About Kethaera Nightbreeze
Bard Spells Known (CL 4th; concentration +8)
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 14 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Rebellion Rank 02 (Linguistics) Training: At rank 2, then again at ranks 7, 12, and 17, each PC gains a bonus skill rank that can be immediately applied to any skill. This represents training the PC has gained through association with the increasing number of skilled workers and rebels who have joined the cause. This bonus skill rank can be applied to any skill, as if it were a bonus rank gained by earning a level in a favored class. It stacks with all other sources of skill ranks, but a character's maximum rank in any skill remains unchanged; the PC can never have more ranks in any one skill than he or she has Hit Dice. Subsequent training bonuses can be applied to the same skill or a different skill, as the PC wishes.
Rebellion Rank 03 Gift: At rank 3, then again at ranks 6, 8, 11, 13, 16, and 18, admirers among the rebellion's supporters supply gifts and tributes to each PC. At rank 3, the gift is a single potion worth 300 gp or less. The gifts given at ranks 6, 11, and 16 are all provided as tributes of gold pieces in the amounts listed; each PC gains the listed amount. At rank 8, the gift is a piece of armor or wand worth 1,200 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 13, the gift is a wand or weapon worth 5,000 gp or less. Wands are fully charged (and cost the appropriate amount). At rank 18, the gift is any magic item worth 10,000 gp or less.
Rebellion Rank 04 (Persuasive) Title: At rank 4, then again at ranks 9, 14, and 19, the PCs earn a title as befits their growing power in the rebellion. While the title itself is largely just an honorific, it also coincides with the acquisition of a bonus feat or other benefit each PC has earned through a combination of training with rebellion members and self-confidence gained from the rebellion's growing strength. With the title of Guardian at rank 4, each PC gains one of the following as a bonus feat: Alertness, Deceitful, Persuasive, or Stealthy.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Devastating Aria (Su) The Chelish diva can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4+4 points of damage to an object, or half this damage to a living creature.
Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Diva in Training (Perform (Percussion Instruments)) The opera is perhaps the most important and prestigious form of entertainment offered in Kintargo, and the Kintargo Opera House is among the most famous of its kind. You're hardly a superstar among the performers who've graced the stage there, but you have performed several times before in small parts. Just recently, you got your big break-you'd won a role in the infamous opera Huntress of Heroes, and had been studying for the role furiously before the onset of martial law dashed your plans to the dirt. Now that the Kintargo Opera House has been claimed by Barzillai Thrune, all shows have been canceled and your chance at success seems to have been lost. Yet you can't lose hope. You still practice your skills, and some day, perhaps the Kintargo Opera House will open its doors again, at which point you intend to be center stage! Choose one type of Perform skill. You gain a +1 trait bonus in that specific Perform skill, and all Perform skills are class skills for you. You also increase the save DCs of all language-dependent spells and effects you create by 1.
Ear for Music (Shelyn) (Perform (Sing)) You spent countless hours of your youth in one of Shelyn's temples, listening to wonderful musicians and singers. You gain a +1 trait bonus on one category of Perform checks and a +2 trait bonus on any Knowledge (local) checks that deal with the local art or music scene.
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Enhance Healing (Su) 4 times per day, you can cause any healing effect from a spell completion or spell trigger item to function at caster level 4.
Fascinate (Su) You can use your performance to cause up to 2 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 16) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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.
Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your 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. 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.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Multitalented (Ex) 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.
No Racial Subtype You have chosen no racial subtype.
Prima Donna (Ex) As her efforts to outdo her rivals increase, a Chelish diva can spend additional rounds of bardic performance to augment countersong, deadly performance, fascinate, frightening tune, and scathing tirade. When used, this ability gives her a +2 bonus on her Perform check or saving throw DC for those performances. The diva must spend an additional round of bardic performance for every round she uses prima donna to increase her Perform check result or saving throw DC.
Shoanti Tattoo Upon reaching adulthood, you received a tribal tattoo, marking you with the symbols of your quah and totem spirits. You gain a +1 trait bonus on saving throws against fear effects. Additionally, you are proficient with earth breakers, klars, and Shoanti bolas.
+1 Bonus Feat GM awarded PC with +1 feat.
Kethaera Nightbreeze was born in Kintargo, but she was born the child of an elven diva and a Shoanti skald. Growing up, the half-elf listened intently to her father’s stories of his people. These tales she would later use in her writings, hoping to one day to turn them into plays. Unfortunately, her father died under mysterious circumstances after he got in a fight with two Hellknights (both of whom were distant relatives of Thrune) who made several snide remarks about Kethaera’s mother being a savage’s whore. Kethaera’s mother, an actress and an activist, struggled to make ends meet while also moaning her love. She trained and mentored her daughter in the arts, especially in theater, while also exhibiting her strong dislike of the diabolism that current Chelish culture seemed to adore. It was a hard life, but looking back on it all, the half-elf wouldn’t trade it for the world.
