Ursathella

Sigrún the Magpie's page

205 posts. Alias of rdknight.


Full Name

Wyssal Freeling

Classes/Levels

Halfling Bard 1 | HP: 11/11 | AC: 18 (T: 14, F: 15) | CMB: +2, CMD: 12 | F: +3, R: +6, W: +3 (+1 vs Charms/Compulsions) | Init: +5 | Perc: +4, SM: +0 | Speed 30' | Performance: 6/8

Gender

Female

Size

Small

Age

22

Alignment

CG

Deity

Desna

Location

Sandpoint, Varisia

Languages

Taldane, Halfling, Varisian

Occupation

General Domestic Tasks and Beekeeping / Aspiring Entertainer

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

About Wyssal Freeling

Wyssal Freeling Portrait

Statistics:
Female Halfling Bard (Sounder Striker / Studious Librarian) 1
NG Small Humanoid

Init +5; Senses Perception +4
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DEFENSE
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AC 18, touch 14, flat-footed 15 (+4 Armor, +3 Dex, +1 Small)
hp 11
Fort +3, Ref +6, Will +3 (+1 vs Charm/Compulsion Effects)
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OFFENSE
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Speed 30 ft.

Melee +3

Ranged +4
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STATISTICS
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Str 8, Dex 16, Con 14, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +2; CMD +12
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TRAITS

Eager Performer (Campaign):
Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you’ve taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming influence will get you what you want. You gain a +1 trait bonus on checks for any one Perform skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.

Adopted (Social):
You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.

Varisian Tattoo (Race - Human Varisian):
You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.

FEATS

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.

Scribe Scroll:
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Run:
You are swift of foot.
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

SKILLS
(8 points; 6 class, 2 Background)
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Acrobatics* +3 = DEX 3+0+0
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Appraise +0 = INT 0+0+0
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Bluff +8 = CHA 4+1+3
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Climb* -1 = STR -1+0+0
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Craft +0 = INT 0+0+0
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Diplomacy +8 = CHA 4+1+3
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Disable Device*† +3 = DEX 3+0+0
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Disguise +4 = CHA 4+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +4 = CHA 4+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +4 = CHA 4+0+0
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K (Arcana)† +1 = INT 0+0+0+1
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K (Dungeoneering)† +1 = INT 0+0+0+1
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K (Engineering)† +1 = INT 0+0+0+1
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K (Geography)† +1 = INT 0+0+0+1
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K (History)† +1 = INT 0+0+0+1
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K (Local)† +5 = INT 0+1+3+1
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K (Nature)† +1 = INT 0+0+0+1
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K (Nobility)† +1 = INT 0+0+0+1
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K (Planes)† +1 = INT 0+0+0+1
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K (Religion)† +5 = INT 0+1+3+1
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Linguistics† +4 = INT 0+1+3 (+1 Background)
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Perception +4 = WIS 0+1+3
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Perform (Sing) +8 = CHA 4+1+3 (+1 Background)
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Profession† (Beekeeper) +0 = WIS 0+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +0 = WIS 0+0+0
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +0 = INT 0+0+0
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Stealth* +11 = DEX 3+1+3+4 (+4 Small)
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Survival +0 = WIS 0+0+0
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Swim* -1 = STR -1+0+0
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Use Magic Device† +4 = CHA 4+0+0
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ACP -2
*ACP applies to these skills
Non-Standard Skill Bonuses

+4 Stealth (Small)

Languages Taldane, Halfling, Varisian

Special Abilities:

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SPECIAL ABILITIES
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HALFLING:

Small:
Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Fleet of Foot:
Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Fey-Quickened:
Some fey-blooded halflings are faster than their kin, yet retain a sharp eye for danger. These halflings gain Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces fearless and keen senses.

Halfling Luck:
Halflings receive a +1 racial bonus on all saving throws

Shadowhunter:
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).

BARD (Sound Striker / Studious Librarian)

Performance: (8 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.

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 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 noninstantaneous 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.

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.

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.

