You may have to forgive me if some of the fluff is in a rough state, i still need to give it a few editing passes. >.><br/><br/><div class="floatleft">(http://i.imgur.com/x0OVzWl.jpg)</div><div class="floatright">(http://i.imgur.com/JUc5yAQ.jpg)</div><strong><span class="bbc_u">Name</span></strong>: Fyr Arnor<br/><strong>Race</strong>: Sultani<br/><strong>Alignment</strong>: Chaotic Neutral<br/><strong>Class</strong>: Dervish Of Dawn Bard (3 D8)<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Bio</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Race</div><div class="spoiler_body"><strong><span class="bbc_u">Sultani</span></strong><br/>Once Elves born to a sphere with a single large world that circled a hot sun, they thrived in the hot deserts of their home, fidning harmony where other races found only hardship, and over the long span of years found themselves all but alone. It was this lonelyness that drove them to seek out new companions, kindred spirits with which they could interact. Though they lived in wild harmony with the shifting sands of their home, built great palaces of glass, and were strong in blade and spell, they were yet too primitive to create Spelljammers, and too unfortunate to have one fall into their lap. Instead, they explored the planes by portal and gate, and met many beings great and small... but no where did they find such kinship as they did in the Plane of Fire. The Sultan Elves as they came to be known embraced the character and ways of Fire Elementals and Mephits, and to a lesser extent, that of the Efreet and even Azer. Fire, already a recurring theme in their culture and artwork, came to dominate, reds were always in fashion and their greatest smiths and artisans traded crafts of fire-proof glasswork for knowledge and the creations of the races of Fire. Though this relationship was not without its bumps, no race of Fire is exactly easy to get along with, but the elves were willing to put in the effort, and in time, bonds friendship, or at leased trade, were forged, and the Sultani Elves entered a golden age of art, industry and progress; no longer alone in the void.<br/><br/>However one day something terrible happened; Ever wonder what happens when crazy cultists actually manage to pull off their doomsday summoning ritual before a band of adventures can stop them? A cabal of mad clerics, driven insane by sights they had witnessed through darkling gateways into places beyond time and space, were able to summon the Nuclear Chaos; Azathoth, wholly embodied, into the Sultan Sphere. Terrible cataclysms wracked their world as it was riven by the mere presence of the Old One. Many of the permanent gateways into the Plane Of Fire tore open, causing the planar essence to bleed into the prime, and madness to bleed out. The denizens of that other plane were quick to slam the metaphysical doors shut, but far too late to prevent serious damage on both sides. <br/><br/>The Sphere became a realm of elemental chaos, even after Azathoth vanished a eternal instant later; the place was scarred by madness and forever tainted with Fire essence. It is hard not to notice that in many ways, the matter within the sphere has been warped into Azathoths own likeness; A blazing red star stands in the center of the sphere, from which impossibly long tentacles of flame reach out to writhe idiotically in the now-warm void, caressing the inner walls of the Sphere and leaving rivers of fire in the firmament. The star is surrounded by a ring of thousands of little worldlets, orbiting it and each other in a infinite dance, filling the sphere entire with a arrhythmic harmony of vibrating glass crystals, as if seeking to entertain and appease the Sultan Star. Those beings that survived the cataclysm are no longer Elves, or anything else one commonly finds among the spheres, changed by the Old One's warping influence and infusion of elemental essence, they have become elemental beings themselves, and with their newfound power and the clarity of vision bestowed on them by Azathoth (read: insanity) they quickly rebuilt their civilization His image.<br/><br/>Today, a uncountable span since the event that remade their world, the <em>Sultani</em> have no government or ruling authority of any kind, nor do they need any, they are not moved to rule others and resist any attempt to impose any kind of order on themselves. Their architecture is dominated by sprawling, writhing spires of glass and obsidian that reach into the void, linked by impossible spans wrought of rainbow and flame. Dancing is as common as speech, and is simultaneously entertainment and prayer, musical arts are also highly common, though they tend to be composed along with the natural cacophony of their home sphere, and dont tend to work well without it. Their creations, whether building or bauble, tend towards curved designs, elaborate etching and silver filigree, and common use of fire and rings as symbols, with the number eight often symbolically represented, such as eight sided windows, figure-eight shaped