Noralith Andonna chaotic neutral female half-elf sorceress/bard
1st level Sorceress
3rd level Bard
6071 XP
Strength 12 (+1) BAB +2 Melee +3 Ranged +4 CMB +3 CMD 13
Constitution 12 (+1) HD 4 hp 38 Fort Save +3
Dexterity 14 (+2) AC 14 Touch 14 Flat-Footed 11 Ref Save +6
Intelligence 14 (+2)
Wisdom 15 (+2) Will Save +8
Charisma 18 (+4)
Age 25, Height 73 inches, Weight 155
Languages Known: Common, Elven, Goblin, Sylvan, Terran, Undercommon
Important Equipment
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amulet of deflection, +1 to AC
Cloak of resistance +1 to all saves
Swan boat feather token
+1 spear
heavy crossbow
longspear
two daggers
two javelins
1 dose of healing potion
Scrolls: web
Feats
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Dodge She gets a +1 dodge bonus to Armor Class.
Mobility. She gains a +4 dodge bonus to AC against attacks of opportunity when she moves out of or within a threatened area.
Racial Traits
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+2 to one ability score (Charisma)
Medium size. Base speed 30 feet
Low-light vision
Adaptable, skill focus (Survival)
Elf Blood and Human Blood. Immune to magical sleep effects; +2 racial bonus to saves vs enchantment spells and effects.
Keen senses: +2 racial bonus to Perception.
Multitalented: two favored classes (Sorcerer and Bard). +1 hit point and +1 skill point when taking a level of either of these classes.
Languages: Common, Elven. Bonus languages, any.
Class Abilities (Sorcerer)
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Hit Dice: 1d6
Two + int modifier (2) skill points per level. Class skills: Acrobatics (dex), Appraise (int), Bluff (cha), Craft (int), Fly (dex), Intimidate (cha), Knowledge - Arcana (int), Profession (Wis), Spellcraft (int), Use Magic Device (cha)
+0 BAB, +0 Fort Save, +0 Ref Save, +2 Will Save, Spells per Day 4
Proficiencies: all simple weapons.
Spells: Spells Known: 4 cantrips: clean, daze, detect magic, light, and 2 1st level spells: mage armor, grease Spells per day: 4 Spells
Eschew Materials (bonus feat): She can cast spells without minor material components. If a material component costs 1 gp or less, she does not need it to cast the spell.
Elemental Bloodline. Knowledge - The Planes is a class skill.
Bloodline Arcana: Whenever she casts a spell that deals energy damage, she can change the type of damage to acid, which also changes the spell's subtype.
Bloodline Power (Earth). Her energy type is Acid. Her elemental movement is Burrow 30 feet.
Elemental Ray (Sp). She can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack for 1d6 damage, a number of times per day of 3 + her charisma modifier (7 total).
Class Abilities (Bard)
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Hit dice: 1d8
6 + int modifier skills per level. Class skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (all), Linguistics, Perception, Perform, Profession, Sense Motive, Slight of Hand, Spellcraft, Stealth, Use Magic Device
+0 BAB, +0 Fort Save, +3 Ref Save, +3 Will Save
Proficiencies: all simple weapons, longsword, rapier, sap, short sword, shortbow, whip. Light armor, shields.
Able to cast bard spells while wearing light armor and using a shield without incurring the arcane failure chance.
Spells: Spells Known: 6 cantrips: oolor, flare, ghost sound, mage hand, mending, read magic, and 4 1st level spells: expeditious retreat, feather fall, dolorous sadness, unseen servant. Spells per day: 4
Bardic Knowledge: Nora adds 1 to all Knowledge skill checks and can make all knowledge skill checks untrained.
Bardic Performance. She can perform for 12 rounds per day. Starting a performance is a standard action; maintaining it is a free action. Changing a bardic performance requires stopping the previous one and starting a new one as a standard action. A bardic performance can not be disrupted, but it ends if she is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain each round. She can not have more than one bardic performance in effect at one time. She has the following performances available:
Countersong. Each round she makes a Perform check and any creature within 30 feet that is affected by a sonic or language-dependent magical attack may use her Perform check in place of their own saving throw if, after the saving throw is rolled, the Perform Check is higher. A creature already under the effect of a noninstantaneous sonic or language-dependent attack gains another saving throw each round, but has to use Nora's Perform Check. Countersong does not work on effects with no saving throw. Countersong relies on audible components.
