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About Lorelei AdelardiLorelei Adelardi
0pp 4gp 1sp 0cp
Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures. Courageous*: Your childhood was brutal, but you persevered through force of will and faith. No matter how hard things got, you knew you’d make it through as long as you kept a level head. Benefit: You gain a +2 trait bonus on saving throws against fear effects. *This trait gained via The Sky Key Solution chronicle sheet.
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.
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. Fire Dance (Su): At 1st level, a fire dancer learns to protect himself and others from the pain of fire, and discovers how to control the flame while enduring its heat. Each round of the fire dance, he rolls a Perform (dance or sing) check. Any ally within 30 feet of the bard that has caught on fire or is affected by a fire effect or extreme heat can use the bard’s Perform check result in place of its saving throw against that fire. Any ally within 30 feet of the bard who is suffering from heatstroke can ignore the fatigue from heat exposure so long as the bard maintains this performance. Fire dance relies on audible or visual components. This ability replaces countersong. 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. Song of the Fiery Gaze (Su) : At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the bard who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation (Advanced Player’s Guide 47). Song of the fiery gaze relies on audible components. This ability replaces inspire competence. Fire Break (Su) : At 6th level, a fire dancer’s performance can bend flames away from others. Any ally within 30 feet of the bard who can hear or see the bardic performance gains resist fire 20 as long as the performance is maintained. At 11th level, this resistance increases to 30. Fire break relies on audible or visual components. This ability replaces suggestion. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components. Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components. Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components. Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components. Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components. Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target 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 target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components. Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Standard Racial Traits:
Ability Score Racial Traits: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom. • Type: Ifrits are outsiders with the native subtype. • Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size. • Base Speed: Ifrits have a base speed of 30 feet. • Languages: Ifrits begin play speaking Common. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages. Magical Racial Traits
Senses Racial Traits
Other Racial Traits
-------------------- Background:
Description:
PFS Character Information:
PFS#: 13693-14 Faction: Sovereign Court XP: 1 Fame: 2 Prestige: 0/2 Faction Card Inventory Tracking Sheet Scenarios: • The Segang Expedition [1 XP, 2 PP, 509gp, 50gp Day Job] Chronicle Sheet - Boons: Alkenstar Prototype (Sovereign Court Faction): Your contacts in Alkenstar have invited you to test an experimental firearm. You may cross this boon off your Chronicle sheet at the beginning of a scenario to gain a musket or pistol (Pathfinder RPG Ultimate Equipment 45–46) and 20 paper cartridges (Ultimate Equipment 42). You must relinquish this firearm (or whatever fragments of it remain, if destroyed) and any leftover ammunition at the end of the scenario. This firearm is modified by one of the following effects of your choice. Increased Stopping Power: The firearm deals damage as though it were one size category larger. Intuitive: You may use this weapon as though you were proficient in its use. Rifling: The range increment of this firearm increases by 50%. Ragdya’s Blessing: Due to the respect you showed to the Vudran god Ragdya’s sacred animal, you have received that deity’s blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface. The Court Grows (Baron Bomande Rudyahm or Count Falroun Matsanda; Sovereign Court Faction): You have impressed an influential aristocrat from Alkenstar and taken an important step in recruiting him into the Sovereign Court. You have received a praise-laden letter of reference from your contact, and if you show this letter to an aristocrat native to the Inner Sea region, you gain a +2 bonus on any Diplomacy check made to influence him or her. You may also check the box included with this boon to use the letter in requisitioning a valuable tool while in Alkenstar; acquire any one item worth 150 gp or less (400 gp or less if you earned this boon in Subtier 4–5) for free. The item is a gift and has no resale value. The letter of reference provides no further benefits once you have checked the box, but the boon may grant other benefits in future adventures. |