Samaritha Beldusk

Thalia "Winterflower"'s page

271 posts. Alias of Hu5tru.


About Thalia "Winterflower"

Thalia “Winterflower”
Female Bard 1
Chaotic Neutral Half-Elf
Initiative +1, Perception +6

Defense:

AC 12 Touch 11 Flatfooted 11
Hp 9
Fort +1 Refl +3 Will +3 (+2 vs Enchantments spells and effects)
CMD 11

Offense:

Base speed 30 ft Actual speed 30ft
BAB +0 CMB +0
Melee attacks Dagger +0 (1d4 +0, 19-20/x2, P or S)
Ranged attacks Shortbow +1 (1d6+0, x3, P, 60’)
or Dagger +1 (1d4 +0, 19-20/x2, P, 10')

Statistics:

Str 10 Dex 13 Con 12

Int 14 Wis 10 Cha 18


Feats & Traits:

Skill Focus: Perform (Strings) (Half- Elf Racial) +3 to skill checks, +6 after investing 10 ranks

Eschew Materials (1st level) You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Traits

Calistrian Prostitute: You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you. .

Charming: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Once Bitten, Twice Shy (Campaign): Gain +1 to Will Saving Throws.


Skills:

Appraise +5
Bluff +5/6 (Charming)
Diplomacy +4/5 (Charming)
Kn. Local +6
Kn. All (Bardic Knowledge) +3
Perception +6
Perform (Strings) +11
Profession (Courtesan) +4
Sense Motive +5
Sleight of Hand +5
Spellcraft +6
Sleight of Hand +5

Gear:

Combat Gear Padded armor, Daggers (3), Shortbow, Arrows (Common) 20

Other Gear on person backpack, traveler's outfit, waterskin, lute (common), cards, belt purse

other mule "Fleet", pack saddle, bedroll, winter blanket, sack, rations x14, animal feed x20, 100ft hempen rope, 50ft silk rope, manacles, shovel, saw

Total Weight

PP 0 GP 5 SP 18 CP 20


Other:

Racial Features

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features

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

Bardic Performance A bard is trained to use his Perform skill to create magical effects on those around him, including himself if desired. He can uses 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.
Each bardic performance has audible components, visual components, or both.

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.

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 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 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.


Spells:

Spells Known, by level
0 – Detect Magic, Light, Message, Unwitting Ally
1 – Sleep (DC 15), Timely Inspiration

Daily Spells, by level 0 – Unlimited, 1 - 2


Backstory:

So long as Thalia can remember, she has always resided in Calistria’s cathedral at Pitax. Twenty-six years old, Thalia can remember further back than most of her brothers and sisters. It is said that Thalia's father was a great elven courtier of Kyonin whose beauty and grace so entranced the daughter of a visiting Brevoyan merchant that her passion for him drove her noble father mad and created a distraction whereby the Twin Princes of House Liacenza were able to negotiate a favorable trade agreement. For his guile, Thalia's father earned the title “the even-tempered,” and was invited to return to the cathedral when it suited him.

So it is whispered. And there are so many whispers about the cathedral that one who might believe that tale would easily believe that which revealed that the Bard King Castruccio Irovetti was in fact a satyr in disguise, whose oaken member could please any number of women in multiple couplings.

The truth of Thalia’s birth has never been so much of a hindrance. Thalia was brought to the cathedral in the dead of winter, left at its doorstep by some manner of crazed supplicant and was covered over in frost by the time a bungling john stumbled across her, earning her the moniker “Winterflower.” She was raised in the cathedral to espouse and embody each of Calistria’s three virtues, so much as her brothers and sisters were inclined to preach as Calistria has no dogma further than the pursuit of lust, trickery and vengeance. When she came of age, she was given the opportunity to continue her worship of Calistria in a much more physical manner, as one of Her Sacred Prostitutes, an office which Thalia holds as the single greatest expression of her faith, and a most convenient way to gather information relevant to her varied interests.

For them without, the ascension of Castruccio Irovetti to the Burgandy Throne was a simple matter of trickery that robbed the Liacenza trade family of their near majority share of trade agreements and illicit gains in the city, the greater thief prevailing over the combined might of the trade house. Among the people, he was hailed as a hero, come to break the influence of the trade houses on their daily lives. The reality could not be further from the truth. In point of fact, it was rumored that Irovetti had a sizable share in each trade house, and playing each against each other by inflaming old rivalries allowed him to rise without contest.

Thalia’s natural talent for strined instruments was promoted as the fervor in the city seemed to shift towards performance with the ascension of the Bard King Castruccio Irovetti to the Burgandy Throne. Thalia, not lacking in small coin easily parted with, enrolled in the bardic college. She was gravely disheartened that her contemporaries rarely displayed talent even beginning to match hers, and was vaguely insulted, till she realized that their incompetence was in and of itself valuable information. She watched as those who could not distinguish themselves sank into fits of dark depression and embraced illegal substances to fuel their nightmarish creations. Thalia’s studies at the bardic college were encouraged by her brothers and sisters as a method of keeping the channels of free information flowing, and her skills of trickery and manipulation were challenged and increased considerably.

All the while, Irovetti broadened his power base. Thalia witnessed silently as her contemporaries, their mind sodden with drugs and worse became so enamored of their illustrious king that they expended their mediocre talents praising him on canvas, in stone, and through song. Thalia was first among the ranks to the cult of personality that surrounded the king as the people without the city suffered and died for lack of food, medicine, and shelter. There were rumors whole cities fell to his machinations, abandoned by his regulars to be trampled to ruble by trolls, or burned to ash by dragons. They were few, of course, and had always the air of high fantasy, higher even than the romance novels that were widely available that painted the recurring protagonist, the captive prince, in the most favorable light.