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About Rakhelracial abilities:
Stat bonuses: +2 Int, +2 Cha
reasons to protest:
Staying up on Current Events: Public protests are a
traits:
Irrepressible: You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects. Arcane Temper Benefits: You gain a +1 trait bonus on concentration and initiative checks. campaign: Child of Kintargo You gain a +1 trait bonus on knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. The Noble Scion feat (see the sidebar on page 11) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. feats:
Noble Scion: Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always considered a class skill for you. You also gain an additional benefit, depending on which family you belong to. House Aulamaxa: You gain a +1 bonus on Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day. bard class abilities:
Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. 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 Dancer (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 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. Cantrips:(Sp) Bard's 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. summoner class abilities:
Cantrips: Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who forever after summons an aspect of the same creature. Each eidolon has a subtype, chosen when the eidolon is first summoned, that determines its origin and many of its abilities. An eidolon must be within one alignment step of the summoner who calls it (so a neutral good summoner can call a neutral, lawful good, or chaotic good eidolon) and can speak all of his languages. An eidolon is treated as a summoned creature, except it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment function normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished. The eidolon takes a form shaped by the summoner's desires. The eidolon's Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner's class level and increase as the summoner gains levels. In addition, each eidolon gains a pool of evolution points based on the summoner's class level that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner. The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature appropriate to its subtype. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner's forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts). Life Link (Su) At 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, as a reaction to the damage, the summoner can sacrifice any number of hit points he has without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the eidolon. This can prevent the eidolon from being sent back to its home plane. In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does climb to the levels indicated and eventually returns to normal. [bSpirit (Su)[/b] A spirit summoner forms a mystical bond with one spirit from the shaman class. He gains the spirit ability of that spirit and uses his summoner level as his shaman level for determining its effects. The spirit summoner can select spells granted by that spirit as summoner spells known, using the shaman level of the spell as the summoner spell level. The summoner cannot select spirit spells that are above 6th level. At 9th level, the summoner gains the abilities listed in the greater version of his selected spirit. At 17th level, the summoner gains the abilities listed for the true version of his selected spirit. This ability replaces summon monster. Eidolon At 1st level, a spirit summoner begins play with a powerful outsider called an eidolon. The eidolon's form and abilities must be appropriate to his chosen spirit, at the GM's discretion—for example, a summoner with the flame spirit cannot have an eidolon with ice or water abilities, a summoner with a heavens spirit cannot have a fiend-like eidolon, and so on. The summoner can use temporary effects (such as evolution surge) to alter the eidolon into an inappropriate form, but cannot use permanent effects (such as transmogrify) to do so. This ability alters the eidolon class feature. Spirit Ability A shaman who chooses the heavens spirit as her spirit or wandering spirit gains the following ability. Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman's level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. bard spells:
0th lvl (4) ghost sound, mending, prestidigitation, daze
summoner spells:
0th lvl (4) acid splash, detect magic, mage hand, message,
eidolon:
Angel Hailing from the higher planes, angel eidolons are creatures of exquisite beauty. They usually appear in idealized humanoid forms, with smooth skin, shining hair, and bright eyes. Angel eidolons are impeccably honorable, trustworthy, and diplomatic, but they do not shy away from confrontation when facing off against evil and its minions. Alignment: Any good. Base Form: Biped (limbs [arms], limbs [legs], slam). Base Evolutions: At 1st level, angel eidolons gain the resistance (acid) and resistance (cold) evolutions. They also gain a +4 bonus on saving throws against poison. At 4th level, angel eidolons gain electricity resistance 10 and fire resistance 10. At 8th level, angel eidolons grow large, feathery wings, gaining the flight evolution. At 12th level, angel eidolons gain DR 5/evil. They also gain immunity to petrification and the truespeech ability (see the angel subtype). At 16th level, angel eidolons lose the resistance (acid) and resistance (cold) evolutions, and instead gain the immunity (acid) and immunity (cold) evolutions. At 20th level, angel eidolons gain the protective aura ability (see the angel subtype). Biped: Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (poor), Will (good); Attack 2 claws (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11. darkvision 60'
Share Spells (Ex) The summoner can cast a spell with a target of "you" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner can cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells. Evolution: Reach Rakhel's eidolon is like a slightly smaller version of herself... not an exact copy but close enough to be perhaps a younger sibling... In actuality, though smaller, her Eidolon looks much like Rakhel recalls her mother's visage. She calls her Eidolon 'Shya', though occasionally calls her 'little sister'. Shya answers to both names equally. Shya's hair is a glowing golden-red, with shimmering amber eyes and fair skin. She comes clothed in bright colored skirts and white blouse with a black corselet. equipment:
noble outfit, all in black and silver with mirror plates and pearls sewn into it. dilettante outfit - bright colors and black accents shortbow, 20 arrows whip rapier wineskin coinpurse signet ring necklace with black pearls and onyx (val 200 gp) background:
Rakhel looked like an ordinary child, but as she grew her aasimar features became unmistakable even though understated... The family was unconcerned at first, until Barzillai Thrune came to Kintargo recently. Fearing for her safety, they kept her home and hidden. She's been sequestered since that time and frustrated and angry at the events of late. With only her eidolon and family to keep her company, she's been doing a lot of reading and starting to study another language... just flavor for taking a level in linguistics at 2nd Kelsy, one of the family's servants, has been keeping Rakhel up to date with town gossip and news at least. For lack of anything much better to do with her time except read, Rakhel has been hanging on Kelsy's every word. Hearing of a gathering at Aria Park, Rakhel has promised herself a day out, sneaking out of the house with a scarf and appropriate street clothing. She sent word to a few friends that she would be at the Park and made her plans, spending time making a dummy to leave in her bed in the morning so it would just seem she slept in. How and why did she become her classes?: As a the eldest child of a wealthy noble family, Rakhel often spent time alone as a young child. Summoning a companion to play with or small animals to pet and cuddle seemed almost natural, and her tutor aided her in her studies while she was still quite young. She became skilled at storytelling caring for her younger siblings and acting out the parts in the stories she told them became as fun for her as for them.