Distraction. Nora can counter magic effects that depend on sight. Like countersong, except that it applies to illusion (pattern) or illusion (figment) attacks, and it relies on visual components.
Fascinate. Nora can use her performance to cause one creature to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear her, and able to pay attention to her. She must also be able to see the creatures affected. Nearby combat or other dangers prevents this ability from working. Affected creatures receive a Will Save DC 10 + ½ her bard level + her CHA modifier (15, normally), to negate the effect. If the saving throw succeeds, she can't try again for 24 hours. If it fails, the creature sits quietly and observes the performance for as long as she continues to maintain it. While fascinated, he takes a -4 penalty on all skill checks made as reactions, such as Perception. Any potential threat to the target allows him to make a new saving throw against the effect. An obvious threat breaks the effect automatically. Fascinate is an enchantment (compulsion) mind-affecting ability that relies on audible and visual components.
Inspire Courage. Nora can inspire courage in her allies, bolstering them against fear and improving their combat abilities. The allies must be able to perceive her performance. An affected ally gets a +1 morale bonus to saving throws against charm and fear effects, and a +1 competence bonus on all attack and weapon damage rolls. This is a mind-affecting ability. She can use audible or visual components, and must choose which component to use when she starts her performance.
Inspire Competence. She can user her performance ability to help an ally succeed at a task. The ally must be within 30 feet and be able to hear her. The ally gets a +2 competence bonus on skill checks with a particular skill as long as he continues to hear her. Certain uses of this ability are infeasible, such as improving her ally’s stealth check. She can’t inspire confidence in herself. This relies on audible components.
Versatile Performance. At 2nd level, she can choose one type of Performance skill. She can use her bonus in that skill in place of the bonus for associated skills. When substituting in that way, she uses her total Perform skill bonus, including the class skill bonus, in place of its associated skill bonus. She chooses Acting, which allows her to use her Performance skill for Bluff and Disguise checks.
Well Versed. She gains a +4 bonus on saving throws against bardic performances and sonic effects and language-dependent effects.
Skills
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Acrobatics +9, Appraise +2, Bluff +9, Climb +5, Craft +2, Diplomacy +8, Disable Device +2, Disguise +4, Escape Artist +2, Fly +2, Handle Animal +4, Heal +3, Intimidate +8, Knowledge (Arcana, Local, Nature, or The Planes) +7, Knowledge (Other) +4, Linguistics +7, Perception +11, Perform (Act) +9, Perform (Sing) +10, Perform (Other) +4, Profession +2, Ride +3, Sense Motive +6, Sleight of Hand +2, Spellcraft +2, Stealth +2, Survival +9, Swim +2, Use Magic Device +9.
The following is the table used to calculate the above values:
Skill Ranks Key Ability Modifiers Total
Acrobatics 4 Dex (+2) +3 (CS) +9
Appraise Int (+2) +2
Bluff Cha (+4) +4
Climb 1 Str (+1) +3(CS) +5
Craft Int (+2) +2
Diplomacy 1 Cha (+4) +3(CS) +8
Disable Device Dex (+2) +2
Disguise Cha (+4) +4
Escape Artist Dex (+2) +2
Fly Dex (+2) +2
Handle Animal Cha (+4) +4
Heal 1 Wis (+2) +3
Intimidate 1 Cha (+4) +3(CS) +8
Knowledge (Arcana) 1 Int (+2) +3(CS)+1 +7
Knowledge (Local) 1 Int (+2) +3(CS)+1 +7
Knowledge (Nature) 1 Int (+2) +3(CS)+1 +7
Knowledge (The Planes) 1 Int (+2) +3(CS)+1 +7
Knowledge (Other) Int (+2) +1 +3
Linguistices 2 Int (+2) +3(CS) +7
Perception 4 Wis (+2) +2(R)+3(CS) +11
Perform (act) 2 Cha (+4) +3(CS) +9
Perform (sing) 3 Cha (+4) +3(CS) +10
Perform (other) Cha (+4) +4
Profession Wis (+2) +2
Ride 1 Dex (+2) +3
Sense Motive 1 Wis (+2) +3(CS) +6
Sleight of Hand Dex (+2) +2
Spellcraft Int (+2) +2
Stealth Dex (+2) +2
Survival 4 Wis (+2) +3 (SF) +9
Swim 1 Str (+1) +2
Use Magic Device 2 Cha (+4) +3 (CS) +9



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