Spells:

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Spells
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BARD

0th (at will): 3 | DC: 14

Dancing Lights
Ghost Sound
Mage Hand
Prestidigitation

1st: 2+1 | DC: 13

Grease
Vanish

Gear/Possessions:

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GEAR/POSSESSIONS
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Sacred Keepsake: Black Bead: Usually a trophy seized from a foe, this bead often commemorates tasks involving defeating a threat through manipulation or deception rather than direct action. A halfling who uses the bead while casting cause fear can target multiple creatures within range of the spell so long as their total Hit Dice does not exceed 5. A creature that fails its saving throw becomes shaken for 1d4 rounds; a successful save means that the spell has no effect.

Consumables:

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Bladed Scarf
Starknife
Sling & 10 Bullets
Leather Lamellar Armor
Backpack
Holy Symbol
Holy Text: The Eight Scrolls
Cheap Books: Island Sequined Love Priestess (steamy romantic comedy), Bored to Death in Kaer Maga (irreverent travelogue)
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Mess Kit
Soap
Spell Component Pouch
Rope, Hemp 50'
Rations (5 Days)
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 13 GP 2 SP 1 CP

Background:

Wyssal was born in the coastal city Nisroch, in Nidal. Her father Sumak was a house servant for a wealthy family living in The Spires, the wealthy section of the city across the river from his own home in Southbank. Wyssal’s mother Pressi worked in a bakery. Both of her parents were members of a local cell of The Whispered Song, an underground resistance movement of Desna worshippers.

When she was born and the priestess who led the cell blessed her, the priestess made a prediction based on a dream that came to her on several occasions. Wyssal would leave Nidal and live in a foreign land. There was purpose in her dream the priestess told Wyssal’s parents. They should find a way to leave Nidal so fate could play out as it was meant to. If they did not, Wyssal would eventually be sniffed out, and she would be of interest to the Umbral Court.

Escaping Nidal was no easy thing though, especially if a family is a member of the poor working class there. Money needed to be put aside, inquires and questions needed to be asked, obviously in Portside, where the foreign visitors in Nisroch were quarantined. It was a slow, painstaking process. Most foreigners there were Chelaxians, who were hardly to be trusted, and of course Nidalese spies and informants were abundant.

Unfortunately Wyssal’s parents were too slow. When Wyssal was little more than a year old, the The Whispered Song in Nisroch was infiltrated and exposed. The group’s members were tracked down, with only one member escaping. Wyssal’s parents handed her over to him since he had a means of escape already in place. Then, they fled quite openly to distract the authorities while he fled by boarding a ship sailing to Magnimar. Eugeni Merzaz, a trader, and courier for the Whispered Song, was a native of Magnimar. He gave Wyssal over to the local allies of the Whispered Song, and reported the annihilation of the Nisroch cell to them. He also informed them of the priestess’s prediction about Wyssal.

Not knowing what to make of the prediction, her temporary guardians placed Wyssal with a caravan on its way out of Magnimar, just in case the part about the Umbral Court’s interest in the young halfling was still a serious matter. Better she be in motion rather than at a fixed location. Furthermore, nothing was said about the priestess’s prediction to the caravan that adopted Wyssal. It was decided that the risk of rumors spreading was too great; a cold trail would best serve fate’s purpose, if there truly was one. Knowledge of the orediction stayed, and eventually died, in Magnimar.

So, Wyssal has spent over twenty years growing up on the road among Varisians, fully integrated among them. She has been given a Stantacur Clan Kapenia scarf naming her as a member. While she is steeped in Varisian culture and society, Wyssal isn’t ignorant about halflings. She has met and befriended many of them here and there along the way. She even earned a black bead a couple of years ago. But, she was never tempted to leave the caravans.

She is presently taking a break from traveling though. Several months back her caravan passed through Sandpoint. The caravan had been there a few times before over the years, and Wyssal had always liked the feeling of the little town. Wyssal’s good friend Odette was going to stay in Sandpoint for a while, maybe a year, to roost and see what a sedentary life is like. Odette has cousins in town, Besk, Lanalee, and Dodger, the children of Old Risa Magravi. Risa owns Risa’s Place, a tavern, and Odette and Wyssal could work there some to make ends meet. There’s wasn’t room for both of them at Risa’s Place, so they rented a shared room over the Grocer’s Hall. Olmer, who runs the place as Guildmaster, is a halfling and that commonality helped Wyssal get them a good rate. A bit later on, Wyssal talked Ilsoari Gandethus, the headmaster of Turandarok Academy, into paying her to help out with chores like cleaning and laundry a couple of days a week.

