Race |
| HP:32/32 | AC: 18 (11 Tch, 17 Fl) | CMB: +3, CMD: 13 | F: +5, R: +5, W: +3 | Init: +1 | Perc: +3, SM: +1 | |
Classes/Levels |
| Speed 30ft/40ft | Active conditions: None. | Ragesong (14/14); Spells - 1st (5/5); 2nd (3/3) Notebook |
Gender |
Female NG Ifrit Skald 5 |
About Fiordelise
Fiordelise Incarna
Female NG Ifrit Skald
STR 14
DEX 12
CON 12
INT 13
WIS 8
CHA 19
ATT: +5 Melee / +4 Ranged (+4BAB)
AC: 18 / 11 Touch / 17 FF / -1Ragesong (+5Scale, +2Shield +1Dex)
HP: 32 [Fast Healing 2 from Ragesong, Fast Healing 2 when take fire damage - max 10 per day (10/10)]
Init: +1 (+1Dex)
Fort: +5 (+4base +1Con)
Ref: +2 (+1base +1Dex)
Will: +3/+5 (+4base -1Wis(+2Ragesong))
+2 saves vs Fire
Speed: 30ft (+10 when charge/run/withdraw)
Longsword +1 (+6 attack, 1d8+3dmg, 19/x2)
NB: +1 to hit/dmg Ragesong; +1 fire dmg (Scorching weapons)
Spirit Totem (+6 attack, 1d4+4 dmg)
Skills +4+1Int+1FC
Acrobatics: +5(1rank +3class +1Dex)
Appraise: +5 (1rank +3class +1Int)
Bluff: +12 (+12Perform:Sing)
Craft: Instruments: +5 (1rank +3class +1Int)
Diplomacy: +11 (4rank +3class +4Cha)
Intimidate: +10 (3rank +3class +4Cha)
Knowledge: History +9 (3rank +3class +1Int +2BK)
Knowledge: Nobility +9 (3rank +3class +1Int +2BK)
Linguistics: +5 (1rank +3class +1Int)
Perception: +6 (4rank +3class -1Wis)
Perform: Sing +12 (5rank +3class +4Cha)
Perform: Wind +9 (2rank +3class +4Cha)
Ride: +5 (1rank +3class +1Dex)
Sense Motive: +12 (+12Perform:Sing)
Spellcraft: +5 (1rank +3class +1Int)
Languages: Ifrit, Common, Sylph, High Ifrit.
Class
Proficiency: Simple & Martial weapons; Light & Medium Armour; Shields (excl. Tower)
Bardic Knowledge: + ½ skald level to Knowledge checks & may make all untrained
Versatile Performance (Sing): Use Perform (Sing) bonus instead of Bluff and Sense Motive
Well Versed: +4 bonus on saves vs Bardic Performance, sonic or language dependent effects.
Uncanny Dodge: Cannot be caught flat-footed, don't lose dex to AC unless immobilised or feinted.
Spell Kenning: 1/day can cast any spell on the Bard, Cleric or Sorcerer/Wizard spell list as if it were on my spell list, expending a spell slot of the same level to do so.
Raging Song: (13 rounds): For 3+Cha mod rounds +2 per level after 1st.
Standard action to begin, free action to maintain
Affects allies who can hear the skald
Allies can choose to accept the song or not at the start of each of their turns. Unconscious allies automatically accept the song
Inspired Rage: +2 morale bonus to Str & Con & +2 morale bonus to Will saves. -1 AC. Allies (other than self) cannot use Cha/Dex/Int skills (excl. Acrobatics, Fly, Intimidate & Ride) Classes with Rage abilities can use their own bonuses (only) instead if preferred.
Song of Marching Can allow allies within 60feet to hustle for 1 hour for 1 round raging song. This counts as walking for purposes of accruing nonlethal damage and fatigue. Song must be performed for the hour, though only uses 1 round of raging song.
RagePowers (EX)
When activating Raging Song may add any (some/all) of the following rage powers to allies affected by Inspired Rage:
Spirit Totem, Lesser: Affected allies (& the Skald) are surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against an adjacent living foe. The slam is made using my full base attack bonus + charisma modifier. The slam deals 1d4 negative energy damage plus Charisma modifier (+6; 1d4+4dmg)
Feats
Scribe Scroll: Scribes Scrolls.
Skald's Vigor: While maintaining Raging song gain Fast Healing equal to strength bonus provided (2).
Scorching Weapons: +2 Save vs fire attacks and spells with fire or light descriptor. As swift action can make up to two hand-held metallic weapons red hot for 1 round, dealing 1 additional fire damage on a successful hit.
Racial
+2 Dex; +2 Cha; -2Wis
Fire Resistance 5
Burning Hands 1/day (Sp): CL=level; DC=11+Cha
Fire in the Blood: Gain Fast Healing 2 for 1 round when take Fire damage (even if ignored due to resistance). Maximum 2hp per level per day.
Sprinter: +10ft speed when using Charge, Run or Withdraw actions.
