Rosie Cusswell

Wyssal Sloboda's page

138 posts. Alias of Corsario.


Full Name

Wyssal Sloboda

Race

Halfling

Classes/Levels

Bard 7

Gender

Female

Size

Small

Age

30

Alignment

Chaotic Good

Deity

Milani

Location

Galt

Languages

Celestial, Common, Dwarven, Elven, Gnome, Halfling, Hallit, Infernal, Varisian

Occupation

Barrister, Politician

Strength 9
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 12
Charisma 20

About Wyssal Sloboda

The Red Rose
The Halfling woman enter the room with a quick step. Everything about her is a symbol, a message, a promise, from her simple clothes (she insists - almost brags - she is not noble, but a daughter of Cheliax escaped slaves, and she shouldn't dress like something she isn't) to the rose brooch she proudly wears on her chest.
The first thing to catch your attention are her eyes, light brown and really focused. Almost angry. Like if she was seeing, at all times, all the injustices and pain she strives to defeat. She is somewhat tall for a halfling (3' 2") and fit, if not really athletic (32 lbs). Her curly brown hair fall pass her shoulder in a loose way, as if refusing to bend to the will of a tyrannical comb. Her skin is pale, showing the long hours of work writing or proselytizing. And as soon as you see her write, you notice she is left handed.
The Red Rose. They call her that. Her business, Sloboda Legal Representation, known for the locals as "the rose garden" is recognized by the wonderful roses blooming in the courtyard, and the unstopping activity of her employees.

But at night she disguises herself and hit the streets. She helps halflings escape slavery. Innocents to evade the grey wardens and the final blades. She organizes protests, deliver pamphets, give speeches to political clubs. She fights for freedom in risk of her own life.

Anyway, the word on the street is that the Red Rose soul will be in a final blade within the next month. She has avoided the common fate of many outspoken citizens like her because of her small stature (pun intended), but no on Isarn can rise her voice so much without attracting some attention. Dangerous attention.

But Wyssal is not afraid. She knows Milani's path lets to sacrifice, and she is willing to follow that destiny to defend her ideals.

Famous speeches:
"Revolution is not only to destroy tyranny. It is more important to build a better future for the common people, for the humble, the poor, the children and the widows. A future of freedom, security and happiness. If we are unable to achieve that, we are no better that the kings and tyrants that came before us!"

"If we are not careful the laws we implement we will allow the goverment to slave and exploit the people. The laws we make need to prevent tyranny from growing here, as it has sprung in so many other places. I am able to come here and talk to you because we are different. We won a revolution that gave us freedom. But we need to defend that freedom. We to create something that outlive us. Create a balance of power. Senators taken from the people, not the elites. Senators able to stand against the powerful. Senators able to stand even against a tyrant. Senators that do now bow before the law of terror, but strive towards social justice!"

"Who is a criminal? What crimes will cause a person to lose his freedom or his life? I have heard taht in "civilized" lands, like Restov, honest people die from exposure outside of empty houses. I have heard of lands where a hungry child loses his hand for the crime of stealing a piece of bread. But the miscreants that steal a widow's last copper by selling food for her children at exorbitant prices are celebrated and recognized. Which criminals are we taking about? Which justice courts decide it? Which judges? Who stands for the poor, and face the powerful?"

"We need to help the people of this lands out of a reign of brutality and oppression. I dream of a new life of liberty, peace and prosperity. A goverment that will have the well being of the people in their mind, instead of riches or power. This rose" - she points at her lapel - "means to me the fight for happiness and freedom. The promise of a new and better world, and the strength to look for it."

Personality:
Focused to a fault, she is completely dedicated to her cause. She takes pride in her humble origins, and strives for a bright future of freedom and justice for all, especially halflings in and outside Galt. She is given to grandiloquence, and a believer of action in the pursuit of social revolution.
She talks about freedom, destroying tyranny and slavery, protection to the poor, participation of all the citizens in the government and the expansion of the revolutionary ideals as fast as possible. She talks in good terms about the Andoran government, while warning of the Galt "excesses". She also talks about lowering taxes and government "frugality" and prevent corruption. She is also against all proposals to limit freedom of expresion, association and workship. She is very open in her ideas and activities, more interested in being seen than to remain hidden.

Background:

Her Parents, Abraham and Chloe, didn't had last names as Slaves in Cheliax. Escaped with her daughter from their Chelaxian masters (a minor trader family) when Wyssal was 8 months old. At arriving Galt, they got the "Sloboda" family name (meaning "Freedom" or "Liberty" in their Halfling dialect) for themselves. At the beginning very poor, the last of their three daughters, Rose, died as an infant of malnutrition and sickness when Wyssal was 8 years old. The other sister, Volya, is 5 years younger than Wyssal, a Cleric of Milani is respected at her parent's neighborhood. All the family are firm worshipers of Milani. The parents now own a prosperous fishing trade company. They are involved in helping escapees from Cheliax.
Early Life: After her sister Rose dead she helped her parents taking care of her sister, working to get the fishing business up, and later studying as a bard orator and barrister, under another Halfling escapee (a former slave trained in legal matters) called Sumak Kniha.
About her possessions she dress plainly and lives modestly but carries some expensive equipment. She carries proudly a Red Rose Brooch, a Milanite symbol.
Associates: Her sister, Volya Sloboda, with whom she keeps constant communication (about their parents and political plans mostly). Sumak Kniha, her teacher.
After her dead sister she picked up her "nom-de-guerre", "The Red Rose".