handguards, octagonally cut jewellery, etc. Enchanted glass and stone are preferred materials, though silver and Mithril are also common, mundane metals are decidedly not, and even magical metals such as adamantine that lack the... mystique of silver are shunned. Clothing is sparse and rich, parties are near constant, passion and enlightened madness drive their lives, and the zeal with which they can throw themselves into their chosen tasks is often nothing short of unhealthy. Paradoxically, this has lead to great progress, individual madness and zeal making up for the more organized efforts of other races, the Sultani are far more advanced now than they once were, and have mastered spelljamming, alchemy, and high magics beyond what their elvish ancestors accomplished. Social mores are almost nonexistent, though so is crime; their tolerance is extreme, but those who cross the line are often lynched by flashmobs. Apathy is as alien to them as Order, and no Sultani will leave a task for others, so great villians are often beset by legions of their offended kinsmen and torn from their dread thrones before they can do much harm.<br/><br/>The Sultani are Chaotic as a rule, and the majority are Chaotic Neutral, though some stray into Chaotic Good and Evil, but their habitual method of dealing with criminals means that few Chaotic Evil members of their race survive for long, though those that do are often especially devious and cunning, and often turn their sights on less vigilant spheres, where they can operate more openly.<br/><br/>Their gods, once a pantheon of fire aspect divinities, were fused together into a insane mass in the heart of the star that dominates their Sphere by the Cataclysm. Today worship is almost exclusively directed at Ignathoth, who is alternatively known as <em>The Blessed One</em>, <em>The Sultan Star</em> or <em>The Burning Madness</em>. Though Azathoth also has a strong following, and is commonly known as <em>He Who Showed The Way</em> to the masses of grateful Sultani. Though the latter is as indifferent to this bunch of worshippers as it is of any other, it's spawn is not. Indeed, Ignathoth is very attentive to it followers, and rails with great violence if disturbed, at times destroying entire worldlets, though it rebuilds them when appeased. It's insanity is tempered by the storm of elemental essence that cages it, preventing a descent into total obviousness and giving a flavour to its nature that gives rise to goals and motivations entirely unlike its idiot sire.<br/><br/>The Sultani are alluring and dangerous in appearance, much like fire its self, but they posses a innate hypnotic charm, and most are extremely energetic socialites. Even after all that has happened since their early days, they still seem to retain a certain desire to reach out and form relations with other races, though the people of more primitive Spheres often mistake their true forms for demons, those who know the race better know that Sultani place more value on their friends than most place on their nations, and are willing to defend their chosen comrades from any foe, no matter how dangerous their power or legitimate their grievance. However, unlike in past days, this isnt always a good thing. The Sultani are insane, no matter how affably so, and their charm makes them very good at spreading their madness, those who lack their... innate grasp of insanity can often become quite dangerous if they fall under its sway. More than one profoundly destructive cult dedicated to Azathoth has been traced back to well-meaning Sultani who can only shake their head and lament that their once-friend misunderstood them. They have a strange relationship with elves, both races often all to happy to get to know each other, but often prove just a touch too... similar to each other to truly get along, and the issue of shared heritage is often the elephant in the room. They get along with Humans as well as anyone (and everyone) does, and while dwarves are one of the few races that can rival a Sultani for loyalty, they rarely have anything to say to each other. Being dual natured themselves, they rarely discriminate against halfbreeds of any sort on the basis of being halfbreeds. And for everyone else, Sultani tend to default towards friendly but cautions, they hope to get along, but know many races do not share their desire and are more than prepared to deal with <em>that</em> too. The sole exception is, as one might expect; races based on elemental water, there is too much Fire in their souls to ever get along with the waterborn.