Ilarris Zeleshi

Kellandra Voss's page

47 posts. Alias of Escharid Blackrose.


Full Name

Kellandra Voss

Race

Half Elf

Classes/Levels

Fighter 2/ Bard 3, Init +4, HP 42/42; AC 18/13/15; Fort +5 Ref +6 Will +5, Per+7

Gender

Female

Size

medium (6'0"; 150 lbs)

Age

29

Special Abilities

Low light Vision

Alignment

CG

Languages

Common, Elf , Goblin, Solamnian, Ergothian

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

About Kellandra Voss

25 points stats Str 13 Dex 14 Con 14 Int 12 Wis 10 Cha 16; +2 to Dex; +1 Str Lvl 4

Half-Elf Racial Traits:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

Languages: Half-elves begin play speaking Common and Elven.

Age
Class / Level: Fighter 2/ Bard 3
FC +1 HP to Fighter
FC +1 skill to Bard
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BUFFS AND CONSUMABLES
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DEFENSE
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Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, 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 use 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.

AC 18, touch 13, flat-footed 15
(+ 5 Armor, + 3 Dex, +0 Shield, +0 Other)

Hp 42/42 Temp hp []
Fort +3 , Ref +3, Will+3

Bravery +1: +1 Will vs Fear

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.
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OFFENSE
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Speed 30
Melee
+1 Elven curve blade (2H) +5, 1d10+3+1 (18;*2, S)
Dagger +4, 1d4+2 (19;*2, P/S)
Morningstar +4, 1d8+2 (20;*2, B/P)

Ranged
Comp Longbow+5, 1d8+2, range 110 (20;*3, P)

Special Attacks

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STATISTICS
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Str 14, Dex 16, Con 14 , Int 12, Wis 10 , Cha 16
Racial bonus:+2 to Dex

Base Atk+2
CMB +4 CMD 16

Feats
Race: Skill focus ( Diplomacy)
L1 Toughness
F1 Exotic weapon (Bastard sword)
F2 Deadly aim
L3 Lingering Performance
L5 Pass for human

Traits
Criminal: You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand (Disable Device). You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Tactician: You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.(+2)

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.(11 rounds/day)

Bardic Performances:

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.

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 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 (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 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 (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 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.

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. That ally must be within 30 feet and be able to 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.


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SKILLS (Base + Int+ FC+ race= total)
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Skills (Fighter 3/lvl, Bard 8/lvl)
Handle Animals 1 (+7)
Ride 1 (+7)
Survival 2 (+5)
Climb 1 (+6)
Swim 1 (+6)
Perception 2 (+7)
Acrobatics 2 (+8)
Appraise 2 (+6)
Bluff 2 (+8)
Diplomacy 3 (+9/+12)
Disable Device 2 (+9)
Perform String 2 (+8)
Know Nature 2 (+7)
Know Dungeonering 1 (+6)
Stealth 1 (+7)
Use magic Device 1 (+7)
Disguise 2 (+8)
Spellcraft 1 (+5)
Know Arcana 2 (+7)
Know Local 1 (+6)

Background skills (10)
Know History 1 (+6)
Lore-Elf poetry 1 (+6)
Artistry-Painting 1(+7)
Know Engineering 1 (+6)
Linguistics 2
Perform Dance 1 (+7)
Perform Sing 3 (+9)

Languages
Common,Elf, Goblin

Other: (2) Ergothian, Solamnic

Magic:
Cantrips known (6) Dancing Lights, Detect Magic, Know Direction, Mage Hand, Mending, Read Magic
L1 spells known (4) Charm Person, Chord of Shards, Cure Light Wounds, Vanish
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SPECIAL QUALITIES
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SQ
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EQUIPMENT AND GOLD
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PP
GP 10500-10372=128
SP
CP

Armor ( )+1 chain shirt
Weapons ( ) +1 Curve elven blade, morningstar, dagger, Comp longbow STR 14, arrows
Gear ( ) Bard's kit, Ring of sustenance, Bag of Holding type I, Msw Luth, Msw Thieves tools, 2 Vials of Alchemic fire, Potion of Bull's strenght, Potion of Mirror's Image

Load
Light
Medium
Heavy

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APPEARANCE
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Height
Weight
Eye Color
Hair Color
General appearance:

Region of Origin
Deity

Backstory:
An half elf born of a human mother and an elf father, Kellandra was raised in a small town near Tarsis. An only child of mixed heritage, she knew hunger and poverty, living in slums, her mother being a wandering peasant with no land to call hers.

All these hardships fuelled a strong sense of independance. The young Kellandra learnt to defend herself, first with fists, then with words and wits. Entering a singing competition for a bored merchant's wife changed her life, as she won a decent sum of money, having poured her soul in the song she wroted for her deceased mother. Kellandra sworned she won't ever sing this song again, seeing her victory as a blessing from her departed mother, not to be done again. Perhaps the only day she will sing it will be the day she will die...

Wanting to live as long as possible, and to see more of Krynn, she picked up some more serious training in the blades, and become a competent swordwoman. She his courageous, not stupid, even if she met folks way more intelligent than she is. Balakar was one of these people, a human mage for which she had a fondness, and who tried to educate her a little more, teaching her a bit about everything. Then they parted ways, quite angrily, as Balakar wanted Kellandra to steal some arcane books from a rival for a good price, and she tried but failed, or at least didn't want to complete her task.

Personality
Kellandra is fuelled by the fear of becoming poor again. Not enough to be a mercenary or a criminal, but enough to take care of having a little money than she needs. Art is for her an escape from reality, from her past, and she enjoys it in any form. She can be harsh with herself, and doubt her own capacities, but she knows she is stronger than she looks. She has absolutely no interest in finding about her father, and sees her elfin heritage as something of no real consequence in her own life. She would probably be the same if her parents were both humans, she supposes.