[spoiler=Sample Scenario]She greets everyone, and after listening the proposal, she asks for a chance to speak. Her voice is clear and strong. Powerful but filled with delicate emotion.
"That is not acceptable. We need to make a promise to every person, every mother, every child. To banish slavery, in every form and place of Golarion. Slavery is an Abomination. Never again a mother seeing his child sold. Never again a person losing his freedom because he couldn't pay a loan. Or because a drought destroyed his crops. Or because his child got sick and had to pay to heal him. We need to get outside of Galt's borders and take this promise to all the people."
Wyssal, after looking at all the people present, continues.
"I know we all have good intentions, but the laws and precedents we have made here, at this nation, is nothing unless we have the will and courage to go and free our sisters and bothers, out mothers and fathers, still suffering from slavery and tyranny."
The small halfling shakes, believing every word she says.
"We must expand as fast as possible. What we have outside our borders is not "resources" to grab, but families, children, old people, that right now live under the rule of tyrants, bandits and devil-worshipers. We must reach to them. Help them. That is the message, the legacy, the hope I want to give my children. That is the nation I want to be part of."
She hits her chest with a closed fist, and turns to look at each one of the other people there in turn.

Wyssal Sloboda
Female Halfling Bard 7
CG Small Humanoid (Halfling)
Init +3, Senses Perception +10
30 years, 3' 2", 32 lbs, Left Handed, brown wavy hair, brown eyes.

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DEFENSE
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AC 18, Touch 14, Flat-Footed 15 (+4 Armor, +3 Dex, +1 Size)
HP 38 (7d8)
Fort +3, Ref +9, Will +7
+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 Dagger (small) +5 (1d3-1/19-20)
Ranged Dagger (small/thrown) +9 (1d3-1/19-20)
Ranged Alchemist's fire (flask) +10 (1d6) (Far Shot with Splash Weapon Mastery)
Ranged Tanglefoot bag +10 (None/x0) (Far Shot with Splash Weapon Mastery)
Special Attacks Distraction, Fascinate, Suggestion

Bard Spells Known (CL 7th; concentration +12)
3rd(2/day)-Haste(DC 18), Invisibility sphere(DC 18)
2nd(4/day)-Alter self, Glitterdust(DC 17), Invisibility(DC 17), Silence
1st(6/day)-Auditory hallucination(DC 16), Liberating command(DC 16), Memory lapse(DC 16), Solid note, Unseen servant
0th(at will)-Dancing lights, Detect magic, Ghost sound(DC 15), Mage hand, Message, Read magic

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STATISTICS
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Str 9, Dex 16, Con 10, Int 16, Wis 12, Cha 20
Base Atk +5; CMB +3; CMD 16
Languages Celestial, Common, Dwarven, Elven, Gnome, Halfling, Hallit, Infernal, Varisian
Alternate Racial Traits Resourceful

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TRAITS
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Affiliated Agent -
Before you came to the Cerulean Council, you were closely affiliated with another group within Isarn.
Benefit: Select an organization within Isarn to have previously been affiliated with. This may not include The Revolutionary Council or the Grey Gardeners. Begin with an influence of Rank 1 with that organization and automatically know 2 Strengths and/or Weaknesses of the organization chosen. You may choose to count a successful Influence check 5 higher than the DC as 2 successful checks.

Local Business Owner - Sloboda Legal Office
You're a local fixture of Isarn, somehow making due running your own business.
Benefit: You have 750 GP to spend on creating a business (see Ultimate Campaign rules), any remaining GP is wasted. Each time you roll for an event during the downtime event phase you may roll twice and choose your result.

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FEATS
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Arcane Strike
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, you gain a +2 damage bonus and your weapons are treated as magic for the purpose of overcoming damage reduction. As a swift action, you can imbue your weapons with a fraction of your power. (Increments every 5 CL)
Childlike
Your resemblance to a human child tends to make others trust you, perhaps more
than they should. You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on Disguise
skill checks to pose as a human child, and ignore the check penalties for disguising
yourself as a different race and age category while doing so.
Pass for Human
You're easily mistaken for a human rather than a member of your own race. You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise.
Splash Weapon Mastery
When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splash weapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or -1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.
Prodigy (Craft (Alchemy), Profession (Barrister)) - Bonus Skill Feat
You are naturally skilled at arts, professions, and the acquisition of knowledge. Choose two Craft, Perform, or Profession skills. You receive a +2 bonus on checks with these skills. If you have 10 or more ranks in any one of these skills, the bonus increases to +4 for that skill.
Catch Off-Guard - Resourceful Alternate Racial Trait
Foes are surprised by your skilled use of unorthodox and improvised weapons. You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Throw Anything - Resourceful Alternate Racial Trait
You are used to throwing things you have on hand. You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

