Born in Korvosa (Midland District) of Varisia.
Human Father (raised Reyha), Wild Elf Mother (abandoned her). Only child.
First name pronounced ray-ha
Family name pronounced baa-luhn
Physical Description:
Height: 5'9"
Weight: 132 lbs (lithe with long limbs)
Skin: Olive-coloured
Eyes: Large, expressive, violet-coloured
Ears: Slightly longer than an ordinary Human's, yet rounded and less prominent than an Elf's.
Hair: Long (to her lower back), wavy, dark brown
Voice: Seductive, melodic.
Birth Tattoo: In colours of violet, blue, green and pink in elaborate whorls depicting lightning, stars, waves, nature. Situated on her right shoulder.
AC 17; touch 14; flat-footed 13 (+3 armour, +3 dex, +1 dodge)
hp 24 (8+1 +5+1+1 + 6+1+1)
Fort +3/*+5 (*+2 vs heat); Reflex +6; Will +6/*+8 (*+2 vs enchantment spells and effects)
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STATISTICS
-------------------- Str 12(+1); Dex 16(+3); Con 12(+1); Int 13(+1); Wis 13(+1); Cha 16(+3) (Ability Modifiers +2 Cha)
BAB +1; CMB +2; CMD 15
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TRAITS
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• Elven Reflexes (Half-Elf, Race trait):One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes. Benefit: You gain a +2 trait bonus on initiative checks.
• Focused Mind (Magic trait):Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) that encouraged your ability to block out distractions and focus on the immediate task at hand. Benefit: You gain a +2 trait bonus on concentration checks.
• Pearl Diver (Regional):You were a pearl harvester and you know just what clues to look for when searching for a worthwhile haul in the briny shallows. Benefit: You gain a +1 trait bonus on Appraise and Swim checks.
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FEATS
-------------------- • Weapon Finesse (Combat): Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons.
• Dodge (Combat): Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks. Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
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From Expert NPC Class (7):
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• Acrobatics +7 (1 rank)
• Climb +5 (1 rank)
• Craft (Jewellery) (adding 1 rank to the craft skill below)(1 rank)
• Disable Device +7/*+9 (1 rank, *+2 for M/W Thieves' Tools)
• Linguistics +5 (1 rank)
• Know. Nature (adding 1 rank to the craft skill below)(1 rank)
• Use Magical Device +7 (adding 1 rank to the craft skill below)(1 rank)
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From Bard Class:
-------------------- Background Skills (2):
• Perform (Dance) +7/*+12 (*When wrapped around the hips, the scarf of suggestive dance grants the wearer a +5 competence bonus on Perform (dance) checks.)
• Perform (Sing) +7
Adventuring Skills (6+1+1):
• Appraise +6 (1 rank, +1 from trait)
• Bluff +5/*+7 (0 rank, +1 from Integrated racial trait, *+2 for Favoured Enemy)
• Craft (Jewellery) +8 (2 ranks, +2 from M/W Artisan Tools)
• Diplomacy +7 (1 rank)
• Disguise +4 (0 rank, +1 from Integrated racial trait)
• Know. Arcana +5/*7 (1 rank, *+2 for Favoured Enemy)
• Know. Local +6/*+8 (1 rank, +1 from Integrated racial trait, *+2 for Favoured Enemy)
• Perception +8/*+10 (2 ranks, +2 from Keen Senses, *+2 for Favoured Enemy)
• Sense Motive +5/*+7 (1 rank, *+2 for Favoured Enemy)
• Spellcraft +5 (1 rank)
Adventuring Skills (6+1+1):
• Heal +6/+8 (1 rank, +2 from healer's kit)
• Know. Dungeoneering +5/*+7 (1 rank, *+2 for Favoured Enemy)
• Know. Nature +7/*+9 (2 ranks, +1 from Thundercaller archetype, *+2 for Favoured Enemy)
• Perception (1 rank, added to Bard skill total)
• Ride +7 (1 rank)
• Stealth +7 (1 rank)
• Survival +6/+7*/**+8/+9 (1 rank, +1 from Thundercaller Bard, *+1 to Track, ***+2 for Favoured Enemy)
• Swim +6 (1 rank, +1 from trait)
LANGUAGES
Taldane/Common, Elven, Varisian, Polyglot (free language), Draconic, Halfling
Special Abilities:
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SPECIAL ABILITIES
-------------------- • From Race (Half-Elf):
• Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score (CHA).
• Base Speed: Half-elves have a base speed of 30 feet.
• Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
• Integrated: Many half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Half-elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This racial trait replaces the adaptability racial trait.
• Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
• Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Multitalented: 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. (Bard & Ranger)
From Bard Archetype: Thundercaller: Among mystical leaders are those who speak for the spirits of the land, who bear the knowledge of the ancients, and whose voices ring like thunder, calling the sky’s wrath down upon their enemies.
• Bound to the Land (Ex): A thundercaller gains a bonus equal to 1/2 her level on Handle Animal checks, Knowledge (nature) checks, and Survival checks. This ability replaces bardic knowledge.
Bardic Performance:
A thundercaller gains the following types of bardic performance.
Thunder Call (Su): At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell sound burst (having the same range and area and allowing the same saving throw). At 7th level, the sonic damage that is dealt by this blast of sound increases to 3d8. This damage further increases to 5d8 at 11th level, 7d8 at 15th level, and 9d8 at 19th level. This performance replaces inspire competence.
