Devis

Fissa Fuihlah's page

223 posts. Organized Play character for Kludde.


Full Name

Fissa Fuihlah

Race

Human Bard 4

Stats:
HP 32/32 | AC: 16 /T: 12 /FF: 14 | F: +3 / R: +7 /W: +5 | CMD 14 | Speed 30 | Init. +2, Prc +6

Classes/Levels

Skills:
ACR+8|APP+2|BLF+4(Sing:8)|CLM-1|CFT+2|DIP+11|DSG+4|ESC+2|FLY+2|ITM+4|KNW(AR C)+8|KNW(ENG)+8|KNW(HIS)+10|KNW(LOC)+11|KNO(*)+4|LNG+6|PRC+6|PFM(SING)+11|R ID+2|SSM+0(Sing:11)|SLH+6|SPL+6|STH+9|SRV+0|SWM-1|UMD+8

Gender

Male

Size

M

Age

25

Alignment

CG

Languages

Common, Elven, Dwarfish, Infernal

Strength 9
Dexterity 14
Constitution 12
Intelligence 15
Wisdom 10
Charisma 17

About Fissa Fuihlah

Some sunny evening, he appeared outside the door
The moon was still an hour away
And there he stood, not uttering a single word
As if it was his rightful place

I talked to him, from him - no word
Should I tell him to get bent?
I had no clue who he could be
or who would have him sent
Then I saw his musical instrument

His name is an enigma and his origins unknown
But he's known for spreading joy among the locals
He'd drink like a dwarf, but seldomly [redacted]
They refer to him as "the man with golden vocals"

Character sheet:

Fissa Fuihlah
Male Human (Taldan)
Bard 4
CG Medium Humanoid (Human)
Init: +2, Senses: Perception: +6
Languages: Common, Dwarven, Elven, Infernal
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DEFENSE
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AC 16, Touch 12, Flat-footed 14, CMD 14
HP 32 (4HD)
Fort: +3, Ref: +7, Will: +5
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OFFENSE
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Speed: 30 ft. (6 Squares)
Melee Rapier +2 (1d6-1/18-20)
Ranged Acid (flask) +5 (1d6)
Ranged Alchemist's Fire (flask) +5 (1d6)
Ranged Tanglefoot Bag +5 (/none/x0)
Ranged Crossbow (light) +5 (1d8/19-20)
Face: 5 ft. Reach: 5 ft.
Base Atk: +3, CMB: +2

Known Bard Spells (CL 4 th):
0th - Daze (DC 14), Detect Magic, Ghost Sound (DC 14), Prestidigitation (DC 14), Read Magic, Unwitting Ally (DC 14),
1st - Charm Person (DC 15), Chord Of Shards (DC 15), Grease (DC 15), Saving Finale (DC 15),
2nd - Allegro, Heroism (DC 16),
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STATISTICS
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Abilities: Str 9, Dex 14, Con 12, Int 15, Wis 10, Cha 18
Feats: Fey Foundling, Harmonic Spell, Spellsong
Skills: Acrobatics +8, Appraise +2, Bluff +4, Bluff (Perform (Sing)) +11, Climb -1, Craft (Untrained) +2, Diplomacy +11, Disguise +4, Escape Artist +2, Fly +2, Intimidate +4, Knowledge (Arcana) +8, Knowledge (Engineering) +8, Knowledge (History) +10, Knowledge (Local) +11, Knowledge (Planes) +8, Knowledge (Religion) +8, Knowledge (Untrained) +4, Linguistics(Infernal) +6, Perception +6, Perform (Sing) +11, Perform (Untrained) +4, Ride +2, Sense Motive (Perform (Sing)) +11, Sleight of Hand +6, Spellcraft +6, Stealth +9, Swim -1,
Possessions: Rapier()(), Mithral Shirt(30 hp/inch, hardness 15)(), Outfit (Entertainer's)()(), <b>Cloak of Resistance +1</b>()(), Bolts (Crossbow/10)()(), <b>Bag of Holding (Type I)</b>()(), Acid (Flask)(Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.)(), Alchemist's Fire (Flask)(Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.)(), <b>Potion of Cure Light Wounds</b>(Cures 1d8+1 points of damage)(), <b>Potion of Invisibility</b>(Grants invisibility for 3 minutes or until you attack)(), Tanglefoot Bag(An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move)(), <b>CS Wand of Summon Monster I/9ch</b>((Wand (Summon Monster I//1st)))(), Crossbow (Light)()(), <b>PP Wand of Cure Light Wounds</b>((Wand (Cure Light Wounds//1st)))(),
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SPECIAL ABILITIES
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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 +2 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 14 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.
Birthmark You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life. You gain a +2 trait bonus on all saving throws against charm and compulsion effects as a result.
Bonus Feat Humans select one extra feat at 1st level.
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.
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.
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 2 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 16) 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 Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. 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 (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.
Loyalty (Grand Lodge Faction) You resist attempts to dissuade you from the Decemvirate's will. You gain a +1 trait bonus on saves against enchantment spells and spell-like abilities.
Versatile Performance (Sing) (Ex) You can use your bonus in the Perform (Sing) skill in place of your bonus in the Bluff or Sense Motive skills. When substituting in this way, you use your total Perform (Sing) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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.
Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