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SKILLS
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Acrobatics +10
Acrobatics (Jump) +6
Appraise +7
Bluff (Perform (Act)) +15 (Can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent Childlike Feat)
Climb +3
Craft (Alchemy) +12 (+2 with lab)
Diplomacy (Perform (Oratory)) +15 (+2 circumstance bonus when dealing with city officials with book of letters)
Disable Device +5 (+2 with Masterwork Thieves Tools)
Disguise (Perform (Act)) +15 (+2 with Disguise Kit, +5 circumstances bonus for the purpose of simulating illness with Symptoms Kit, +2 bonus to pose as a human child, and ignore the check penalties for disguising yourself as a different race and age category while doing so Childlike Feat, +10 bonus to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise Pass for human feat)
Escape Artist +7
Intimidate +9
Knowledge (Arcana) +12
Knowledge (Dungeoneering) +12
Knowledge (Engineering) +10
Knowledge (Geography) +10
Knowledge (History) +12
Knowledge (Local) +12
Knowledge (Nature) +12
Knowledge (Nobility) +12
Knowledge (Planes) +12
Knowledge (Religion) +12
Linguistics(Celestial, Hallit, Infernal, Varisian) +10 (+2 circumstance bonus to forgeries with Forger's kit, +2 circumstance bonus to forgeries with book of letters)
)
Perception +10
Perform (Act) +15
Perform (Dance) +9
Perform (Oratory) +15
Perform (Sing) +9
Profession (Barrister) +13
Sense Motive (Perform (Oratory)) +15
Sleight of Hand +7
Spellcraft +10
Stealth +15
Use Magic Device +11

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GEAR
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Dagger (small)
Headband of alluring charisma +2
Sleeves of many garments
Mithral shirt (small)
Courtier's outfit (small)
Scholar's outfit (small)
Red Rose brooch (10 gp)
Backpack (masterwork) (small)
Wand (Heightened Awareness/Bard/1st) (50 charges)
Wand of Cure Light Wounds (50 charges)
Wand of Grease (50 charges)
Wand of Silent Image (50 charges)
Scroll (charm person) (2)
Scroll (expeditious retreat) (2)
Scroll (fabricate disguise/bard/1st) (2)
Scroll (hypnotism) (2)
Scroll (obscure object/bard/1st) (2)
Scroll (pyrotechnics) (2)
Scroll (remove fear) (2)
Alchemist's lab
Alchemist's fire (flask) (5)
Invisible ink (good)
Tanglefoot bag (4)
Sunrod (5)
Tindertwig (10)
Book of letters
Chalk (1 piece) (10)
Disguise Kit (Small) (10 charges)
Symptom kit (10 charges)
Flint and steel
Holy text (typical)
Journal
Mirror (small/steel)
Scrivener's kit
Scroll box
Thieves' tools (masterwork)
Spell component pouch
Pouch (belt) (small)
- Coin (gold piece) (21)
- Coin (silver piece) (27)
- Coin (copper piece) (20)
- Amber (3) 100 gp each
- Onyx (2) 50 gp each
- Turquoise (5) 10 gp each

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SPECIAL ABILITIES
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Affiliated Agent
Before you came to the Cerulean Council, you were closely affiliated with another group within Isarn.
Benefit: Select an organization within Isarn to have previously been affiliated with. This may not include The Revolutionary Council or the Grey Gardeners. Begin with an influence of Rank 1 with that organization and automatically know 2 Strengths and/or Weaknesses of the organization chosen. You may choose to count a successful Influence check 5 higher than the DC as 2 successful checks.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +3 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 21 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a move 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 move action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your 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) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your 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) You can use your performance to cause up to 3 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 18) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

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

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +3 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. 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.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. 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.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Local Business Owner
You're a local fixture of Isarn, somehow making due running your own business.
Benefit: You have 750 GP to spend on creating a business (see Ultimate Campaign rules), any remaining GP is wasted. Each time you roll for an event during the downtime event phase you may roll twice and choose your result.

Lore Master (Ex) You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.

No Racial Subtype You have chosen no racial subtype.

Resourceful (Alternate Racial Trait) Halflings with this trait do not take any penalties for using improvised weapons. This trait counts as the Catch Off-Guard or Throw Anything feats for the purpose of qualifying for feats. This racial trait replaces sure-footed and weapon familiarity. Source PZO1135

Suggestion (Sp) You use your performance to make a Suggestion (as per the spell) to a creature you have already fascinated. Using this ability does not disrupt the Fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the Fascinate effect). You can use this ability more than once against an individual creature during an individual performance. Making a Suggestion does not count against your daily use of Bardic Performance. A Will saving throw (DC 18) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Versatile Performance (Act) (Ex) You can use your bonus in the Perform (Act) skill in place of your bonus in the Bluff or Disguise skills. When substituting in this way, you use your total Perform (Act) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Versatile Performance (Oratory) (Ex) You can use your bonus in the Perform (Oratory) skill in place of your bonus in the Diplomacy or Sense Motive skills. When substituting in this way, you use your total Perform (Oratory) skill bonus, including class skill bonus, in place of your Diplomacy or Sense Motive skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.