Incite Rage (Su): At 6th level, the thundercaller can induce a furious rage in one creature within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller’s performance. Unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller’s level + the thundercaller’s Cha modifier). Success renders the target immune to this power for 24 hours. The thundercaller cannot target herself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the thundercaller continues performing. This mind-affecting effect requires audible components. This performance replaces suggestion and mass suggestion.
• From Bard class:
• Bardic Performance (7 rounds/day): A bard is trained to use the Perform skill to create magical effects on those around her, including herself if desired. She can use this ability for a number of rounds per day equal to 4 + her 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 she 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.
List of Bardic Performances:
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 she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) 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 her performance to counter magic effects that depend on sight. Each round of the Distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) 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 her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. 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, she 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 her performance to inspire courage in her allies (including herself), 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 her 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.
• From Spirit Ranger archetype:
Some rangers nurture a connection with the spirits that reside in all things. By communing with these spirits, the spirit Ranger can gain glimpses of things to come.
• Spirit Bond (Ex): At 4th level, instead of forming a bond with her hunting companions or an animal companion, the spirit Ranger forms a bond with the spirits of nature themselves. Each day, as long as she is within one of her favored terrains, the Ranger can cast augury as a spell-like ability with a caster level equal to her Ranger level. In addition, she can call upon these spirits to cast any one Ranger spell that she is capable of casting, without having to prepare the spell. This ability replaces hunter’s bond.
• From Ranger class:
• Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. She gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. (Favoured Enemy: Humanoid (Reptilian)) • Track (Ex): A ranger adds half her level (minimum 1) to Survival skill checks made to follow tracks.
•Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds her ranger level and Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Starts playing with Hot Weather Outfit worth 10gp : (Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. Fine silk vest. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.)
Weapons, Accessories & Ammunition
• M/W Light Crossbow Cost 335 gp (starts game with one, free) Weight 4 lbs.) (Damage 1d8 (medium) Critical 19-20/x2 Type piercing, Range Increment 80 ft. (projectile), Load: Loading a light crossbow is a move action that provokes attacks of opportunity.)
• 20 Cross-bow bolts (2gp, 2 lbs, free with weapon)
• Light Flail (8 gp, 5 lbs., Damage 1d8 (medium) Critical x2 Type bludgeoning, Special disarm, trip) (A light flail consists of a weighted striking end connected to a handle by a sturdy chain. Though often imagined as a ball, sometimes spiked like the head of a morningstar, the head of a light flail can actually take many different shapes, such as short bars. Military flails are sturdier evolutions of agricultural flails, which are used for threshing – beating stacks of grains to separate the useful grains from their husks.)
General Gear & Equipment
• Bedroll (1sp, 5 lbs)
• Spell Component's Pouch (5gp, 2 lbs)
• Waterskin (1gp, 4 lbs)
• Mess Kit (2sp, 1lbs) (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.)
• Masterwork backpack (50gp, 4 lbs, When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.)
• Decorative scarves and kapenia (A kapenia is a family scarf, an intricate and colorful cloth that traces an individual's lineage through both the mother and father, and goes back as far as the family's knowledge stretches. Each is quite heavy and its complex loops and whorls are largely undecipherable to outsiders.They are prized possessions among the Varisian people, and only donned during special occasions. Kapenias are received when a young Varisian attains adulthood, and many individuals chose to be buried with their scarf. Alternatively, kapenias are sometimes bequeathed to loved ones upon the owner's death or, even more rarely, to someone outside the owner's clan.)
• Scarf of the Suggestive Dance
• Poncho (This circle of water-resistant fabric (typically wool or leather) has a hooded opening in the center, making it easy to slip it on or off and protecting your entire body from rain or snow.) (5sp, 2 lbs)
• Trail Rations (3 days) (6gp, 3 lbs) (Elves favor soft trail bread made of oats mixed with other grains, berries, and nuts and sweetened with honey. They supplement this trail bread with dried fruits and nuts. If you are an elf who subsists on nothing but these rations for at least 1 week, you receive a +2 bonus on checks and saves that benefit from the Endurance feat. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.)
• Perfume (10 doses) (10gp, -)
• Decorative Bangles (3gp, -lbs)
• Jewellery (5gp, - lbs)
• Artisan's Tools, Masterwork (55gp, 5 lbs) (These tools serve the same purpose as Artisan's Tools, but masterwork Artisan's Tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.)
• Thieves' Tools, Masterwork (100gp, 2 lbs) (This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.)
• Grooming Kit (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.) (1gp, 2 lbs)
• Flint & Steel (1gp, - lbs)
• Outfit, Traveler’s (1gp, 5 lbs) (This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.)
• Silk Rope (50ft, 10gp, 5 lbs)
• 3 flasks of Alchemist's Fire (1d6 dmgx2, fire, splash, 10ft range, 60gp, 3 lbs)
• 3 vials of anti-toxin (150 gp, -lbs)
• Kit, Healer’s (50 gp; 1 lb.)(This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.)
• Thunderstone x 3 (90 gp, 3 lbs) (You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.)
• CLW potions x 3 (150gp, -lbs) (cures 1d8+1 points of damage)