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Agna Blackhelm's page

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About Agna Blackhelm

Statistics:
Female Half-Elf Bard (Studious Librarian) 3
CG Medium Humanoid (Half-Elf)

Init +6; Senses Perception +8, Sense Motive +9
Hero Points: 3
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+4 armor, +2 dex +1 nat)
hp 33
Fort +3, Ref +5, Will +5
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OFFENSE
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Speed 30 ft.

Melee +3 (+4 Boarding Pike)
Boarding Pike 1d8 | x3
Brass Knife: 1d4 | 19-20/x2
Dagger: 1d4 | 19-20/x2
Light Mace: 1d6 | x2

Ranged +4
Shortbow: 1d6 | x3
Dagger: 1d4 | 19-20/x2

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STATISTICS
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Str 13, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +2; CMB +3; CMD 15
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TRAITS

Skilled (Campaign):
You’ve always been interested in a wide array of things, and growing up you’ve spent time honing some of these talents, which has helped you in life. Some have attributed your successes to luck, but others have recognized what you truly have— skill. This interest in and practice of a diverse array of skills and abilities has served you well in a number of different jobs, and following in your varied interests you learned of the expedition to the ruins of
Azlant. After your application, the Bountiful Venture Company selected you for the expedition because your skillful approach to matters would be helpful for a growing colony.
Once per day when you fail an Acrobatics, Climb, Spellcraft, Stealth, or Use Magic Device check, you can immediately reroll that check as a free action. You must take the second result, even if it’s worse.

Seafarer:
You’re familiar with treacherous coastlines, currents, and tides and can use that knowledge anywhere.
Benefit: You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.

Historian:
Benefit You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you.

FEATS

Lingering Performance
The effects of your bardic performance carry on, even after you have stopped performing.
Prerequisite: Bardic performance class feature.
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Scribe Scroll:
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Improved Initiative:
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Skills (27 points; 18 class, 3 INT, 6 Background)
ACP -1

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* +7 = DEX 2+2+3
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Appraise +1 = INT 1+0+0
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Bluff +8 = CHA 3+2+3
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Climb* +1 = STR 1+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +0 = CHA 0+0+0 (Sub Perform Oratory)
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Disable Device*† +2 = DEX 2+0+0
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Disguise +3 = CHA 3+0+0
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Escape Artist* +7 = DEX 2+2+3
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Fly* +2 = DEX 2+0+0
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Handle Animal† +3 = CHA 3+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +3 = CHA 3+0+0
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K (Arcana)† +7 = INT 1+1+3+2
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K (Dungeoneering)† +3 = INT 1+0+0+2
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K (Engineering)† +3 = INT 1+0+0+2
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K (Geography)† +7 = INT 1+1+3+2 (+1 Background) (+1 At Sea)
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K (History)† +8 = INT 1+1+3+1+2 (Historian)
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K (Local)† +8 = INT 1+2+3+2
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K (Nature)† +3 = INT 1+0+0+2 (+1 At Sea)
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K (Nobility)† +3 = INT 1+0+0+2
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K (Planes)† +7 = INT 1+1+3+2
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K (Religion)† +7 = INT 1+1+3+2
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Linguistics† +1 = INT 1+0+0
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Perception +8 = WIS 0+3+3+2 (Half-Elf)
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Perform (Oratory) +9 = CHA 3+3+3 +3 Background
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Perform (String) +7 = CHA 3+1+3 +1 Background
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Profession (Sailor)† +4 = WIS 0+1+3 +1 Background
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Ride +2 = DEX 2+0+0
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Sense Motive +0 = WIS 0+0+0 (Sub Perform Oratory)
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +6 = INT 1+2+3
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Stealth* +7 = DEX 2+2+3
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Survival +0 = WIS 0+0+0
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Swim* +7 = STR 1+2+3+1 (Seafarer)
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Use Magic Device† +7 = CHA 3+1+3
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*ACP applies to these skills
Non-Standard Skill Bonuses

Bardic Knowledge: +1 to all knowledge skills. May make knowledge skill checks untrained.

Languages Common, Elven, Aquan

Special Abilities:

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SPECIAL ABILITIES
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HALF-ELF

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Dual Minded:
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

Multitalented:
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

BARD (Studious Librarian):

Performance: (9 Rounds / Day)
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 such performances are language dependent. 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.

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 noninstantaneous 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.

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 this ability from working. For every three levels the 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 all 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. That ally must be within 30 feet and be able to 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.

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.

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).

Well-Versed (Ex):
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.


Spells:

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Spells
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0th (at will)

Dancing Lights
Detect Magic
Ghost Sound
Mending
Prestidigitation
Read Magic

1st (4+1/day)

Cure Light Wounds
Grease
Liberating Command
Vanish

Gear/Possessions:

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GEAR/POSSESSIONS
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Carried:
+1 Long Spear
Dagger
Brass Knife
Light Mace
Short Bow
Arrows (20)
Leather Lamellar Armor
Amulet of Natural Armor +1
Backpack
Waterproof Bag x2
Plain Silver Ring
Silver Holy Symbol (Necklace)
Belt Pouch
Whetstone
Bandolier x2 (Harness)
Flint & Steel
Rope, Hemp 50'
Waterskin
Rations (2 Days)
Torches (2)
Oil Flasks (2)
Tinder Twig (2)
Antiplague (2)

Stored:
Scroll of Paragon Surge (Wizard 3)
Boarding Pike (Spectral Souvenir)
MWK Boarding Pike
Rebec
Bedroll
Extra Set Clothes
Grooming Kit
Soap
Mirror
Inkpen
Journal
Mess Kit
Iron Pot
Torches (8)
Oil Flasks (3)
Rations (3 Days)
Bottle of Cheap Liquor (2)
Potted Rose Bush

Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
Current Load Carried 44 lb.

