Kimdorr - The New Dawn
Bard with a history of debt to the Valentine family.
Female Half-Elf Bard 8
LN Medium Humanoid (elf, human)
Init + 4; Senses low-light vision; Perception + 0
Defense 12, flat-footed 10 (+ 2 Dex)
Armor DR: 5/magic or Large (+ 4 armor, + 1 HD bonus)
Critical Defense: + 7 (+ 5 DR, + 2 Dex)
Vig 43 (8d8) Wnd 22 (Threshold 11)
Fort + 2, Ref + 8, Will + 4; + 2 vs. enchantments, + 4 vs. bardic performance, sonic, and language-dependant effects
Immune sleep; Resist elven immunities
Speed 30 ft.
Melee Masterwork Longsword + 7/+ 2 (1d8+ 3/19-20/x2)
Ranged Darkwood Composite shortbow (Str + 2) + 8/+ 8/+ 3 (1d6+ 3/x3)
Special Attacks bardic performance (move action) (22 rounds/day), bardic performance: countersong, bardic performance: dirge of doom, bardic performance: distraction, bardic performance: fascinate (3 targets) (dc 18), bardic performance: inspire competence + 3, bardic performance: inspire courage + 2, bardic performance: suggestion (dc 18)
Bard Spells Known (CL 8):
3 (3/day) Haste, Major Image (DC 17), Dispel Magic
2 (5/day) Heroism, Minor Image (DC 16), Alter Self, Blur
1 (5/day) Silent Image (DC 15), Identify, Grease (DC 15), Ear-Piercing Scream (DC 15), Vanish
0 (at will) Prestidigitation (DC 14), Read Magic, Ghost Sound (DC 14), Detect Magic, Mending, Summon Instrument
Str 14, Dex 14, Con 11, Int 13, Wis 7, Cha 18
Base Atk + 6; CMB + 8; CMD 20
Feats Lingering Performance, Point Blank Shot, Precise Shot, Prodigy (Craft [clothing], Perform [string instruments]), Rapid Shot, Skill Focus (Perform [string instruments])
Traits Elven Reflexes, Love Lost (Orphaned) (All Perform Skills)
Skills Acrobatics + 1, Bluff + 24, Climb + 1, Craft (clothing) + 15, Craft (ships) + 13, Diplomacy + 24, Escape Artist + 12, Fly + 1, Knowledge (arcana) + 9, Knowledge (dungeoneering) + 9, Knowledge (geography) + 9, Knowledge (history) + 9, Knowledge (nature) + 9, Knowledge (planes) + 9, Knowledge (religion) + 9, Linguistics + 9, Perception + 0, Perform (dance) + 17, Perform (sing) + 17, Perform (string instruments) + 24, Profession (sailor) + 7, Ride + 1, Sense Motive + 17, Stealth + 1, Swim + 1
Languages Aquan, Celestial, Common, Draconic, Dwarven, Elven, Orc, Sylvan
SQ bardic knowledge, elf blood, lore master (1/day), versatile performance abilities (singing, string instruments), well versed
Other Gear Masterwork Lamellar (leather) armor, Darkwood Composite shortbow (Str + 2), Masterwork Arrows (50), Masterwork Longsword, Backpack, masterwork (3 @ 5 lbs), Masterwork tool (Craft [clothing]), Masterwork tool (Craft [ships]), Musical instrument, masterwork (Mandolin), 100 GP
Bardic Knowledge + 4 (Ex) Add + 4 to all knowledge skill checks.
Bardic Performance (move action) (22 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30’ are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (3 targets) (DC 18) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence + 3 (Su) + 2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage + 2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Suggestion (DC 18) (Sp) Make a Suggestion to one Fascinated creature.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities + 2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to magic sleep effects.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot + 1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Prodigy (Craft [clothing], Perform [string instruments]) Gain a + 2 bonus on two Craft, Perform, or Profession skills.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Versatile Performance (Singing) + 17 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Versatile Performance (String Instruments) + 24 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks
Well Versed (Ex) + 4 save vs. bardic performance, sonic, and language-dependent effects.
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As a child, Daeva’s family travelled with a moderately successful troupe around the northern continent, frequently passing through St. Louise for obvious reasons. During one such pass the troupe was attacked not far outside of Manet by a well-organized pack of goblins, most of the troupe was killed outright during the fight with a few of the children being kept for sale as slaves.
Her parents were lost, and if not for a group of Castanics in the area who were exploring the countryside on vacation she would have had a very different future. The actual events are blurry, but she remembers the chains, she remembers hearing thunder with a clear sky, and then she remembers there not being chains and having a beautiful blue woman with horns holding her in a carriage. Her hair was made of silver, she always loved silver. She felt the woman kiss her forehead then she felt at peace, she felt safe, she slept.
When she awoke she was back in Manet with the few other children the goblins had taken. She asked about the blue woman and was told about the Castanics, how a family nearing nobility had been travelling the countryside on vacation, how lucky she was that the Valentine’s and their escort had been in the area. In her grief and need to fill the void of her loss, she developed an almost fanatical interest and devotion to Castanics, she admired them and their culture, and she even began devotedly worshiping their Goddess, Ephemeral.
A couple of years later she tried to contact the Valentines and thank them appropriately, and hopefully find a way to join them, as an entertainer for their house, anything to show her gratitude. Her inquiries quickly lead her to the information that the Valentine’s had been lost at sea, the entire family was gone except for the ship sorceress. She wept for days.
Fast forward several years and Daeva was again travelling with a small entertainment troupe, music and dance were all she knew. When she played, she pretended the blue woman was there with her, Gabrielle she learned was her name. But fate wasn’t ready to be kind to her just yet.
Again, her troupe was attacked, this time by orcs near the coast of Talos. Most of them were killed; any who did not die fighting were put in cages to be, again, sold as slaves. She spoke orc, and knew that they planned to earn quite a price for talented entertainers. They also debated eating some of them. For a few nights they enjoyed a game of making them play for their lives, the ones who weren’t entertaining enough were eaten, considered to be worth more as food than as slaves.
She prayed fervently to Ephemeral for help, and Ephemeral did answer. She said help was coming; her rescuers had headed to Talos on a mission and would be there soon. She was told when she will be told when, and at that time slip her bonds and run for the ocean, help will be there. The daughters of Gabrielle will be there with their friends.
After being saved a second time by the Valentines, Daeva will swear her lifetime of fealty to the woman who reminds her of Gabrielle, the blue woman with silver hair.
Note: This is proposed entry and may need some tweaking to align with the group’s actual travel decisions. The timeline is not definite and revolves around the group coming to the right place; it is assumed she will only have been a prisoner for a couple of days.