Hestrig Orlov

Anica Tordik's page

2 posts. Alias of Murph..


Full Name

Anica Tordik

Race

Human Female

Classes/Levels

Bard 1 | HP 10/10 | AC 15 t 12 ff 13 | CMD 12 | F+1 R+4 W+1 (+2 vs fey spells / effects) | Init +2 | Perc +3 | Bard performance 7/7

Size

Medium

Age

27

Alignment

CG

About Anica Tordik

Background, personality, appearance:

A documentarian from Irrisen, Anica has wandered in search of the next story, most recently to Brevoy. There, she has spent half a year investigating the disappearance of the Rogarvia family--but apparently asked the wrong questions about the Surtovas and now needs to get out of town, fast. She heard about a surveying and bandit-hunting excursion to the Stolen Lands, which seems like just the ticket for disappearing until things settle down--and possibly the raw material for a great epic poem as well!

Anica is enthusiastic, outgoing, and often impulsive. Growing up in the Ulfen underclass of Irrisen, she cut her teeth on the folk tales of her people’s glorious past, and their aspirations for freedom. These storytelling skills, some minor magic tricks learned from village elders, and fasttalking honed by dodging the White Witches’ fey enforcers have served her well in her journalistic pursuits--while the quest for great stories can get her in trouble, so far her charm has always gotten her back out again.

Typically Ulfen in appearance, Anica stands a full six feet tall, with a long blonde braid down her back, a mischievous glint in her eye, and a hint of a smirk. She typically prefers sturdy, practical (and warm) traveling clothes, unless a particular performance demands otherwise.

Statblock:

Anica Tordik

Female Human Bard 1
CG Medium Humanoid (Human), Age 26

Init +2; Senses Perception +3

DEFENSE

AC 15, touch 12, flat-footed 13
(+3 studded leather armor, +2 dex)
hp 10 (1d8+1 +1 f/c)
Fort +1, Ref +4, Will +1 (+2 vs Fey creatures’ spells/effects)

OFFENSE

Spd 30 ft.
Melee Longsword +0 (1d8, 19-20 x2)
Melee Dagger +0 (1d4, 19-20 x2)
Ranged Shortbow +2 (1d6 x3), 60 ft range, 40 arrows
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 10, Dex 14, Con 12, Int 12, Wis 9, Cha 17
Base Atk +0; CMB +0; CMD 12

Spells per Day: (~/2)
Spells Known (4/2)
0: Daze (DC 14), Dancing Lights, Ghost Sound (DC 13), Prestidigitation
1: Charm Person (DC 15), Grease (DC 14)

Skills (6 Bard +1 Int +1 Human)
Check Penalty: -1 armor

Trained:
* Acrobatics +6
* Bluff +7
* Diplomacy +7
* Knowledge (Nature) +6
* Knowledge (Local) +6
* Perception +3
* Perform (Oratory) +7
* Use Magic Device +7

* All other Knowledges +2 -- can use as if trained

Untrained:
* Sense Motive -1

Non-combat gear
* Adventuring gear: backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
* Journal, ink, pens
* Explorer's outfit
* 3gp

Feats
B: Proficiency: Simple Weapons and longsword, rapier, sap, shortsword, shortbow, and whip; light armor and shields
H: Spell Focus (Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
1: Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Trait
* Noble Born: You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities.

SPECIAL ABILITIES

Racial abilities:
* Bonus Feat: Humans select one extra feat at 1st level.
* Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class abilities:
* Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
* Bardic Performance: 7 rounds / day; starting a bardic performance is a standard action, but it can be maintained each round as a free action.
** Countersong: counter magic effects that depend on sound. 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 (keyboard, percussion, wind, string, or sing) 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.
** Distraction: 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.
** Fascinate: 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. 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.
** Inspire Courage: 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.
* Stern Gaze: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).