<br/><br/>The Sultani are drawn to the ways of the Bard with a natural and hypnotic flare, though their greatest arts; recreating the music of their home, are rarely appreciated, their dancing however, is often quite popular. The Sultani favour two unique instruments; the Glass Mazes, which are a set of torus-shaped bangles made of glass, glassteel, or some kind of crystal, they are worn loosely around the wrists, and woven through with a chaotic maze of flutes and channels that produce a harmonic resonance when swung through the air, such as during a dance. Each is unique, and learning to use it to make music is considered a personal experience, not a matter of training or education, they are used to some degree by many Sultani, but only the dervish bards truly master them. The other is the Glass Harmonica; a stack of glass (or glass like material) cups, chained together with a metal rod though the center and carefully connected with rings of silver, the rod is suspected between two stands with a turn crank or petal to spin it, the musician then plays it by spinning the stack while caressing the glass with their claws to produce a melody. A far more stationary and precise instrument, the harmonica is generally used for static performances. Religion is also a innate part of their lives, and both Oracles; <em>Those Who Were Chosen</em>, and Clerics; <em>Those Who Chose</em> are relatively commonplace, though Oracles are valued over clerics and seen as having a more intimate relationship with their god, they are much rarer however. However, both Paladins and Inquisitors are rare almost to the point of nonexistence. The former would be immediately disowned by their own god, and the Sultani look to their Dervishes to fulfill the role of holy warrior. While the latter are too persecution-oriented to mesh nicely with the morals of Sultani society, as a result, the few who take up such a calling are often those who wander the planes away from the Sultan Sphere searching for ways to free their god. Sorcery is not uncommon, and there are several strong Fire elemental bloodlines. More learned vocations, such as wizards, alchemists, and magi, or more natural, such as rangers or druids, are almost exclusively the domain of fanatically obsessed zealots; no other Sultani has the patience for such study or balance. True Fighters are rare, as they tend to favour the natural weapons they have been gifted with over crafted ones, giving rise to a plethora of Brawlers, or for those who favour more precise arts, Martial Artists. Barbarians are not unheard of, for there is fire in their blood, and some Sultani cling to the nomadic, waste walking ways of their elvish forebearers, while others take to the path of the Rogue with great talent, plying their agility and charm. With the advent of alchemy, gunslingers are becoming more common, though the fiery nature of their worlds (and bodies!) can make this a dangerous profession indeed.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Crunch</div><div class="spoiler_body"><strong><span class="bbc_u">Sultani</span></strong> [14]<br/><span class="bbc_u">Type</span><br/>[3] Outsider(Native, Fire)<br/><span class="bbc_u">Size</span><br/>[-] Medium<br/><span class="bbc_u">Base Speed</span><br/>[-] Normal: 30ft<br/><span class="bbc_u">Ability Score</span>   <br/>[-] Standard: +2 Dex, Cha, -2 Int <em>Sultani are agile and charming, but lack forethought</em><br/><span class="bbc_u">Languages</span><br/>[-] Standard: Common, Ignan<br/><span class="bbc_u">Defence</span><br/>[2] Elemental Immunity/Vulnerability: Immune to Fire, susceptible to Cold. Gain (Fire) subtype.<br/>[1] Dual Minded: +2 bonus to will saving throws. <em>Their chaotic, fiery psyche makes it difficult for mind effects to find purchase on their mercurial minds</em><br/><span class="bbc_u">Magic</span><br/>[3] Lesser Change Shape: Assume a static Humanoid(Elf) form. <em>All Sultani can suppress their fiery souls, and return to something like what they once looked like.</em><br/>[2] Hypnotic: +1 DC for all saves against spells or effects that inflict Fascinated condition. 1/day, force a creature to reroll the saving throw and use the second result, even if it is worse. <em>Like the licking flames, there is something about them that draws the eye.</em><br/><span class="bbc_u">Offence</span><br/>[2] Claws: 2 primary Claws, 1d4 for medium.<br/>[1] Elemental Assault: Deal 1d6 Fire damage for lvl/day rounds. <em>Just as they can suppress the fire in their soul, so too can they bring it forth to burn their enemies.</em><br/><span class="bbc_u">Senses</span><br/>[-] Darkvision 60ft<br/><br/><strong>Favoured Class Bonuses</strong><br/>-Monk/Brawler: Add +1/2 point of damage to elemental assault. <br/>-Bard: Treat the bard’s level as +1/2 level higher for the purpose of determining the effect of the fascinate bardic performance. <br/>-Cleric: TBD<br/>-Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability<br/>-Rogue: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Ignathoth</div><div class="spoiler_body"><strong><span class="bbc_u">Deity</span>: Ignathoth</strong><br/><span class="bbc_u">Titles</span>: <em>The Blessed One</em>; <em>The Sultan Star</em>; <em>The Burning Madness</em>; <em>Everdancing Flame</em><br/><span class="bbc_u">Home</span>: The Sultan Sphere, Prime.<br/><span class="bbc_u">Alignment</span>: CN<br/><span class="bbc_u">Portfolio</span>: Chaos, Dance, Fire, Insanity, Sun, Lust. <br/><span class="bbc_u">Worshippers</span>: The Sultani.