Money 0 GP 5 SP 0 CP

Background:

Fenna Pender lived in several places around Ardoran while growing up. Her father is a doctor, and her mother manages the logistics of shipping commodities from Andoran’s interior to its ports. Depending on the specifics of her mother’s contracts in lumber, honey, wine, and other goods, the family moved from frontier settlements to agricultural regions, to coastal cities. All of the moving around meant Fenna rarely stayed in once place long enough to make close friends. Her answer to the problem was to be quickly and aggressively outgoing when there was some potential. When there wasn’t, she substituted books for people to keep her company.

Due mostly to her father’s influence Fenna is a true child of the People’s Revolt, an idealist with unshakable faith in the equality of all people. What she witnessed as her family moved from place to place convinced Fenna that Andoran’s revolution, and the ideals that guided it, have been far from completely realized in many places.

Fenna spent her late teens in Almas, where she completed her education. She was involved in politics during that time as an agitator and occasional pamphleteer for various causes, arguing for greater power for the common people, and an end to corruption in government. Her particular cause was the abolishment of the Lumber Consortium. Fenna had lived for a couple of years in Darkmoon Vale when she was younger, and she had never forgotten the stranglehold the Consortium had on the local population. She argued in word and print that the Lumber Consortium is a relic of Andoran’s pre-revolutionary past, and still operates according to principles that the people of Andoran have soundly refused to be governed by any longer.

Her passion for the cause led 19 year-old Fenna back to Darkmoon Vale. She and Alwin, her likeminded boyfriend at the time, were determined to organize the area’s lumberjacks, sawyers, and other timber workers against the consortium. Mostly in Falcon’s Hollow, but occasionally in smaller settlements as well, Fenna reached out to the people in speech and song. On street corners, taverns, and anywhere else she could find people, she called on them to stand up to the Lumber Consortium and demand better pay and conditions with Alwin rooting her on.

The reception from the people of Darkmoon Vale was disappointing. Responses were muted to say the least, except when they involved particularly rude propositions from passersby. The people of Darkmoon Vale seemed to either have no taste for Fenna’s message, knew better than to show interest, or perhaps both. Fenna knew though, that given enough time, they could be brought around to her thinking. She and Alwin decided they must persevere, and they continued with their mission for many weeks. After a while they found that wherever they went, a rough-looking thug or two would be around to look intimidating and jeer back or shout them down. It was obvious to Fenna and Alwin that the men were Lumber Consortium lackeys. Deciding they could not be intimidated, they continued their work.

Whether the local Gavel Thuldrin Kreed acted because of concern that Fenna’s message would find some sympathetic ears, a desire to make an example of them, or both is hard to say, but act he did. A couple of months into their stay, Alwin did not come back from a trip to the store one evening. The next day he was found facedown in the river. His throat had been cut. Fenna decided that she could in fact be intimidated, and fled the town the same day. She went to Augustana, but even there she was unsure of her safety. If she and Alwin had inflicted some pain on the Lumber Consortium, as she (quite incorrectly) suspected, its people might not be done with her yet.

Fenna talked herself aboard an Andoran naval vessel, the brigantine Spectral, as a cabin girl for the captain, who found her claims of prior experience absurd, but her newfound enthusiasm for the mission of the Andoran navy impressive. Fenna actually was enthusiastic. When she first hit upon the idea, she imagined life as a Gray Corsair. She could certainly throw her support behind their cause. Especially when it would involve so much adventure and excitement.

The Spectral turned out to be part of the regular old Andoran navy unfortunately. Her enthusiasm lasted for a while, but as the newness wore off, the ship’s routine of shipping escort and anti-pirate patrols in the close Inner Sea proved fairly dull. There were a couple of minor engagements during Fenna’s stint on the ship, and her not very accurate retelling of them makes for excellent entertainment. Otherwise her only achievement aboard the Spectral was the opening of the ship’s library, which she operated. None of her other suggestions for improving the ship’s operations and the crew’s lives while aboard were ever given serious consideration by anyone After a few months beyond a year, Fenna had firmly decided shipboard discipline was not for her.

Word had gotten around the fleet of the Bountiful Venture Company’s project and Fenna found her thoughts returning to the idea of a new colony often. It came to her why Darkmoon Vale had come to such a tragic end, and why the navy was coming to an unsatisfying end for her. Both times she had tried to change institutions that were very old, entrenched, and powerful. Even the People’s Revolt had failed to significantly change the Lumber Consortium, what chance had she and Alwin had? In a new colony though, the layers of power and the weight of traditions would not be so unmovable. Fenna needed to go to Talmandor’s Bounty to make sure the rich and powerful couldn’t put their thumb on the scale during its development. Maybe it was only in a brand new place that the goals of the People’s Revolt could truly take root she reasoned.

Appearance and Personality:

Height: 5'7" Weight: 135 Hair: Auburn Brown Eyes: Brown