Darkvision: 60ft
Traits
Grim Optimism: As a standard action, you can joke about a troublesome situation to lighten the load of dealing with it for yourself and others. You and all allies within 30 feet who can hear you gain a +2 morale bonus on saving throws against fear and pain effects for 1d4 rounds. A character cannot benefit from this effect more than once in 24 hours.
Vengeful: Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.
Spellcasting
Slots: 5x1st 3x2nd
Cantrips
Dancing Lights
Mage Hand
Mending
Message
Prestidigitation
Spark
1st level
Cure Light Wounds
Feather Fall
Remove Fear
Silent Image
2nd level
Cure Moderate Wounds
Mirror Image
Suggestion
Gear 200pp; 16gp
Longsword +1
Dagger
Longbow (from the Watch) + Arrows
Scale Mail (+5AC;+3MaxDex; -4Chk, 20ft speed)
Heavy Steel Shield (+2AC; -2chk
Kit, Skald's (backpack, a bedroll, a belt pouch, Flute, a flint and steel, an iron pot, a mess kit, a mirror, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.)
Tools, Artisan's (instruments)
Signet Ring
Travellers Outfit
Background
Fiordelise hails from minor nobility, a house far fallen from what it once was. According to the records, their misfortunes began when the lord fell for a Sylph, generations ago. The curse of the Sylph seems to have hit their family line hard. With many sons lost to war, debts incurred and the family is one small hop from destitution.
The cycle has been beset by self-fulfilling prophecy in Fiordelise’s opinion, a succession of weak leaders who believe their bloodline cursed and make poor decisions has led to the family, the problems are traceable, gambling debts, investments in projects with poor planning. A nihilistic streak in the family leading to them taking too many risks with their lives.
Fiordelise seeks to change her family’s fortune but for all her hope and passion she still bears some of her family flaws, she does not deal well with failure - her temper rising quickly when things start to go wrong.
10-minute background questions:
5-things
Fiordelise likes to talk, some may call her manipulative, she likes to think she’s inspiring
Fiordelise is driven by emotion, she tries to stay rational and disciplined, but is easily overcome by fury, empathy and distraction
She is determined to prove herself to her peers, prove that the Incarna name isn’t just for mockery, or as a warning for others to not mix with your lessers overmuch.
Her family sets her on edge, while she is loyal, dutiful and struggles to return them to honour, she can’t actually stand to be around them for too long.
She is brave to the point of foolishness, she will always volunteer for the most dangerous missions, be on or near the front lines and
Goals
Restore her family’s wealth and honour - try as she might, she’s not sure how to accomplish this… her current order of business is to prove her own competence and honour, receive accolades for her skill and bravery… some more steps here .. profit!
Make true friends / possibly romance - Fiordelise can talk to others easily, but struggles to let anyone past her barriers, her childhood friends Elfie and Isabelle are about the only people she’s let through her barriers and even those she keeps at some distance.
Secrets
She is fascinated by Sylph’s, she has a great interest in their culture, history and the way their language sounds. She also finds them attractive, which she finds embarrassing, as spending any time around them
Her family has actually been systematically worked against by another family, the Tareasca, while some of her family’s problems are self-fulfilling, many of the unfortunate coincidences are part of a larger plan.
3 People
Fierenzo - Fiordelise’s brother, he is a wastrel and a layabout, but he does have more contacts among the nobility than she does, if she can wake him up long enough to listen he could be a valuable ally
Elfrida “Elfie” - Fiordelise’s best friend, a Sylph who shares her passion for music, and now runs a music shop not too far from the Incarna town-house. They grew up together and at one point would do anything for each other. Elfie and Fi. Of late Fi has grown a little uncomfortable around Elfie, as she actually thinks she’s become attracted to her.
Isabelle Tareasca - Isabelle is Fiordelise’s only other friend, or so she thinks, the Tareasca has a secret feud with the Incarna and Isabelle is posing as a friend to both monitor how things are and most likely to betray her at the worst possible moment. Outwardly friendly, charitable and warm, Isabelle is cunning and able.
Memories
Fiordelise remembers, as a girl around 9, she’d never really had any friends, but this Sylph girl living down the road, showing off her flute to all and who were interested. They spent hours talking about this carpenter’s daughter, and the trials of her creating her own flute to play.
Fiordelise remembers her brother staggering home, clothes torn and face bloodied, he’d been out all night gambling, lost everything he had on him and more. He didn’t even seem to think it was his fault, blaming it on the damned Sylph-curse.
Fiordelise remembers the first time she lost her temper, she doesn’t remember how old she was, but she was just a girl, some boy of her age made some comments on her out of date clothes and her families loss of wealth. She can remember in detail the feel of his nose crunching under her fist, and the almost gentle feeling of his blood igniting in the air around it. She remembers standing over him, exulting in the harm she caused. Remembering this brings an odd mix of shame and pride to Fi.
Appearance
Fiordelise has red-orange skin, like many of her kind. She has inherited the stark blue eyes of her family, they attribute this to the Sylph in their heritage, but blue eyes aren’t unknown among Ifrit.
She is somewhat willowy, by nature, though training and and energy have built up her figure somewhat.