<br/><span class="bbc_u">Cleric Alignments</span>: GC, CN, CE, N<br/><span class="bbc_u">Domains</span>: Chaos, Charm, Fire, Madness, Liberation, Sun<br/><span class="bbc_u">Favoured Weapon</span>: Claws<br/><br/>Born of the chaotic fusion of the entire Sultan Elf pantheon and fused with the planar essence of the Plane of Fire, Ignathoth is a being of great madness. In those long ago days, three deities dominated the pantheon: Ahura; the noble god of the sun, Mah; his sister, the fey goddess of fire and lust, and Vayu; a genderless god/ess of chaos and dance. These, along with many others, were twisted together to create a singular being in Azathoth's own image. Did the Old One do it on purpose? Or was the gravity of its presence simply too much to resist? The Sultani consider Ignathoth to be their overtype, beings such as they are too small for Azathoth to interact with directly with them, so Azathoth changed their gods, and then applied the same changes to them. As such, a great many are thankful towards Azathoth for blessing and enlightening their people, some even worship him. However, a immodest majority worship Ignathoth itself, if for no other reason than the fact that it is <em>there</em>, and is a actual active presence with goals and a voice, compared to Azathoth's oblivious indifference to all existence. The fact that Ignathoth literally hangs in the sultan sky doesnt hurt either. For though it shares a measure of its sire's madness, it is very firmly grounded in the material plane, and tempered with fire, giving it a more down-to-earth perspective that allows it to articulate its own existence, form plans, possess desires, and so on. <br/><br/>As a god, Ignathoth is very much like the archtypical Sultani writ large; It is both hansom and beautiful, with a alluring charm despite (or, because of) its great madness. It shares much of their appearance, but while the eye is drawn inexorably to its attractive features, its hair and limbs end in branching tentacles, endlessly reaching and splitting into a chaotic mass that surrounds it like a mandala... and trying to find meaning in its writhing disk is a favourite pastime of the insane (or those soon to be). A passionate diety, Ignathoth directs its worshippers to exalt fire, both literally, and as a metaphor for life its self; to live for themselves and their friends, leaving nothing for tomorrow that could be done today, to enjoy life to the fullest, and reject any attempt to impose limits on themselves. But its also keenly interested in doing this its self, and all its followers know to keep a eye out for something that would allow it to escape the Sphere.... no such relic has been found yet, though some have tried and failed, despite the great many years since the Sultani returned to the planes, as a result, its a very low level 'oh by the way' kind of demand, not something they tend to dedicate time to specifically. On the flipside, Ignathoth is crazier than any truely sane being can properly articulate, and has been known to randomly make demands that range from ridiculous to impossible of its followers, and occasionally lash out in extreme violence when offended, especially if something somehow disrupts its music, at times wiping out entire worldlets and killing thousands, though it often restores such worlds (and even mass-resurrects the populace) when its anger is appeased. It is especially fond of dances, and all of its followers are expected to beable to dance, the clerics, oracles and dervishes that serve it most of all. It is the patron of the Sultani's two unique instruments; The Glass Maze and the Glass Harmonica. <br/><br/>Ignathoth resides in the heart of the star at the center of the Sultan Sphere, giving light and heat to the hundreds of little worlds that surround it, but like the Sultani, Ignathoth yearns for the company of others, and so great tendrils reach out from the star to caress the inner walls of the Sphere, infinitely seeking and failing to find a exit it can use. These tendrils however give heat and light to space, even great distances from the Star, as a result the space within the Sphere is no icy void. Furthermore, these seeking tendrils of starfire long ago wiped out the last stars, once torches lit and maintained by a lesser god on the surface of the firmament. Instead, the Sultani night is lit by thousands of rivers of fire, endlessly flowing across the firmament, out from some tendrils and into others, a infinite maze of rivers, meaning that the night never gets darker than a cherry-twilight. His servitors generally include chaos-fire elementals of every age bracket, and the uplifted souls of his most dedicated followers, who are blessed to dance for ever on the surface of the sun, basking in his glow while he enjoys their performance in turn. His herald is a mysterious being called Pyroth, which takes the form of a eight hundred and eighty eight burning eyes arranged in <em>a</em> concentric circle (singular, not plural) with eight massive wings of fire arranged in a wheel, half of which spin clockwise and the other half spin counter-clockwise, but always remain equal distance from each other, and wields twin massive swords of searing starfire.