Seoni

Bianca Koserra's page

49 posts. Alias of Tuyena.


Full Name

Bianca Koserra

Race

Aasimar

Classes/Levels

Skald 4 | AC18 FF16 T12 CMD19 | HP 43/43[35] | F6[8] R3 W3[5] | Init +2

Size

Medium

Age

67

Special Abilities

Raging Song 11(12)/Day

Alignment

CG

Deity

Chaldira

Languages

Common, Celestial

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Bianca Koserra

Bianca Koserra
Skald (Totemic Skald) 4
CG Medium native outsider (aasimar)
Init +2; Perception +6
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
HP 35 (4d8+12)
Fort +6, Ref +3, Will +3[5]
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Offense
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Speed 20 ft.
Ranged +5 Chakram (1d8+4/x2)
Melee +8 Masterwork Bec De Corbin (1d10+6/x3)
Melee +7 Longsword (1d8+6/19-20x2)
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Statistics
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Str 18, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +3; CMB +7; CMD 19
Languages Common, Celestial
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Feats
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1) Combat Reflexes
3) Arcane Strike
Scribe Scroll
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Traits and Drawbacks
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Exposed to Awfulness When you were a child, you were nearly slain by a demon that managed to make its way through the wardstones into the lands beyond. The demon was slain before it could kill you, but you lingered at death’s door in a coma for weeks before waking. Ever since then, you’ve been unusually hale and hearty, as if your body had endured its brush with awfulness by becoming supernaturally fit. But still, the scars (whether physical or purely mental) of your brush with death remain, and nightmares of what could have happened often plague your sleep. Something, be it your own personal force of will, some strange “infection” from the assault, or perhaps a combination of both, has made you stronger than before. You’re not sure what to make of the theories that you survived this exposure to awfulness because you yourself have some trace of demonic heritage that helped give you the advantage you needed to survive— but whatever it was, you’re glad for it! Your strange resistance to demonic attacks persists to this day. Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Guardian. Multiple Characters: You and any others with this trait are related, if only distantly. You could be siblings or cousins—a condition that perhaps lends some credence to the theory that all of you share more than just a common bloodline.

Second Chance Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
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Skills
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Acrobatics +2[-1]
Appraise +0
Bluff +3
Climb +8[5]
Diplomacy +7
Disguise +3
Escape Artist +2[-1]
Handle Animal +3
Heal +1
Intimidate +3
Knowledge (arcana) +6
Knowledge (dungeoneering) +6
Knowledge (engineering) +2
Knowledge (local) +6
Knowledge (geography) +2
Knowledge (nature) +6
Knowledge (nobility) +2
Knowledge (planes) +8
Knowledge (religion) +6
Linguistics +0
Perception +6
Perform (Sing) +7
Ride +2[-1]
Sense Motive -1
Sleight of Hand +2[-1]
Spellcraft +4
Stealth +2[-1]
Survival -1
Swim +8[5]
Use Magic Device +7
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Spells
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SLAs
Alter Self (1/Day)

0-Level Spells
Detect Magic
Read Magic
Prestidigitation
Message
Mage Hand
Light

1st Level Spells (4/Day)
Cure Light Wounds
Saving Finale
Grease
Expeditious Retreat

2nd Level Spells (2/Day)
Heroism
Mirror Images
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Gear
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Masterwork Bec De Corbin
Breastplate
Longsword
10x Chakram

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Special Abilities
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Weapon and Armor Proficiency A skald is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). 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.

Bardic Knowledge (Ex) A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

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.

Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired 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. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.)

If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Song of Marching (Su) At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.

Totem (Bear)(Su) At 3rd level, the totemic skald chooses one animal from the hunter's animal focus list. Once selected, this choice cannot be changed. This animal becomes the skald's personal totem animal and influences his later abilities. He gains the following rage power.

Song of the Beast (Su) The totemic skald grants the animal focus abilities of his totem animal (as the hunter's animal focus ability) to all allies affected by his raging song. He treats his skald level as his hunter level for determining the abilities of the animal focus (such as the improvements gained at 8th and 15th level).

This ability replaces the rage power gained at 3rd level.

Totem Empathy (Ex and Sp) At 4th level, the totemic skald can improve the attitude of animals of the same type as his totem. This ability functions just like a Diplomacy check to improve the attitude of a person. The skald rolls 1d20 and adds his skald level and his Charisma modifier to determine the totem empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

In addition, at 4th level, the totemic skald can cast charm animal once per day as a spell-like ability, using his skald level as his caster level and his Charisma modifier to determine the DC. This only functions against animals that are of the same type as his totem animal (subject to GM discretion). At 8th level, and every 4 levels thereafter, he can use this ability one additional time per day.

Wild Shape (Su) At 5th level, a totemic skald gains the ability to wild shape into the form of a Small or Medium version of his totem animal, as the druid class feature. His effective druid level for this ability is equal to his skald level – 1. He can use this ability twice per day at 11th level, and three times per day at 17th level. This doesn't allow the skald to assume other forms, such as elementals, plants, or other kinds of animals.

