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About Inerri of Clan DahuolInerri of Clan Dahuol Fealin, Bard 3rd level
Hit Points: 24 (1d8) Armor Class: 18 = 10 +3 dex +4 armor + 1 shield
Fortitude: +1 = +1 class +0 con
Damage Reduction: none
----------------------- Combat -----------------------
BAB: +2 = +2 bard
Melee
Ranged
Other Abilities Spell Slots 0-level Unlimited, 1st level 4 Bardic Performance 11 rounds ----------------------- Ability Score -----------------------
----------------------- Skills -----------------------
Skills Total Rank CS Ability ACP Misc Appraise +0 = +0 rank +2 ability
----------------------- Feats -----------------------
• Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level. ----------------------- Traits -----------------------
----------------------- Racial Abilities -----------------------
----------------------- Class Abilities ----------------------- • Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, short bow, 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. • Spells: 0-Level (DC 13) (6): Detect Magic, Light, Mage Hand, Mending, Prestidigitation, Read magic
• 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: ( 11 rounds = 4 +3 cha +4 level) ~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. ~ Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). 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. • Versatile Performance (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. ----------------------- Equipment -----------------------
mithral chain shirt (1100g) 10 lbs
mithral longsword (free-2310g) 2 lbs
wodden holy symbol (1g) ---
backpack (2g) 2 lbs
explorer's Outfit -- -- wand of cure light wounds (50 charges) (637.5g)
Coins 307 gp Current load: light (39)
----------------------- Description ----------------------- Race: Fealin
----------------------- Background ----------------------- Inerri grew up in loving but strict home. Both parents, Ronaal and Jhellon, are instructors at a local university. Her eldest brother, Jhando, was a promising officer in the FCC military until he was injured in combat. Jhando lost the the use of his legs but has made the most of it and become an Electronic Engineer. Inerri's twin sister, Anarri, is wild child, shirking any sense of duty to her family and clan. She has been in minor troubles with the authorities since childhood. Anarri has little if any contact with the family. Jhalice, the youngest is an aspiring artist, working mostly in painting. Inerri’s grandfather saw the arcane spark in the twins and took both on to train. Anarri unfortunately did not have the patience for the bardic craft and found sorcery more to her likely and wild nature. Inerri took her time to learn what her grandfather had to teach her. She was destined to be a great bard, but her brother’s accident changed that. While most family members to choose to serve a short term in the military it was not Inerri’s first choice. After talking to many of her family and clanmates she chose to serve. As part of her service, the military allowed for formal schooling. Inerri took advantage of this option. Learning all that she could across several disciplines along with some formal dance training. She excelled in most of her pursuits and her instructors saw a promising young officer. Completing her schooling she was soon a young officer in the FCC military. Inerri’s many talents and knowledge served her well through her tour of service and made up for her only acceptable weapons skill. With her two years of service at its end, Inerri was approached by Defense officials. She had been watched during her tour and many liked what they saw. She was asked to join a special task force to help keep the Free Clans Confederacy safe. It took her sometime but she decided to take up the offer. While still a young Faelin, she has become part of a secretive organization with sweeping powers and some immunities of local laws and traditions that helped keep the Confederacy safe. ----------------------- Other ----------------------- Scent:
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen. A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. |