<br/></div></div></div></div><strong>History</strong><br/>Fyr had a relatively normal childhood, and was raised communally as most Sultani children are, free to wander and play as they willed. In Fyr's case, she spent alot of time in Ignathoth's towering temples, awed by the breathtakingly beautiful dancers that cavorted within and their haunting music. She spent many a hour practising their movements in the shadows, though she well knew that she was no where near their level, she resolved to one day be their equal... and when that day came, to become better. Though she was still able to win admittance to the preisthood of Ignathoth at a young age due to her lone practised skill at dancing and reverent devotion, she was not so blessed as to be chosen as a Oracle, nor did she find it in her calling to be a Cleric, as she grew, what she did discover, was a certain talent for her chosen art, and a gift for arcane magic born of that talent. She was a bard, which meant she could become a Dervish. It was a calling she threw herself into with great passion and zeal, though she was by now old enough to know that there was far more to dervishes than pretty dances; they were the holy warriors of the Sultani, and their dances could kill. Beauty and art, backed up with lethal skill and magic. It was, she came to believe, the most ideal of callings.<br/><br/>She trained for decades, and her first taste of true battle came only mere years ago, when a Efreeti tyrant, <em>Kilrit The Ashen</em>, was disposed on the plane of fire by rivals, and chose to flee with his remaining, but still quite large, forces to the Sultan Sphere. He thought that the fire-touched sphere would be a tolerable place to conquer and lick his wounds in preparation for his return to the Plane of Fire, to defeat his rivals, etc, etc. he thought that the Primes would make for a easy conquest but the Sultani objected. Fyr was among those who stormed the palace he had seized as his base, and while she was far from the hero of the battle, she reaped her own little whirlwind, freed several dozen enslaved Sultani, and at the climax, she denied him his clean get-away. Kilrit was defeated, his forces all but destroyed, a band of great Sultani paragons lead by a Oracle of Ignathoth slew his honour-guard, but before they could defeat him, he tried to escape, his fallen bodyguards giving him just enough space to cast a elabourate planar travel spell that would have whisked him safely away... If Fyr, forgotten in the melee, hadnt tackled him just as he completed it. The spell went awry, and his scream echoed for far longer than it should have as his body vanished to Azathoth-knows-where. In the aftermath, many Sultani set out to attempt to find the tyrant and bring him to account, but thus far none have returned successful, the prime, to say nothing of the planes, is a very big place. <br/><br/>A little time has passed since then, in the grand scheme of things, but Fyr cannot settle back down into her previous life of devotion and preparation... the thrill of those days sings in her heart still, and there is a itch she cannot quite scratch, a desire she cannot sate. She blames herself for Kilrit's escape and yearns to finish what she started. Her mentors call it adventure-lust, and tell her that she should set out across the Planes to sate it. While Fyr was initially resistant to the idea of leaving, she had begun to gather basic supplies when one day... there was a knock at her door. <br/><br/>And when she opened it... there was Kilrit, he grinned, opened the massive tome he held, and everything exploded into technicolour darkness~<br/><br/><strong>Personality</strong><br/>Fyr is a typical Sultani; naturally alluring, relentlessly friendly, and as crazy as a bag of squirrels. Shes eager to meet new peoples and make new friends and will fight with great spirit against any tyrant or other evil that gets between her and her ideal of life unfettered and companions unnumbered (and she does define evil purely by those terms). She is a bard, a dervish, a servant of her god, and she dances for it, for herself, and for the benefit of others. As a dervish, she is no stranger to battle and blood, and she kills for the same reasons; like the Sultani themselves, her dance is as dangerous as it is alluring. <br/><br/>Her morality can be defined as Friend-oriented. She has not a lick of respect for law, order, or even decency as most races would define the concepts, but she will relentlessly champion the good of herself and social circle, and never impose her will on others. Fyr offers the hand of friendship first and foremost... But those she does not regard as friends or potential friends should not expect any mercy should they cross her. If the party is operating on a moral imperative, she will go along with the group of course, but someone may have to explain <em>why</em> they are doing what they are doing. Possibly very slowly.