10-Minute-Background
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. 1) Character Goal: See Kintargo as a free city like the ones in Andoran that she's heard of, where the streets are paved with gold and silver and all folks are free and the rich and the poor are not so far apart and she will be free to associate with all indiscriminately (without having to 'escape' guardians to do so). Marriage and family are also high on her list of personal goals as well, though not necessarily to the man arranged by her family. She wants to marry for love. 2) Player Goal: Rakhel should grow in reputation, as more than just a free spirit... develop her innate (and trained) talents and see her name on the lips of all (in a good way). Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises! 1) Character Secret: Rakhel was in love once already... deeply passionately and forever... Her lover, Kyl Vishnarstill, shared her passion and fire and the two met secretly for almost three months... When his father discovered the relationship, he didn't discourage it, but when her father found out, he went into a rage, declaring young Kyl not a fit companion for her, being a good 7 years older than her and a bit of a scoundrel. He ordered her not to see him again, and put a guard beneath her window... She wept nightly at the restriction... and never did get to tell Kyl she was with child... Whether it was luck (good or bad) or the interference of her governess, she lost the baby when just 2 months into the pregnancy... Her governess made sure no one, especially not her father, ever learned of her state. Her father and Baron Vishmarstill both agreed the relationship was a doomed one and Kyl was ordered to drop it. He has since been cool to her when they've met in public, and despite her irrepressible nature, she was devastated for a while... She's rebounded since, but still does care for Kyl secretly. Kyl knows nothing of the pregnancy. 3) Hidden secret: Rakhel's mother was not human, insted she was a being of angelic nature herself... but she passed for human while with Rakhel's father ... Not all her children were so lucky as to be able to hide their natures... While Rakhel looks human, her fiery eyes and almost actively living hair often give away her nature, they are subtle differences, and she still passes as human among most folks. Rakhel was always told that her mother left when the youngest child was yet a babe, but in truth, she didn't choose to leave, she was taken away in the middle of the night by Hellnights. None of the children know the true story, and all believe their mother was a Varisian noble who left them and returned home, a tale their father told them. Even Rakhel's father doesn't know her actual fate, hoping her inborn abilities allowed her to escape her captors. Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you. 1) Kyl Vishnarstill continues to love Rakhel, as she does him, but steels himself to be cold to her both publically and privately due to familial pressure. 2) Janni (pronounced Yanni) - One of Rakhel's best friends, young Janni is a daughter of the city's foremost swordsmith. Both of the girls used to spend inordinate amounts of time in the forge watching her father work, and learning a bit of swordplay (mostly play). Janni and Rakhel would spend hours exchanging secrets and wishes. Janni often dressed in her finest and visited Rakhel as well, sharing in the lessons with her governess, as Rakhel shared in the swordplay lessons from Janni's father. Yanni's feelings were hurt when Rakhel began spending a lot of time with Kyl, but the two girls are deep and enduring friends, and Yanni still misses their time together... both girls hope the rift will be healed... though both are a bit afraid to make the first step. 3) Andraia Sarini loved Kyl, strongly and possessively, so when Kyl chose Rakhel over her, she grew angry and resentful. She'll do anything to get Kyl back, so while she is thrilled the two seem to be over, she has never lost her hatred of Rakhel... Being the Baron's only daughter, she has a lot of sway with him, and won't hesitate to use her daddy's influence to see to Rakhel's downfall if necessary. 4) Rakhel's father, Baron Aulamaxa (son of the Archbaroness), and her siblings: Alaric (15), Kendl (12), Alia (9) and Sofi (6)... all are very close and she'd do anything to protect or aid any of them. Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor. 1) The smell of her mother and her mother's voice... she knows these things and misses them terribly. She often wakes up trembling in the middle of the night, thinking she smells her mother in the room and heard her voice, felt her touch. 2) She has little to no body shame, and while she won't strip in public or anything, she wouldn't shy away from something as salacious as skinny dipping if among the right people. 3) Rakhel's hair really does move on it's own, which is why she is always trying to keep it contained, as it will give away her nature if it's revealed... Braids, various coifs, whatever she can do to keep it in check... Her hair is always trying to come out of whatever it's constrained by. She often wears scarves to try to hide it, and her head very animated while she talks, hoping folks will not notice that the hair is moving on its own. 4) She really does despise Grandmama's poodle Harcule and can't wait to outlive him, hoping the Archbaroness replaces him with a sweeter dispositioned dog... or maybe a cat. kyl:
Standing before you, you see a finely dressed Kintargan nobleman with jet black hair and piercing grey eyes. He's maybe a couple of inches taller than average... around 6 feet give or take an inch. With finely muscled limbs and torso, he is a fine figure of a young man. His features are fair, but not androgynous in any way, definitely masculine, with a strong jaw and beautiful white teeth, which are bared in a satisfied smile. |