Tirana

Lady Aluria Nightingale's page

51 posts. Organized Play character for DM Heterocephalus.


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Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Aluria looks incredulously at the bucket before shaking her head and started bailing water as fast as one can go.

1d20 + 3 ⇒ (10) + 3 = 13

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Lady Aluria just looks at the exchange between Ezra and her familiar and chuckles.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

No offense Lord Krovax, though I cannot guarantee if he does that again will I retaliate in kind. A decent suggestion, using water elementals will help us locate the lair and I can cast sift to check out the lair without exposing ourselves to too much dangers.

Aluria keeps her whip scoffing at Dreadmaul.

Play nice....Pet.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

I say let's move on, we are lucky here and thanks to Dreadmaul we survived. If it is underwater, we will be too disadvantaged as we are ill equipped and I do not think Dreadmaul fights that we'll in water.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Ohhhh I am wet!!

Lady Aluria started singing a tune of a Viking origin bolstering her allies confidence.

Draws weapon and bardic perfomance inspire courage. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Damn I need a pet too.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Arcana: 1d20 + 0 ⇒ (16) + 0 = 16
Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Reflex: 1d20 + 12 ⇒ (8) + 12 = 20

River Drakes! !! Perfect for my new decoration!! Let's skin them.for their scales when they are done. Mordecai looks like you will get your dragon bones somehow....no offense Dreadmaul. .

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

stealth: 1d20 + 6 ⇒ (20) + 6 = 26
stealth: 1d20 + 10 ⇒ (15) + 10 = 25

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Hhhhmmmmm......you know what thrills me Grim?

Blood thrills me....it scares me but yet it thrills me...you have anything to show Grim that will thrill me??? Believe me...you will like me thrilled for you...

Aluria flutters her eyes and bites her lips while looking at Grim.

Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

AAHHHHHHH!!!!! Lady Aluria runs and strips herself naked.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Lady aluria would run...she hates vermin.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Well let's see I will have what this well endowed macho man is having bartender.

Wooo!!! What big biceps you have!!

Aluria claps and glees at Grim's display of his biceps.

My name is Lady Aluria...pleased to make your acquaintance.

Never ask a Lady a question first tsk tsk tsk...May i ask what's a strong looking man like you doing in a place like Bloodcove?

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)
Sir Leon Blackmane wrote:

I'm not sure if Aluria's last post was in-character speech or not. I usually assume if it's bold, it's spoken. If that's not the case, just assume Leon was somehow reminded of her habits and felt it necessary to address them.

As they begin to reach town, Leon dismounts, offering his horse to Aluria as a knight should when escorting a lady.

As he helps her mount, he speaks quietly but in a voice that offers no room for argument.

"Our patron has already expressed a strong desire for us to keep our actions discrete and not draw attention to him, ever. I take that strongly to heart. While we are in the field, or anywhere else that the situation is not tightly controlled, I must insist that you keep your proclivities toward what the people around us would consider normal. That means you bathe in water for the time being."

Aluria looks at Leon and smiles.

Of course I am a professional after all despite my vices. Oohhh you are very attractive when you are serious Leon..

Aluria walks over to the scarred man.

Finally a man of great strength!! What a pleasure. Would you care to buy a lady a drink then?

Aluria chuckles and sits beside Grimm.

Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22
Sense Motive: 1d20 + 6 ⇒ (4) + 6 = 10
Perception: 1d20 + 10 ⇒ (14) + 10 = 24

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

The Lady needs her bath.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Sorry still limited internet access.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Back to our purpose then Leon, what manner of business would a noble lady and her entourage be at a god forsaken place like that place?

Aluria say how the black blade affected Ezra.

Careful...that weapon looks like a cursed object.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Hmmm a noble lady...how nice of you Leon. Mr Night would you be a dear and fetch me some breakfast??

Lady Aluria giggled as she cover her mouth with both hands.

I concur with Mordecai, somehow the bugs and mosquitoes find my blood exceptionally appealing. That is certainly no way to treat a lady treading through thick overgrowth and foliage like some peasant.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

My My My Why so serious??

Aluria wag her finger at both Shadow and Krovax.

I know my limits do not worry, I will put the interest of our Lord before mine.

