Pirate Queen

Triba's page

97 posts. Alias of CampinCarl9127.


Full Name

Triba Featherheart

Race

Halfling

Classes/Levels

Bard 2/Rogue 1

Gender

Female

Size

Small

Alignment

CG

Deity

Desna

Languages

Common, Halfling

Strength 14
Dexterity 20
Constitution 14
Intelligence 10
Wisdom 8
Charisma 15

About Triba

Statistics:
Female Halfling Bard 2/Rogue 1
CG Small Humanoid (Halfling)
Init +5; Senses Perception +5 (+6 vs traps)
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DEFENSE
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AC 19, touch 16, flat-footed 14 (+3 armor, +5 dex, +1 size)
hp 24
Fort +3, Ref +9, Will +4 (+2 vs fear, +4 vs bardic performance, sonic, and language-dependent effects)
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OFFENSE
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Speed 20 ft.

Melee Rapier +8 (1d4+2)
Longspear, MWK +9 (1d6+3)
Dagger +8 (1d3+2)
Ranged Shortbow +8 (1d4)
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STATISTICS
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Str 14, Dex 20, Con 14, Int 10, Wis 8, Cha 15
Base Atk +1; CMB +2; CMD 17
Traits Armor Expert, Magical Knack
Feats Weapon Finesse, Combat Reflexes, Arcane Strike
Skills (22 points; 8 rogue, 12 bard, 2 favored class)
ACP -0
(2) Acrobatics +10
(1) Appraise +4
(1) Climb +6
(2) Disable Device +13
(1) Disguise +6
(1) Escape Artist +9
(1) Knowledge (Arcana) +6
(1) Knowledge (Dungeoneering) +6
(1) Knowledge (Local) +6
(1) Knowledge (Nature) +6
(1) Sleight of Hand +11
(1) Stealth +13
(1) Perception +5 (+6 vs traps)
(1) Perform (Sing) +7 (Bluff +2, Sense Motive)
(1) Perform (Wind) +9 (Diplomacy -2, Handle Animal -2)
(1) Spellcraft +5
(1) Swim +6
(3) Use Magic Device +9
*ACP applies to these skills
Non-Standard Skill Bonuses
+4 size to stealth, +2 racial to sleight of hand, +2 racial to perception, +2 masterwork tools to disable device and perform (wind), +1/2 level to all knowledges, +1/2 level to perception for traps.
Languages Common, Halfling


Special Abilities:

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SPECIAL ABILITIES
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Size 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.

Fearless Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

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

Shiftless Halflings have a reputation for larceny and guile—and sometimes it's well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.

Keen Senses Halflings receive a +2 racial bonus on Perception checks.

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% change 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.

List of Bardic Performances

Countersong 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 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 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 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.

Versatile Performance At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

Well-Versed At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.


Spells:

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Spells
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0th - Detect Magic
Light
Mage Hand
Message
Lullaby

1st (3/day) - Sleep
Saving Finale
Chord of Shards


Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-43 lb. Medium 44-87 lb. Heavy 88-131 lb.
Current Load Carried 19.5 lb.

Money 13 GP 0 SP 0 CP
Rapier (20gp) (1 lb.)
Longspear, Masterwork (5gp) (4 lb.)
Dagger (2gp) (0.5 lb.)
Shortbow (30gp) (1 lb.)
Studded Leather (25gp) (10 lb.)
Thieves Tools, Masterwork (100gp) (2 lb.)
Sleeves of Many Garments (200gp) (1 lb.)
Elixer of Hiding (250gp)
Harmonica, Masterwork (55gp)
Potion of CMW


Background:

Triba was left on the doorstep of a human orphanage and she grew up in the big city. She quickly got into the pocket of an influential member of the underground who seized the opportunity to take an orphan with no friends or family. There she was trained to lie, steal, sneak, climb, and everything else that would be required of her. On her own she discovered her love for music, although she often used that to the greater aims of her benefactor.

Eventually when Triba was old enough to better understand the world around her she began disagreeing with the aims of the underground. She began small bits of rebellion here or there, and eventually fled entirely, knowing she did not hold the influence to make any serious change..for the moment. She intends to return and sort out the good from the bad one day.


Appearance and Personality:

Triba is a pretty halfling with dark hair and big brown doe eyes. She has an easy smile that shows the dimples on her cheeks. She often wears all sorts of little trinkets on her person and head with whatever her most recent finds have been.

Triba has a light and carefree heart. She believes in doing whatever seems right, regardless of the laws of the land (and often in direct opposition to them). She's not one for conflict, trying to talk or sneak her way out of it.