Geppa

Signy Birkirsdottir's page

98 posts. Alias of rdknight.


Full Name

Signy Birkirsdottir

Classes/Levels

Human Bard 1 / Swashbuckler 1| HP: 23/23 | AC: 19 (T: 14, F: 15) | CMB: +0, CMD: 14 | F: +2, R: +8, W: +2 (+5 vs Charm/Compulsion) | Init: +4 | Perc: +4, SM: 0 | Speed 30'| Performance 7/7 | Panache 4/4

Gender

Female

Size

Medium

Age

19

Alignment

CG

Deity

Cayden Cailean

Location

Restov, Brevoy

Languages

Taldane, Skald

Occupation

Traveling Performer / Righter of Wrongs / Drinking Game Champion

Strength 10
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 8
Charisma 16

About Signy Birkirsdottir

Statistics:
Female Human Bard (Arcane Duelist) 1 / Swashbuckler (Inspired Blade / Noble Fencer) 1
CG Medium Humanoid (Human)

Init +4; Senses Perception +4, Sense Motive 0
Hero Points:
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DEFENSE
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AC 19, touch 14, flat-footed 15 (+4 armor, +1 buckler, +3 dex)
hp 23
Fort +2, Ref +8, Will +2 (+5 vs Charm & Compulsion)
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OFFENSE
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Speed 30 ft.

Melee +6
Rapier: 1d6 | 18-20/x2
Ranged +5
Long Bow 1d8 | x3

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STATISTICS
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Str 10, Dex 18, Con 14, Int 12, Wis 8, Cha 16
Base Atk +1; CMB +1; CMD 15
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TRAITS

Irrepressible:
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind.
Benefit: You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Bastard:
One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own.
Benefit: You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Magical Knack:
Constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class (Bard) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

DRAWBACK

Hedonistic
You are a creature of pleasure and comfort.
Effect(s) Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

FEATS

Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Lingering Performance
The effects of your bardic performance carry on, even after you have stopped performing.
Prerequisite: Bardic performance class feature.
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Arcane Strike
You draw upon your arcane power to enhance your weapons with magical energy.
Prerequisite: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Skills (10 points; 6 class, 1 INT, 1 Skilled, 2 Background)
ACP -1

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* +8 = DEX 4+1+3
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Appraise +1 = INT 1+0+0
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Bluff +7 = CHA 3+1+3
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Climb* +4 = STR 0+1+3
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Craft +0 = INT 0+0+0
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Diplomacy +8 = CHA 3+2+3
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Disable Device*† +4 = DEX 4+0+0
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Disguise +3 = CHA 3+0+0
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Escape Artist* +4 = DEX 4+0+0
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Fly* +4 = DEX 4+0+0
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Handle Animal† +3 = CHA 3+0+0
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Heal -1 = WIS -1+0+0
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Intimidate +3 = CHA 3+0+0
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K (Arcana)† +6 = INT 1+1+3+1
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K (Dungeoneering)† +2 = INT 1+0+0+1
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K (Engineering)† +2 = INT 1+0+0+1
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K (Geography)† +6 = INT 1+1+3+1
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K (History)† +2 = INT 1+0+0+1
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K (Local)† +6 = INT 1+1+3+1
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K (Nature)† +2 = INT 1+0+0+1
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K (Nobility)† +2 = INT 1+0+0+1
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K (Planes)† +2 = INT 1+0+0+1
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K (Religion)† +2 = INT 1+0+0+1
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Linguistics† +1 = INT 1+0+0
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Perception +4 = WIS -1+2+3
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Perform (Sing) +7 = CHA 3+1+3 Background
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Perform (String) +7 = CHA 3+1+3
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Profession† (Tavern/Bar Keeper) +4 = WIS -1+2+3 Background
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Ride +4 = DEX 4+0+0
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Sense Motive +3 = WIS -1+1+3
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Sleight of Hand*† +4 = DEX 4+0+0
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Spellcraft† +1 = INT 0+0+0
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Stealth* +8 = DEX 4+1+3
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Survival -1 = WIS -1+0+0
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Swim* +4 = STR 0+1+3
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Use Magic Device† +3 = CHA 3+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses

Bardic Knowledge: +1 to all knowledge skills. May make knowledge skill checks untrained.

