Seoni

Delia Everheart's page

531 posts. Alias of Faelyn.


Full Name

Delia Everheart

Race

Half-elf

Classes/Levels

4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Gender

Female

Size

Medium

Age

23

Special Abilities

Bardic Knowledge, Bardic Performance, Cantrips, Well-Versed

Alignment

Chaotic Good

Deity

Desna

Location

Azlant

Languages

Common, Elven, Varisian, Azlanti

Occupation

Wandering Scholar

Homepage URL

Delia's Character Sheet

Strength 10
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 18

About Delia Everheart

Delia Everheart
Female Half-Elf Bard (Sound Striker) 3 / Oracle 1
Chaotic Good Humanoid
Init +4; Senses Low-Light Vision; Perception +9
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 Cha, +5 Armor)
hp 27 (4d8+4)
Fort +2, Ref +7, Will +5
Defensive Abilities Countersong, Well-Versed, Sidestep Secret
--------------------
Offense
--------------------
Speed Walk/Swim 25 ft.
Melee
Starknife +6 (1d4+4/x3)
Masterwork Machete +5 (1d6/19-20/x2)
Dagger +4 (1d4/19-20/x2)
Hanbo +4 (1d6/x2)
Ranged
Starknife +7 (1d4+5/x3) – 20 ft.
Dagger +5 (1d4+1/19-20/x2) – 10 ft.
Special Attacks Desna's Shooting Star, Wordstrike (1d4+3)
Bard Spells Known (CL 4):
Concentration Check: 1d20+8 (+4 CL, +4 Cha)
SR Check: 1d20+4 (+4 CL)
Cantrips (At Will) – Detect Magic, Ghost Sound, Lullaby, Prestidigitation, Read Magic, Sift
1st (3+1/day) – Charm Person, Chord of Shards, Cure Light Wounds, Ear-piercing Scream

Oracle Spells Known (CL 2):
Orisons (At Will) - Create Water, Enhanced Diplomacy, Grasp, Scrivener's Chant
1st (3+1/day) - Cure Light Wounds, Shield of Faith
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 16
Feats Weapon Finesse, Point-Blank Shot

Skills:

Acrobatics +7 (2 Rank, +2 Dex, +3 CS)
Appraise +2 (0 Rank, +2 Int)
Bluff +4 (0 Rank, +4 Cha)
Climb +4 (1 Rank, +0 Str, +3 CS)
Diplomacy +11 (4 Rank, +4 Cha, +3 CS)
Disguise +4 (0 Rank, +4 Cha)
Escape Artist +6 (1 Rank, +2 Dex, +3 CS)
Intimidate +4 (0 Rank, +4 Cha)
Knowledge (Arcana) +8 (2 Rank, +2 Int, +3 CS, +1 BK)
Knowledge (Dungeoneering) +3 (0 Rank, +2 Int, +1 BK)
Knowledge (Engineering) +3 (0 Rank, +2 Int, +1 BK)
Knowledge (Geography) +7 (1 Rank, +2 Int, +3 CS, +1 BK)
Knowledge (History) +11 (4 Rank, +2 Int, +3 CS, +1 Trait, +1 BK)
Knowledge (Local) +7 (1 Rank, +2 Int, +3 CS, +1 BK)
Knowledge (Nature) +8 (2 Rank, +2 Int, +3 CS, +1 BK)
Knowledge (Nobility) +3 (0 Rank, +2 Int, +1 BK)
Knowledge (Planes) +7 (1 Rank, +2 Int, +3 CS, +1 BK)
Knowledge (Religion) +8 (2 Rank, +2 Int, +3 CS, +1 BK)
Linguistics +6 (1 Rank, +2 Int, +3 CS)
Perception +9 (4 Rank, +0 Wis, +3 CS, +2 Racial)
Perform (Sing) +11 (4 Rank, +4 Cha, +3 CS)
Sense Motive +4 (1 Rank, +0 Wis, +3 CS)
Sleight of Hand +6 (1 Rank, +2 Dex, +3 CS)
Stealth +6 (1 Rank, +2 Dex, +3 CS)
Spellcraft +6 (1 Rank, +2 Int, +3 CS)
Survival +8/+9/+12 (4 Rank, +0 Wis, +3 CS, +1 Trait)/(+1 Get Along in Wild)/(+4 Avoid Getting Lost)
Swim +0 (0 Rank, +0 Str)
Use Magic Device +8 (1 Rank, +4 Cha, +3 CS)

Languages Common, Elven, Varisian, Azlanti
SQ Bardic Knowledge, Bardic Performance, Cantrips, Well-Versed
Gear Starknife, Masterwork Machete, Spring-Loaded Wrist Sheath (Dagger), Mithral Shirt +1, Traveler’s Clothing, Backpack (Bedroll, Silk Rope (50 ft), Mess Kit, Grooming Kit, Canteen, Journal, Inkpen w/ Ink), Belt Pouch (Flint & Steel), Bandolier (Sunrod)