While performing, Kethaera combined the talents and skills she learned from her mother along with the traditions of the skalds from her father’s people, especially from his quah, the Lyrune-Quah, or the Moon Clan. This earned her the nickname ‘the Savage Diva,’ a title she liked, despite it being more of an insult than a compliment. Nevertheless, she turned it around and made it something she would be proud of. Her performances wowed audiences, although some of the more conservative members of society weren’t too thrilled with her avant-garde visions for theater and the arts. The half-elf attempted to get some of her own plays, most of which were inspired by her father’s stories as well as the adventurers when her mother was once a member of the Pathfinder Society, produced. However, not many wanted to produce them. Still, Kethaera was able to find work performing in small parts in numerous productions. This earned her a bit of a name for herself as she recently was contacted and asked to fill in a major role in the play Huntress of Heroes!
Kethaera was thrilled at the request and immediately agreed. Her mother was deeply proud of her (despite not being able to come due to visiting a sick relative in Kyonin). Kethaera looked forward to performing in the play…that is until the new lord-mayor came to town. Barzillai Thrune quickly put into place martial law, for the protection of the citizens of Kintargo he said. Barzillai took over the Opera House and thus all shows were canceled and Kethaera’s chances at stardom seem to have been lost, or so it would seem. The half-elf diva decided to continue to hone her skills and talents in the hopes that things would return to normal. They didn’t. They got worse.
After the Night of Ashes in which several religious groups were either run out of town, crushed, or forced into hiding, Kethaera began to realize why her mother hated the Thrunes and the Asmodean church. While the followers of Shelyn were not oppressed, they were restricted. First, came the registrations with Thrune, something that Kethaera was forced to do. Next, when Kethaera went to a service, it was observed by an Asmodean priestess, a Hellknight of the Rack, and one of the lord-mayor’s agents, all on the same day! And to make the whole thing unbearable was the lack of respect the Asmodean cleric had for the Church of Shelyn! It took every bit of her willpower not to charge at the fat bimbo of a priestess and throttle her and then kick the Hellknight in the balls for muttering throughout the service! She also had strong desire to slap the lord-mayor’s agent silly for picking his nose!
Finally, the incident that made her realize how terrible things had gotten and that they would probably get worse as time went on, was when a friend of hers and her friend’s daughter were arrested by Hellknights for being Sarenites when they were caught outside the temple of the Eternal Rose. Kethaera watched in horror as the two Halflings were dragged away in spiked chains. She later found out that they were both put to death by Barzillai’s favorite form of execution: doghousing.
It wasn’t long that Kethaera heard from some of her friends that there was going to be a protest held in Aria Park. The half-elf decided to attend for three reasons. First, she had heard rumors that her idol Strea Vestori was going to be at the rally. Kethaera had something of a crush on the tiefling and hoped to ask her to take part in some of her plays (and maybe go out on a date or something). She also heard that her other idol and fellow diva, Shensen might be there as well. The second reason was that she was interested in attending the event, hoping to gain some inspiration for her next play, especially if something huge happened there. And if something important happened, Kethaera knew she wouldn’t let herself live it down that she had missed out on such a historic incident. Finally, Kethaera also hoped to protest against the abuses the Asmodean church was doing to the Church of Shelyn.
Kethaera is of medium height with a slim built, but also possessing the body of a gymnast and dancer rolled into one. Her eyes are of a vibrant violet color, and unlike her father’s people who shave their hair, the half-elf still has hers, which is golden blond, while her skin is deeply tanned, much like her father’s. However, in her hair there are many strands of lilac-colored hair. This she inherited from her mother, making her hair a combination of her two parts, sort of symbolizing the union of their two different cultures, not to mention their races although she has more pronounced elven features.
She has several tattoos associated with her father’s quah: a wolf's paw print over her right eye, the head of a wolf on her left cheek, and a crescent moon with a rose wrapped around it on her right upper arm, with the rose representing her mother’s goddess, Shelyn. She also has other tattoos wrapping around her legs, torso, lower right arm, and left arm representing the night, wolves, and the moon. She wears a bell collar around her neck, which belonged to her mother.
Kethaera is a kind and helpful young half-elven woman who cannot abandon another in trouble. She tends to act proud, and despite her kindhearted nature, she won’t hesitate to get physical with those that challenge her authority or make fun of her abilities, such as her artistic abilities. She isn’t afraid to take matters into her own hands from time to time. However, that said, she is extremely loyal to her companions and will not stand by and allow harm to come to them.
She desires to become a famous diva, but at the same time, she is also curious about her father’s people, and hopes to learn more about them, as well as spreading the tales of the Shoanti to others through theater, in the hopes of enlightening the masses of the rich cultural heritage of the Shoanti. Thus, she does not take insults about Shoanti very well.
Her mother used to be an adventurer and a member of the Pathfinder Society, and this led to some inspirations for a few of Kethaera’s plays. The half-elf has a strong sense of respect for the Pathfinders and hopes to find some way to contact them.
Growing up, she developed a fascination with Strea Vestori, tiefling leader of the Cloven Hoof Society. She admired Strea’s fierce resolve and desire to end discrimination against tieflings, something that Kethaera knew too well for she had also been discriminated against because of her Shoanti blood.
Kethaera is a staunch polygamist, believing that it is perfectly alright to have many lovers as long as one doesn't play favorites and makes sure that one's lovers get along with one another. She believes in spreading love to all. She is drawn to ratfolk as she empathizes with them just as she empathizes with tiefling leader Strea.