Languages Common, Skald

Special Abilities:

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SPECIAL ABILITIES
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BARD (Arcane Duelist):

Performance: (7 Rounds / Day)
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 such performances are language dependent. 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.

Rallying Cry (Su):
At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.

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.

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.

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.

Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

SWASHBUCKLER (Inspired Blade / Noble Fencer):

Inspired Panache (Ex):
Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache class feature.

Deeds:
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longerlasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex):
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)

Opportune Parry and Riposte (Ex):
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Social Panache (Ex):
At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1).
Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic.
This deed replaces the dodging panache deed.

Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.


Spells:

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Spells
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0th (at will)

Message
Ghost Sound
Prestidigitation
Detect Magic

1st (1+1/day)

Cure Light Wounds
Hideous Laughter

Gear/Possessions:

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GEAR/POSSESSIONS
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Leather Lamellar Armor
Buckler
Rapier
Dagger
Club
Short Bow / 40 Arrows
Backpack
Waterskin
Bedroll
Belt Pouch
Flint and Steel
Mess Kit
Iron Pot
Pewter Tankard
Trail Rations (15 Days)
Rope 50'
Mirror
Soap
Grooming Kit
Inkpen & Ink
Journal
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CONSUMABLES:
Torches (10)
Acid Flasks (2)
Good Liquor (3 Bottles)

Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
Current Load Carried 44 lb.

Money 0 GP 0 SP 0 CP

Background:

Signy’s father Birkir was a member of Grand Prince Stavian III’s Ulfen Guard. Although he was not an officer, being a member of the Grand Prince’s guard gave him considerable cachet in Oppara. Birkir was also affable, quite handsome, and a lover of good times. There was no shortage of women coming and going in his life, but Kotryna Lodovka would be the most important of them.

Kotryna was the daughter of Brevoy’s ambassador to Taldor. Birkir and Kotryna’s affair was risky, and it’s discovery came soon after Kotryna became pregnant. Ambassador Gintaras was livid of course. While his daughter’s pregnancy might have served some purpose such as a politically useful marriage if the father were a member of the Taldan court, an Ulfen mercenary father was both useless and embarrassing.

As soon as the child was born, Kotryna was shipped back to Brevoy without her new daughter. Birkir had to bribe a member of the Ambassador’s household to divert his daughter from the orphanage where she was to be sent into his own possession instead. Although Ambassador Gintaras tried to see Birkir was punished through official, formal means, nothing ever came of it. Birkir’s position in the Ulfen Guard protected him. Grand Prince Stavian’s love for his guard, as well as his distain for any norms of governance, meant nobody would support a rather unimportant ambassador from a distant land over the mercenary.

Gintaras Lodovka never forgot the insult though, and had plenty of patience. He waited nearly a decade, by which time the affair was otherwise long forgotten, to hire an assassin to murder Birkir. Signy had avoided living in an orphanage for nine years only. Birkir was no fool though. He was aware the ambassador might seek revenge through unscrupulous means, and had made arrangements just in case. Signy went to a Caydenite orphanage designated (and donated to) by Birkir, who was a Caydenite himself. Although he was never a frugal man, Birkir also set aside a small trust for Signy, accessible to her at age eighteen.

While it is always hard to lose one’s parents of course, the orphanage was a good place to live. The Caydenite clergy were kind and looked after the welfare of their charges with compassion. Signy, who was always sunny and outgoing, easily made friends there. She received a better education than she probably would have otherwise and as she grew older she also took on some responsibilities, working in the connected tavern/temple serving customer/worshipers and entertaining.

Signy received her inheritance when she turned eighteen. Along with her father’s other possessions she found some letters from Kotryna, who she learned was a Lodovka. The name didn’t mean much to her. Birkir hadn’t told her much about her mother, keeping the story simple for the young girl. Her mother had been very beautiful, she was from Brevoy, and while she and Birkir had loved each other very much, Kotryna had to return to Brevoy and could not take Signy with her. The letters essentially confirmed what her father had told her. Their hidden relationship seemed so terribly romantic and beautifully tragic to Signy.

Signy decided it was time to travel for a while. There were a lot of places out there to see, and she would start her journeys in the direction of Brevoy. She didn’t necessarily expect to find her mother, but Signy wanted to at least see the land her mother came from. Signy donated half her money to the orphanage, left Oppara for Cassomir and bought passage on a boat up the Sellen River. From what she heard about Brevoy while traveling the river, Restov seemed among the more interesting places to go, so Signy made her way there first.