Created using PCGen 6.02.00 on Jun 11, 2014

PFS:

(Pending application of second chronicle)
Fame: 2
Prestige: 0
XP: 1

Hits from the mists:

1. Song from M*A*S*H (Suicide is Painless) - Johnny Mandel
2. Start the show - Fissa Fuihlah
3. Demon and droppings - Fissa Fuihlah
4. Hotel California - The Eagles
5. Be Aggressive - Faith no More
6. Hotel California (reprise)
7. You can’t always get what you want - The Rolling Stones
8. I Bleed/Caribou - The Pixies
9. Dermitder - Farin Urlaub
10. Was Ik Maar Doof - De Raggende Manne
11. Gimme The Heat - dEUS
12. Nineteen - Paul Hardcastle
13. Scentless Apprentice - Nirvana
14. Monkey - George Michael
15. Blitzkrieg Bop - The Ramones
16. Welcome to the jungle - Guns 'n' Roses
17. This monkey's gone to heaven - The Pixies
18. King of the bongo - Mano Negra
19. Turn! Turn! Turn! - The Byrds

Voices in the void:

1. Boots - Fissa Fuihlah
2. Supper's Ready - Genesis
3. Open the door - Magnapop
4. White Rabbit - Jefferson Airplane

Traitorous Tunes:

1. How I lost the Asmodeus look-alike contest (based on Farin Urlaub)
2. Basement
3. Beer (based on Die Aerzte)
4. Down in the Hole (Rolling Stones)
5. Fissa Fuihlah is here!
6. The show must go on (Queen)
7. The right side (based on Sportfreunde Stiller)
Yes, I seem to be hitting a lot of german tunes this time around.

History Management:

PP/FM Gold
1.1 Oct 12, 2013 Zahmahkibo #5: Mists of Mwangi (OGL/PFRPG) (RPG) 108716 -2 Fissa Fuihlah Grand Lodge 2 514 664
1.2 Nov 16, 2013 Vincent Roine #5–04: The Stolen Heir (RPG) 108716 -2 Fissa Fuihlah Grand Lodge 2 509 1173
2.0 Dec 10, 2013 Blumkoli Master of the Fallen Fortress (RPG) 108716-2 Fissa Fuihlah Grand Lodge 2 479 1652
2.1 Dec 18, 2013 Blumkoli Intro 1: First Steps—Part I: In Service to Lore (RPG) 108716-2 Fissa Fuihlah Grand Lodge 2 417 2069
2.2 Mar 14, 2014 Zahmahkibo #35: Voice in the Void (RPG) 108716 -2 Fissa Fuihlah Grand Lodge 2 506 2575
3.0 Apr 8, 2014 Kludde #4–19: The Night March of Kalkamedes (RPG) 108716-2 Fissa Fuihlah Grand Lodge 2 513 3088
3.1 May 21, 2014 Kludde #4–15: The Cyphermage Dilemma (RPG) 108716-2 Fissa Fuihlah Grand Lodge 2 1236 4324
3.2 Jun 4, 2014 Kludde #2-21: The Dalsine Affair (RPG) 108716-2 Fissa Fuihlah Grand Lodge 2 1877 6201
4.0 Jul 6, 2014 Kludde #5–21: The Merchant's Wake (RPG) 108716-2 Fissa Fuihlah Grand Lodge 2 1863 8064
4.1 Jul 13, 2014 Cyril Corbaz #5–09: The Traitor’s Lodge (RPG) 108716 -2 Fissa Fuihlah Grand Lodge 2 1293 9357
4.2 Aug 8, 2014 Cyril Corbaz #5–22: Scars of the Third Crusade (RPG) 108716 -2 Fissa Fuihlah Grand Lodge 2 1860 13752
5.0 Jul 30, 2014 Kludde #5–07: Port Godless (RPG) 108716-2 Fissa Fuihlah Grand Lodge 2 2535 11892
5.1 Oct 9, 2014 Kludde #6–03: The Technic Siege (RPG) 108716-2 Fissa Fuihlah Grand Lodge 2 2550 16302
5.2 Dec 15, 2014 Kludde #5–13: Weapon in the Rift (RPG) 108716-2 Fissa Fuihlah Grand Lodge 2 2538 18840
6.0 Jan 29, 2015 Kludde #5–23: Cairn of Shadows (RPG) 108716-2 Fissa Fuihlah Grand Lodge 2 2529 21369

Ah, yea, Ketlarr... Kestler, you say? What kind of name is that? Anyway, the Fizz has entered the room, and is ready for your questions. Ask at your own peril..

1. Why are you a Pathfinder?

What would the Society be without me? I single-handedly managed to save the Blakros museum from the dark hordes that were about to consume it - not once, but twice. That's what i call an encore!

2. Do you have a name and surname that is not ripped straight out of existing Earth mythology or popular culture?

That happens to me all the time! You'd be surprised how crazy these fans get when they catch a glimpse of the Fizz. Posters, leaflet, chronicles, tomes - no paper is safe when the Fizz' likeliness is in it.

3. Which nation did you grow up in? How did this nation influence you?

T-to-the-r, born and raised. Ever heard of the Kitharodian? Well, the Kitharodian has sure heard of me.

4. What do you look like? What are your wearing? How does this vary when you’re stalking through forests, sewers, deserts or in glittering cities?

Hey, the city ain't glittering if the Fizz isn't fizzling. I try to do a little extra for the crowd, so in Egorian you see me sport the tiefling look, and when I went to Katapesh, I had this elaborate drape thing. The crowds love it.

5. What do you love? (Treasure and experience doesn’t count)

Have you ever stood in front of a crowd yelling your name? No? You wouldn't know what I'm talking about, then.

6. What do you hate? (Unclear and irritating darkness level rules don’t count)

Crowds that don't dance.

7. Which other Pathfinders (PCs) do you rely on for teamwork, survival and butt-kicking? Do you have a bro? a mentor? a father figure? maybe a rival?

As I always like to say: there is no 'I' in 'underground necromancer ambush'. I've met my share of pathfinders for whom I have the deepest respect. A tough-as-nails guy called 'Tetchy', a strong-willed woman called Penelope.

I was playing at a wedding lately, a boring affair. I spent most of my time at the bar, talking to some Chelish feller. Tankid The Smear he called himself. Seemed like a pretty okay bloke to me.

8. How does your race influence your views? Are you a stereotype of a certain race? How are you different from most humans/elves/gnomes/orcs/tengu?

Hey, I'm Taldan, and I'm proud of it. The big C, born and raised.

9. What are you afraid of? Do you have any phobias or worries?

Hey, we agreed we wouldn't talk about this topic!

10. What is your most treasured possession?

You're making my life hard, I have to choose between my looks and my voice... this interview is over!