Turning to Krovax she did a small twirl around.

Domesticated slaves are boring...I always like the challenge and immeasurably pleasure in breaking the will of a wild man into a shadow of his former self. It may take days, weeks, months or even years....but it's not the destination that matters but the journey...don't you agree General?

Aluria giggled before walking over to the map and points.

What are those? It looks like monsters of past.

Aluria points towards the Ogre-like beings are depicted upon ancient documents that reference the temple

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Questionable people huh...good guess they won't miss a couple when I abduct them to be my performing slaves..

Aluria moans at that prospect.

My my you both are not so bad looking beneath those hideous mask you wear..

Aluria winks at Leon and Shadow.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

DM:
My my is that a challenge? Behold!! The mistress of the night sings!!

Perform Piano: 1d20 + 5 ⇒ (15) + 5 = 20
Perform Oratory: 1d20 + 14 ⇒ (10) + 14 = 24

Aluria sings a tune akin to to Phantom of the Opera tune

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Aluria tries the notes on the piano wearing just a silky bathrobe clinging unto her shapely feminine form as she plays a haunting tune. Noding in approval as she sips a glass of blood.

How much for this Keeper? If it cost too much do you consider accepting other forms of services for payment...

Aluria gives a foxy smile at the Keeper.

Well ready to go too.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Pity...guess i will capture a poor human for my fendish fetish then.

Aluria smiles at the wares as she carefully examines them.

I am sorry what is an obsidian glasses from my plane??

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Nope sell them then.

Ok on the scimitar.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Cool! what about my existing shield +1? Mordecai any skellys needing it?

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Anyway if no-one is taking can I have the shield +2

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Woo time for booze.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

After my bath perhaps, I hope you have exquisite musical instrument for my leisure? Or even any servants for sale? I would like one who can sing and entertain.

Aluria pauses before taking off her clothes revealing the ancient wound mark on her chest just slightly above her full bosom.

I requested the Lord of Mirrors to not rejuvenate this wound. Keeps a reminder why I am here. The Korvosa Guards will burn to their every last man when I return back to oblivion.

Spinning around, she walks towards a bathtub filled to the brim with what seems like human blood.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Hmmm in that case I will try to keep the Shield +2 then and pass over the scimitar.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Ok Leon.

DM, I will keep Arcane Duelist as its most useful to the group and i cannot worship Saranrae due to my alignment anyway.

I am thinking to separately pick up dervish dance feat.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Are the new comers entitled to the loot too?

If yes, I do not mind the +2 Shield or Wedding Band to use with my whip.

Also if nobody uses the Scimitar, then i am very keen to take it. I will drop my shield then and go the Dervish Dance route after tweaking my build a bit.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Aluria nods as she whispers to the servant.

Prepare a bath of human blood for me.

The servant bows before retreating for the preparations.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Lady Aluria locked gaze at Krovax before turning her gaze to Dreadmaul. A most magnificent beast, stuff of legend to write songs of dread and fear for our enemies and such songs they will be not without an equally competent master.

Turning to the Lord of Mirrors Priest. I speak truth!! A group of agents like yourself have been tasked to eliminate members of the Pathfinder society. Unfortunately they didn't quite accustomed to living again as they soon find themselves back to their sorry dead form leaving me alone to finish the task of hunting down the last two pathfinders and reclaiming the tome single handedly.

Smiling, Lady Aluria whispered.

It seems we are equals then as we each seem to have achieved something for the Lord of Mirrors.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Yes tell me why do I have to join another group when my previous group proved incompetent. I am sure I can handle the next task better on my own.

Aluria was a Captain of the Nightingale Blades a special unit of the Korvosa Guards during 4502 AR during the civil war

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Aluria flatters her eyes at Ezra and gasped.

The audacity!! Of course you are part of me. Not the other way beautiful.

Turning away she did a small curtise to Mordecai.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

A eerie song heralded the entrance in a dark figure.

What once started as a vision
Eat slowly through your mind
Everlasting penetration
Ignore the fear deep in the eyes
There ain't no love without hate
There's no existence without fate
There's no beginning without end
There's no betrayal without revenge

A woman whom puts you in mind of a serene peacock walked in singing. She has slanted grey eyes. Her luxurious, wavy, midnight black hair is long and is worn in a simple, dignified style. She has a busty build. Her skin is pale. She has a defined nose and high cheekbones.

