Shoanti Tribeswoman

Elindriel Firesong's page

881 posts. Organized Play character for Pedwiddle.


Full Name

Elindriel Firesong

Race

Half-Elf

Classes/Levels

Bard (Arcane Duelist) 10 [ HP 73/73 | AC 25/14/23 | Fort +5, Ref +10, Will +7 (+2 vs. ench) | Init +4 (+4 from Banner of the Ancient Kings) | Perception +14 ]

Gender

Female

Size

M

Age

24

Special Abilities

Arcane Bond, Arcane Strike, Bardic Performance, Spells

Alignment

NG

Deity

Shelyn

Location

Absalom

Languages

Abyssal, Aklo, Azlanti, Common, Draconic, Elven, Giant, Goblin, Ignan, Infernal, Orc, Sylvan, Thassilonian, Undercommon

Occupation

Bard

Strength 18
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 8
Charisma 18

About Elindriel Firesong

PFS #: 70085-1

Crunch:

EXPERIENCE
XP: 28
Prestige/Fame: 19/49

COMBAT
HP: 73 (1 - 8+1+1, 2 - 5+1+1, 3 - 5+1+1, 4 - 5+1+1, 5 - 5+1+1, 6 - 5+1+1, 7 - 5+1+1, 8 - 5+1+1, 9 - 5+1+1, 10 - 5+1+1)
Init: +8 (2 (Dex) + 2 (Trait) + 4 (Banner of the Ancient Kings))
AC: 25 (Touch: 14, Flat-footed: 23) (+2 Dex, +8 Armor, +2 Deflection, +3 Shield)
Fort: +5, Ref: +10, Will: +7 (+2 vs. enchantments, immune to sleep)
BAB: +7/+2
CMB: +11 (7 (BAB) + 4 (Str))
CMD: 23 (10 + 7 (BAB) + 4 (Str) + 2 (Dex))

ATTACKS
Melee (Power Attack for -2 to hit/+4 damage (+6 damage for 2H))
Sap (+11/+6 to Hit, 1d6+4 Damage (B, nonlethal), x2 crit.)
+1 Keen Adamantine Falcata (+13/+8 to Hit, 1d8+5 Damage (S), 17-20/x3 crit.)

Ranged
Shortbow, Composite (+3 Str), Masterwork (+10/+4 to Hit, 70' Range, 1d6+3 Damage (P), x3 crit.)

Racial and Class Features:

RACIAL FEATURES
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 with one weapon as a bonus feat at 1st level.
Arcane Training: Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class).
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

CLASS FEATURES
Arcane Bond (Falcata, Ex): At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one addition spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components.
Arcane Armor (Ex): At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane spell failure.
Bardic Performance (24 rounds/day): 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.
Weapons and Armor: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Feats, Traits, Skills, and Boons:

FEATS
Arcane Strike (+3): As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Disruptive: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
Exotic Weapon Proficiency (Falcata): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Flagbearer: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag).
Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Medium Armor Proficiency: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Spellbreaker: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Taldan Duelist: When fighting with the falcata and buckler, your shield bonus to AC increases by +1 and you gain a +2 bonus on Acrobatics checks.
Weapon Focus (Falcata): You gain a +1 bonus on all attack rolls you make using the selected weapon.

TRAITS
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. You gain a +2 trait bonus on Initiative checks.
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