<br/><br/>While she probably isnt going to be too pleased with the circumstance that start this adventure, she wont hold it against her new companions, who are properly in similar straights!<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Sexual Details</div><div class="spoiler_body">Fyr is pansexual, the Sultani culture stipulates few taboos, especially when it comes to matters that are personal and private, and their willingness to embrace other species is not limited to intelligent humanoids, to say nothing of such silly distinctions as gender, race, etc.<br/></div></div></div></div><strong><span class="bbc_u">Abilities</span></strong><br/><table class="bbc_table"><tbody><tr><td>Stat</td><td>Alloc</td><td>Perm</td><td>Temp</td><td>Total</td></tr><tr><td>Str</td><td>1=+1</td><td>-</td><td>-</td><td>11 (0)</td></tr><tr><td>Dex</td><td>10=+6</td><td>+2</td><td>-</td><td>18 (4)</td></tr><tr><td>Con</td><td>2=+2</td><td>-</td><td>-</td><td>12 (1)</td></tr><tr><td>Int</td><td>2=+2</td><td>-2</td><td>-</td><td>10 (0)</td></tr><tr><td>Wis</td><td>0=0</td><td>-</td><td>-</td><td>10 (0)</td></tr><tr><td>Cha</td><td>5=+4</td><td>+2</td><td>-</td><td>16 (3)</td></tr></tbody></table><strong>Stats</strong><br/>BAB: +2<br/>Fort: 2 (+1Class+1ConB)<br/>Ref : 7 (+3Class+4DexB)<br/>Will : 3 (+3Class+0WisB)<br/>CMB: 2 (+2BAB+0StrB)<br/>CMD:16 (10+2BAB+0StrB+4DexB)<br/>AC : 18 (10+4DexB+4Armour)<br/><br/><strong>HP</strong>21/21<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Features, Feats, Traits &amp; Skills</div><div class="spoiler_body"><strong><span class="bbc_u">Features</span></strong><br/><strong>Sultani</strong><br/><span class="bbc_u">Type</span>: Outsider(Native, Fire)<br/><span class="bbc_u">Size</span>: Medium<br/><span class="bbc_u">Base Speed</span>: 30ft<br/><span class="bbc_u">Ability Score</span>: +2 Dex, Cha, -2 Int<br/><span class="bbc_u">Languages</span>: Common, Ignan<br/><span class="bbc_u">Elemental</span>: Immune to Fire, susceptible to Cold. Gain (Fire) subtype.<br/><span class="bbc_u">Dual Minded</span>: +2 bonus to will saving throws. <br/><span class="bbc_u">Lesser Change Shape</span>: Assume a static Humanoid(Elf) form.<br/><span class="bbc_u">Hypnotic</span>: +1 DC for all saves against spells or effects that inflict Fascinated condition. 1/day, force a creature to reroll the saving throw and use the second result, even if it is worse.<br/><span class="bbc_u">Claws</span>: 2 primary Claws, 1d4 for medium.<br/><span class="bbc_u">Elemental Assault</span>: Deal 1d6 Fire damage for lvl/day rounds.<br/><span class="bbc_u">Senses</span>: Darkvision 60ft<br/><strong>Bard</strong><br/><span class="bbc_u">Proficiency</span>: All simple weapons, longsword, rapier, sap, shortsword, shortbow, and whip. Also light armor and shields (except tower). Can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.<br/><span class="bbc_u">Spells</span>: Casts arcane spells from bard spell list. Can cast any spell she knows without preparing it. Every bard spell has a musical(V) component. To learn or cast a spell, must have Cha of 10+spell lvl. DC for a saves against a spell is 10+spell lvl+ChaB. Can cast only a certain number of spells of each spell level a day. She receives bonus spells per day if she has a high Charisma score. Upon reaching 5th lvl, and every third level after(8th, 11th, etc), can choose to swap out spells she knows for others<br/><span class="bbc_u">Cantrips</span>: 0Lvl spells can be cast any number of times a day.<br/><span class="bbc_u">Dervish Dance (Ex)</span>: Gain Dervish Dance feat as a bonus feat.<br/><span class="bbc_u">Bardic Performance</span>: Can use 4+ChaB/times a day, and +2 each level after 1st. Each round, can produce any one type of bardic performance. Starting a performance is a standard action, but free to maintain. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or prevented from taking a free action to maintain. A bard cannot have more than one bardic performance in effect at one time. At 7th level, starting a performance is a move action instead of standard. At 13th level, its a swift action. Current: 11/<strong>11</strong> Rounds. Type: <strong>Standard</strong><br/>-<em>Countersong (Su)</em>: Learn to counter magic effects that depend on sound. Each rnd of the countersong make a Perform(wind) check. Any creature within 30 ft that is hit by a sonic or language-dependent magical attack may use the bard's Perform check in place of its save, or another throw each round if the initial save failed. Countersong relies on audible components. <br/>-<em>Fascinate (Su)</em>:Can use Performance to cause one or more creatures to become fascinated with them. target must be within 90 feet, able to see and hear the bard, and capable of paying attention. The bard must also be able to see the creature. The distraction of a nearby combat or other danger prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Creature within range roll Will(DC 10+1/2 bard lvl+ChaB) to negate. On success, cannot attempt to fascinate that creature again for 24hrs. If the save fails, the creature sits quietly and observes the performance for as long as the bard continues. 