Lady Aluria Nightingale. All to love me yet all to fear me.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Ahhh just read finish the gameplay thread...skimmed through it...need a break LOL! Anyway when are we entering?

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Hi fixed my ability scores.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Hi guys, I just got revived lol. Thanks for having me. This is Lady Aluria Nightingale, Captain of the betrayed Nightingale Blades Squad, hell knows no fury like a woman's scorn. Back for revenge, just let me know when to enter

Shadow Lodge

Okie, Done. For your review.

Shadow Lodge

Hi, did a very rouge write up. need to refine it further. A level 6 Arcen duelist bard

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Lady Aluria receives the scroll of raise Dead from Treggor

Thank you Mister Dwarf, it is unfortunate that our races are in such a dire situation together. This is an unexplored continent and I feel that we are here for a purpose, however I am glad for your company and your race's well known sturdiness and hardiness.

Looking at the newly formed troops.

We still have a long way to go to turn them into fighting men of House Nightingale standard.

As she was pondering, she saw an elf walking towards a cave.

Hmmm a fellow elf...

Sensing her work is done at the beach and the logistics being set up by Treggor and Zalevu. She sets her mind to the defense of the camp site. As she saw the elf approaching the cave she decides to cast Sift to see if there is any impending danger at the cave.

May Saranrae bless us..

1st Action:Perception Defend: 1d20 + 11 ⇒ (12) + 11 = 23
2nd Action:Perception Defend: 1d20 + 6 ⇒ (16) + 6 = 22(Cast Sift at Cave)
3rd Action: Rest

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Can't we train some of the soldiers to convert to workers to fish/hunt for food? dedicating them for food rather than combat?

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Probably someone wanna PM our Saladin because from what I see we are actually needing a frontline melee attacker which is basically only me. Also currently are all the heroes together at the same place? Can we talk to each other for RP? Is there a map too?

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Character Sheet:
--------------------
Lady Aluria Nightingale
--------------------
Female elf Bard 8/ Fighter 2
LN Medium humanoid (elf)
Init +6 ; Senses Perception +11, Low-light Vision, Keen Senses (+2 sight-based, +2 sound-based)
--------------------
Defense
--------------------
AC 25, touch 16, flat-footed 19 (+9 armor, +6 dex)
hp 94 (8d8+2d10+10)
Fort +6, Ref +12, Will +6
Defensive Abilities Elven Immunities, Well-Versed
--------------------
Offense
--------------------
Spd 30 ft/x4
Melee "Zephyrrat" Keen Scimitar +2 +16/+11 1d6+8 15-20/x2
Melee Unarmed Strike +14/+9 1d3 20/x2
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 12, Int 12, Wis 10, Cha 20
Base Atk +8, Cmb +14Cmd +24

