Merisiel

Alcibie Ligeia's page

21 posts. Alias of Qunnessaa.


Full Name

Alcibie Ligeia

Race

Elf

Classes/Levels

Skald 10 HP 49/78 (-3 nonlethal) | AC 24 | T 13 | FF 22 | CMD 21 | Fort +9 | Ref +6 | Will +7 | Init +2 | Perc +14 | Sense Motive -1

Gender

Female

Size

Medium

Age

125

Alignment

Chaotic good

Deity

Calistria

Languages

Celestial, Common, Elven, Sylvan

Strength 14
Dexterity 15
Constitution 12
Intelligence 14
Wisdom 8
Charisma 19

About Alcibie Ligeia

Alcibie Ligeia
Elf Skald 10
CG Medium Humanoid (Elf)
Init +2 Senses low-light vision; Perception +14

DEFENSE
AC 24, touch 13, flat-footed 22 (+8 armor, +2 Dex, +2 shield, +1 deflection, +1 natural)
hp 49/78 (10d8 + 25) (-1 nonlethal)
Fort +9, Ref +6, Will +7 (+2 to saves vs. enchantment spells and effects)
Defensive Abilities: Immune magic sleep effects

OFFENSE
Speed 30 ft. (20 ft. with encumbrance)
Melee +1 furious rapier +11/+6 (1d6+3/15-20) or +1 spell-storing dagger +10/+5 (1d4+3/19-20) or mwk morningstar +10/+5 (1d8+2)
Raging statistics +1 furious rapier +15/+10 (1d6+7/15-20) (or +2 to hit and damage with other melee weapons);
Str 18, Con 16, hp 98, AC 23 (T 12, FF 21), Fort +11, Will +10, see also rage powers
Ranged mwk composite longbow (+2 Str) +10/+5 (1d8+2/x3) or +1 spell-storing dagger +10 (1d4+3/19-20)
Space 5 ft.; Reach 5 ft.

Note: Dagger currently storing pyrotechnics

Skald Spells Known (CL 10; concentration +14)

4th (2/day, DC 18)- dimension door, kiss of the First World
3rd (4/day, DC 17)- arcane concordance (CL 11), confusion, good hope, haste
2nd (5/day, DC 16)- blistering invective, blur, calm emotions, pyrotechnics, sound burst
1st (6/day, DC 15)- charm person, cure light wounds, ear-piercing scream, grease, moment of greatness
0 (at will)- dancing lights, detect magic, mage hand, mending, message, read magic

STATISTICS
Str 14, Dex 15, Con 12, Int 14, Wis 8, Cha 19
Base Atk +7/+2; CMB +9; CMD 21
Feats Arcane Strike, Improved Critical (rapier), Lingering Performance, Scribe Scroll, Toughness, Weapon Focus (rapier)
Skills Acrobatics +12, Diplomacy +12, Intimidate +17, Knowledge (arcana) +15, Knowledge (planes) +15, Perception +14, Perform (string) +17, Spellcraft +10, Use Magic Device +12
Languages Celestial, Common, Elven, Sylvan
Traits
Gifted Adept (arcane concordance): Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.
Unorthodox Strategy: You are particularly quick on your feet, and gain a +2 trait bonus on Acrobatics checks made to move through an enemy’s threatened squares.

Equipment:

Combat gear +1 furious rapier, +1 spell-storing dagger, mwk Morningstar, +2 elven chain, +1 darkwood buckler, amulet of natural armour +1, ring of protection +1, cloak of resistance +1, rod of wonder, headband of alluring charisma +2, feather token (whip)
wands and ammunition efficient quiver (contains: mwk composite longbow (+2 Str), 20 cold iron arrows, 20 alchemical silver arrows, 20 +1 durable arrows, 5 +1 durable healer's sorrow arrows, wand of cure light wounds (CL 1, 50 charges), wand of shield (CL 1, 50 charges))
scrolls scroll case (contains scrolls of: blessing of the salamander, kiss of the First World (CL 10), gaseous form, resist energy (fire) (x2, at CL 7), neutralize poison, delay poison, lesser restoration, overwhelming grief, terrible remorse)
thrown weapons alchemist's fire (x2), holy water (x2), thunderstone
Other gear everburning torch, spell component pouch, backpack (with: explorer's outfit, bedroll, spare spell component pouch, 15 pinches of diamond dust (for kiss of the First World, 100 gp each), 15 days' trail rations, waterskin, flint and steel, whetstone, sewing needle, potion vial, 1 oz. ink, pen, 3 candles, 3 sheets parchment, wooden holy symbol of Calistria, signet ring, hooded lantern, 2 pts. oil, 50 ft. silk rope, mwk harp, 351 gp, 9 sp, 5 cp)

SPECIAL ABILITIES
Bardic Knowledge (Ex): A skald adds half her class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.
Well-Versed (Ex): At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as sonic and language-dependent effects.
Lore Master (Ex): At 7th level, the skald becomes a master of lore, and can choose to take 10 on any Knowledge skill check that she has ranks in. Once per day, the skald can take 20 on any Knowledge skill check as a standard action. She can use this ability one additional time per day for every six levels she possesses beyond 5th, to a maximum of three times per day at 17th level.
Skaldic performance: 16 rounds/day

Raging Song (Su):

