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About Alexandyr SindreSheet:
Alexandyr Sindre Male Bard (Savage Skald) 2 /Marshal 1 CG Medium Fey (Shapechanger, Kitsune) Init +4; Senses Perception +6, Low-Light Vision - - - - - DEFENSE - - - - - AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex) hp 24 (8, +3 (Con), +5 HP, +1 Class Bonus, 4 Mythic) Fort +2, Ref +7, Will +4 Cold Resist 5 & 1 less cold dmg/die. 1 additional fire dmg/die - - - - - [b]OFFENSE - - - - - Speed 30 feet Melee +5 Rapier (1d6, 18-20/x2) +5 Cold Iron Short Sword (1d6, 19-20/x2) Ranged +5 Shortbow (1d6, x3) Special Attacks bardic performance 9 rounds/day (countersong, inspiring blow, inspire courage +1), versatile performance (Bluff, Sense Motive) +9, sneak attack 1d6, mythic power (5/day), surge (1d6), Decisive Strike, Deadly Guidance (1d6) Spells (CL 2, touch +5, ranged touch +5, concentration +4)
Feats
Weapon Finesse (Mythic): When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls. If you carry a shield, its armor check penalty doesn’t apply to either the attack rolls or the damage rolls. Fey Foundling: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort). Lost Legacy (Story): You gain a +1 bonus on Charisma-based ability checks and skill checks. Magical Tail (x2): Disguise Self 2/day & Charm Person 2/day; Caster Level 2. Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Trained/Important Skills Acrobatics +11 (+2 racial), Appraise +1, Bluff +4, Climb +0, Diplomacy +8, Disable Device +8, Disguise +8, Escape Artist +8, Intimidate +4, Knowledge (Arcana) +7, Knowledge (Dungeoneering) +2, Knowledge (Geography) +2, Knowledge (History) +2, Knowledge (Local) +7, Knowledge (Nature) +6, Knowledge (Nobility) +2, Knowledge (Planes) +6, Knowledge (Religion) +2, Perception +6, Perform (Sing) +9, Sense Motive +5, Sleight of Hand +8, Spellcraft +5, Stealth +8, Use Magic Item +8 Traits:
Racial Traits: Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks. Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores. Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights. Class Abilities: Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score. Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Marshal’s Order: Select one of the following abilities. Once chosen, it can’t be changed: Decisive Strike (Su): As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn’t count toward the ally’s actions on its turn. Path Ability: At 1st tier and every tier thereafter, select one new path ability from the marshal path abilities lists or from the universal path abilities lists (see page 50). Once you select an ability, it can’t be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as a class ability or minimum mythic tier, that you must meet before you select them. Deadly Guidance (Ex): You are able to point out the weak points in an enemy’s defenses, and your allies benefit from your tactical insight. As a swift action, you can expend one use of mythic power to designate a single opponent within 30 feet of you. All allies within 30 feet of that opponent gain the sneak attack ability when attacking it, and can thus deal +1d6 points of damage when flanking that opponent or when the opponent is otherwise denied its Dexterity bonus to AC. This sneak attack damage stacks with sneak attack damage from other sources. This ability lasts a number of rounds equal to half your tier (minimum 1). You can take this ability up to four times. Each time you take it, the sneak attack damage from this ability increases by 1d6. Bardic Knowledge (Ex):
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. 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% change 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. List of Bardic Performances:
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. Inspiring Blow (Su): A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance. 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. 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. Sing (Bluff, Sense Motive) 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. Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. Powerful Sneak: Whenever a rogue with this talent takes a full attack action, she can elect to take a –2 penalty on all attack rolls until the start of her next turn. If an attack during this time is a sneak attack, she treats all 1s on the sneak attack damage dice as 2s. Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Gear: rapier, cold iron short sword, shortbow with 40 arrows (17 regular & 17 cold iron), leather armor, backpack, belt pouch, spell component pouch, bedroll, flint and steel, rations (2), waterskin, 106 gp, 9 sp Languages Common, Sylvan, Skald, Elven Part I - Core Concepts:
- Born in the frozen north, Alexandyr Sindre has tried to keep his true nature hidden, by being overly flamboyant and trying to be the image of Ulfen masculinity. He's a lady's man, a hearty drinker of the local rotgut, and overall, one of the village's rising stars. - Having discovered the Ulfen mindset at a young age, he seeks to grow into one of their most illustrious kind of storytellers: the skald singer. He wishes to see proper battle, to be a face that will forever be known as a powerful individual in voice and steel. - Alex and his mother, after his father's request, moved far south in order to provide some safety and cover for themselves, in case either their father or they were discovered as something other than human. - Alex believes he has found love with a particular woman, the caravaner who brought them down south. To him, she is a strong woman, who knows what she wants, has intelligence, and has her own independence. She has no true need for him, but he sees that she has some attraction to him. He knows that a woman like this would appreciate his hard work and all the things he's done to protect himself and his family. Sadly, every advance seems to be turned away, although with a sparkle in her eyes. Many women seek his bed, but none draw his interest as much as the caravaner Morgana. Part II - Goals:
1) Discover more stories and make his own place in the stories of the villages of the north. He wants to become the most famous bard in the northern reaches. His family has been everything from bards to infiltrators to con artists and assassins, and Alexandyr's greatest desire is to make his family proud. 2) Eventually he hopes to share his real nature with the right person (or people) and possibly finding true love. He plays the heart throb to hide the isolation he feels. He knows that it is a dangerous world, and a shapechanger could be the most dangerous thing in the world to the people of any northern town (as he is familiar with the worst stories out there, about hags, demons, and all sorts of things that can change for).
Part III - Secrets:
1) (Known) His father is someone who has shaped his wife, even though they have been separated. Alex's father, last he knew, was incarcerated somewhere in the northern reaches for a failed attempt at either assassination or major theft (the reason Alex is still unclear on). Alex keeps this information out of the public eye as much as possible, knowing that the truth of his father (and his father's nature) could do quite a number of bad things to Alex and his mother. 2) Every generation of Sindre's clan has been blessed by one of the ageless fey of the North. Never has Alexandyr been told the name of the being, nor has he actually met the being. All he knows is that he has felt the blessing at the edges of his consciousness and that there is likely more still that he has yet to discover about such a "blessing." 3) (Unknown) Alex does not realize that his father is dead and that his familial connection has been discovered by a small group of individuals. Whether that is going to come about during the course of current events is a whole 'nother beast.
Part IV - People:
1) (Good) Chanlynne Sindre - Alex's mother who has the joyous habit of nagging the young kitsune about slacking on his responsibilities, while always giving him a warm bed, a free meal, and an ear to talk to about the troubles of life. 2) (Neutral) Morgana - A wandering female merchant, half Varisian/ half Ulfen, who kept an eye on Alex from time to time since the kitsune & his mother traveled as a part of her caravan to Heldren with a series of Ulfen seeking fame, fortune, and adventure. She has never intervened in any matter Alex has been involved in, but there is an odd sparkle in her eyes when Alex manages to get himself out of trouble. 3) (Enemy) Caladriel Frostleaf - The leader of a special strike team who had discovered his father's treachery and seeks to expose, convert to their cause, or kill the son of the wiley kitsune.
Part V - Memories and Mannerisms:
- Alex tends to speak using his whole body, specifically his hands and arms, making appropriate actions with his fingers and wide, sweeping arm movements when telling stories. - He always keeps a series of handkerchiefs in his pockets, knowing that there is no limit to the number of uses for them, or the cases that you may need them. - Alex still thinks fondly of his first change, running through snow drifts that threatened to swallow him, like the mouth of some great snow beast. Ocassionally, he comes up with a wild plan on how to track to the great north for another grand ramp in the snow, in the fox form of his youth.
Part VI Fears:
Alexandyr is desperately afraid of being restrained, specifically of shackles. Nothing really has yet to overcome this fear, even though he manages to hide it most days.
Part VII Personality:
Alex has a soft spot for women, wine (or any kind of booze), strongly flavored food, and a nice warm bed that he can enjoy, hopefully with one or multiple partners.
Favored Class Bonuses:
Level 1: Skill Point Level 2: HP |