port

Languages

Common (Taldane), Dwarven

Occupation

Preist

Strength 14
Dexterity 12
Constitution 10
Intelligence 10
Wisdom 10
Charisma 19

About Sindorah

Name Sindorah Volrus Sosei
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Race Human
Gender Female
Age 16
Class Priest[Bard(Arcane healer/Sound striker)] Level 1
Init +2; Senses Perception +4
Alignment Chaotic Good
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DEFENSE
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AC 13, touch 11, flat-footed 12
(+2 armor, +1 Dex, +0 shield)
HP 9
Fort +0, Ref +3, Will +2
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OFFENSE
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Speed 30 ft.
Melee Longspear +2 (1d8+3 piercing/x3) or Spiked Gauntlet +2 (1d4+2 piercing/x2)
Ranged Touch Attack Net -3 (Entangle)
Special Attacks Preach the gospel (bardic performance 11 Rnds/Day (countersong, distract, fascinate, inspire courage)
Bard Spells Known (CL 1st; concentration +5):
4th—1/day
3rd—1/day
2nd—1/day
1st—2/day cure light wounds, sleep[dc,15]
0—flare[dc14], mage hand, mending, light
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STATISTICS
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STR 14, DEX 12, CON 10, INT 10, WIS 10, CHA 19
BAB +0; CMB +2;
Feats Weapon Focus (Longspear), Dazzling Display
Traits Scouting for Fiends(Campaign) [+1 atk vs evil outsider], Maestro of the Society(Bard, Society) [+3 rnds bardic performance], Bloody minded(Combat) [+1 intimidate and initiative]
Drawback Vain [Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours]
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SKILLS 6 class + 0 int + 1 favored = 7 ranks + 2 background skills (Class Skills In Bold)
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Acrobatics
Appraise
Artistry
Bluff 1+4+3=8
Climb 1+2+3=6
Craft
Diplomacy 1+4+3=8
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate 1+4+3+1=9
Knowledge (arcana) +1
Knowledge (dungeoneering) +1
Knowledge (engineering) +1
Knowledge (geography) +1
Knowledge (history) +1
Knowledge (local) +1
Knowledge (nature) +1
Knowledge (nobility) +1
Knowledge (planes) +1
Knowledge (religion) +1
Linguistics 1+0+3=4
Lore
Perception 1+0+3=4
Perform (oratory) 1+4+3=8
Profession
Ride
Sense Motive
Sleight of Hand
Spellcraft
Stealth 1+1+3=5
Survival
Swim
Use Magic Device 1+4+3=8
Languages Common (Taldane), Dwarven
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EQUIPMENT AND GOLD
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Gear Long spear, Spiked gauntlet(right hand), Dagger, Net, Rosewood armor, Holy text(Milani), Blanket, Bed Roll, Common Backpack, Waterproof bag, Belt pouch, Spell component pouch, Water skin x3, Soap 50/50, twine 50ft, Common wine
Gold 10gp, 5sp, 8cp (105 gp starting)
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APPEARANCE
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Height 5’2”
Weight 115 lbs.
Eye Color Red
Hair Color White
Region of Origin Small village south of Nisroch in northern Cheliax
Parents Regions of Origin Chelixian native father, unknown mother. Father was a linquistics professor.
Deity Milani
History
Sin lived a simple life in a small fishing village along the northern coast of Chilex. Here her father, along with many other members of the village believed they were far enough away from the major cities and small enough as to not attract much attention. The small village disavowed the thrice damned house and their devil god Asmodeus, instead choosing to pledge homage to other deity. Things were good for the people, until the day the hell-knights came. Sin was 9 at this time, as she watched the people she grew up around being whipped in the streets, hung, or even worse for crimes the small girl could never understand. The knights left a contingent in the small village to keep them in check. For the next 4 years the child grew up in constant fear for herself and others as the soldiers did whatever they pleased. Things looked like they would never change, until a small group of rebellious men sailed into town. Bearing the flag of The Everbloom, the Mialnites forced the soldiers out of the town. Seeing this inspired the small girl, though before she could be properly trained as a cleric of the flower the hell-knights returned in force and wipe the small village off the map. Forced to wander, the girl picked up the trade as a bard, learning how to augment the words she read from the bible left behind by the rebels into a weave of power. She now seeks to spread the good word and inspire others to rise up and destroy oppression.
Archetype 1 Arcane Healer
Though bards may have different reasons for wanting to heal the sick and injured, both out of pure altruism and in order to keep adventuring companions safe, the ability to heal also makes it much easier for a bard to pose as a cleric or other divine healer, opening the door for a wide array of swindles and scams.
Channel Energy (Su)
At 2nd level, an arcane healer gains the ability to channel positive energy as a cleric of one level lower than his level. If a creature within the channeled energy’s area of effect would be allowed a save against its effects, the DC is equal to 10 + 1/2 the arcane healer’s level + the arcane healer’s Charisma modifier. An arcane healer can use this ability once per day at 2nd level, gaining an additional use per day every four levels thereafter (6th, 10th, 14th, and 18th), to a maximum of 5 times per day at 18th level.
This ability replaces versatile performance.
Inspiring Healing (Sp)
At 5th level, an arcane healer gains the ability to expend rounds of his bardic performance to provide extra healing to his allies. By expending 2 rounds of bardic performance, an arcane healer can cast cure light wounds as a spell-like ability.
At 11th level, the arcane healer can expend 2 rounds of bardic performance to cast cure moderate wounds as a spell-like ability.
At 17th level, he may instead expend 2 rounds of bardic performance to cast cure serious wounds as a spell-like ability. No single target may be affected by an arcane healer’s inspiring healing ability more than once in a 24-hour period.
This ability replaces loremaster.
Archetype 2 Sound Striker
They say that words can cut deeper than any blade, and the sound striker proves this true. Using music and words as a weapon, he can focus his performances into a deadly delivery.
Bardic Performance
A sound striker gains the following type of bardic performance. Neither performance can be performed more quickly than a standard action.
Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.
This performance replaces inspire competence.
Weird Words (Su): At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.
This performance replaces suggestion.