![]()
About Siobhan the SilverStatistics:
Siobhan the Silver Bard 2 NG Azata-Blooded Scion of Humanity (Humanoid/Outsider) Init +3; Perception +6 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 hp 17 (2d8+2) Saves Fort +1, Ref +5, Will +5 -------------------- Offense -------------------- Speed 30 ft. Melee rapier +1 (1d6/18-20x2) Ranged shortbow +3 (1d6/x3) --------------------
Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype. Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. 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% chance 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. Performance Rounds- 19/day Bardic Performance Types 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. Famous At 1st level, a Diva may choose a region where she is famous, and within that region, the locals are more likely to react favorably toward her. The bard gains a bonus on Bluff and Intimidate checks in that area and to influence people from that area. At 1st level, this region is a settlement or settlements with a total population of 1,000 or fewer people, and the modifier on Bluff and Intimidate checks is +1. As the diva grows more famous, additional areas learn of her (typically places where she has lived or traveled, or settlements adjacent to those where she is known) and her bonuses apply to even more people. At 5th level, the region is a settlement or settlements with a total population of 5,000 or fewer people, and the modifier on Bluff and Intimidate checks is +2. At 9th level, the region is a settlement or settlements with a total population of up to 25,000 people, and the modifier on Bluff and Intimidate checks is +3. At 13th level, the region is a settlement or settlements with a total population of up to 100,000 people, and the modifier to Bluff and Intimidate is +4. At 17th level and above, the diva’s renown has spread far, and most civilized folk know of her (GM’s discretion); the diva’s modifier on Diplomacy and Intimidate checks is +5. This ability replaces bardic knowledge. Region Selected- Kintargo- Aria Park/Kintargo Opera House Prima Donna (Ex) At 2nd level, as her efforts to outdo her rivals increase, a Diva can spend additional rounds of bardic performance to augment countersong, deadly performance, fascinate, frightening tune, and scathing tirade (see below). When used, this ability gives her a +2 bonus on her Perform check or saving throw DC for those performances. The diva must spend an additional round of bardic performance for every round she uses prima donna to increase her Perform check result or saving throw DC. This ability replaces well-versed. Versatile Performance (Ex) 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). Selected Versatile Performance- Oratory 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 (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Spells Known:
Cantrips Detect Magic, Ghost Sound, Open/Close, Prestidigitation, Read Magic 1st Level
Background:
Shelyn moves in mysterious ways. Two of her adherents, Brigid and Declan, were renowned artists. What's more, the two used their celebrity as a platform to speak to the people, to move them to action against injustice. Over time, the two fell in love and, eventually, Siobhan was born. Siobhan had clearly been different, from an early age. Her parents thought it a sign of the favor of Shelyn, and decided to follow their hearts. They had debated over taking roles at the Kintargo Opera House for years. Kintargo was, ostensibly, a free city, but it existed in the shadow of Cheliax. Here, they thought, was an important place to ply their trade, to use art and performance to inspire, to ensure that the light of creativity and freedom and passion would flourish. That was how Siobhan was raised; to know that her performances were not shadow plays, not things to promote self-aggrandizement. Those truly skilled in the art of stage and word could move thousands with their work, and she always appreciated the weight of that. Brigid was a singer, and Declan, a playwright. Siobhan learned both of their crafts remarkably well, and soon after her debut, a set of monologues in Aria Park, she gained the cognomen Siobhan the Silver for her flowery phrases and silver tongue. Her life, she thought, was blessed. Then Kintargo found itself under martial law. Her parents, targeted as instigators by Thrune's forces, are in hiding, not out of fear for themselves, but to use their considerable resources to help those they can. Siobhan has chosen a different path. Now is the time to stand against the oppressors. Now it the time to unite the people, to ensure that their passion does not turn to the mindless violence of a mob. Now is the time to ensure Kintargo remains free, no matter what Siobhan has to do to ensure that happens. Personality:
To her friends, Siobhan is a delight. She is an endless wellspring of support and optimism, intelligent and insightful and understanding. She never forgets a birthday or skips an opportunity to do something thoughtful, just to let you know she cares. To those that have fallen into her bad graces, Siobhan is a thorn, a wit beyond compare to scorn, either directly or through subtle art. Siobhan thinks before she acts and prefers research, planning and facts over inflammatory speech. She does have a tendency towards hedonism; she drinks life to the lees. She possesses mercy and compassion in abundance, and will always try to see the best in people...except when they have demonstrated beyond a shadow of a doubt that they do not deserve that consideration. Appearance:
Siobhan is, unsurprisingly, stunning. It seems the term "hourglass figure" was coined for her (Aasimar Variant Physical Feature- Perfect Proportions). Through her training as a performer, her face is exquisitely expressionist. She can control it if she wishes, of course, but usually does not, giving her an air of honesty and vulnerability.
Siobhan favors simple, unadorned clothing, generally aiming for the effect that it can create in an audience. A beautiful, intelligent, well spoken woman without ornamentation sends a subtle message that many are receptive to. Siobhan has blond hair and light eyes. She is tall and lithely muscled. She is no stranger to threats; she generally wears a light chain armor under her cloak and carries weapons when not performing. |