Trinia Sabor

Isla Fletcher's page

194 posts. Alias of ElenionAncalima.


Full Name

Isla Fletcher

Race

Human

Classes/Levels

Bard 1 | HP 8/8 | Init +3 | AC 16/13T/13F | Fort +0, Ref +5, Will +1 | Perception +3; SM -1 | Perform 7/7 | Spells: 1st 2/2

Gender

Female

Age

18

Alignment

Chaotic Good

Languages

Common, Elven, Dwarven

Strength 12
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 8
Charisma 16

About Isla Fletcher

Medium Humanoid
Init +3;
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (3 Dex, 3 Armor)
HP 8 (1d8)
Fort +0, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Composite [Str 1] Shortbow +3 (1d6+1)[+1 to hit and damage within 30ft]
Melee Shortsword +1 (1d6+1), Sap +1 (1d6+1)[non-lethal], Whip +1 (1d3+1)[non-lethal, trip, disarm]
--------------------
Statistics
--------------------
Base Atk +0; CMB +1; CMD 15
XP 626

.
.

--------------------
Class Abilities
--------------------

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.

--------------------
Spells
--------------------
Concentration +4
Caster Check +1

Cantrips: DC 13
Detect Magic
Message
Read Magic
Ghost Sound

Level 1: 2/day, DC 14
Expeditious Retreat
Cure Light Wounds

--------------------
Skills
--------------------

Spoiler:
9/level (class 6, int 2, human 1) +1 favored, 10 Total
Armor Check Penalty -1

*Acrobatics +2 (-1 armor)
*Appraise +2
*Bluff +3
*Climb +0 (-1 armor)
*Craft +1
*Diplomacy +8 [1]
Disable Device +3 [1] (-1 armor)
*Disguise +3
*Escape Artist +2 (-1 armor)
Fly +3
Handle Animal N/A
Heal -1
*Intimidate +3
*Knowledge (arcana) +7 [1]
*Knowledge (dungeoneering) +3
*Knowledge (engineering) +3
*Knowledge (geography) +3
*Knowledge (history)+3
*Knowledge (local) +7 [1]
*Knowledge (nature)+3
*Knowledge (nobility) +7 [1]
*Knowledge (planes) +3
*Knowledge (religion) +3
*Linguistics -
*Perception +3 [1]
*Perform (Sing) +7 [1]
*Profession N/A
Ride +2 (-1 armor)
*Sense Motive -1
*Sleight of Hand N/A
*Spellcraft +6 [1]
*Stealth +6 [1] (-1 armor)
Survival -1
Swim +0 (-1 armor)
*Use Magic Device +8 [1]

--------------------
Feats and Traits
--------------------
Traits
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Nobleborn (Orlovsky): +1 CMD and Diplomacy

Feats
Human - Point Blank Shot
1 - Precise Shot

--------------------
Equipment
--------------------

Spoiler:
Starting Gold 130gp
Coin Purse:28gp, 4sp, 7cp

Outfit, Travellers
Studded Leather
Composite Shortbow [Str 1]
Arrows (x40)
Shortsword
Sap
Whip
Bedroll
Rope, Silk
Torch (2)
Trail Rations (9)
Chalk
Charcoal
Spell Component Pouch
Sack
Signal Whistle
Backpack
Waterskin
Mess Kit
Flint and Steel
Wand of Cure Light Wounds (? Charges)

--------------------------------------------------------------------------- ---------------------------------------

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)
Formerly an ambitious gentry, desperately trying to move up in society, Errol managed to marry into the Orlovsky family. However, his financial ambitions got him involved too deeply with noble power plays, costing him most of his wealth. To make matters worse, the famously non-partisan Orlovskys cut ties with him due to his political meddling. He only managed to maintain one business, a store that sells bows, which his family now lives atop. While unhappy with his circumstances, his confidence as a business man has been shattered.

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)
Born as a priviledged daughter of the Orlovsky family, she fell in love with Errol because, like many others, she believed he was moving up. She remains in denial about her current circumstances, wearing whatever noble fineries she hasn't had to sell, despite most of it being worn and out of fashion. She has also done her best to educate her children as if they were nobility.

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)
Being 8 years older than Isla, Errol jr. was old enough to feel the full impact of their family's fall. The knowledge that he had lost his inheritance made him bitter and disillusioned with his father, who he previously idolized. Despite being 26 years old, he has remained unmarried and still works unhappily as a bowmaker in the shop. He goes by his middle name Rudolph, as he despises being called Errol or Junior.

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)
While not as affected by the family's fall as her older brother, being three years older than Isla, Mariah was able to grow more accustomed to their previous lifestyle. She has fully bought into her mother's pseudo-noblity lifestyle and is convinced she can save herself by marrying up. However, still unmarried at 21, she is beginning to realize her family name makes her a social pariah amongst wealthy suitors.

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.