Melee Attack Bonus: +8/+3
Range Attack Bonus: +14/+9
--------------------
General Feats
--------------------
Armor Proficiency Light/Medium/Heavy (PFCR 118)
Weapon Proficiency (Scimitar)- Family Heirloom Trait.
Diehard (PFCR 122)- When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Endurance (PFCR 122)- You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Harmonic Spell (PFCaS: ISWG 287)- Whenever you cast a spell while you are maintaining a bardic performance, you can maintain the bardic performance for that round without expending one of your rounds of performance for the day. In addition, you can switch from one bardic performance to another as a swift action when you cast a spell while maintaining a bardic performance.
Extra Cantrips or Orisons (PFUM 150)- Add two cantrips to your cantrips known or two orisons to your orisons known.
--------------------
Combat Feats
--------------------
Combat Reflexes (+6) (PFCR 119-120)- You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Arcane Strike (+2) (PFCR 118)- 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.
Agile Maneuvers- You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.
Dervish Dance (PFCaS: ISWG 286)- When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
Weapon Finesse (PFCR 136)- With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Vital Strike- When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
--------------------
Bard Spell List
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0-Level Bard Spells
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Light-This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Detect Magic- You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).
Know Direction- When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.
Read Magic- You can decipher magical inscriptions on objects - books, scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Sift- You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures.
Spark- You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
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1st-Level Bard Spells
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Adjuring Step- This spell creates a subtle and complicated force effect that is most effective when used by a still or slow-moving spellcaster or formula user. While you are subject to this spell, you can take two 5-foot steps each round and still cast spells and use spell-like abilities without provoke attacks of opportunity. This spell automatically discharges as soon as you make an attack, cast a harmful spell against another creature, or move more than 5 feet with a single move action. If the action that discharges the spell also provokes attacks of opportunity, that action still provokes attacks of opportunity as normal.
Touch Of Gracelessness- With a single touch, you reduce a creature to a fumbling clown.
The target takes a penalty to its Dexterity equal to 1d6+1 per two caster levels (maximum 1d6+5). This penalty cannot drop the target's Dexterity score below 1.
In addition, if the subject moves more than half its speed, it falls prone. If the subject flies, its maneuverability is reduced by one step (perfect maneuverability becomes good, good becomes average, and so on).
A successful Fortitude save halves the penalty to Dexterity and negates the possibility of falling prone or the reduction to fly maneuverabilities.
Dazzling Blade- Dazzling blade makes a weapon appear dazzlingly shiny, as if crafted from pure silver and heavily polished. In combat, the flashing movements of a dazzling blade become almost hypnotic. The wielder of a weapon under the effects of dazzling blade gains a +1 competence bonus on all Bluff checks made to feint in combat. The wielder also gains a +1 competence bonus on all CMB checks made to disarm a foe, and a +1 competence bonus to his CMD against disarm attempts made against the weapon bearing the dazzling blade effect. This bonus increases by +1 for every 3 caster levels, to a maximum bonus of +5 at 12th level.
The wielder of a dazzling blade can discharge the spell into a blinding burst of silvery light as a free action. The wielder selects an adjacent opponent as the focal point of this burst of light—that creature must make a Will save to avoid being blinded for 1 round (with a successful save, the creature is instead dazzled for 1 round).
Despite its shiny appearance, a dazzling blade grants no extra benefit against creatures that are vulnerable to silver.
Grease- A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.
Vanish- This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.
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2nd-Level Bard Spells
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Glitterdust- A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect.
Any creature covered by the dust takes a -40 penalty on Stealth checks.
Gallant Inspiration- This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively.
If the bonus is enough to turn the failure into a success, the roll succeeds.
Silenced- Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use Spell Resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and Spell Resistance, but unattended objects and points in space do not. Creatures in an area of a silence spell are immune to sonic or language-based attacks, spells, and effects.
Bladed Dash- Both Quantium and Jalmeray claim that this spell was born in their arcane universities. Regardless of the spell’s origin, it quickly spread throughout the Inner Sea and beyond as spellcasting sword-fighters learned of its existence.
When you cast this spell, you immediately move up to 30 feet in a straight line any direction, momentarily leaving a multi-hued cascade of images behind you. This movement does not provoke attacks of opportunity. You may make a single melee attack at your highest base attack bonus against any one creature you are adjacent to at any point along this 30 feet. You gain a circumstance bonus on your attack roll equal to your Intelligence or Charisma modifier, whichever is higher. You must end the bonus movement granted by this spell in an unoccupied square. If no such space is available along the trajectory, the spell fails. Despite the name, the spell works with any melee weapon.
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3rd-Level Bard Spells
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Displacement- The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.
Good Hope- This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Good hope counters and dispels crushing despair.
Dispel Magic- You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.
For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.
Haste- The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow.
Cure Serious Wound- This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).
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Traits
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Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Flame of Dawnflower- Whenever you score a critical hit with a scimitar, you deal an additional 2 points of fire damage to your target.
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Racial Traits
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Low Light Vision- Elves can see twice as far as humans in conditions of dim light.
Elven Immunities- Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses- Elves receive a +2 racial bonus on Perception checks.
Elven Magic- Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Arcane Focus- Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
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Special Abilities
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Favored Class (Monk/Fighter)- +4 hitpoints, +4 Cmd vs. Combat maneuver (Disarm,Sunder)
Bard Spells- A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Bardic Performance (23 rounds/day)- An arcane duelist gains the following types of bardic performance:

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 (DC 19)(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.

