Jirelle

Fiarra's page

5 posts. Organized Play character for Tiger Claw.


Full Name

Fiarra

Race

Human (Varisian)

Classes/Levels

Buccaneer Bard [L2] AC 18, T 14, FF 14 | F +1/R+7/W+5 | HP 15/15 | CMB +1, CMD 116 | Init +4 | Perception +9 | Condition: None | Performance 8/8

Gender

Female

Size

Medium

Age

26

Alignment

CG

Deity

Besmara

Location

Westcrown

Languages

Common (Taldane), Varisian

Strength 10
Dexterity 18
Constitution 12
Intelligence 13
Wisdom 14
Charisma 14

About Fiarra

Appearance:

Fiarra is a hardened beaty with dark flowing hair and a piercing gaze. The leather of her wide-brimmed hat armor have been well worn by time on the waves. Her hands are calloused and despite her small frame seems ready for work. She accents her dark leathers and brown skin with colorful shirts, scarves and belts.
Her voice is light and rich with the bouncy rhythm of Varisia, which belies the coarse language of a sailor. She’s quick to lead a song for drinking or for working, but will happily play her flute as accompaniment.

Backstory:

The Sunken Harpy is a little quieter these days without Fiarra.
After a few weeks ashore, Fiarra is done with her reveling, and looks forward to stirring up a bit of trouble.

Statistics:

25 Points
Str [10][+0]
Dex [18][+2][+2 Race]
Con [12][+1]
Int [13][+1]
Wis [14][+2]
Cha [14][+2]

OFFENSE:

Base Atk +1;
RA +5 [+1BAB+4Dex]
MA +1 [+1BAB+0Str]
Finesse MA +5 [+1BAB+4Dex]
CMB +2 [+5]; CMD 14
Melee Weapons
Rapier +5 [DMG1d6] 18-20/x2
Combat Expertise
Rapier +4 [DMG1d6] 18-20/x2 +1 AC for 1 round
Ranged Weapons
Shortbow +5 (1d6/x3) (60ft RI)

DEFENSE:

AC 17, touch 14, flat-footed 13
(10, +2 Armor +4Dex, +1shield)
HP 15/15 1x(1d8+con1)
Fort [+01][+0Class+1Con]
Ref [+07][+3Class+4Dex]
Will [+05][+3Class+2Wis]

Skills:

Skill Ranks per Level: 1x[6 + 1Int +1Skilled +1FC] = [9][2bg]
[< Class Skills] [* -0Armor Check Penalty]
+9 Acrobatics*(+2rank +4dex +3class)<
+6 Appraise (+2rank +1Int +3class)<
+7 Bluff (Versatile Perform (sing))
+5 Climb*(+2rank +0str +3class)<
+7 Intimidate(+2cha +2rank +3class)<
+6 Knowledge (Geography) (+2rank +1Int +3class)
+6 Linguistics (+1rank +1Int +3class)<
+9 Perception (+2rank +2wis +3class +2trait)<
+7 Perform (sing) (+2rank +2cha +3class)
+7 Perform (wind) (+2rank +2cha +3class)
+7 Profession (sailor) (+2rank +2wis +3class)<
+7 Sense Motive (Versatile Perform (sing))
+8 Stealth (1rank +4dex, +3class*)
+5 Swim (+0str +2rank +3class*)<
Languages Known
Common (Taldane), Varisian, Polyglot

Traits:

1:Conspiricy Hunter
Benefits: You’ve long heard rumors of dark deeds afoot in Westcrown. Shipments of valuable cargo that go missing with nary a trace or question asked. People who disappear as though they never existed. Lords of business and nobles who speak in veiled references and accidental slips of masters even they must obey. What lords rule the Westcrown underworld? Do the tales of far-reaching criminal organizations hold a hint of truth? Could the fabled Council of Thieves, said to have been purged from the city ages ago, have somehow survived or reformed? And what hold do they hold over the city today? You don’t know, but you’re determined to find out! Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception[b/], Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you.
2:[b]Seeker

Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Race Information:

Human
Ability Score Racial Traits
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Type
Human are Humanoids with the human subtype.
Base Speed
Humans have a base speed of 30 feet.
Languages
Humans begin play speaking Common. Humans 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.
Feat and Skill Racial Traits
Bonus Feat
Humans select one extra feat at 1st level.
Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Information:

Bard [Buccaneer] L1
BAB+1
Saves F+0/R+3/W+3
Alignment: Any
Hit Die: d8
Starting Wealth: 230
Class Skills
Skill Ranks per Level: 6 + Int modifier.
The Bard’s class skills are Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, and Use Magic Device
Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, 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 using 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.
Spells
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells.
Cantrips (Sp)
Bard’s 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.
Hilt Bash
A buccaneer develops the ability to fight with the hilts and flats of his weapons, aiming to leave his victims alive. He can use a weapon that normally deals lethal damage to deal nonlethal damage with no penalty on his attack roll.
This ability replaces bardic knowledge.
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.
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. 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.

Performances:

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.

Spellcasting:

0 Level Spells [At will]
1:Dancing Lights
2:Detect Magic
3:Know Direction
4:Mage Hand
5:Read Magic
1st Level Spells [3 known] [2+1/day]
1:Comprehend Languages
2:Grappling Scarf
3:Liberating Command

Feats:

Race
HB:Combat Expertise
Benefit:You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Levels
1:Weapon Finesse (Type)
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Equipment:

Starting cash [230gp]
Clothing
Sailor’s Outfit 1gp 5lb
Weapons [7lb]:
-:Rapier 20gp 2lb
-:Shortbow 30gp 2lb
-:[Arrow 20/20 Quiver, Belt] = 1gp 3lb
Armor [20lb]:
Leather 15gp 15lb
Buckler (MW) 155gp 5lb
Wood-carved Flute 5gp 1lb
Pouch 1gp .5lb [.5lb]
-:Small Money bag
-=Carrying Capacity=- 10STR
Light 0-33 lb. Medium 34–66 lbs Heavy 67–100 lbs
-=Current Load Carried=- 32lb [light]
-=Money=-
1 gp, 9sp 5cp

Rolls:

[dice=Initiative]1d20+4[/dice]
[dice=Perception]1d20+5[/dice]
[dice=Rapier Attack]1d20+5; 1d6[/dice]
[dice=Rapier Expertise]1d20+4; 1d6[/dice] +1 AC for 1 round
[dice=Ranged Attack]1d20+5; 1d6[/dice] (80ft RI)
[dice=Performance]1d20+7[/dice]
[dice=Stealth]1d20+8[/dice]

Story:

“Sing to yourself,” her mother squarely shaking her. “Look at the stars and don’t stop singing until I come out.”

That was probably her first memory. Every few days her mother would bring a new man to their tiny shack along the water. Fiarra would sit on the wharf across from their doorway and sing. The first time she felt so cold and alone. But like everything else, it got easier over time.

Life with her mother in Riddleport was hard to look back on. But to young Fiarra, staring at the stars every night was more than just an escape. It was what she was meant to do. Growing older meant burying those dreams, at least for most people. But Riddleport couldn’t keep her down.

Determined that she would one day be a famous singer, Fiarra spent her days singing in the squares and her evenings wenching. When she had scraped over 50 pieces of gold, she paid off a merchant ship to take her to Kintargo. The Silver City would let her shine like she never could in her rancid hometown.

But she would never make it to Kintargo.

A week into their journey, their tiny vessel was set upon by pirates. Captain Ollen of The Sunken Harpy had a particular taste for the Varisian silks the merchants were planning to sell in Vyre. The hired swords of the merchants were no match for the ruthless pirates. Fiarra was dragged out from hiding and dumped on to the deck. Surrounded by dead sailors and staring down the blade up a cutlass, Fiarra looked up to the stars and sang away her troubles for the last time.

Perhaps it was appreciation for her voice. Perhaps it was simple pity. She would never get a straight answer from Captain Ollen.

Life aboard The Sunken Harpy was a series of hard lessons for Fiarra. She first spent time with the cook, before working for the quartermaster. She was too weak to be much use on the deck, until the crew lost their lookout. Four years she crewed with Captain Ollen; two as a slave, and another two as the ship’s bosun.

After four years, seven months, and 18 days, Fiarra finally left the crew of the The Sunken Harpy. So eager the be back on the shores of Avistan, she disembarked at the first port she could: Westcrown.