About Lucrecia Willow
AC 19, touch 13, flat-footed 16 (+6 armor, +2 dex, +1 dodge)
Speed ft. (30 ft. without armour)
Bardic Performance (10 rounds)
Inspire Courage +1
Spells Known (CL 3st; concentration +5)
1st 4/day DC 13— Dazzling Blade, Feather Fall, Timely Inspiration x
Str 18, Dex 14, Con 12, Int 13, Wis 10, Cha 14
Backpack containing: trail rations x5, silk rope (50'), grooming kit, maintenance kit, mess kit, cold winter clothes, spare clothes, blankets x2, Pitons x5, Hammer, Crowbar
Elsewhere: Scrolls of Monkey Fish & Magic Weapon
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 (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.
Free Hand Maneuver
Additional Prerequisite(s): Base attack bonus +6
As a full-round action, you can make a single attack with your weapon and attempt to perform a dirty trick, disarm, drag, reposition, or steal combat maneuver with your free hand, taking no penalties for two-weapon fighting. The combat maneuver provokes attacks of opportunities as normal, unless you have an appropriate ability or feat. You are not considered unarmed for this maneuver, but can’t apply any benefits of your weapon to the combat maneuver check.
As an immediate action, you can gain a +4 dodge bonus to your AC against a single of which attack you are aware. You must make this decision before the attack roll is revealed. You are staggered on your next turn.
Strike and Seize
Additional Prerequisite(s): Improved Disarm, base attack bonus +6
As a standard action, you can make a single attack with your weapon and attempt to perform a disarm combat maneuver with your free hand, taking no penalties for two-weapon fighting.
Additional Prerequisite(s): Combat Reflexes, base attack bonus +4
When your AC exceeds the result of a foe’s melee attack against you by 5 or more, that foe provokes an attack of opportunity from you. Once you make such an attack of opportunity against a foe, you can’t again use this trick against the foe that day.
Defensive Parry (Ex)
At 3rd level, when a swordlord makes a full attack with a dueling sword, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.
This ability replaces armor training 1 and 4.
You begin play with a dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons
You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action.
Fighting Defensively as a Standard Action
You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 to AC until the start of your next turn.
Fighting Defensively as a Full-Round Action
You can choose to fight defensively when taking a full-attack action. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC until the start of your next turn.
Skills - Acrobatics
If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.
300 gp starting
-25 Mundane stuff
+6.5 Leftover change from statue liquidation
When it became clear that Lu actually intended to leave, her father acquired an enchanted bird from Kuldahar to watch over her.
Male Trush Familiar
AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 natural bonus)
Speed 10 ft., fly 40 ft. (average)
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Favourite food: Wine
Favourite real food: Grilled Fish
Favourite Colour: Red
Bryn Shander; heart of the north, jewel of Icewind Dale never seemed like much in Lucrecia's eyes. From a young age she was convinced that there were more to life then fishbones. She wanted prestige, glory but - most importantly - power. Which, she reasoned, could only be found far away from the dump that was home. With every passing year her wanderlust grew until eventually her father, a merchant, agreed to take her with him on his trip south. When his daughter saw all the poverty, corruption and chaos that ruled much of the 'civilized lands' she would drop this foolish notions he figured. But Lucrecia had only eyes for the grand bazaars, the exotic circuses and the nobles clad in silk. The very next spring she packed her things and set out to find her fortune to the south.
Living in the cities was all that she had dreamed of. She had delicious drinks, skilled entertainment and company from all the corners of the world at her fingertips. But such a life drained her savings quickly and as her purse grew lighter and lighter she looked around for a way to earn her keep. Neither of the two obvious professions, banditry or prostitution, really appealed to her so she sought a third alternative. As it so happened, she came across a mercenary outfit looking to take in new recruits. Lucrecia signed on immediately. There she found a new passion to focus herself on - swordplay. But her stay with the sellswords was brief. The conflict they were contracted for ended sooner then anticipated and the newest members were discharged. But the skills acquired could be applied in a great many places; there was always some bloodshed brewing in the Realms.
She honed her profession all along the Sword's Coast trading silver for steel. But one thing was constant - her coins disappeared almost as quickly as she earned them. Not that she minded working - in fact, she loved her work - but it would be nice if her coins could stick around. She wanted to find the big score. Maybe Daggerford?