When in animal form, the skald is treated as able to speak normally for the purpose of using raging song, but not for using other abilities that require speech (such as spellcasting). The skald uses his class level as his druid level for the purpose of qualifying for feats that affect wild shape (such as Wild Speech).

Song of Strength (Su) At 6th level, a skald can use raging song to inspire his allies to superhuman feats of strength. Once each round while the skald uses this performance, allies within 60 feet who can hear the skald may add 1/2 the skald's level to a Strength check or Strength-based skill check.

Dirge of Doom (Su) At 10th level, a skald can create a sense of growing dread in his enemies, causing them to become shaken. This only affects enemies that are within 30 feet and able to hear the skald's performance. The effect persists for as long as the enemy is within 30 feet and the skald continues his 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 relies on audible components.

Song of the Fallen (Su) At 14th level, a skald can temporarily revive dead allies to continue fighting, with the same limitations as raise dead. The skald selects a dead ally within 60 feet and expends 1 round of raging song to bring that ally back to life. The revived ally is alive but staggered. Each round, the skald may expend another 1 round of raging song to keep that ally alive for another round. The ally automatically dies if the skald ends this performance or is interrupted. The skald may revive multiple allies with this ability (either at the same time or over successive rounds) but must expend 1 round of raging song per revived ally per round to maintain the effect.

Scribe Scroll At 1st level, a skald gains Scribe Scroll as a bonus feat.
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Backstory
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They called her the Valkerie, she who lead the militia in defense of a bandit raid and inspired her companions to victory.

She was the pride of Olfden, and how could she not be, they had raised her nearly all her life.

Over sixty years ago two adventurers came to Olfden, the woman people told her was beautiful, and Bianca was the spitting image of her, excepting her pure white hair.

Her father on the other hand they said was clearly unhuman, as his features were too perfect. They said he was an Aasimar, which as Bianca grew in age confirmed the suspicion.

Aside from both her parents apparent beauty, the community did not think highly of them at all. Shortly after their arrival, Bianca was born. Her mother nursed her for a few months, and then she and her father left town.

In that time, neither had given their name and they had caused a fair bit of trouble in town, abandoning their daughter cemented them as being the lowest kind of people as far as Olfden was concerned.

It fell to the community to raise Bianca, and to even give her a surname. They decided on Koserra in honor of Lady Koserra, owner of the Tavern that Bianca was born in, and the first woman to raise Bianca who passed only a few years after taking on the responsibility.

Over the years Bianca witnessed her caretakers age and pass away, and her childhood friends turn into adults. It was during this time that misfortune fell upon her.

Bianca was in the woods alone, she was angry, her childhood friends Latham and Mary were to be married that day. They had invited her to come, even asked her to be involved in the ceremony, but Bianca had refused. Her best friends getting married and growing older while she was still just a child, hurt too much and to her, participating in the event would only serve to make the pain all the more real.

But there in the forest alone, she was beset by a creature. Bianca didn't see it coming, she didn't remember its face, but she remembered the pain. She remembered being dragged through the hard earth, some red liquid was tracing behind her, she wondered what kind of creature left trails of red like that.

Flashes of a terrible demonic face laughing in joy and pleasure were the only things she saw in her unconscious mind, until she awoke, and she was being carried away from that place. Wrapped in warmth of some kind of blanket.

Bianca's vision slowly returned and she saw a necklace in the blanket, and symbol of some sort, it didn't mean anything to her, but she remembered it clearly. Then she looked up, and saw that she was being carried away, in the mouth of a bear. Her warm blanket, actually it's fur.

She screamed, though it came out as a retching cough. But the bear sat her down and looked at her, and nuzzled against her with its face, and Bianca knew she was ok.

The bear instead made a motion to indicate that Bianca should climb on top of it, so she did so and the noble creature escorted her back to the safety of town.

The nightmares of the demon plagued Bianca for years, but the thought of the bear always brought her warmth and comfort, and made her feel that in the end the world was a good place.

Bianca would eventually learn the medallion she saw the bear with was actually a holy symbol of Chaldira, and Bianca dedicated herself in the years later to learning everything she could about the relatively obscure goddess who she felt a debt of gratitude.

As Bianca finally became a young woman she had also became a very capable Fighter, discovering she had magical capabilities and an innate sense for martial combat. Many members of the city watch spent time helping to train her in whatever ways they could, least in part so they could be in the company of the now great beauty.

After taking to the use of Spear like weapons, Ulften Torimas suggested Bianca was like a Valkerie, an angelic woman fighter, told in fables from his hometown in the crown of the world, the nickname stuck. Especially after her contributions to repel a raiding party of Bandits against the town.

A short while later a man came to town claiming to be Bianca's father, but he acted to her in a way that no father ever would and she left town that night. She ran from Olfden, she ran for a long time, and by the time she had stopped she found herself in a new land altogether.

Mendev. When realization came to her what had happened she began to panic, she began to miss her home, but the vision of the laughing Demon returned to her, and she thought of Chaldira and realized this is where she must have been intended to go.

So Spear in hand, she traveled onwards.