Signy’s intuition was amply rewarded. She found Restov to be a wonderful combination of the exotic and familiar. Physically the city was far different, honestly very quaint compared to Oppara. On the other hand the nightlife was excellent. While the highbrow aspects of the great opera houses and other such elevated entertainments were absent, Signy didn’t care about those things anyway. She enjoyed the common alehouses and venues far more. They were hopping with life, good entertainment and good drink, and were far less segregated by social position and other factors than similar places in Oppara.

Signy also found the culture surrounding dueling familiar, but so much deeper and more intense than what she’d known in Oppara. She immersed herself in it, learning about the Aldori schools, as well as their imitators, variants, and rivals. She learned the individual duelists, as well as their styles and signature moves, and personal rivalries.

It was as a member of the circles of hangers-on around Aldori bravos that Signy met Jurgis, a well-respected Aldori aspirant. The two’s strong mutual attraction quickly led them enthusiastically into an affair. After a while though, Signy became a potential problem for Jurgis. She seemed incapable of discretion. Jurgis, a member of a local noble family, was engaged to be married. The marriage was an advantageous one for his family, and he knew his betrothed did not have a temperament that would understand the sowing of wild oats.

While their affair was not exactly a secret, those close to them were aware, it would create significant difficulties for Jurgis if the relationship became public and widely known. He knew it would only be a matter of time until Signy made some remark to the wrong person. Splitting with her would not solve the problem. Signy really had to go. Jurgis really did like Signy quite a lot though, and certainly didn’t wish to see any harm come to her.

Jurgis came up with a creative solution. He called in a favor and secured a place for her in one of the groups venturing into the Stolen Lands. When it was arranged Jurgis admitted his engagement to Signy, telling her while their love was impossible, he could only bear to part with her if he knew her fortune was secured. He presented her with her charter document, and spoke glowingly of the wealth and possibilities awaiting her. Her also gifted her a family heirloom, a rapier that had been in his family for generations. What he said about the rapier being an heirloom was true in a sense. It had occupied a shelf in the family’s mansion for several decades, though nobody remembered it or knew who it might have belonged to. Jurgis had also checked the weapon carefully to ensure it carried no seal or marking identifying it with his family.

Signy was delighted by the gifts. To her mind the rapier showed Jurgis was truly a man who cared enough to know her well. As great as her interest was in Aldori swordplay, she never participated directly. She knew her way around a rapier, and her religious convictions were more than enough to ensure she would never trade a rapier away for a dueling sword. On the other hand, his talk of a great love between them thwarted was awkward to say the least. Signy liked Jurgis as well, but she certainly wasn’t planning on hanging around in Restov much longer. She was very relieved he hadn’t done something crazy like breaking off that engagement in expectation that she would be staying. A charter for a really interesting adventure was just icing on the cake. Both Signy and Jurgis left their final meeting pleased, each believing they were the one who had dodged an arrow.

Appearance and Personality:

Height: 5'5 Weight: 130 Hair: Honey Blond Eyes: Light Green

Signy is of roughly average of height and and a bit on the thin side of an average build. If her body favors her mother, her looks are closer in line with her father's. She's light complexioned with blonde hair. She has her mother's eyes according to her father. Most would consider Signy quite attractive in a wholesome and athletic way.

Personality

Life with the Brothers and Sisters of Cayden Cailean after her father's death was kind, and Signy has embraced their values. She is optimistic and usually cheerful. She's quite brave really, and a fierce enemy of cruelty and oppression. Signy in some ways models her life and ambitions on Cayden Cailean's (except for the becoming a god part).

She has a fine singing voice, and plays the rebec well enough to accompany herself. Signy expects her money to run out before her wanderlust does. Her plan is to perform for a living when she needs to start seriously earning.

She is good at getting to know other people, and skilled at talking up strangers due to her time serving in the Caydenite tavern. She sees the best aspects of people and considers strangers to be friends she hasn’t made yet. Her optimism and enthusiasm win many over, but for those it doesn’t impress she can become irritating.

Signy is confident and assertive, but perhaps a little naive in her idealism. She can be stubborn about things and has a bossy streak.

There are very few things about which she cannot find something interesting. But, with so many potentially interesting things around, it is easy for her attention to wander rapidly from one thing to the next.