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About Fleurspells:
0 lvl, dc 13, 4: detect magic, prestidigitation, lullaby, message, mending 1 lvl, dc 14, 3/3: cure light wounds, sleep, hydraulic push, slipstream, hideous laughter, racial traits:
Ability Score Racial Traits: Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
traits:
Employee: You have worked for the Bountiful Venture Company. This connection helped you get a leg up on the competition to get involved in the establishment of Talmandor’s Bounty. The company didn’t want nepotism to show through too strongly, so you weren’t included in the first wave of colonists and instead have been selected to accompany the second wave of colonists to the island. You don’t want people to know that you’re part of the company, but your contacts in the Bountiful Venture Company didn’t necessarily tell you that you needed to keep it a secret. You begin play with an additional 150 gp of equipment and know (at least in some capacity) one of the other company employees: Lyra Heatherly, Perrell Beys, or Ramona Avandth. Due to your association with the Bountiful Venture Company, your words and ideas may carry additional weight with the other employees of the company. (Your GM can grant a +1 circumstance bonus on Diplomacy checks in regards to these people in certain situations.) In addition, you gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. Benefit: 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. Water Shaping Your tight-knit undine community helped you practice your water magic safely. Whenever you cast a spell or use a spell-like ability that has the cold or water descriptor and affects an area, you can choose one square within the area. The spell or spell-like ability does not affect that square or creatures in it. Naive Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers feats:
Extra Performance You can use your bardic performance ability more often than normal. Prerequisite: Bardic performance class feature. Benefit: You can use bardic performance for 6 additional rounds per day. Special: You can gain Extra Performance multiple times. Its effects stack. bard abilities:
Class Skills The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha). Skill Ranks Per Level: 6 + Int modifier. 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, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. 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. 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 many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance 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. List of Bardic 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): (replaced (see Watersinger below) 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. 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 and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal). ...Advanced Versatile Performances Beginning at 6th level, instead of selecting an additional skill with versatile performance, a bard or skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the bard or skald meets the option’s prerequisites. A bard or skald with an archetype that replaces versatile performance cannot select advanced versatile performance options. Expanded Versatility (Ex): The bard chooses one Perform skill that he has already selected with versatile performance. He adds one of the following skills to the list of skills that are associated with the chosen Perform skill for the purpose of the versatile performance ability: Bluff, Diplomacy, Disguise, Escape Artist, Handle Animal, Intimidate, Sense Motive, or Use Magic Device. This option can be selected multiple times, but no skill can be associated with the same Perform skill more than once. Martial Performance (Ex): The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Act (close, double), Comedy (flails, thrown), Dance (monk, spears), Keyboard Instruments (hammers, siege engines), Oratory (heavy blades, light blades), Percussion (close, hammers), Sing (close, natural), String (axes, bows), and Wind (monk, thrown). Masterpiece: The bard gains a bardic masterpiece, as if he were giving up a feat to learn it. He must meet the masterpiece’s prerequisites, and the masterpiece must list ranks in a Perform skill that the bard has chosen with versatile performance as a prerequisite. This option can be selected multiple times. 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 and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal). 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. watersinger abilities:
Bardic Performance A watersinger has some unique bardic performances, which replace some of the standard bardic performances as listed in each entry. These bardic performances follow all the general rules and restrictions of a bard's bardic performances. Watersong (Su): At 1st level, a watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control a 5-foot-cube of water. The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard's control, the water has hardness 0 and 3 hit points per inch of thickness. At level 3, the manipulated water gains hardness 1, and this increases by +1 for every 3 bard levels beyond that. At 5th, 10th, 15th, and 20th level, the volume affected increases by an additional 5-foot cube (these cubes must be adjacent to each other). The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it. This ability replaces fascinate, suggestion, and mass suggestion. Waterstrike (Su): At 3rd level, the watersinger can spend 1 round of bardic performance to command any water he is currently manipulating with his watersong performance to lash out and strike an opponent with a slam attack. The watersinger uses his base attack bonus and Charisma bonus to make this attack, and deals 1d6 points of bludgeoning damage plus his Charisma bonus. The attack can originate from any square of water the bard is manipulating, and the water can get a flanking bonus or help a combatant get one, but cannot make attacks of opportunity. The water can make multiple attacks per round if your base attack bonus allows you to do so. At 10th level, the water's slam damage increases to 1d8 points and the water gains a reach of 10 feet. At 15th level, the water's slam damage increases to 2d6 points. At 20th level, the water's slam damage increases to 2d8 points. This performance replaces inspire competence. Lifewater (Su): At 5th level, the watersinger can spend 1 round of bardic performance as a standard action to manipulate the water, blood, and other fluids within a creature's body, causing the target to become sickened for 1d4 rounds. Alternatively, he may use this ability to attempt a reposition combat maneuver, using his base attack bonus and his Charisma modifier as his CMB. This ability has a range of 30 feet, only works on creatures whose bodies contain fluid, and does not affect creatures that are immune to critical hits. This performance replaces the use of lore master gained at 5th level (though a watersinger still gains the use of lore master once per day at 11th level and twice per day at 17th). Watersinger Spells A watersinger adds certain water-themed spells to his spell list. He adds these abilities to his spell list as soon as his bard level allows him to cast spells of that spell level. 0th—create water; 1st—hydraulic push, slipstream; 2nd—aqueous orb, hydraulic torrent, water walk; 3rd—fluid form, ride the waves; 4th—control water, communal water walk; 5th—vortex; 6th—seamantle. equipment:
starting gold 330 clothing
whip:
A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon. Weapon Feature(s): finesse, reach. background and plans for the future:
Fleur’s background, introduction and plans for the future: Tanjin and Kelvie Al-Meraveia ran a prosperous shipping company based in Magnimar on the west coast of Varisia. They were successful and became comfortably wealthy, but they both longed for children. They consulted a Harrower, who told them to return to their roots to conceive their longed-for child. A little unsure of her meaning, but hopeful, they took one of their own ships bound for the Linnorm Kingdoms. As owners of the shipping line, they ordered the captain to anchor off a small uncharted island far out to sea. The Undine couple then dove into the depths to swim and couple in the sea. Two days later, they emerged and reboarded the vessel, which resumed it’s scheduled run to Kalsgard. The round trip back to Magnimar was otherwise uneventful, and Kelvie feared the effort failed to bear fruit. A month later, she began to show early signs of pregnancy however, and her disappointment turned to joy. The couple celebrated privately and waited to tell friends the news until they were completely sure. Eight months later, Kelvie bore triplets, Fhinnian, Fawn and Fleur. All three children were treated to a life of comfortable ease and all the trappings of wealth. Fhinnian, as the eldest, and the only boy perhaps got a little more attention from Tanjin than the girls, Fawn and Fleur, but Kelvie doted on all three, and mostly left the business in Tanjin’s hands after they were born. But it seemed Kelvie was the one with the true mind for business, for Tanjin, though he never said anything, just lacked the management skills to keep the company running smoothly. Tanjin became despondent and moody. By the time the children were five and beginning their formal schooling, the T&K Trading Company was near insolvency and Tanjin’s moods had created a deep rift between the couple. When Tanjin finally confessed the state of the company to Kelvie, she stepped in to try to save the company. Tanjin took over care of the children while their mother did her best to turn around their grave financial situation. Such was Kelvie’s business acumen and her remaining goodwill with creditors and customers, many of whom had lost faith in the company, that she was able to turn their disastrous business situation around and re-establish TK Trading on a much smaller scale. She had to sell several ships to pay off debts, leaving them with a diminished fleet. Needless to say, their personal wealth also took a major decline, and they sold their large manse, fired most of the servants, and moved into a small townhouse. The children knew about the troubles, but didn’t fully understand. They only knew their tutors no longer came to the house and they were sent to the local school in town, where they were teased for their somewhat odd looks. Only Fleur, the youngest, was born with few outward Undine characteristics, and she escaped most of the taunting. She was a pretty thing, with only the barest bluish tint to her skin, very little webbing between her fingers, and mostly human-looking ears. She was popular in school and thrived among the human children. Fhinnian and Fawn on the other hand, perhaps lacked the popularity that Fleur garnered, but developed other talents and both had a chance to grow a tougher attitude. Fhinnian learned to fight and gathered respect for his physicality and Fawn, though shy and retiring, was whip-smart and in time became respected for her quick thinking. Fleur, the most popular of the three, made a lot of friends. She learned to sing, tell stories, dance. She wanted to learn to play an instrument, but her parents discouraged the expensive ‘hobby’. Instead she was encouraged to continue with her singing and dancing. As she grew into her teens, she became something of a rebel, often coming home with new tattoos, which horrified her parents. Still, it was the ‘thing’ to do among Varisians, and she wanted to do what her friends were doing.
Fleur went into seclusion, as did her mother, and after the child was born, Fleur named him Killian. She agreed that he would be raised as her brother. The servants were sword to secrecy. Fhinn and Fawn were overjoyed at the birth of their nephew… er.. brother, but Fleur became depressed. It was almost like losing him. She was a dutiful ‘sister’, helping with his daily care, but she wanted more. After a year of what amounted to almost mourning, she decided she wanted to travel, see the world and study at the University of Korvosa. She took ship to Korvosa to study at the University there. Two years later, she yearned to return home, but knew that would be a bad idea, and best if she left Killian alone with her family. Fascinated with the democracy of Andoran, she traveled there. Short of funds, she took a job doing one of the few things she had true skill at, she took a job with the Bountiful Venture Company as an accounting clerk. In the evenings, she sang at several local cafes and taverns. Fleur felt life was good for her at last, but the yearning to return to her son was always there, a nagging presence in the back of her mind. When she heard about the expedition to reinforce Talmandor, the BVC’s colony on Ancorato Island, she volunteered for the mission. Here is something I can do, and do well. I’ll see new places, do new things, and be too busy to miss home. ”I can be a true asset on this voyage, if you accept me,” she said during her interview. ”I speak several languages, swim well, I’m not afraid of new challenges and I can help keep morale up! I may not be strong in a fight but I’m good at friendly relations… and I can heal people too! Please accept my application!” Plans for the future are that after a few levels as a bard, Fleur will transition to oracle, where she will continue to refine her connection to the sea. (Oracle of the waves, probably). |