Ramona Avandth

Daenestra Folsamir's page

538 posts. Alias of The Rising Phoenix.


Full Name

Daenestra "Dani" Folsamir

Race

Human

Classes/Levels

Bard 17 | HP: 212/212 |AC 37 | F: +25, R: +25, W: +29| Perception +27 | Init: +29| Speed: 25' | Focus: 3| Hero: 3

Gender

Portrait

Size

5'8"

Age

20

Alignment

NG

Deity

Cayden

Location

Absalom

Languages

Common, Dwarven, Elven

Occupation

Detective

Strength 10
Dexterity 19
Constitution 18
Intelligence 12
Wisdom 18
Charisma 21

About Daenestra Folsamir

[dice=Telekinetic Projectile, IC]1d20+26+1[/dice] [dice=Damage B]8d6+5+1[/dice]

[dice=Lingering Comp DC36]1d20+33[/dice] 3 rounds of IC.

Inspiration: IC+ID are active!:

IC: You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.

ID: You inspire your allies to protect themselves more effectively. You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as resistance equal to half the spell's level to physical damage.

Inspire Heroics:
You call upon your muse to greatly increase the benefits you provide to your allies with your inspire courage or inspire defense composition. If your next action is to cast inspire courage or inspire defense, attempt a Performance check. The DC is usually a very hard DC of a level equal to that of the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect of your inspire courage or inspire defense composition depends on the result of your check.

Critical Success: The status bonus from your inspire courage or inspire defense increases to +3.
Success: The status bonus from inspire courage or inspire defense increases to +2.
Failure: Your inspire courage or inspire defense provides only its normal bonus of +1, but you don't spend the Focus Point for casting this spell.

Daenestra Folsamir
Female human bard 17 (Advanced Player's Guide, Core Rulebook 386, 386, Lost Omens Gods & Magic, Secrets of Magic)
NG, Medium, Human, Humanoid
Heritage versatile heritage
Background undercover lotus guard
Perception +27
Languages Common, Dwarven, Elven
Skills Acrobatics +22, Art Lore +20, Athletics +18, Deception +29, Diplomacy +28, Intimidation +26, Medicine +25, Nature +23, Occultism +20, Performance +31 (+33 when making a performance of type Flute., +32 when Perform with this Instrument., +32 when acting, orating, performing comedy, or singing.), Religion +23, Society +22, Stealth +22, Thievery +22, Underworld Lore +20
Str 10 (+0), Dex 19 (+4), Con 18 (+4), Int 12 (+1), Wis 18 (+4), Cha 21 (+5)
Items +1 studded leather armor, crossbow, dagger, dagger, rapier, backpack, belt pouch, bracers of missile deflection, chalks (10), crying angel pendant, flint and steel, handheld musical instrument, lesser maestro’s instrument, persona mask, soap, thieves' tools, ventriloquist's ring, waterskin, purse (1,194 gp, 7 sp, 2 cp)
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AC 37; Fort +25; Ref +25; Will +29 (Critical failures are failures instead. On failure vs. damaging effect, take half damage., Successes are crit successes instead.); +1 circumstance bonus vs. auditory, vs. illusion, linguistics, sonic, or visual effects
HP 212
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Speed 25 feet
Melee [1] dagger +25 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P
Melee [1] dagger +25 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P
Melee [1] rapier +25 (disarm, deadly d8, finesse), Damage 1d6+2 P
Ranged [1] crossbow +25 (range increment 120 feet, reload 1), Damage 1d8+2 P
Ranged [1] dagger +25 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P
Ranged [1] dagger +25 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+2 P
Divine Cleric Spells DC 33, attack +23; 3rd neutralize poison 2nd see invisibility 1st heal Cantrips (9th) disrupt undead, summon instrument[APG]
Occult Bard Spells DC 38, attack +28; 9th (2 slots) voracious gestalt[SoM], wail of the banshee 8th (3 slots) disappearance, uncontrollable dance, unrelenting observation 7th (3 slots) force cage[APG], mask of terror, true target 6th (3 slots) collective transposition, scintillating safeguard[APG], spirit blast 5th (3 slots) cloak of colors, prying eye, synaptic pulse 4th (3 slots) confusion, dimension door, suggestion 3rd (3 slots) haste, heroism, paralyze 2nd (3 slots) restoration, sound burst, telekinetic maneuver 1st (3 slots) color spray, liberating command[LOGM], ray of enfeeblement, soothe Cantrips (9th) dancing lights, daze, guidance, mage hand, telekinetic projectile
Focus Spells 3 Focus Points, DC 38; 9th Counter Performance, Inspire Courage, Inspire Defense, Inspire Heroics, Lingering Composition, Soothing Ballad
Greater Resolve Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success. When you roll a critical failure on a Will save, you get a failure instead. When you roll a failure on a Will save against a damaging effect, you take half damage.
Resolve You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Ancestry Feats General Training, Heroic Presence[APG], Multitalented, Natural Ambition, Natural Skill
Class Feats Effortless Concentration, Harmonize, Inspire Defense, Inspire Heroics, Lingering Composition, Quickened Casting, Soothing Ballad, Well-versed[APG]
General Feats Expeditious Search, Incredible Initiative
Skill Feats Battle Medicine, Charming Liar, Courtly Graces, Discreet Inquiry[APG], Distracting Flattery[APG], Doublespeak[APG], Fabricated Connections[APG], Legendary Performer, Pickpocket, Quick Disguise, Skill Training, Slippery Secrets, Virtuosic Performer
Other Abilities bard weapon expertise, component substitution, composition spells, expert spellcaster, maestro, master spellcaster, muse, occult spellcasting, signature spells, signature spells, weapon specialization
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Description:
Tall and in her mid-twenties with slightly longer than shoulder length, dark hair that is pulled back loosely into a ponytail. The color of her hair seems to change between dark brown and crimson depending on the angle that you view it. Due to her height, she is often mistaken for half-elf, but she is in fact one hundred percent human. Amber eyes bring color towards and otherwise pale-skinned body that is only accepted by dark red coloring on her lips. The only other notable feature is a recent wound that has scarred that runs across the right side of her face, down from above her eyebrow over her eye and under her eye all the way back to her ear.

A golden key hangs from a golden chain that drapes down her chest, past her breasts and hangs near her upper torso. A small X tattoo is below her right eye in the shape of a green four-leafed clover and a smirk is ever-present on her lips.

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