A skald is trained to use the Perform skill to inspire allies (including herself, if so desired) to feats of strength and ferocity. She can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. At each level after 1st, a skald can use raging song for 1 additional round 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 limits bardic performances, such as how many can be maintained at once.
A raging song is language-dependent with 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 she fails this check, the attempt still counts against her daily limit. Deaf creatures are immune to raging songs.
When the raging song begins, each ally within range must decide whether to accept or refuse the effects of the raging song (this is not an action); unconscious allies automatically accept the song. Once this choice is made, it lasts until the song ends or the ally moves out of range (returning to the area allows the ally to decide again); the raging allies cannot decide to end the rage on their own.
Allies with 30 feet gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saves, but also take a –1 penalty to AC. While under the effects of skald rage, allies (other than the skald) cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. Affected allies are fatigued for 1 round after they’re no longer affected by the song (whether because the skald stops maintaining the song or because they’re no longer in range). At 4th level and every four levels thereafter, the song’s bonuses on Will saving throws increase by 1; the penalty to AC doesn’t change. At 8th and 16th levels, the song’s bonus to Strength and Constitution increase by 2.
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.

Dirge of doom (Su):

At 10th level, a skald can create a sense of growing dread in her enemies, causing them to become shaken. This works like raging song and expends rounds of raging song, but it only affects enemies within 30 feet who are able to hear the skald’s performance. The effect persists for as long as the enemy is within 30 feet and the skald continues her performance. This cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect.
This is a sonic mind-affecting fear effect, and it relies on audible components. A skald may not use dirge of doom and raging song simultaneously.

Spell kenning (Su):

At 5th level, a skald is learned in magic of clerics and wizards, and can use her own magic in an inefficient, roundabout way to duplicate those classes’ spells. Once per day, a skald can cast any spell on the cleric or sorcerer/wizard spell list as if it were one of her skald’s spells known. Casting the spell requires the skald to expend two skald spell slots of that spell level or higher. If the desired spell normally requires 1 full round or longer to cast, the casting time for the skald increases by 1 full round per spell level; otherwise, the casting time is just 1 full round per spell level. (For example, if a skald wants to use spell kenning to cast mage armor, a 1st level sorcerer/wizard spell, she must spend 2 full rounds casting it and expend two skald spell slots of 1st level or higher.)
At 11th level, a skald can use this ability twice per day. At 17th level, she can use this ability three times per day.

Rage powers (Ex):

At 3rd level, a skald learns a rage power (see pages 32–34 in the Pathfinder RPG Core Rulebook) which affects the skald and any allies under the influence of her raging song. This cannot be a rage power requiring the creature to spend a separate action to activate it. Unless otherwise noted, a skald cannot select an individual power more than once.
When using raging song, the skald chooses which rage power to add to the song, and all affected allies gain the benefit of that rage power. The skald uses her skald level as her barbarian level for the purpose of selecting rage powers which require a minimum barbarian level.
If a rage power can only be used a certain number of times per rage (such as no escape), each ally affected by the raging song can use the rage power once during the raging song.
If the skald has a rage power from another source, she (but not her allies) can use those rage powers during a raging song. She cannot select a duplicate rage power, unless that rage power can be taken multiple times.
If the skald has the ability to rage from another source, she can use her skald rage powers during that rage.
The skald learns another rage power at 6th level and every three levels thereafter. She may add multiple rage powers from this ability to a raging song at the same time.
Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Spirit Totem, Lesser (Su): While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian's full base attack bonus, plus the barbarian's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian's Charisma modifier.
Spirit Totem (Su): While raging, the spirits that surround the barbarian make it difficult for her enemies to see her. The spirits grant the barbarian a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach). A barbarian must have the lesser spirit totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.

Character background:

Alcibie has a knack for getting in over her head. For whatever reason – a satisfactory one escapes her to this day – she has always been prone to extremes of emotion that seem to exceed those of most people around her. This has its advantages when she loses herself in the music she conjures from her harp, but an embarrassment when she loses her temper. It is so much the worse because she does not reject the elven values of serenity and delicacy, and dreads whispers behind her back that despite her light touch on the strings, or her skill in magic, she is still the girl who threw this, that, and such and such a tantrum. Over long decades, she has learned to control her anger, especially: not to ignore it or easily dissipate it, but to forge it into a cold fury that can give her dangerous focus and determination. Learning to rein in her worst impulses has also helped Alcibie gain an instinct for the words that can incite others to anger, from her first experiments in confining her paroxysms of rage to the toxic darts of a poisonous tongue. If she finds she cannot cow the objects of her displeasure with well-honed invective, she is usually able to encourage herself by belittling their talents or recalling the outrages done her.
Nonetheless, Alcibie still feels guilty about how easily she can be tempted into nursing her anger, and continues to work on improving her temper, travelling ever further afield from her home in Varisia’s Mierani Forest to find a way to hold on to inner peace. After a dangerous but cathartic tour through the musical academies and opera houses of Cheliax, in which she tested the depths of her darker emotions, she continued on over the Inner Sea to Absalom, hoping to earn the opportunity to hone her skills at the renowned bardic college of the White Grotto. The school was wonderful, but the confines of the metropolis proved stifling to one used to the isolation of the woods at the western edge of the world, and so she was easily convinced to give the Pathfinders a sympathetic ear when some more idealistic members suggested opportunities for fighting the good fight in ways other than brute force, but which also appreciated the value of righteous wrath. She accepted the invitation, and has started on a roundabout route back to the untamed regions near her home where she hopes to do some good while uncovering something interesting and continuing to soothe her angry heart.