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. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. It is an enchantment(compulsion), mind-affecting ability and relies on audible and visual components. Current targets: <strong>1</strong><br/>-<em>Inspire Competence (Su)</em>:Can use Performance to help an ally succeed at a task. Ally must be within 30 ft and able to see and hear the bard. The ally gets +2 competence bonus on skill checks with a particular skill as long as she hears the bard’s performance. Bonus increases by +1 for every four levels the bard has attained beyond 3rd. Bonus: <strong>+1</strong><br/>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.<br/><span class="bbc_u">Battle Dance</span>: Altered Bardic Performance. Uses bardic performance rounds, counts as for feats/abilities/items/etc, except Lingering Performance. Type: <strong>Move</strong><br/>-<em>Inspire Courage (Su)</em>:Can use Performance to inspire courage in herself, bolstering against fear and improving her combat abilities. Receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six lvls after, bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability that uses audible or visual components. The bard must choose which component to use when starting his performance. Current: <strong>+2</strong><br/><span class="bbc_u">Versatile Performance (Ex)</span>:At 2nd level, choose one type of Perform skill. Use the bonus in that skill in place of her bonus in associated skills. At 6th lvl, then every 4 after, can select an additional type of Perform to substitute.<br/>-Dance (Acrobatics, Fly)<br/><span class="bbc_u">Well-Versed (Ex)</span>: Gain +4 on saving throws made against bardic performance, sonic, and language-dependent effects.<br/><br/><strong><span class="bbc_u">Feats</span></strong><br/>-Dervish Dance: Use Dex instead of Str for Damage Rolls (GM extension: applies to natural weapons)<br/>-Weapon Finesse: Use Dex instead of Str for Attack Rolls<br/>-Power Attack: -1 on melee attack and combat maneuver checks/gain a +2 bonus on all melee damage rolls. At BAB+4 and every 4 after, pen and bonus double.<br/><br/><strong><span class="bbc_u">Traits &amp; Draws</span></strong><br/>+Alluring: +2 bonus on Diplomacy checks with those who find you attractive. Can Daze once per day as a spell-like ability, with a caster Lvl equal to your character lvl.<br/>+Strength Of The Sun: +1 to all Cha-based checks during the day.<br/><br/><strong><span class="bbc_u">Skills</span></strong><br/><del>Acrobatics (Dex)</del> Uses Dance<br/>Bluff (Cha)<br/>Diplomacy (Cha) 8<br/>Disguise (Cha)<br/>Escape Artist (Dex)<br/>Intimidate (Cha) 4<br/>Knowledge (Planes) (Int) 4<br/>Knowledge (Religion) (Int) 4<br/>Perception (Wis) 6<br/>Perform (Dance) (Cha) 6<br/>Sense Motive (Wis)<br/>Sleight of Hand (Dex) 4<br/>Spellcraft (Int) 4<br/>Stealth (Dex) 4<br/>Use Magic Device (Cha) 4<br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spells</div><div class="spoiler_body"><strong><span class="bbc_u">Caster Level</span></strong>: 3<br/><strong><span class="bbc_u">Spell Slots</span></strong><br/><strong>1</strong> [ ] [ ] [ ] [ ]<br/><br/><strong><span class="bbc_u">Spells Known</span></strong><br/><strong>0</strong> 6<br/><span class="bbc_u">Detect Magic</span> (Divination. Action: 1 standard. Dur: concentration, Max 1m/lvl. Comp: V, S. Range: 60ft)<br/>Save No. SR No. Area: cone-shaped emanation<br/>-You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. Details (http://www.d20pfsrd.com/magic/all-spells/d/detect-magic)<br/><span class="bbc_u">Mending</span> (Transmutation. Action: 10m. Dur: Instant. Comp: V, S. Range: 10ft)<br/>Save: Will negates (harmless, object); SR: Yes (harmless, object), Target one object of up to 1 lb./level<br/>-This spell repairs damaged objects, restoring 1d4 hit points to the object. Removes Broken if object is restored to half its HP<br/><span class="bbc_u">Open/Close</span> (Transmutation. Action: 1 standard. Dur: Instant. Comp: V, S, F. Range: Close (25+5 per 2 lvls))<br/>Save: Will negates (object). SR yes (object). Target: object max 30 lbs. or portal that can be opened or closed<br/>-Open or close a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails.<br/><span class="bbc_u">Mage Hand</span> (Transmutation. Action: 1 standard. Dur: Concentration. Comp: V, S. Range: Close (25+5 per 2 lvls))<br/>Save: none. SR No. Target: one non-magical, unattended object. Max 5 lbs.<br/>-You point your finger at an object and can lift it and move it at will from a distance. You can propel the object 15 feet in any direction, to the max of the spell's range.<br/><span class="bbc_u">Spark</span> (Evocation[fire]. Action: 1 standard. Dur: Instant. Comp: V or S. Range: Close (25+5 per 2lvls))<br/>Save: Fort negates (object). SR yes(object). Target: one Fine object.<br/>-Ignite object as if using flint, but can work in any weather and takes less time.