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About Esmeralda KlimoHP: 9 (1d8+1) XP: Defense:
15 AC
14 CMD +1 Fort (+0 class, +1 con)
Offense:
BaB +0
CMB +2
Traits & Feats:
-Traits-
Charming - 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. Favored Son/Daughter - You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen of Sandpoint from below as an ally; depending on the person you pick, you’ll get different benefits. -Feats-
Skills:
Skill Points: 10 (6 -Bard, 2-int, 1 race)
+ 6 Appraise (Int), + 8 Diplomacy (Cha) + 8 Intimidate (Cha) + 10 Knowledge (Arcane) (Int) + 7 Knowledge (Planes) (Int) + 8 Knowledge (Local) (Int) + 4 Perception (Wis) + 8 Perform(Sing) (Cha) + 6 Spellcraft (Int) + 8 Use Magic Device (Cha). Class Abilities:
Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to 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 such performances are language dependent. A deaf bard has a 20% change 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 non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire 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.
Spells:
0 Spells -Light -Mending -Prestidigitation -Detect Magic 1st Spells
History & Personality:
→ Personality┊ The last few years, Esméralda has put a massive amount of effort into leveling out her driven, intense, occasionally unpredictable and brash nature. Still, the fiery lady is known as something of an oddity. Mostly, this is because Esméralda does not lie well, and her life often requires that she say the most appropriate thing, rather than the truest. Does that dress look nice? Why yes, if by nice you mean heavy enough to drown a warhorse. The fact that often her opinion is asked, but not actually wanted, is something that throws her off time and time again. She tries to be simple, soft-spoken, polite, but such ladylike traits do not come so naturally to a young woman who spent most of her life wandering in the wild with a spear in one hand and a gutted animal in the other. Her upbringing, while occasionally a bit of hindrance where manners are concerned, did lend her surprisingly excellent skills for life among the entertainers. She is direct, she adapts to new situations rapidly, is quick to pick up various tasks and savvy enough to know to keep her mouth shut when she hears gossip. She easily shines her brightest when the expectations of the job are lifted, and she is able to stop worrying over what words she ought to speak, or what lie she ought to force, or if a fake smile would be appropriate to cover up her look of indifference. She is known to join a few traveling bards or old wizards in the yard to scrimmage or to teach them how to use a spear in return for a lesson in magic or arcane knowledge. She plays card games and drinks with the kitchen staff after dark, sings to flute music for the children to dance to in the stables, and sneaks wine into the servants quarters for those a little less daring than she. She is a good friend, being fiercely protective and loyal once she feels admiration for someone. When she speaks freely, Esméralda is clever and sharp witted. When the situation calls for it she can spit venomous words, and even hold her own in a tussle of two, but for the most part she is kindly amusing, with plenty of sly insults she only says out of admiration. Her wild, wayward nature drives her to seek out what fun and adventure can be dug up around Sandpoint. → History┊
By twelve, she was set to marry a fine young man named Caion, the two of them had grown up flinging dirt clods back and fourth and beating each other with the blunt ends of spears, this had lead to some hilarious mix of adoration, love, and contempt. He was her elder and although she had grown viewing him as another older brother; he wanted her as as a beautiful bride. Despite her young age, her parents saw it as a privilege for her to marry Caion. It was a crisp, summery day when she waited atop a rocky outcropping for her brother to return from his hunt, a wedding required large celebration, among the Varisian, and her sibling has promised to be back by midday with some impressive catch. She was met, however, by a band of bandits. Esméralda had fled immediately away from the traveling village; she darted through the sparse woods with impressive speed and agility, but not so quick as to outpace a horse. She grimly realized that only one of the men had followed her, while she sprinted in the opposite direction of her village. She'd stopped then, and flung her spear through the horses chest. The creature screamed, as did a woman in the distance, and Esméralda leaped towards the man as he tumbled from the beast. Knife in hand, she managed to get the first swipe at her target, slicing the man across the face before an arrow from his companion bit into her shoulder and she fell. Memories of that day stop there. She awoke in the room of a clinic, laying down in a soft bed, with an elderly wash lady washing her wound. Overtime, Esméralda came to terms with the events, the chances of her families death, the certainty that she'd lost them. She took solace in stories from her childhood, life was what you made of it, and she'd been given, however forcibly, a second one. Some would have expected the Varisian girl to hate the bandits or the people of Sandpoint for rescuing her, but she knew her life had been spared for some reason or another, adaption was part of life, so adapt she did. Over the years she became a favorite of the people of Sandpoint. They each had some hand in raising the girl and she gifted them with hard work and a beautiful voice. She stopped her wandering between the houses of Sandpoint when she met
Money and Equipment:
Armor : Studded leather (+3 AC, +5 Max Dex, -0 ACP, 30' Max Speed, 20 lbs)
Weapon #1 : +2 Longspear (1d8+3)20/x3
Other Equipment :
Money : 168gp
Contact:
Ameiko Kaijitsu (local noble and owner of the Rusty Dragon Inn)
Ameiko is one of Sandpoint’s most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you’re guaranteed a place to eat and sleep for free. She’s got lots of great contacts with merchants as well, and she’ll sell any of your loot for you. Benefit You gain an additional 10% over the amount of gp you normally would get from selling off treasure. |