Trinia Sabor

Nevryn of Greengold's page

102 posts. Organized Play character for Abyssian.


Full Name

50701-10

Race

CORE Half-elf bard 1, hp 3/11 | AC 16 | T 13 | FF 13 | CMD 14 | F +2 | R +5 | W +2 (+2 vs.enchantment) | Init +3 | Perception +6 | Sense Motive +0

Classes/Levels

daily uses:
Bardic Performance 0/6 | 1st level spells 1/2

About Nevryn of Greengold

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Statblock:

Female half-elf bard 1
LG Medium humanoid (elf, human)
Init +3; Senses low-light vision, Perception +6
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +2, +2 vs. enchantment spells and effects
OFFENSE
Speed 30 ft.
Melee whip +3 (1d3+1)
Melee cold-iron dagger +3 (1d4+1/19-20)
Ranged cold-iron dagger, thrown +3 (1d4+1/19-20)
Ranged sling +3 (1d4+1)
Special Attacks distraction, fascinate
Known Bard Spells (CL 1st, concentration +5)
1st (2/day)—sleep, silent image (DC 13)
0 (at will)—dancing lights, detect magic, message, prestidigitation
STATISTICS
Str 12, Dex 16, Con 14, Int 13, Wis 10, Cha 14
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse, Skill Focus- Perform (Sing)
Skills Acrobatics +7, Diplomacy +6, Knowledge (Local) +6, Knowledge (Religion) +6, Perception +6, Perform (Sing) +9, Spellcraft +5
Languages Celestial, Common, Elven
Traits Armor Expert, Focused Mind
SPECIAL ABILITIES
Bardic Knowledge (Ex) add +1 to all Knowledge checks and may make all Knowledge checks untrained.
Bardic Performance as a standard action to start or a free action to continue, use performance up to 6 rounds/day.
Countersong (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su) A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
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.
Keen Senses (Ex) Half-elves receive a +2 racial bonus on Perception skill checks.
Low-Light Vision (Ex) Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.
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. See Classes for more information about favored classes.

Society Specific Stuff:

CORE character! PFS# 50701-10
Current Level: 1
Current XP: 1
Current Fame: 2
Current PP: 2
Current GP: 504.13
1.6-10 The Wounded Wisp t2

Equipment:

Studded Leather Armor: 25gp, 20lbs
Whip: 1gp, 2lbs
Gauntlet, spiked: 5gp, 1lbs
Dagger, cold iron: 4gp, 1lbs
Club: 0gp, 3lbs
Sling: 0gp, 0lbs
Alchemist's Fire x2: 40gp, 2lbs
Spell Component Pouch: 5gp, 2lbs
Holy Symbol, wooden (Shelyn): 1gp, 0lbs
Clay Tankard: .02gp, 1lbs
Waterskin: 1gp, 4lbs
Rope, hemp (50 ft.): 1gp, 10lbs
Case, map or scroll: 1gp, .5lbs
Pouch, belt: 1gp, .5lbs CONTAINS(p):
(p)Chalk x2: .02gp, 0lbs
(p)Oil (1-pint flask): .1gp, 1lbs
Backpack: 2gp, 2lbs CONTAINS(b):
(b)Lamp, common: .1gp, 1lb
(b)Piton x3: .3gp, 1.5lbs
(b)Rations, trail (4 days): 2gp, 4lbs
(b)Sack (empty): .1gp, .5lbs
(b)Bedroll: .1gp, 5lbs
(b)Flask (empty): .03gp, 1.5lbs
(b)Flint and steel: 1gp, 0lbs
(b)Hammer: .5gp, 2lbs
(b)Ink (1 oz. vial): 8gp, 0lbs
(b)Inkpen: .1gp, 0lbs
(b)Parchment (5 sheets): 1gp, 0lbs

Total: 95.87gp spent, 66.5lbs carried