<br/><span class="bbc_u">Dancing Lights</span> (Evocation[light]. Action: 1 standard. Dur: 1 minute. Comp: V, S. Range: Medium(100+10 per lvl))<br/>Save: None. SR No. Target: area.<br/>-Create four lights with brightness of a torch within 10ft of each other, can move anywhere within range at speed of 100ft/round.<br/><strong>1</strong><br/><span class="bbc_u">Charm Person</span> (Enchantment(charm). Action: 1 standard. Dur: 1hr/lvl. Comp: V, S. Range: Close(25+5 per 2 lvls))<br/>Save: Will negates. SR Yes. Target: one Humanoid creature.<br/>-Makes a humanoid creature regard you as a trusted ally.<br/><span class="bbc_u">Forced Quiet</span> (Transmutation[sonic]. Action 1 standard. Dur: 1rnd/level. Comp: S. Range: Medium(100+10 per lvl))<br/>Save: Will negates; SR Yes. Target: one creature.<br/>-Muffle sound around target, making it unable to make loud noises. Decrease sonic DCs by 2 by target, but give them +2 to save against sonic effects and +4 on stealth checks.<br/><span class="bbc_u">Summon Monster I</span> (Conjuration(summoning)[see text]. Action: 1 rnd. Duration: 1rnd/lvl. Comp V, S, F/DF. Range: Close (25+5 per 2 lvls)<br/>Save No. SR No. Target: one summoned creature<br/>-This spell summons an extraplanar creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can give it other orders. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as Wish). When summoning a creature with an alignment or elemental subtype, it is a spell of that type. Creatures marked with a * are summoned with the celestial template, for good, and the fiendish template, for evil. Neutrals may choose which template to apply to the creature. Their alignment will match the summoners and the spell will be of that type.<br/><span class="bbc_u">Ear-Piercing Scream</span> (Evocation[sonic]. Action: 1 standard. Dur: 1rnd. Comp: V, S. Range: Close (25+5 per 2 lvls)<br/>Save: Fort Part. SR Yes. Target: one creature<br/>-Daze target for one round and deal 1d6 Sonic per 2 CL. Save negates daze and halfs damage.<br/><br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Gear</div><div class="spoiler_body">Weight: 28/38 lb<br/><strong>Weapon</strong><br/>Claws (1d4 B/S. Crit 20/2x. Primary Natural)<br/><br/><strong>Armour</strong><br/>Mithril Shirt (+4 AC. +6 MaxDexB. 10lb)<br/><br/><strong>Items</strong><br/>Entertainer's Outfit.<br/>Silver Holy Symbol (1lb)<br/>Glass Mazes (MC instrument. +2 to Dance and Wind performances)<br/>Spell Component Pouch (holds all the magic things. 2lb)<br/>Backpack (Holds 2 cube feet. 2lbs.)<br/>-Bedroll (5lb)<br/>-Waterskin (4lb.)<br/>-Trail Rations (4 days of food, 4lb)<br/><br/></div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Misc/Gm Stuff</div><div class="spoiler_body"><span class="bbc_u"><strong>Relevant Kink Info</strong></span><br/><strong>Offs</strong><br/>Scat, vomit (and all interrelated activities)<br/>Physical impossibilities (things, such as heavy-inflation, which as physically impossible for a character's physiology.)<br/>Mutilation (Defined as cutting things off, or out of, my character. Regular cutting, scarification, etc are fine. Worth noting that this off is entirely sexual in context... what happens during combat happens.)<br/><strong>Noteworthy Ons</strong> (now with poetic titles!)<br/>-Menagerie: Im gleefully open to the prospect of getting done by pretty much anything, im fine with all humanoid genders (human, undead, monstrous or otherwise), and any kind of male non-humanoid monster (beast, animal, creature, etc)<br/>-Whats a few scratches between lovers?: Very, very rough sex is adored. Sultani are somewhat catty in bed, so Fyr is used to it, though bruises can also make for some novel sensations.<br/>-Priority: Seeing to someone else's pleasure without any care for her own, can also be fun. Hostile monster rapists shouldnt worry about getting Fyr off, simply enjoying themselves.<br/>-Dubiously Con, or is it?: Fyr is abit twisted sexually, and will generally participate in sex that is forced upon her, even enjoy herself, after initial resistance, so tying her down and/or thoroughly restraining her is going to hinder a rape scene more than it will help. <br/>-Marble Interior: Generally, Fyr favours cum inside, regardless of which hole is being used, rather than having it done <em>on</em> her<br/><br/><strong><span class="bbc_u">Gold Expenditures</span></strong><br/>+level 3 gold [3000]<br/>-Mithril Shirt [1100]<br/>-Holy symbol, Silver [25]<br/>-MC musical instrument [100]<br/>-backpack [2]<br/>-spellpouch [5]<br/>wawterskin [1]<br/>-bedroll [0.01]<br/>-rations 4 [0.2]<br/>&gt;1766.79<br/><br/><strong>Feats for later</strong><br/>Discordant Voice<br/>Eldritch Claws<br/>Rending Claws<br/>Improved Init<br/>Spellsong<br/>Improved Natural Attack<br/><br/><strong>Items for later</strong><br/>Bag of Holding I<br/>Amulet of Mighty Fists<br/>Forgefist Amulet &lt;propose different slot, bracers maybe?<br/>Belt of Physical Might +4<br/>Phoenix Cloak (Mythic)<br/>Circlet of Persuasion<br/>Whispering Coin (Lust)<br/>Eyes of Charming<br/>Mithril Rose (Mythic)<br/>Chaos Emerald<br/><br/></div></div>