Queen Telandia

Petals's page

435 posts. Alias of John Gs.


Full Name

Petals

Race

| HP: 32/32 | AC: 19 (14 Tch, 15 Fl) | CMB: +6, CMD: 20 | F: +4, R: +8, W: +6 | Init: +4 | Perc: +7, SM +10

Classes/Levels

| Speed 30ft | Bardic Performance 12/12, Smite Evil 1/1 | Spells: 1st 4/4, 2nd 2/2 | Active conditions:

Gender

Female LG Elf paladin 1/bard 4

Size

little below average

Age

seemingly young

Alignment

Lawful Good

Deity

Shelyn

Occupation

barmaid/singer

Strength 14
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 8
Charisma 14

About Petals

Female elf bard 4/paladin 1
LG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +7
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge)
hp 32 (5 HD; 1d8+1d10)
Fort +4, Ref +8, Will +6; +2 vs. enchantments, +2 trait bonus vs. fear
Immune sleep, +4 vs bardic performance, sonic, and language-dependent effects
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Offense
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Speed 30 ft.
+1 silver earth breaker +7 (2d6+4/×3) or
mwk rapier +7 (1d6+2/18-20)
Melee dagger +6 (1d4+2/19-20) or
short sword +6 (1d6+2/19-20)
mwk composite longbow +8 (1d8+2/*3)

Special Attacks bardic performance 12 rounds/day (countersong, distraction, fascinate [DC 14], inspire courage +1, inspire competence +2), smite evil 1/day (+2 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +3)
At will—detect evil
Bard Spells Known (CL 3st; concentration +5)
2nd (2/day)-heroism, invisibility
1st (4/day)—charm person(DC 13), cure light wounds, silent image (DC 13), disguise self(
0 (at will)—dancing lights, flare(DC 12), ghost sound (DC 12), mage hand, prestidigitation, message
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Statistics
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Str 14, Dex 16, Con 10, Int 14, Wis 8, Cha 14
Base Atk +4; CMB +6; CMD 20
Feats Combat Expertise, Dodge, Improved Feint
Traits courageous(+2 save vs fear), westcrown firebrand(+1 initiative, +1 attack in surprise round)
Skills
Acrobatics +6 (1 rank)
Bluff +10 (1 rank, versatile performance)
Climb +6 (1 rank, -1 armor check)
Diplomacy +10 (5 ranks)
Disable Device +10 (5 ranks)
Disguise +6 (1 rank)
Escape Artist +6 (1 rank)
Intimidate +7 (2 ranks)
Knowledge (local) +8 (1 rank)
Knowledge (planes) +8 (1 rank)
Knowledge (religion) +8 (1 rank)
Perception +7 (3 ranks)
Perform (act) +6 (1 rank)
Perform (dance) +6 (1 rank)
Perform (oratory) +6 (1 rank)
Perform (sing) +10(5 ranks, can be used for sense motive and bluff)
Profession (barmaid) +3 (1 rank)
Sense Motive +10 (1 rank, versatile performance)
Sleight Of Hand +6 (1 rank)
Stealth +9 (4 ranks)
Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Elven, Sylvan
SQ bardic knowledge +2, elven magic, well versed

Gear +1 chain shirt, dagger, +1 silver earth breaker, mwk rapier, short sword, mwk composite longbow (+2 str). 20 arrows, belt pouch, silver holy symbol of Shelyn, spell component pouch, mwk thieves tools,Wand of cure light wounds (4 charges), potion of invisibility, 2 doses of oil of taggit (ingested, fort dc15, 1 minute, unconsciousness 1d3 hours), silver necklace with oval blue sapphire(100gp), courier's outfit(sky blue silk dress with white trim), potion of cure serious wounds, 1 bottle of fine wine(gift from Varius), 2 vials of alchemist fire, cloak of resistance +1, 2 vials of holy water, crown of blasting (minor 1/day,
956 gp

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BOONS
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Calseinica’s friend: You have developed a friendly relationship with Calseinica Nymmis. The talented actress’ mere presence is inspiring during a performance, and thus you gain a +2 bonus on all skill checks made during the performance. The character playing Larazod gains a +4 bonus due to the close relationship between their characters on stage.

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Special Abilities
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Bardic Knowledge +2 (Ex) Add +1 to all knowledge skill checks, can make knowledge tests untrained, half level
Bardic Performance (standard action, 12 rounds/day) Your performances can create magical effects.
Inspire Courage: 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 +2 within 30ft, requires to be able to see and hear the bard
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Smite Evil (1/day) (Su) +2(charisma bonus) to hit, +1 to damage/paladin level(+2 vs evil outsider), +2(charisma bonus) deflection bonus to AC when used, by passes damage reduction.
Well Versed - +4 save vs bardic performance, sonic, and language dependent effects
Versatile Performance - substitute final value of Perform: Sing for Bluff and Sense Motive checks
Crown of Minor Blasting - casts searing light 1/day, Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 3d8 points of damage. An undead creature takes 6d6 points of damage, and an undead creature particularly vulnerable to bright light takes 6d8 points of damage. A construct or inanimate object takes only 3d6 points of damage.

her past and present:

Petals grew up in the temple. An orphan left to die in the streets, and would have if a street peddler hadn't been spurned into caring by the nightengale quality of the lullaby the weeping toddler was singing to drive about the empty horror she could barely understand. A voice for Shelyn the old man told the priest. A voice that saved her at least.

She grew up in the temple, never remembering anything about her parents, and avoiding attachments to any elves that she met. A resentment turned toward her own kind. The others in the temple were kind, nice, even friendly, but she was always just a bit different, and always felt a little alone no matter how many were around her.

Never truly alone, she had the Eternal Rose with her always. Loved her like a mother, talked to her in her prayers like a friend. Would make up countless stories to entertain her, despite knowing the goddess had better things to do than listen to the stories of a lovely elf girl.

She was happy as long as she was in the temple. The city itself always felt wrong, evil, trying to corrupt her and everything potentially good. Hiding and ignoring was never an option for Petals, having a bit of a temper toward bullies and thugs and lawyers and a great many things unbecoming a rose. Thorns is what some of the other initiates would call her, but she didn't care. If the goddess wanted her to stop fighting back, wouldn't Petals feel it. One of the priests saw that she would always have that streak in her, and would be a threat to the temple sooner or later. But he had a heart and first had her trained in combat enough she had a chance out there in the world.
Then she was asked to leave.
Sheyln didn't ask, so it didn't matter. Still hurt but it didn't matter. She has survived with her voice, making due with being a barmaid at times as well, until a letter arrived one day sparking a bit of hope.

Appearance:

Petals is a pretty young elf with pale blonde hair and equally pale blue eyes. She usually dresses in deep blues with dashes of crimson, silver and honey. She has a stunning smile, when it is genuine, still pretty when it is not. She loves her hammer, though she knows she is supposed to be more enamored with the glaive being attached to her goddess as she is, but the head carved with lovely roses, a present from the priest who banished her, just makes her want to giggle as it comes crashing down.

Personality:

She is engaging, bright, eager, a bright light in any conversation, when she is trying to be. Inside she's a bit lost, loney, and breaks out in rages at the injustice of simply living. Happily there is enough evil in this city, those rages can be channeled productively.