Yaniel

Tsura Vhiski's page

191 posts. Alias of Tanner Nielsen.


Full Name

Tsura Vhiski

Race

Human

Classes/Levels

Skald (Ancestral Warrior) 2 -- HP 20 : AC 17 CMD 15 TAC 14 FAC 13 : F+5 R+4 W+3 : INIT+6 Perception+5

Gender

Female

Age

25

Alignment

CN

Deity

Cayden Cailean

Languages

Common

Strength 10
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Tsura Vhiski

Description:

Hair: Black
Eyes: Blue
Height: 5'10"
Weight: 160lb

You see a tall human woman with short-cropped, raven-black hair. Her eyes are a deep blue, with small flecks of silver near the iris. Her skin is fair and pale, indicating northern ancestry. She has small freckles on her nose, high cheek bones, and a strong jaw. She wears chain shirt armor and an estoc at her waist. She is tall, with a solid frame and straight posture.


Background:

Tsura is a native of Westcrown, and comes from a long line of champions who served in the city militia. That history of service came to an end with the Thrune Ascendancy, and her grandfather was turned out due to his allegiance to the previous government. Tsura was raised in his footsteps, and learned to wield her family's blade and lead troops with command and inspiration. She is currently trying to find mercenary work, but looks for chances to strike at the House of Thrune at any opportunity.

Racial Abilities:

Bonus feat
Bonus skill point

Equipment and Money:

masterwork estoc (--gp, 4lb), masterwork parade armor (Westcrown) (175gp, 20lb), sling (--gp, --lb), sling bullet (10) (1sp, 5lb), chalk (white, red, green, blue) (1sp, --lb), twine (50ft) (1cp, --lb), whetstone (2cp, --lb), signal whistle (8sp, --lb)

234.07gp

Weight: 29.0lb
Load: Light (33/66/100)


Combat Statistics:

HP 20 (10 + 10)
Spd 30ft
Initiative +6
CMB +10 (+1 BAB, +0 Str)
Base Attack +1

Melee
masterwork estoc +7, 2d4+4/18-20x2

Ranged
sling +5, 1d4/20x2

AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
CMD 15 (10 base, +1 BAB, +0 Str, +4 Dex, +0 Size)

Fortitude +5 (+3 base, +2 Con)
Reflex +4 (+0 base, +4 Dex)
Will +3 (+3 base, +0 Wis)


Skills:

[4 class, 1 race, 2 background*, 0 Int]

Acrobatics +9 (2 ranks, 3 class, 4 Dex)
Diplomacy +10 (2 ranks, 3 class, 3 Cha, 2 item)
Knowledge (nobility)* +5 (2 ranks, 3 class, 0 Int)
Perception +5 (2 ranks, 3 class, 0 Wis)
Perform (oratory)* +8 (2 ranks, 3 class, 3 class)
Stealth +10 (2 ranks, 3 class, 4 Dex, 1 trait)
Use Magic Device +8 (2 ranks, 3 class, 3 Cha)


Traits:

Conspiracy Hunter - +1 trait bonus on Stealth checks, and Stealth is always considered a class skill for you.
Reactionary - +2 initiative checks.

Class Abilities:

Weapon and Armor Proficiency - A skald is proficient with light and medium armor, and shields (except tower shields). An ancestral warrior is proficient with all simple weapons and with one martial or exotic weapon of his choice (except for a firearm). This choice must match the form of his weapon of legend (estoc). A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.

Weapon of Legend (Ex) - The ancestral warrior begins play with this weapon at no cost. At 1st level, the weapon of legend is already a masterwork weapon; as he grows in strength, the weapon’s power grows with him. The power of the weapon only functions when wielded by the ancestral warrior. The ancestral weapon cannot be enhanced using item creation feats. If his weapon is ever damaged, it is restored to full hit points the next time the skald regains his spells. If the weapon is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per skald level plus the cost of the masterwork item. This ritual takes 8 hours to complete. If the weapon is lost or destroyed too many times, the warrior’s ancestors may deem him unworthy to wield the weapon and refuse to return it to him. If this happens, he immediately loses the ancestral warrior archetype and gains the normal abilities of a skald. A quest may be given to the skald to regain favor in his ancestor’s eyes, subject to GM discretion. Depending on his actions, an atonement spell can also redeem the ancestral warrior and allow him to regain his weapon of legend. This ability replaces bardic knowledge and scribe scroll.

Raging Song (Su) - A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day. Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces. A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs. If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first. At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.

Inspire Legends (Su) - At 1st level, the ancestral warrior can use his raging song to regale the deeds and heroics of past bearers of his weapon of legend. The ancestral warrior chooses one of the following: attack rolls, armor class, saving throws, or skill checks. Allies affected by inspire legends receive a +1 morale bonus to the chosen ability. The bonus increases by +1 at 5th, 11th, and 17th levels. The ancestral warrior can choose a different bonus each time he starts the performance. Allies affected by inspire legends are treated as if under the effect of an inspired rage raging song for all purposes involving the skald’s rage powers. This ability replaces the inspired rage raging song.

Bonus Feats - At 2nd level, and every five levels thereafter, an ancestral warrior gains a combat feat as a bonus feat. This ability replaces versatile performance and well-versed.


Feats:

Race - Weapon Finesse
1 - Weapon Focus
2 - Slashing Grace