About Paige SentinePaige Sentine - Paladin of Iomedae 2/Bard 2
Bard Abilities:
Bardic Performance: 10 rounds/day Countersong: 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: 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 15): 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 +1: 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. Bardic Knowledge +1: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Versatile Performance (Ex): 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. Sing: Bluff, Sense Motive Well-Versed (Ex): 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.
Paladin Abilities:
Aura of Good: The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level. Detect Evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range. Smite Evil 1/day (+4 to attack rolls, +1 to damage rolls): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Feats:
Improved Initiative: +4 to Initiative rolls. Point-Blank Shot: +1 on attack and damage rolls with ranged weapons against targets within 30 feet.
Traits:
Child of the Crusades: Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse. Tactician: You gain a +1 trait bonus on Initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Background:
Paige's family involvement in the Crusades stretches back to their declaration by the Church of Iomedae in 4622, stretching five generations back to her great-great-grandparents, who were involved in the liberation of Sarkoris. Some part of her blood has never left Mendev, a lineage of great crusaders and holy warriors of Iomedae following all the way down to her on her father's side. Her mother, Audra Tanis, carried no such grand legacy; a street performed-turned-cleric of Sarenrae who came from Andoran for the purpose of tending to the sick and wounded, unskilled with a blade and removed from the grizzly carnage of the frontlines. She sang songs as she healed, hoping to raise the morale of the injured warriors with tales of glory and happier days. It was during one night of healing the survivors of a scouting mission gone awry that she met Tybald Sentine, her future husband.
In 4690, Paige was born in Kenabres to the newlyweds. Her father had her learning archery and swordplay by the time she ten, seeing in the girl the exact same fire and potential for glory that had led to such an enduring family of crusaders. From her mother she learned music and sang alongside her as she healed, delighted by the way their songs could light up war-weary faces. She found a certain magic in her singing, a small arcane gift that manifested itself as she grew older. The ability to lift spirts and perform minor magical feats with her songs. Still, she decided to foster her martial prowess more than her arcane abilities, intent on going off to war alongside her father once she came of age. The Fourth Crusade was in full swing as she hit her mid teens, and she missed him greatly every time he disappeared for days at a time to patrol and scouting missions. Her greatest wish was to come of age, be accepted into the ranks of the crusaders, and fight by his side. Though something about Sarenrae's teachings resonated in her, she desired to be a warrior more than a hero, and followed in her father's footsteps as a hopeful servant of Iomedae. The idea of redemption remained with her though; so many great heroes succumbed to despair and to demonic temptation, further thinning their ranks. Perhaps all it took for some of them to be turned back to the righteous path was a great leader capable of bringing them back from the darkness. As she further developped her musical passion and found herself to be rather charismatic, she began to wonder if such a leader resided inside of her. Though it would never be great, she began to study a bit deeper into magic, seeking out spells within her modest talents that could aid others. Perhaps the combination of her gifts could allow her to one day stand on the battlefield as a commander, inspiring warriors and bringing out the potential within them. She would never get the chance to fight alongside her father; he was due home from a scouting mission on the eve before her official acceptance into the ranks of the Church of Iomedae, but he never returned. None from his group did. It made the day she'd been waiting for for years a rather bittersweet one. The Fourth Crusade ended soon after. The prospective Paladin resumed her final studies in a time of pessimistic peace, becoming a fully-fledged Paladin at age 22. As the general misery induced by the abysmal morale of the crusaders dragged onward, Paige tried to keep upbeat and hopeful, if only for everyone else's sake. All they would need to rise once again to glory was a moment of victory and a great leader to hold their sword high, and with any luck it would be the longsword at Paige's side that would point upward to the sky. |