About Isla FletcherMedium Humanoid
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Spoiler:
Bardic Knowledge: Adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance: 7 rounds/day Countersong: 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 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 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: 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 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 the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components. Fascinate: 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 this ability from working. For every three levels the 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 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. Inspire Courage: Affected allies 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. --------------------
Cantrips: DC 13
Level 1: 2/day, DC 14
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Spoiler:
9/level (class 6, int 2, human 1) +1 favored, 10 Total
Armor Check Penalty -1 *Acrobatics +2 (-1 armor)
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Nobleborn (Orlovsky): +1 CMD and Diplomacy Feats
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Spoiler:
Starting Gold 130gp
Coin Purse:28gp, 4sp, 7cp Outfit, Travellers
--------------------------------------------------------------------------- --------------------------------------- Background:
As the youngest child of minor nobleman, Isla was born to life of relative luxury. That changed suddenly when a series of her father's misguided business ventures cost the family both their wealth and position. While her family maintained what most people would consider a reasonable standard of living, the Fletcher household became a depressing one. The loss of their fortune weighed heavily on everyone in the family. Everyone, that is, except Isla... Being only four years old during these events, Isla missed little from her old life, aside from the kind old woman who used to sing to her. She loved the freedom of her childhood and struggled to understand the life her family mourned.
Personality and Motivation:
Isla is driven, optimistic and personable. However, she can be rather naive to the way the world works and often gets in over her head. While Isla loves her family, she feels like they have spent the past fourteen years moping about their circumstances, without ever really trying to change them. She can't live like that anymore, so she plans to strap on some armor, pick up her bow and see what she can do about their financial situation...
Additional Family Notes:
Isla's Birthday - 30th day of Neth in the year 4695 A.R. Errol Fletcher (Father)
Relationship: He is very protective of Isla, not only because she is the youngest, but also because he sees a precocious child, who has clearly inherited the same reckless ambition and naive optimism that ruined him. He is very unhappy that she is going to the stolen lands. Violetta Fletcher (Mother)
Relationship: Isla's relationship with her mother is strained, as Isla was consistently stubborn during lessons and doesn't behave like her mother thinks a lady should. As such, her mother is often the voice of self-doubt in Isla's mind. Errol Rudolph Fletcher II (Brother)
Relationship: Isla is probably closer to him than her other family members, as they were able to bond over archery and are often both frustrated with their other family members (albeit for different reasons). However, they still don't spend a lot of time together as her outgoing personality can be a little too much for an introvert like Rudolph. Mariah Fletcher (Sister)
Relationship: Isla and her sister never really got along as children, as Mariah would always tattle on her to their mother. As adults, they have simply grown apart, as they have almost nothing in common.
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