SKILLS - Current ACP: -1 (0 for Climb/Jump)
Acrobatics*: 15* (10 + 3 (Class Skill) + 2 (Dex)) (ACP) (* - +2 when fighting with falcata and buckler)
Appraise*: 2 (0 + 2 (Int))
Bluff*: 7 (0 + 4 (Cha) + 3 (Competence - Circlet of Persuasion))
Climb*: 4 (0 + 4 (Str)) (ACP)
Craft*: 2 (0 + 2 (Int))
Diplomacy*: 20 (10 + 3 (Class Skill) + 4 (Cha) + 3 (Competence - Circlet of Persuasion))
Disguise*: 7 (0 + 4 (Cha) + 3 (Competence - Circlet of Persuasion))
Escape Artist*: 2 (0 + 2 (Dex)) (ACP)
Fly: 2 (0 + 2 (Dex)) (ACP)
Heal*: -1 (0 + -1 (Wis))
Intimidate*: 20 (10 + 3 (Class Skill) + 4 (Cha) + 3 (Competence - Circlet of Persuasion)) (+2 vs. Pathfinders)
Linguistics*: 15 (10 + 3 (Class Skill) + 2 (Int))
Perception*: 14 (10 + 3 (Class Skill) + -1 (Wis) + 2 (Racial))
Perform (Dance)*: 14 (4 + 3 (Class Skill) + 4 (Cha) + 3 (Competence - Circlet of Persuasion))
Perform (Song)*: 16 (6 + 3 (Class Skill) + 4 (Cha) + 3 (Competence - Circlet of Persuasion))
Ride*: 2 (0 + 2 (Dex)) (ACP)
Sense Motive*: -1 (0 + -1 (Wis))
Sleight of Hand*: 2 (0 + 2 (Dex))
Spellcraft*: 15 (10 + 3 (Class Skill) + 2 (Int))
Stealth*: 15 (10 + 3 (Class Skill) + 2 (Dex)) (ACP)
Swim: 4 (0 + 4 (Str)) (ACP)

BOONS
Averaka-Trained: By cooperating with the half-orcs of Averaka, you have forged a close partnership and opened up new avenues for training. So long as you possess this boon, all of your Pathfinder Society Roleplaying Guild characters have access to the Averaka Arbiter archetype on page 15 of Pathfinder Player Companion: Bastards of Golarion as if it appeared on the Additional Resources page. If one of your characters is a half-orc bard, you may check the box that precedes this boon in order to retrain any of that character's bard class archetypes and replace them with the Averaka Arbiter archetype at no cost.
Blaispear Hero: By solving the recent abductions in Karcau without stepping on anyone's toes, you have upset the unfair Ustalav notion that Pathfinders are merely troublemakers. Blaispear Plaza and its famous statues of heroes stretch before the Cloisoi Theater, and several of its granite pedestals remain vacant; however, the people of Karcau have agreed to create a statue in your image to display here. If your Fame score is lower than twice your XP total when you gain this boon, your Fame score increases by 1. If your Fame score is instead lower than your XP total, your Fame score increases by 2.
Champion of Time: You survived the Society's ill-advised jaunt through time and survived. You gain one of the following boons depending on your role in the victory. Each references traits that appear on pages 327-330 of Pathfinder RPG Advanced Player's Guide. Record the number of the character who earns this trait below, and include a copy of this Chronicle sheet with that character.
- Councilor of Time: Your kindness and compassion granted Lady Arodeth a moment's peace before she sacrificed herself to save the Pathfinders, and your compassion attracts members of the Harbingers of Fate with intellect and care for others to join the Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: caretaker, charming, or ease of faith.
Echoing Paradox: A trace of the magic of the Sanctum of Lost Ages clings to you, and against all odds and reason, a future or past version of you can appear to provide assistance in a time of need. Before you roll an attack roll, a skill check, or a saving throw, a copy of you appears to either flank with you or to grant you a +2 bonus as per the aid another action. If you have an ability that grants a higher bonus on aid another actions, you gain this as a bonus instead; the copy also shares all of your teamwork feats. After the attack, skill check, or save is resolved, the copy fades away, and you are shaken until the end of your next turn by the unsettling paradox of being two places at once. When you use this boon, cross it off the Chronicle sheet.
Efreeti's Wish: You secured a wish from an efreeti and managed to prevent her from twisting the wish against you. Choose one of the following benefits and cross the others off your Chronicle sheet.
- Wish for Glory: You regain 2 spent Prestige Points, but any points that exceed your Fame must be spent immediately or it is lost.
- Wish for Power: You may cross this boon off your Chronicle sheet to gain a +6 inherent bonus to one ability score for 5 minutes.
- Wish for Wealth: You earn an extra 350gp (Subtier 5-6) or 700gp (Subtier 8-9) for completing this scenario.
Eyes of the Kirin (Sovereign Court Faction): You have demonstrated the righteousness determination of the Sovereign Court to the Way of the Kirin, a covert organization active in Tian Xia that is dedicated to justice. As a free action, you can cross this boon off your Chronicle sheet in order to channel the infallibility of the kirin for 5 rounds, during which time you gain electricity resistance 10, spell resistance 20 against spells cast by evil creatures, and a +5 sacred bonus on any one Diplomacy check you attempt before the effect ends. Alternatively, you can cross this boon off to earn Lady Morilla's accolades, restoring 2 Prestige Points you had already expended.
Friend of Kasadei: Kasadei is impressed by your restraint in dealing with the Aspis Consortium. She spreads the word that Pathfinders are upstanding individuals, and she spends some time teaching you about the city of Magnimar. You receive a +2 bonus on all Knowledge (local), Knowledge (history), and Knowledge (nobility) checks pertaining to Magnimar. You also receive a +2 bonus on all Charisma-based skill checks when interacting with good-aligned NPCs in Magnimar.
Hero of the Day: Organizations throughout Magnimar are grateful for your efforts in thwarting the Aspis Consortium's fire attack. Magnimar's Golemworks offers you training in fighting constructs. You gain a +2 bonus to Knowledge (arcana) checks to identify constructs. Once per scenario, you may ignore a construct's hardness and DR for one attack. You must declare that you are using this ability before you roll the attack roll.
Kayle's Blessing (3 uses remaining): You gain a +1 luck bonus on any saving throw against a dragon's breath weapon. This bonus can be applied after a roll is made but before the results are determined. You may only use this ability once per saving throw. This ability may be used three times.
Master Smith's Service: The slag giant Valsog is a master craftsman, and he offers to repair a broken item free of charge. You can cross this boon off your Chronicle sheet at the end of an adventure to repair once item as though you had cast make whole (CL 10th). Alternatively, if you also own the sword Gamin the Misforged, you may cross this boon off your Chronicle sheet and spend 5 Prestige Points to permanently remove the broken condition from that weapon. If you instead spend 25 Prestige Points, you can also increase Gamin the Misforged's weapon enhancement bonus to +2. Neither of these improvements modify the sword's market price or resale value.
Outstanding Bounty: You have an outstanding bounty document issued by the City of Brass on the Plane of Fire, and you have also secured proof that you have fulfilled the bounty's conditions. While adventuring in the City of Brass, you can turn in the bounty document in order to restore 4 previously spent Prestige Points. Alternatively, you can give the bounty document to a native of the Plane of Fire with an Intelligence score of at least 8 in order to gain a +10 bonus on any Diplomacy checks made to influence it. You must cross the boon off your Chronicle sheet in order to use either of this boon's benefits.
Oread's Favor: You have earned the recognition of a large group oread geniekin. This boon may be used in conjunction with other boons to grant one or more of your characters access to oread-related options.
Recovered Treasures: When you departed the Bronze House, you carried with you one of its most valuable treasures. You may purchase the item below that your party decided to keep. You may also pay 2 Prestige Points per item to unlock access to the other two items in this boon. You must make the decision to unlock these items when you receive this Chronicle Sheet.
-
Redoubt's Repairs: Your discoveries in the Red Redoubt of Karamoss have expanded the Pathfinder Society's understanding of the advanced technology of Numeria, and you can use these findings and tools to extend the lifespan of a broken piece of equipment. You can forgo your Day Job check and cross this boon off your Chronicle sheet in order to restore 1d4+1 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+5 charges to the item. Any charges that exceed the item's maximum capacity are lost.
Sacred Scorpion Tattoo: You have earned the trust and respect of Anahita and Ardashir. The girtablilu siblings offer to tattoo a scorpion on your arm, shoulder, or neck using cactus flower ink and a scorpion's stinger. If you choose not to be tattooed, cross this boon off your Chronicle sheet. Whenever the tattoo is visible, you gain scorpion empathy (as wild empathy using your character level as your effective druid level, save that it works only on scorpions) and a +2 bonus on Diplomacy checks to influence girtablilus. However, you suffer a permanent -2 penalty on Fortitude saves against girtablilu and scorpion venom.
Sky Key Component (Numeria): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Toggrim, whose descendants now live in Chesed.
[ ] Starmetal Stockpile: During your adventure in Numeria, you found a large amount of rare skymetals (Pathfinder Campaign Setting: Technology Guide 56-57). You can check the box that precedes this boon in order to purchase a single weapon or suit of armor made of horacalcum, noqual, or siccatite at its listed cost. You can only purchase one such item using this boon, even if you later sell the weapon or armor.
The Court Grows (Countess Sasandra Livgrace; Sovereign Court Faction): Thanks to your efforts, the countess of Sinaria has begun working with Lady Gloriana Morilla and the Sovereign Court. Establishing the faction's presence in northern Ustalav requires many weeks of work, during which time you are able to study in Karcau's libraries and learn more of its musical traditions. Choose either Knowledge (nobility) or one Perform skill. That skill becomes a class skill for you. If it is already a class skill, once per adventure when you roll an unmodified result of 5 or lower on that skill's check, you can re-roll the die and must use the second result.
Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion's history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.
Unidentified Unguent: You laid claim to one of the few intact flasks of mysterious alchemical origin in the laboratory. As a move action that does not provoke attacks of opportunity, you may apply or consume the substance to gain a random, short-lived mutation for 1d4+3 rounds. All mutations are supernatural abilities. Roll a d6 to determine the effects of the mutagen. On a result of 1 or 2, you rage as per the rage spell, but are sickened for 1 round after the effect ends. On a result of 3 or 4, your natural reach extends by 5 feet, but you take 1d2 Dexterity damage when the effect ends. On a result of 5 or 6, you gain the ability to, as a standard action, breathe a single 15-foot line of acid dealing 4d6 points of acid damage (Reflex DC 15 for half damage) but dealing 1d6 points of acid damage to you when the effect ends. When you use this mutagen, cross the boon off the Chronicle sheet.
Wealth of the Ages: In return for her freedom, Melabdara promised you a valuable magical item or other monetary boon. You earn an additional 375 gp for completing this scenario.
Well Informed (Shadow Lodge): Grandmaster Torch departed hastily, leaving his agents leaderless, but you still know some of the secrets he learned about the Pathfinder Society’s leadership. Others also know this; you gain a +2 bonus on Intimidate checks against Pathfinders.

Spells:

0-level (unlimited/day):
Detect Magic: Detects spells and magic items within 60 ft. (60' cone)
Light: Object shines like a torch (Touch, 1 object, 10 minutes/level)
Lullaby: Makes subject drowsy (Medium range, 10' radius burst, concentration + 1 round/level)
Mage Hand: 5-pound telekinesis. (Close range)
Message: Whisper conversation at distance. (Medium range, 1 target/level, 10 minutes/level)
Prestidigitation: Performs minor tricks. (10' range, 1 hour)

1st-level (6/day):
Feather Fall: Objects or creatures fall slowly (Close range, 1 creature/level, immediate)
Heightened Awareness: Your recall and ability to process information improve. (Personal, 10 minutes/level)
Liberating Command: Allow an Escape Artist check with +2/level competence bonus (Close range, 1 creature, immediate)
Saving Finale: End bardic performance to allow one target to reroll a saving throw. (Close range, 1 creature, immediate)
Vanish: As invisibility, but shorter duration. (Touch, 1 creature, 1 round/level)

2nd-level (5/day):
Blistering Invective: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage (Personal, 30' radius, Instantaneous, DC 16 Ref save partial)
Gallant Inspiration: +2d4 bonus on failed attack roll or skill check (Close range, one creature, immediate)
Glitterdust: Blinds creatures (DC 16 Will neg.), outlines invisible creatures (-40 to Stealth) (Medium range, 10' radius, 1 round/level)
Mirror Image: Creates decoy duplicates of you. (Personal, 1d4+1/3CL images, 1 min./level)
Silence: Negates sound in 20-ft. radius. (Long range, 20' radius, 1 round/level)

3rd-level (4/day):
Arcane Concordance: Grants metamagic to arcane spells. (Personal, 10' radius centered on caster, 1 round/level)
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks. (Medium range, one creature/level, 1 minute/level)
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. (Close range, one creature/level, 1 round/level)
Purging Finale: Removes one negative effect. (Close range, one creature)
Slow: One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls. (Close range, one creature/level, DC 17 Will neg., SR: Yes, 1 round/level)

4th-level (2/day):
Dimension Door: Teleports you a short distance. (Long range, Caster+1/3CL, instantaneous)
Virtuoso Performance: Start a second bardic performance while maintaining the first. (Personal, 1 round/level)

Performance Types:

Bladethirst (+2, Su): An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item's enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities.

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.

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 Competence (+3, Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to 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.

Inspire Courage (+2, 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.

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.

Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components.

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 100 lbs.
Medium Encumbrance: 101-200 lbs.
Heavy Encumbrance: 201-300 lbs.

GEAR
Traveler's Outfit (5 lbs.)
Belt of Giant Strength +2 (1 lb.)
Circlet of Persuasion (- lbs.)
Cloak of Resistance +1 (1 lb.)
Headband of Alluring Charisma +2 (1 lb.)
Ring of Spell Knowledge, Type III (Haste) (- lbs.)
Ring of Protection +2 (- lbs.)
Mithral Agile Breastplate +2 (25 lbs.)
Buckler +1 (5 lbs.)
Banner of the Ancient Kings (5 lbs.)
Pole (8 lbs.)
Sap (2 lbs.)
+1 Adamantine Keen Falcata (Arcane Bond) (4 lbs.)
Shortbow, Composite (+3 Str), Masterwork (2 lbs.)

Backpack (2 lbs.)(Total: 8 lbs.)
- Courtier's Outfit (w/50gp jewelry)(6 lbs.)
- Flag (3 lbs.)
- Rations, Trail (2 days) (2 lbs.)
- Waterskin (1) (4 lbs.)

Belt Pouch (.5 lbs.)(Total: 2.0 lbs.)
- Scroll of disguise self (2) (- lbs.)
- Scroll of freedom of movement (- lbs.)
- Scroll of honeyed tongue (2) (- lbs.)
- Scroll of innocence (2) (- lbs.)
- Scroll of share language, communal (2) (- lbs.)
- Scroll of tongues (2) (- lbs.)
- Scroll of vocal alteration (2) (- lbs.)
- Scroll of water breathing (- lbs.)
- Wand of Cure Light Wounds (8/50 charges remaining) (- lbs.)
- Wayfinder (1 lbs.)
- Money (8461 gp 9 sp 5 cp)

Spell Component Pouch (2 lbs.)

Ammunition (Total: 6 lbs.)
- Arrows (10) (1.5 lbs.)
- Arrows, Cold Iron (20) (3 lbs.)
- Arrows, Silver-Blanched (10) (1.5 lbs.)

Appearance:

DESCRIPTION
Elindriel (or Ellie, to her friends) is a petite, attractive half-elf. Despite her size, she carries herself with confidence, and looks like she knows how to handle herself in a fight. Quick with a wry smile or a wink, she knows how to get people to do what she wants.

PHYSICAL CHARACTERISTICS
Height: 5'5"
Weight: 115 lbs.
Skin: Fair
Hair: Auburn
Eyes: Hazel

Background:

Elindriel was born to an elven mother and human father, but shortly after her birth, her mother left them both. She was raised by her father in the great city of Absalom. As she grew older, she wanted to explore her elven heritage, and so convinced her father to pay for lessons in swordplay, singing, magical theory, and whatever else took her fancy. She became adept at many of these skills, and more besides.

Over the course of all of her training, she realized that she could put all of these skills to good use and become a bard. She was a talented singer, and was able to easily learn the basics of spellcasting. However, while many bards spent long hours in libraries, researching backgrounds or stories, she couldn't think of anything more mundane. She much preferred the rush of excitement she felt while swinging her sword on the practice field.

Time passed, and finally her teachers declared that she was ready to venture out into the world, to take her talents and use them however she would. Having grown up in Absalom, she had heard many stories of the Pathfinder Society; how its members went on great adventures and returned heroes. She couldn't wait to join their ranks...

Chronicles:

2013-01-27 - Intro 1: First Steps - Part I: In Service to Lore
Awarded: 1XP, 2PP (Shadow Lodge), 417GP

2013-03-25 - Intro 2: First Steps - Part II: To Delve the Dungeon Deep
Awarded: 1XP, 2PP (Shadow Lodge), 419GP

2013-05-23 - Intro 3: First Steps - Part III: A Vision of Betrayal
Awarded: 1XP, 2PP (Shadow Lodge), 401GP, 20GP (Day Job)
- Boon: Kayle's Blessing
Spent:
- Wayfinder (1PP)
Equipment as of level 2.0: Traveler's Outfit, Masterwork Chain Shirt, Masterwork Buckler, Sap, Masterwork Katana, Composite Shortbow (+3 Str), Backpack, Courtier's Outfit (w/50gp jewelry), Trail Rations (2 days), Waterskin, Belt Pouch, Wayfinder, Spell Component Pouch, Arrows (10 regular, 20 cold iron, 10 silver-blanched)
Final Resources: 3XP, 5PP (Shadow Lodge), 3 GP

2013-07-11 - #3-09: The Quest for Perfection - Part I: The Edge of Heaven
Awarded: 1XP, 2PP (Shadow Lodge), 500GP, 20GP (Day Job)
Final Resources: 4XP, 7PP (Shadow Lodge), 523 GP

2013-08-21 - #3-11: The Quest for Perfection - Part II: On Hostile Waters
Awarded: 1XP, 2PP (Andoran), 501GP, 5GP (Day Job)
Spent:
- Cloak of Resistance +1 (1,000 GP)
Final Resources: 5XP, 9PP (Andoran), 29 GP

2013-10-03 - #3-13: The Quest for Perfection - Part III: Defenders of Nesting Swallow
Awarded: 1XP, 2PP (Andoran), 524GP, 10GP (Day Job)
- Boon: Axe Beak Companion
Final Resources: 6XP, 11PP (Andoran), 563 GP

2013-12-29 - Pathfinder Module: Thornkeep - The Forgotten Laboratory
Awarded: 3XP, 4PP (Andoran), 3711GP, 50GP (Day Job)
- Boon: Unidentified Unguent
Spent:
- Enchant Chain Shirt to +1 (1,000 GP)
- Enchant Buckler to +1 (1,000 GP)
Final Resources: 9XP, 15PP (Andoran), 2324 GP

2014-04-17 - Pathfinder Module: Thornkeep - The Enigma Vaults
Awarded: 3XP, 4PP (Andoran), 4800GP, 50GP (Day Job)
- Boon: Noqual Ore
Spent:
- Masterwork Falcata (Arcane Bond) (0 GP)
- - Enchant Arcane Bond Falcata to +1 (1,000 GP)
- Belt of Giant Strength +2 (4,000 GP)
- Retrain Exotic Weapon Proficiency (Katana) to Exotic Weapon Proficiency (Falcata) (5 PP)
Sold:
- Masterwork Katana (175 GP)
Final Resources: 12XP, 14PP (Andoran), 2349 GP

2014-06-25 - Pathfinder Module: Thornkeep - The Dark Menagerie
Awarded: 3XP, 4PP (Andoran), 8712GP, 20GP (Day Job)
- Boon: Wealth of the Ages (375GP)
Spent:
- Wand of Cure Light Wounds (2PP)
Final Resources: 15XP, 18PP (Andoran), 11081 GP

2014-10-29 - Pathfinder Module: Thornkeep - Sanctum of a Lost Age
Awarded: 3XP, 4PP (Sovereign Court), 11787GP, 50GP (Day Job)
- Boon: Echoing Paradox
Spent:
- Headband of Alluring Charisma +2 (4,000 GP)
- +1 Keen Adamantine Falcata (8,418 GP)
- - Cost: 18gp + 3000gp (Adamantine) + 1400gp (Arcane Bond) + 1000gp (+1 enhancement) + 3000gp (Keen) = 8418gp
- - Price: 18gp + 3000gp (Adamantine) + 8000gp (+2 enhancement) = 11018gp (below 11250gp PP limit))
Sold:
- Masterwork Falcata (0 GP, Arcane Bond)
Final Resources: 18XP, 22PP (Sovereign Court), 10500 GP

2014-11-17 - #6-07: Valley of Veiled Flame
Awarded: 1XP, 2PP (Sovereign Court), 4015GP, 20GP (Day Job)
- Boon: Efreeti's Wish (Wish for Glory)
- Boon: Master Smith's Service
- Boon: Oread's Favor
Final Resources: 19XP, 24PP (Sovereign Court), 14535 GP

2015-01-03 - #6-09: By Way of Bloodcove
Awarded: 1XP, 2PP (Sovereign Court), 3185GP, 20GP (Day Job)
Spent:
- Ring of Spell Knowledge, Type III (13500 GP)
- Scroll of disguise self (4 for 100 GP, used 2)
- Scroll of haste (500 GP)
- Scroll of honeyed tongue (2 for 400 GP)
- Scroll of innocence (2 for 50 GP)
- Scroll of share language, communal (2 for 400 GP)
- Scroll of vocal alteration (2 for 50 GP)
Final Resources: 20XP, 26PP (Sovereign Court), 2740 GP

2015-02-27 - #6-13: Of Kirin and Kraken
Awarded: 1XP, 2PP (Sovereign Court), 4461GP, 20GP (Day Job)
- Boon: Eyes of the Kirin
Spent:
- Scroll of freedom of movement (1000 GP)
- Scroll of water breathing (450 GP)
Final Resources: 21XP, 28PP (Sovereign Court), 5771 GP

2015-04-24 - #6-17: Fires of Karamoss
Awarded: 1XP, 2PP (Sovereign Court), 5450GP, 20GP (Day Job)
- Boon: Outstanding Bounty
- Boon: Redoubt's Repairs
Final Resources: 22XP, 30PP (Sovereign Court), 11241 GP

2015-07-06 - #6-20: Returned to Sky
Awarded: 1XP, 2PP (Sovereign Court), 4336GP, 20GP (Day Job)
- Boon: Sky Key Component (Numeria)
- Boon: Skymetal Stockpile
Final Resources: 23XP, 32PP (Sovereign Court), 15597 GP

2015-09-01 - #6-23: The Darkest Abduction
Awarded: 1XP, 2PP (Sovereign Court), 4492GP, 75GP (Day Job)
- Boon: Blaispear Hero
- Boon: The Court Grows (Countess Sasandra Livgrace; Sovereign Court Faction)
Spent:
- Circlet of Persuasion (4500 GP)
- Flag (10 GP)
Final Resources: 24XP, 35PP (Sovereign Court), 15654 GP

2015-10-17 - #7-03: The Bronze House Reprisal
Awarded: 1XP, 2PP (Sovereign Court), 5458GP, 50GP (Day Job)
- Boon: Friend of Kasadei
- Boon: Hero of the Day
- Boon: Recovered Treasures
Spent:
- Banner of the Ancient Kings (18000 GP)
- Pole (5 CP)
Final Resources: 25XP, 37PP (Sovereign Court), 3161 GP, 9 SP, 5 CP

2016-02-12 - #7-04: The Ironbound Schism
Awarded: 1XP, 2PP (Sovereign Court), 7813GP, 50GP (Day Job)
- Boon: Averaka-Trained
Spent:
Final Resources: 26XP, 39PP (Sovereign Court), 11024 GP, 9 SP, 5 CP

2016-04-09 - #7-11: Ancients' Anguish
Awarded: 1XP, 2PP (Sovereign Court), 6095GP, 75GP (Day Job)
- Boon: Sacred Scorpion Tattoo
Sold:
- +1 Chain Shirt (675 GP)
Spent:
- +2 Mithral Agile Breastplate (8400 GP)
- Ring of Protection +2 (8000 GP)
Final Resources: 27XP, 41PP (Sovereign Court), 1469 GP, 9 SP, 5 CP

2016-10-12 - #7-00: The Sky Key Solution
Awarded: 1XP, 2PP (Sovereign Court), 7667GP, 75GP (Day Job)
- Boon: Champion of Time (Councilor of Time)
- Boon: Timelost Chronicler
Spent:
- Resurrection (16PP)
- Restoration (x2, 4PP each)
Final Resources: 28XP, 19PP (Sovereign Court), 9211 GP, 9 SP, 5 CP

......
Spent:
- Scroll of tongues (x2, 750 GP)

Macros:

[dice=Attack (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack)]1d20+12+2+2-2[/dice]
[dice=Damage (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Arcane Strike)]1d8+5+2+2+4+3[/dice]

[dice=Attack (Iterative, +1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack)]1d20+7+2+2-2[/dice]
[dice=Damage (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Arcane Strike)]1d8+5+2+2+4+3[/dice]

Future Development:

Feat: Discordant Voice (Perform (Sing) - 10 ranks)