0pp 89gp 3sp 1cp
--------------------
Traits
--------------------
Expert Explorer: Adventurous scholars raised you, or perhaps you were born during an expedition and haven’t known any other life. You get fidgety and impatient when you become too familiar with a certain place. You are used to having excitement and the quest for knowledge guides your path in life, and you picked up a number of skills along the way that relate to this lifestyle. During your interview with the Bountiful Venture Company, they were impressed with the diverse locations you’ve visited in your life and selected you because of your skills in maneuvering uncharted territory. Benefit: Choose one Knowledge skill when you gain this trait. You gain a +1 trait bonus to check with that Knowledge skill and Survival checks, and either that Knowledge skill or Survival is a class skill for you. In addition, you treat the machete as a simple weapon.

Elven Reflexes: One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes. Benefit: You gain a +2 trait bonus on initiative checks.

Starchild: Desna sensed your love of travel and promised you would always be able to find your way home. Benefit: You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.

Drawback
Overprotective: In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. Penalty: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
--------------------
Special Abilities
--------------------
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

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.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

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% chance 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.

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. 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 noninstantaneous 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.

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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill 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 this ability from working. For every three levels the 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 all 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 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.

Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature. This performance replaces inspire competence.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.

Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target 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 target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

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.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

*2nd Level Versatile Performance swapped for Divine Fighting Technique (Desna's Shooting Star)

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.

Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

Lore Mystery:

Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must a single curse. All curses can be found here.

Curse (Deep One):
The lure of the ocean tugs at your soul. You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet. At 5th level, your natural armor bonus increases by 1 as your skin thickens. At 10th level, you gain a +1 bonus to your caster level when casting spells underwater and when casting spells with the water descriptor. At 15th level, you gain the benefits of freedom of movement while underwater.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Revelation List:

Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

--------------------
Half-Elf Racial Traits:
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Base Speed :Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency (Starknife) with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Senses Racial Traits
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Other Racial Traits:
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Multidisciplined : Born to two races, half-elves have a knack for combining different magical traditions. If a half-elf with this racial trait has spellcasting abilities from at least two different classes, the effects of spells she casts from all her classes are calculated as though her caster level were 1 level higher, to a maximum of her character level. This racial trait replaces multitalented.


--------------------
Background:
With her slender frame, vibrant green eyes, white hair, and beautiful face Delia Everheart does not at all seem the adventurous type. One might expect to see her wielding courtly intrigue in Taldor, or perhaps rubbing elbows with celebrities in Absalom. Instead she wields a machete with such skill and sings empowering songs while she does. You see, she grew up exploring the wilderness in search of ancient lore along with her mother (specifically that of ancient Azlant origins). It was on the open road that she learned a love of Desna and freedom to always explore!
Her family was small; her father an elf that she never knew and her mother was of Varisian blood, but there was a family claim of Azlanti heritage that they could in no way prove. Perhaps that is why her mother was so obsessed with such research. It may be she sought some way to trace their family to that amazing ancient civilization. Sadly Delia will never know the answer to that and other questions about her mother's obsession as she perished in a tunnel collapse while doing that which she loved more than anything else... seeking out ancient knowledge and travel. Delia and her mother were examining some ancient ruin when the tunnel entrance began to crumble around them. Without having time for anything else, Delia's mother pushed her daughter through the portal of the collapsing archway just before unknowable tonnage of limestone crushed her petite frame.
Since that day, Delia has made it her mission to carry on her mother's life's work and to seek out anything and everything Azlanti. She began to perfect the dead language and in doing so, she has begun to awaken some strange power within... a power over the very ancient words themselves...

Description:

To The Most Esteemed Partners of the Bountiful Venture Company,:

I have received word that you are planning a venture to establish a colony near the ruins of ancient Azlant by the name of Talmandor’s Bounty. My name is Delia Everheart, I am a Starchild of Desna, a daughter of the Open Road, and a scholar of ancient Azlant, among a myriad of other topics. I have spent my entire life exploring the wide world of Golarion and seeking out esoteric or ancient lore, specifically that of Azlanti origin. I fluently speak and read Azlanti, Elven, and Varisian. I am currently studying other ancient languages as well that would hopefully assist in our exploration.
Beyond being versed in knowledge and lore, I have a keen sense of direction and Desna has never allowed me to become lost. I have survived the jungles of Mwangi, the deserts of Osirion, and the haunted forests of the Darkmoon Vale. I can help locate hidden ruins and make sure your people return home safely. I can even lift the spirits of the people of the colony with the power of my voice. I am very skilled in the art of diplomacy in the event we are required to negotiate with any locals or ensure a trade agreement.
I would be an amazing asset to your colony in more ways than I can put to word. Select me for your expedition and you will not be disappointed. I look forward to accepting your invitation and will be awaiting your word at the inn of the Prancing Wolf here in Almas.
Sincerely,
Delia Everheart