Weird Words (Su)

At 6th level, a sound striker can start a performance as a standard action, lashing out with 1 potent sound per bard level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus (Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing, or slashing damage for each word.

Wordstrike (Su)

At 3rd level, the sound striker bard 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 points of damage plus the bard’s level to an object, or half this damage to a living creature.

Battle Dance- A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action.
When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).
Deity- A Dawnflower dervish must be a worshiper of Sarenrae. A dervish who abandons or betrays this faith reverts to a standard bard.
Dervish Dance- A Dawnflower dervish gains the Dervish Dance feat as a bonus feat.
Spinning Sepllcaster- At 5th level, a Dawnflower dervish gains a +4 bonus on concentration checks to cast spells defensively.
Meditative Whirl- At 8th level, when using battle dance, the Dawnflower dervish can enter a trance-like state where his spinning motion represents the movement of the planets around the sun, and his spirit is attuned to the healing aspects of Sarenrae. By spending a move action focusing on his whirling, the dervish can apply the Quicken Spell feat to any cure spell he is about to cast (effectively spending a move action and swift action to cast the spell). This does not alter the level of the spell or the casting time. The dervish can use this ability once per day at 8th level and one additional time per day for every two dervish levels he has beyond 8th.
Touch As Nails- An unbreakable gains Endurance and Diehard as bonus feats.
Touch As Nails- At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).
Versatile Performance-At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. Dance (Acrobatics, Fly); Oratory (Diplomacy, Sense Motive)
Well-Versed- 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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Archetypes
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Dawnflower Dervish, Sound Striker, Unbreakable
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Skills
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Perception +11, Perform (dance) +27, Perform (oratory) +30, Spellcraft +11, Use Magic Device +25
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SQ
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Elven Magic
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Combat Gear
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Keen Scimitar +2 "Zephyrrat", Celestial Armor
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Magic Items Equipped
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Belt/Waist: Belt of Incredible Dexterity +4, Head: Circlet of Persuasion, Headband: Headband of Alluring Charisma +4.

Lady Aluria survey the remains of the shattered warships and galleons.

I hate the sea...

Turning to the closest soldier to sound the horn to ask the men to fall in.

Set up camp and send scouts around this area! do a 24 hour patrol around the camp site till the next day while we set up camps!

Lady Aluria then started singing the Nightingale Song to inspire and motivate the troops. Just thinking can Perfrom(Oratory)be used to motivate the troops

Actions:

Action 1:Defend Perception: 1d20 + 11 ⇒ (5) + 11 = 16
Action 2:Motivate Troops: 1d20 + 30 ⇒ (13) + 30 = 43
Action 3:Rest

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

am I in?

Shadow Lodge

very very interested

Shadow Lodge

Lady Aluria Nightingale wrote:

1 Where are you infamous? Korvosa. A civil war in Korvosa 4502 AR

2 What made you infamous? Lady Stalkignwolf is the most beautiful woman in the whole of Northen Korvosa. Her fighting prowess with the scimitar is also legendary. She served as a captain of the Korvosa Guards. However under the beautiful visage lies a bloodthirstier as she kills her enemies in cold blood after each battle. It is rumored she bathes in the blood of her enemies too. Up-risers within the army who disagreed with her also mysteriously disappeared overnight in the camp. During battles, she sacrifices her soldiers to achieve the victory as she believes the end will justify the means.

3 Who has suffered for your success? People in general around her. Her soldiers and townsfolk suffered in silence.

4 What caused your downfall? Ironically, her success caused her downfall. Even though her bloodthirsty and iron handed rule reached the ears of her superiors, they were able to ignore it due to her stellar success in the war campaign. They reasoned that someone has to do the dirty job eventually.

When the civil war was drawing to an end and victory was obvious for Lady Stalkingwolf side, they plotted her death as they know she do not have a place post war Korvosa. In the last battle of at the Jeggare River, her army of 300 men was placed at the vanguard of the army. Expecting reinforcements, Lady Stalkingwolf charged at the front lines of the rebel. Moments passed as her men were dying beside her, she was shocked as the Calvary from the Sable Company did not flanked as planned but instead the rebel's Calvary flanked her unit instead. She flew into a rage as she made her stand, it is said she brought down 100 men with her before a arrowhead found the mark at her heart. With the arrow protruding from her chest, she coughed blood cursed the whole of Korvosa and promised that she will return and wreck her revenge upon all who have betrayed her...