Wyssal is very happy with her present circumstances, especially because there are other lucky convergences happening. She will be present for a very special Swallowtail Festival this year with the new cathedral being opened. There is also a very fine theater in Sandpoint. Wyssal certainly would like a chance to perform there, but she hasn’t yet tried to wheedle an audition from Cyrdak Drokkus. Wyssal has been rather busy between her jobs and keeping up a social life. She’s also prone to getting distracted by little side projects and interests that capture her time and attention. Or, maybe those are all ways for her to excuse her avoiding asking for a role at the theater due to cold feet.

Appearance and Personality:

Height: 3'1" | Weight: 32 | Hair: Auburn Brown | Eyes: Green

Appearance
Wyssal is a pretty and charming young Halfling of average height and figure. Her auburn brown hair falls to her shoulders, which contrasts with her pale green eyes. Her skin tone is on the lighter side of the usual Halfling nutty or cinnamon brown.

Personality

RP Sample:

Wyssal hurries along the street on her way to The Way North. She's holding a pole that rests on her shoulder, with a thick burlap bag tied on the end. She keeps looking back at the bag to make sure it isn’t swinging or bouncing too much, slowing down a little if she thinks it is.
When she gets to the shop, she gently lays down the pole and bag before going up to the door and knocking; it’s getting on later toward evening so after shop hours. As she waits for the gnome inside to come answer her knock, Wyssal taps her foot impatiently, unable to be still due to her excitement. Finally after a second knock and long minutes, Veznutt Parooh slides the bolt aside and opens the door. Before the old gnome can say anything, Wyssal tells him ”I finally have it! We have to do the rest right now!” The grin on Wyssal’s face is so wide she looks almost maniacal. Her eyes are shining with accomplishment and anticipation. Veznutt grins back behind his great mustache and beard when he hears. He looks over Wyssal’s should and sees the bag, then he motions her around the side of the little building. ”Yes, yes! Of course, we can do it right now. But go around to the back, I don’t want it inside obviously.”

Wyssal picks up the pole, this time holding it with both hands so the bag is out in front of her as she trots around the building to the back. Veznutt meets her there by coming out the back door. Viznutt and Wyssal stand beside each other and look out at the grassy area, several dozen yards long before it stops at a cliff dropping down to the sea. There are some bushes and a few trees, but the thing that both of them focus on is a small conical structure, about 3 feet high, of woven birch branches covered in dried mud to seal most of the gaps between the branches.

They look at each other and Viznutt says ”We’ll have to be fast with this, but not so fast we make a mistake. A mistake could be very costly.” Wyssal nods once, indicating she understands, and they walk toward it. While Wyssal waits with her pole and bag, Vesnutt fetches two small step-stools stored away close by, positioning one of each side to the structure. Both of them step up onto their respective stools, and Visnutt lifts the top of the cone away; it is a lid, built to fit firmly onto to structure’s base, much like the stopper in a perfume bottle. The gnome holds the lid close to the opening and at the ready while Wyssal take hold of a long piece of the twine tying the bag to the pole. She feeds the pole down into the structure until the bag comes to rest on the floor inside.

Viznutt and Wyssal look at each other, and both of them nod, showing their readiness. Wyssal takes a deep breath in and yanks on the twine. The knot holding the bag comes undone, and as soon as it does Wyssal starts pulling the pole and bag out, hand-over-hand, as fast as she can. A hollowed-out section of log rolls out of the bag, and a cloud of bees forms over it almost instantly, rising upward very quickly. The instant Wyssal has the pole and bag pulled clear, Visnutt slams the lid down on the hive. Now they can both exhale. They grin at each of again, this time in triumphant relief, and step down from their stools.
They walk back up to the shop, where Wyssal sits down on the grass while Visnutt fetches a bottle of beer from inside, which she splits between two mugs. He hands one of the mugs to Wyssal and joins her on the grass. They toast ”to autumn honey and wax!”, and drink. ”That went really well” Visnutt comments ”I’d bet not even two-dozen bees made made it out.” Wyssal agrees. ”Yes, only one sting.” She holds her forearm up to present a single red bump.

When the beer is gone, Wyssal stands up. "Alright, I’ll be back before sunrise in the morning so we can open the door before the bees wake up. That will give them a whole night to start getting used to their new home.”