Rakshasa

Inerri of Clan Dahuol's page

24 posts. Alias of Songdragon.


Race

AC: 18 (15 flatfooted, 13 touch)

Classes/Levels

Fort +1, Ref +6, Will +3

Gender

HP 24 of 24

About Inerri of Clan Dahuol

Inerri of Clan Dahuol

Fealin, Bard 3rd level
Chaotic Good, Medium Humanoid (Fealin)
Initiative +5; Senses Perception +9, low-light vision
Languages: Common, Fealin, Orcish, Elven, Minotaur, Draconic

Hit Points: 24 (1d8)

Armor Class: 18 = 10 +3 dex +4 armor + 1 shield
Armor Class Touch: 12 = +10 +3 dex
Armor Class Flatfooted: 15 = +10 +4 armor +1

Fortitude: +1 = +1 class +0 con
Reflex: +6 = +3 class +3 dex
Will: +3 = +3 class +0 wis

Damage Reduction: none
Spell Resistance: none

----------------------- Combat -----------------------
Speed 30 ft (30 ft base, light load)

BAB: +2 = +2 bard
CMB: +3 = +2 BAB +1 str
CMD: 14 = 10 +0 BAB +1 str +3 dex

Melee
mithral longsword +4 (1d8 /19-20, x2, silver weapon)
dagger +3 (1d4 /19-20, x2)

Ranged
darkwood composite short bow +7 (1d6+1 /x3)
dagger +4 (1d4+1 /19-20, x2)

Other Abilities

Spell Slots 0-level Unlimited, 1st level 4

Bardic Performance 11 rounds

----------------------- Ability Score -----------------------
Strength 13 (+1) (3 pts)
Dexterity 16 (+2) (5 pts) +2 racial
Constitution 10 (+0) (0 pts)
Intelligence 14 (+2) (5 pts)
Wisdom 10 (+0) (2 pts) -2 racial
Charisma 16 (+3) (5 pts) +2 racial

----------------------- Skills -----------------------
Skill points 27 = (+6 class +2 int +1 favored class) x2 bard

Skills Total Rank CS Ability ACP Misc

Appraise +0 = +0 rank +2 ability
Bluff +9 = +3 rank +3 ability +3 cs
Climb +0 = +0 rank +0 ability
Diplomacy +9 = +9 Versatile Performance
Disguise +3 = +0 rank +3 ability
Escape Artist 3 = +0 rank +3 ability
Heal +0 = +0 rank +0 ability
Intimidate +7 = +1 rank +3 ability +3 cs
Knowledge (Arcana) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Dungeoneering) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Engineering) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Geography) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (History) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Local) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Nature) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Nobility) +7 = +1 rank +3 cs +2 ability +1 bard
Knowledge (Planes) +7 = +1 rank +3 cs +2 ability +2 bard
Knowledge (Religion) +7 = +1 rank +3 cs +2 ability +1 bard
Linguistics +7 = +2 rank +1 ability +3 cs
Perform (dance) +7 = +1 rank +3 ability +3 cs
Perform (oratory) +9 = 3 ranks +3 ability +3 cs
Perception +9 = +3 rank +1 ability +3 cs +2 racial
Ride +3 = +0 rank +3 ability
Sense Motive +9 = +9 Versatile Performance
Spellcraft +6 = +1 rank +2 ability +3 cs
Stealth +9 = +1 rank +3 ability +3 cs +2 racial
Survival +8 = +1 rank +0 ability +3 cs +2 racial +2 trait
Swim +0 = +0 rank +0 ability
Use Magical Device +7 = 1 rank +3 ability +3 cs

----------------------- Feats -----------------------
Catfolk Exemplar: Your feline traits are more defined and prominent than those of other members of your race. You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in one of the following ways. Enhanced Senses (Ex): If you have low-light vision, you gain the scent catfolk racial trait. If you have the scent racial trait, you gain low-light vision.

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 -----------------------
Reactionary: You have became adept at anticipating sudden attacks and reacting to danger quickly. Benefit: You gain a +2 trait bonus on Initiative checks.
Militia Veteran: Your first job was serving in a civilian militia in your home town. Skills learned while daily drilling and protecting your fellow townsfolk gave you special insight into military life. Benefit: You gain a +2 trait bonus on Survival checks, and it is always a class skill for you.

----------------------- Racial Abilities -----------------------
• Ability Score Racial Traits: Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
• Type: Catfolk are humanoids with the catfolk subtype.
• Size: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
• Base Speed: Catfolk have a base speed of 30 feet.
• Languages: Catfolk begin play speaking Common and Catfolk.
• Cat's Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
• Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
• Nimble Faller Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.
• Scent Some catfolk favor a keen sense of smell over sensitive sight. catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.

----------------------- 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
1st-level (DC 14) (4): Cure Light Wounds, Grease, Silent Image, Vanish

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 -----------------------
Starting gold 3000 gp

mithral chain shirt (1100g) 10 lbs
darkwood buckler (203g) 2.5 lbs

mithral longsword (free-2310g) 2 lbs
darkwood shortbow (str +1) (470g) 1 lbs
- arrows 20 (1g) 3 lbs
dagger (2g) 1 lbs

wodden holy symbol (1g) ---
spell component pouch (5g) 2 lbs
ioun torch (75g) ---

backpack (2g) 2 lbs
Pouch, belt (1g) 0.5 lbs
waterskin (1g) 4 lbs
chalk (10) (1sp) ---
flint and steel (1g) ---
silk rope (50 ft) (10g) 5lbs
rations (4 days) (0.2g) 4 lbs
oil (flask) x2 (0.2g) 2 lbs

explorer's Outfit -- --

wand of cure light wounds (50 charges) (637.5g)
scroll of Detect Secret Doors x2(40g)
scroll of Expeditious Retreat x2 (40g)
scroll of Undetectable Alignment (20g)
scroll of Sleep x2 (40g)
scroll of Abundant Ammunition x2 (40g)

Coins 307 gp

Current load: light (39)
Encumbrance
50 lbs. / 150 lbs. / 200 lbs.

----------------------- Description -----------------------

Inerri Picture 1

Inerri Picture 2

Race: Fealin
Gender: Female
Age: 21
Height: 4'8 ft
Weight: 102
Eye Color: Green
Fur Color: Orange, with black and white highlights
Personality:

----------------------- 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.