Lady Martella Lotheed

Colette Orlovsky's page

27 posts. Alias of Havocprince.


Race

Human

Classes/Levels

Bard (Negotiator) 3/ Unchained Summoner (Master Summoner) 3

Gender

Female

Size

5'2"

Age

19

Alignment

LN

Deity

Abbadar

Strength 7
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 13
Charisma 20

About Colette Orlovsky

Init +2; Senses Perception +7
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DEFENSE
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AC 16, touch 12, flat-footed 14, FFtouch 10
hp 27
Fort +3, Ref +6, Will +5
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OFFENSE
- - - - -
Speed 30 ft.

Melee
Dagger +1 1d4-2 19-20/x2

Ranged

Combat Options
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STATISTICS
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Base Attack Bonus +2; CMB +0; CMD 13

Race

Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks. This racial trait replaces humans’ bonus feat.

Class

+1 Skill per lvl Summoner.

Summon Monster 10/day
Bardic Performance 13/day
Bard Spells 1st:5
Summoner Spells 1st:5

Hard Bargainer: A negotiator adds half his class level (minimum 1) on Bluff, Diplomacy, Intimidate, Knowledge (local), and Sense Motive checks

Counterargument (Su) This performance acts as countersong, except a negotiator can use only Perform (act, comedy, oratory, or sing) to perform a counterargument. 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 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. Countersong relies on audible components.

Fast Talk (Su) At 1st level, a negotiator can use performance to affect the perceptions of any number of targets that can hear him. While the negotiator performs, these targets take a –1 penalty on saving throws against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a penalty on Appraise checks equal to half the negotiator’s level (minimum –1). A target that fails its Appraise check believes that the object in question is worth 10% more or less (negotiator’s choice) than its actual value. At 5th, 11th, and 17th levels, the saving throw penalty increases by 1 and the shift in an object’s perceived value increases by 10%. Fast talk is a language-dependent, mind-affecting ability that uses audible components.

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.

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 the ability from working. For every three levels a 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 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 Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and 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.

Rogue Talents: Guileful Polyglot

Eidolon, Lifelink, Bonded senses

Spells
Bard
0th Detect Magic, Know Direction, Mage Hand, Message, Prestidigitation, Spark
1st Clarion Call, Cure Light, Identify, Vanish
Summoner
0th Acid Splash, Arcane Mark, Light, Mending, Open/Close, Read Magic
1st Feather Fall, Mount, Rejuvinate Eidolon(Lesser), Unseen Servant

Feats
Augment Summoning, Persuasive, Skill Focus (Diplomacy), Voice of Sybil, Summon Neutral Monster

Trained/Important Skills

Bluff 3 ranks +15
Diplomacy 3 ranks +21
Intimidate 3 rank +14
Knowledge(Arcana) 1 rank +6
Knowledge(Dungeoneering) 1 rank +7
Knowledge(Engineering) 1 rank +6
Knowledge(Geography) 1 rank +7
Knowledge(History) 1 rank +6
Knowledge(Local) 1 rank +7
Knowledge(Nature) 1 rank +6
Knowledge(Nobility) 3 rank +9
Knowledge(Planes) 1 rank +6
Knowledge(Religion) 1 rank +6
Linguistics 3 ranks +8
Perception 3 ranks +7
Perform (Oratory) 3 ranks +11
Sense Motive 3 ranks +8
Spell Craft 3 ranks +8

Traits

Orlovsky: Your family has a reputation for avoiding conflicts. You gain a +1 trait bonus on your CMD. +1 trait bonus on Diplomacy. Your family motto is “High Above.”

Scholar of Ruins: From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks.

Issian Noble: You are a scion of one of the warring noble houses of Brevoy, and are well versed in maneuvering though the cutthroat world of Brevic politics. You gain a +1 trait bonus on Knowledge (nobility) and Sense Motive checks.

Languages

Common, Sylvan, Draconic, Aklo, Infernal, Celestial, Boggard, Giant, Dwarven, Treant

Equipment
Weapons
Masterwork Dagger

Armor
Masterwork Chain Shirt +4ac -1 Armor Check

Other Gear

Wealth

Carrying Capacity
Light: 23
Medium: 24-46
Heavy: 47-70
Current Load:

Mortimer the butler eidolon:
Init +1; Senses Perception +7, Dark Vision
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DEFENSE
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AC 13, touch 11, flat-footed 12
hp 7
Fort +3, Ref +3, Will +2
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OFFENSE
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Speed 30ft.

Melee
Clawx2 +2 1d4+3
Ranged

Combat Options
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STATISTICS
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Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11.
Base Attack Bonus +1; CMB +4; CMD 15

Race
(Ancestor)
Human Feat +1 skill
biped (limbs [amrs]. limbs [legs]).
Darkvision
+2 natural ac
2 claws (1d4)
Skilled:+8 to profesion(Butler)
Added class skills Appraise, Climb, Handle Animal, Profession (Butler)

Feats
Skill Focus(Butler), Skill Focus(Perception)

Trained/Important Skills
Appraise 1 rank
Climb 1 rank
Handle Animal 1 rank
Perception 1 rank
Profession(Butler) 1 rank
Sense Motive 1 rank

Carrying Capacity
Light: 76
Medium: 77-153
Heavy: 154-230
Current Load: