Lonicera

Eloviel's page

281 posts. Alias of DFang.


Full Name

Elóviel Stratos

Race

Sylph - Bard 2 / Fighter 1

Classes/Levels

[HP: 20/20 | Spells: 1(3/3) | Bardic Performance: 9/9 | Arrows: 29/40 | AC: 17, 13T, 14F | F2 R6 W3 | Perception: +5 | Init: +5]

Gender

Female

Size

Medium

Age

25

Alignment

Neutral Good

Location

Golarion

Occupation

Singer and Musician

Homepage URL

Link

Strength 10
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 11
Charisma 16

About Eloviel

Elóviel Stratos
Female Sylph Bard 2 / Fighter 1
NG Medium Outsider (native)
Init +5 | Senses: Darkvision 60 ft., Cloud Gazer | Perception +5

For more details on this character, visit her Homepage URL
INVENTORY & LOOT SHEET

DEFENSE:

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 20 (2d8+1d10+2(favored))
Resist sonic 5

OFFENSE:

- Attacks -
Ranged longbow +6 (1d8/x3) (+1 attk/dmg if enemy is within 30ft)
Melee gladius +2 (1d6/19-20)
Melee dagger +2 (1d4/19-20)

- Special Attacks -
Countersong
Distraction
Fascinate
Inspire Courage

- Spell-like Abilities -
Feather Fall (DC 10, 1/day)

- Bard Spells -
CL 2, Concentration +5

1st (3/day)
Saving Finale
Windy Escape
Cure Light Wounds

Cantrips (at will)
Dancing Lights
Lullaby (DC 13)
Summon Instrument
Unwitting Ally (DC 13)
Message

STATISTICS:

Base Atk +2; CMB +2; CMD 15
Speed 20 ft. (Medium encumbrance by 2lb)

Feats: Cloud Gazer, Point Blank Shot, Precise Shot
Languages:

  • Auran
  • Common
  • Dwarven
  • Elven

Traits:
  • Charming
  • Outlander/Exile

SKILLS:

Format:
Total Modifier - Skill Name - Ability - Ability Mod|Ranks|Class|Other Mods

+9 Acrobatics - DEX - 3|3|3|0
+2 Appraise - INT - 2|0|0|0
+3 Bluff - CHA - 3|0|0|0
+4 Bluff (Potentially Sexually Attracted) - CHA - 3|0|0|1 (Trait)
+0 Climb - STR - 0|0|0|0
+9 Diplomacy - CHA - 3|3|3|0
+10 Diplomacy (Potentially Sexually Attracted) - CHA - 3|3|3|1(Trait)
+3 Disguise - CHA - 3|0|0|0
+7 Escape Artist - DEX - 3|1|3|0
+3 Fly - DEX - 3|0|0|0
+0 Heal - WIS - 0|0|0|0
+3 Intimidate - CHA - 3|0|0|0
+8 Knowledge (Local) - INT - 2|2|3|1(Bardic Knowledge)
+8 Knowledge (Nature) - INT - 2|2|3|1(Bardic Knowledge)
+8 Knowledge (Nobility) - INT - 2|2|3|1(Bardic Knowledge)
+3 Knowledge (Untrained) - INT - 2|0|0|1(Bardic Knowledge)
+6 Linguistics - INT - 2|1|3|0
+5 Perception - WIS - 0|2|3|0
+8 Perform (Sing) - CHA - 3|2|3|0
+3 Perform (Untrained) - CHA - 3|0|0|0
+7 Perform (Wind Instruments) - CHA - 3|1|3|0
+3 Ride - DEX - 3|0|0|0
+0 Sense Motive - WIS - 0|0|0|0
+7 Sleight of Hand - DEX - 3|1|3|0
+3 Stealth - DEX - 3|0|0|0
+0 Survival - WIS - 0|0|0|0
+0 Swim - STR - 0|0|0|0

SPECIAL ABILITIES:

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 7 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Breeze-Kissed Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your 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) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your 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. 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.

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 selected & their possible substituted skills:
Sing (Bluff, Sense Motive)

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.

Outlander / Exile You are not from Sandpoint; you've recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to Sandpoint.

For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.

Spell-Like Ability (Ex) Feather Fall 1/day.

Thunderous Resilience (Ex) Gain sonic resistance 5.

Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).


BACKGROUND:

It was early evening when young Elóviel awoke only to find herself abandoned in a rich rice field in a well-to-do province along the known edges of Galorion. With the darkness of the night fast approaching and with the feeling of being lost beginning to settle in, she felt so much fear that she couldn't utter a sound.