Betrayed Your rise to power was cut short by a knife in the back or poison in your cup....

Question 5: What do you as a player bring to this digital table?

I always love a good story and i try to bring it in my gaming group to develop the character due to the choices we make as a group. I can post multiple times per day too.

Question 6: Where do you see your character fitting into the grand scheme of things? (classic party roll as well as ambitions and such)

I Bring wit, tactical choices due to her ability in magic and sword. I can spec her magic spells to fit the group and advantage during combat. I see her filling in the gap between the main tanker and damage dealer allowing them to bring out their full potential in their roles.

Question 7: How would your character deal with this situation?
A member of a powerful thieves guild is in possession of something you need and you only have two days to acquire it before he/she leaves the city and you lose your opportunity. How do would you find them and get it from them?

Qns 7:
I will use my spells to influence a weak willed member of the thieve guild, probably plenty at dark alleys. Perhaps with a little vision of death or cutting off his fingers to get him to talk if he requires more motivation. Threatening to kill his love will also help; barmaid etc. to get me near the member either infiltrating or understanding how is that member going to leave the city. Through a secret tunnel, arrangement, ship etc?

once i got my required information. An ambush would be perfect, overwhelming his party with surprise and being undead get it privileges. Do not commit the mistake of explaining the process how i tracked him down, how i planned, how i logic etc...no room for error or chance for escape and reinforcement. Just kill him, especially when he says "Wait! I know.." Stab, kill, get the item and leave his corpse in the dust.

Shadow Lodge

Hi GM,

Updated storyboard etc for her. Do check out my character sheet. i changed her name though to Aluria Nightingale. I have sent the character sheet to DM at Obsidian portal.

Still short of updating my selection of spells though.

Shadow Lodge

1 Where are you infamous? Korvosa. A civil war in Korvosa 4502 AR

2 What made you infamous? Lady Stalkignwolf is the most beautiful woman in the whole of Northen Korvosa. Her fighting prowess with the scimitar is also legendary. She served as a captain of the Korvosa Guards. However under the beautiful visage lies a bloodthirstier as she kills her enemies in cold blood after each battle. It is rumored she bathes in the blood of her enemies too. Up-risers within the army who disagreed with her also mysteriously disappeared overnight in the camp. During battles, she sacrifices her soldiers to achieve the victory as she believes the end will justify the means.

3 Who has suffered for your success? People in general around her. Her soldiers and townsfolk suffered in silence.

4 What caused your downfall? Ironically, her success caused her downfall. Even though her bloodthirsty and iron handed rule reached the ears of her superiors, they were able to ignore it due to her stellar success in the war campaign. They reasoned that someone has to do the dirty job eventually.

When the civil war was drawing to an end and victory was obvious for Lady Stalkingwolf side, they plotted her death as they know she do not have a place post war Korvosa. In the last battle of at the Jeggare River, her army of 300 men was placed at the vanguard of the army. Expecting reinforcements, Lady Stalkingwolf charged at the front lines of the rebel. Moments passed as her men were dying beside her, she was shocked as the Calvary from the Sable Company did not flanked as planned but instead the rebel's Calvary flanked her unit instead. She flew into a rage as she made her stand, it is said she brought down 100 men with her before a arrowhead found the mark at her heart. With the arrow protruding from her chest, she coughed blood cursed the whole of Korvosa and promised that she will return and wreck her revenge upon all who have betrayed her...

Betrayed Your rise to power was cut short by a knife in the back or poison in your cup. Someone you trusted turned on you and it wasn't until afterwards that you could understand the signs and you won't make that mistake again. Gain a +1 trait bonus on Sense Motive and always treat it as a class skill.

I will be developing her as a Scimitar Dervish Dance Bard.

Shadow Lodge

Character Name: Lady Stalkingwolf Nightfall
Faction: Hero
Character Sheet Completed and Sent Y or N: Y

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