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About Valeria WindsongValeria Windsong
Bardic Performance, 35 rounds/Day, Move Action:
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. 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. 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. Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. Bladethirst (Su): An arcane duelist of 6th level or higher may use performance to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item's enhancement bonus up to +5 or to add any of the following weapon properties: defending, distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities. This performance replaces suggestion. Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components. Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components. -------------------- STATISTICS -------------------- Str 15, Dex 18, Con 15, Int 12, Wis 14, Cha 20 Base Atk +8/+3; CMB +10; CMD 24 Traits:
Feats:
Skills: 7/level (6 Fighter + 1 Int)
Racial Modifiers: +2 Wisdom, +2 Charisma
Light Combat Trained Horse (Atraxis)
Home:
Bath (Furnishings) Bedroomx2 (Furnishings x2) Common Room (Furnishings) Garden Kitchen (Furnishings) Laundry Lavatory Sitting Room (Furnishings) Stall (Furnishings) Storage Carrying Capacity Light: (0-50 lbs.) Medium: (51-100 lbs.) Heavy: (101-150 lbs.)
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Background:
Valeria was found on the doorstep of the Sandpoint Cathedral in Sandpoint as an infant. The clergy there took her in and raised her as a child of the temple, alongside the other orphans. It was eventually decided that she should be trained and taught to harness the blessings of Shelyn, the deity she seemingly most identified with. However, she never was fully able to focus on the teachings well enough to garner a divine connection, but she took them to heart nonetheless.
As she matured, she felt loss for the first time as the Cathedral burned to the ground, and with it she lost several of her friends and, to her, family. But, she had earned enough coin helping out around the temple and at the Rusty Dragon to buy herself a home, so she wasn't living on the streets. Time passed, and eventually she grew into a beautiful young woman. She spent most of her days and evenings working as a waitress for Ameiko Kaijitsu, owner of the Rusty Dragon, and donating most of her earnings to the rebuilding effort of the Cathedral. She was eager to attend the Swallowtail Festival, her clothes and armor adorned with the goddesses symbols, and having finally been considered a priestess thanks to her contributions to the effort, despite her lack of a true divine gift.
Personality:
Valeria is a fun loving, rambunctious young girl. She enjoys spending time with those she is close to. She is easy going and flirtatious. Description:
Ht: 5' 9" Wt: 105 lbs Age: 19 Hair: Red Eyes: Green Skin: White Reference Image Valeria has long, red hair that hangs to the middle of her shoulder blades. She is about 5'9" tall and has an athletic build. Her skin is tan, her eyes green. She is aware of the affects her looks has on others around her, and as such uses that to her advantage both socially and in combat. She wears clothes that are tasteful yet shows off her figure and probably more skin than the priests would prefer.
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