She slowly crouched down to hug her legs and began to cry, wondering where she is and what she should do. A weak gust of wind started suddenly and started to swirl around her forcing the stalks around her to bow and sway. The wind grew stronger slowly as she closed her eyes and curled up, unable to stop the tears from flowing. Suddenly, loud barking erupted in the distance. This got her attention. As she stood up, everything was still. Flickering light came to life from behind a wall far away, came out and slowly moved towards her highlighting the silhouette of a man holding the leash tightly as he let a large dog lead the way. Knowing that she would be unable to run away from such a massive beast, she stood there frozen with fear.

As the light from the torch shone upon her, the middle-aged man immediately felt pity as he noted that she looked lost and travel worn. Blood matted one side of her head, though she didn't seem to notice. Thankfully, she seems to understand Common and he managed to assure her he means her no harm. Commanding his great hound to stand guard a little away from her, he studied his field under the fading light only to find that one of his nearby haystacks has collapsed. Back at the farmhouse, while watching the girl ravenously consume her bowl of broth, he finds out that she has no memory of what happened nor does she know where her parents are. Without a second thought, he offers shelter to the little girl for the night.

Years have past since then but no one came looking for the girl. Unable to gather anything from her past, she eventually assumed an age of 10 and the name Elóviel from her favorite story book her now foster father had given her to spend her free time when she is not helping tend the fields. She had no foster mother as she seemed to have died of a disease a few years ago. Everyone in the village knows she is a Sylph due to the natural curling marks of blue across her shoulders and neckline. Although this did not make them fear her, it did make them a tad more curious, especially since she's the only non-human among them. This all changed, however, on her 16th birthday...

She was out buying supplies with her father when she mentioned that she was old enough to travel and find her way. Maybe even find out who she really is... This resulted into an argument in the street as he would not allow such a thing unless she was wed and could travel with her husband, according to his family's tradition. It was on that night when a ferocious storm blew across the country, wrecking most of the buildings in the village.

Murmurs and whispers of superstition blew onto flames of fear on the following day until finally at dusk, from atop a tree near their home, Elóviel saw a column of a mob with torches and spears heading towards their home. She had been hiding since morning from her father after helping with the repairs. But now she watched in horror as her father raced out with a torch and halted in front of them, begging them to stop their urgent march. A dagger suddenly flew out from the crowd and stabbed him in the eye, dropping him screaming in pain. As the mob ran towards the house, he managed to shout for Elóviel to run away before lying still in the field. The shocked Elóviel somehow understood hum and managed to drop from the tree, landing softly on the ground. Unable to aid her father and not knowing what else to do, she ran into the rice fields hoping it would help hide her from the mob as she escaped.

She arrived in another village the next evening, tired, hungry, and feeling hopeless. The storm was back, but now without the harsh winds driving the rain. She secretly took shelter in the stables of an inn near the forest hoping that her hunger would pass as she drank rain water dripping from a hole in the roof. She hears faint laughter and singing from inside the inn, but she could not bear to be seen by other humans. And so she hid, finding a coarse sheet of cloth on a shelf to keep her warm, until she fell asleep in a corner out of weariness despite the occasional thunderclap flashing high above, making the horse in the next stall snicker.

When she woke up, there was a platter of bread and grapes beside here. Suddenly alert, she jumped up and looked around just to find a woman smiling up at her from a stool. She was wearing bright colored and well-cut clothes of unfamiliar deisgn. Though the food constantly pulls her attention, her fear made her stand while she grabbed a trimmed branch nearby and placed one end between them. The other woman waves her hand, and when she spoke Elóviel suddenly felt calm settling in her chest. Dropping her stick, she dropped into a sitting position and stared at the only other person in the stables while she assured her she meant no harm. It turns out that she is a traveling bard that happened to be performing in the inn last night, and was surprised to find her in the stables after she retired and was going to tend to her horse just before bed. Unable to help herself, Elóviel found her platter empty before the bard had finished her story. Feeling safer now, Elóviel blurted out in sorrow everything that happened since the storm. Her fear of going back for her belongings and staying long enough for word to spread of her escape triggered the bard to offer her to become her travel companion, at least for the time being. Elóviel will help in her performances in exchange for food, lodging, and a small allowance under the conditions that she will be attentive in her training to be a bard assistant. It was expected to be harsh since, as a woman, she is expected to be able to defend herself as well.

With nothing else left for her to do, Elóviel warily accepted her offer. Little did she know that she would eventually come to love her life as a bard assistant while they travel across Galorion. As she matured, her beauty became more obvious and pronounced; and by the time she decided to travel by herself, she was already a well known singer even amongst the nobles of different cities.

Thanking her mentor for everything in her second chance at life with a long hug full of tears, she packed up her belongings and headed out to find out more about the world, herself, and heritage.