Skull & Shackles
Tessa Fairwind is a slender woman with long red hair worn in a no-nonsense braid. Her fine features and delicately pointed ears accent her exquisite looks, and she moves with lithe fluidity and graceful efficiency evident in her every motion.
Tessa FairwindCR 12
Female Half- Elf Bard (Daredevil) 10/Duelist 3
CN Medium humanoid (elf, human)
Init + 5; Senses low- light vision; Perception + 17
AC 25, touch 19, flat- footed 18 (+ 6 armor, + 3 Dex, + 2 deflection, + 4 dodge)
hp 76 (3d10+ 10d8+ 13)
Fort + 7, Ref + 14, Will + 9; + 2 vs. enchantments, + 3 vs. mind- affecting or fear, + 1 vs. mind- affecting or fear, + 1 vs. mind- affecting or fear, + 1 vs. mind- affecting or fear, + 1 vs. mind- affecting or fear
Defensive Abilities canny defense, parry; Immune magic sleep; Resist elven immunities
Speed 40 ft.
Melee + 2 rapier + 16/+ 11 (1d6+ 5/18- 20/×2)
Ranged masterwork light crossbow + 14/+ 9 (1d8/19- 20/×2)
Special Attacks bardic performance, bardic performance: countersong, bardic performance: dirge of doom, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire competence, bardic performance: inspire greatness, bardic performance: suggestion, precise strike
Bard (Daredevil) Spells Known (CL 10th; concentration + 14):
4th (2/day)— dimension door, freedom of movement
3rd (4/day)— good hope, crushing despair (DC 17), haste, charm monster (DC 17)
2nd (5/day)— mirror image, invisibility, hold person (DC 16), glitterdust (DC 16), suggestion (DC 16)
1st (6/day)— hideous laughter (DC 15), grease (DC 15), expeditious retreat, charm person (DC 15), cure light wounds
0 (at will)— mage hand, mending, read magic, dancing lights, prestidigitation (DC 14), message
Str 10, Dex 17, Con 12, Int 16, Wis 8, Cha 18
Base Atk + 10; CMB + 10 (+ 12 dirty trick, + 14 disarm, + 12 trip); CMD 29 (31 vs. dirty trick, 33 vs. disarm, 31 vs. trip)
Feats Combat Expertise, Dodge, Improved Disarm, Mobility, Skill Focus (Diplomacy), Spring Attack, Weapon Finesse, Weapon Focus (rapier)
Skills Acrobatics + 21 (+ 26 to jump, + 25 jump), Appraise + 10, Bluff + 25, Climb + 13, Diplomacy + 26, Escape Artist + 15, Knowledge (local) + 13, Perception + 17, Perform (dance) + 11, Perform (oratory) + 20, Perform (sing) + 11, Profession (sailor) + 15, Sense Motive + 15, Swim + 5;* Racial Modifiers* + 2 Perception
Languages Celestial, Common, Elven, Osiriani, Polyglot
SQ bardic performance: derring- do, dauntless, elf blood, enhanced mobility, jack of all trades: trained skills, scoundrel’s fortune
Combat Gear Potion of cure moderate wounds, Potion of fly, Scroll of Silence; Other Gear + 2 Glamered Mithral Chain shirt, + 2 Rapier, Masterwork Light crossbow, Belt of incredible dexterity + 2, Boots of striding and springing, Cloak of resistance + 2, Headband of vast intelligence + 2 (Sense Motive), Ring of protection + 2, Spell component pouch, Tricorne hat, Unholy symbol, silver (Calistria), Lucky ivory dice
Bardic Performance (move action) (26 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Derring- Do (Su) Gain morale bonus to Reflex, comp to Dex skills & dodge to AC if move 10+ ft.
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 (4 targets) (DC 19) (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 Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, + 2 to attacks and + 1 to fort saves.
Bardic Performance: Suggestion (DC 19) (Sp) Make a Suggestion to one Fascinated creature.
Canny Defense + 3 (Ex) + INT bonus to AC (max Duelist level).
Combat Expertise + /- 3 Bonus to AC in exchange for an equal penalty to attack.
Dauntless + 3 (Ex) Gain morale bonus to saves vs mind- affecting or fear effects.
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.
Enhanced Mobility (Ex) + 4 AC vs attacks of opportunity while moving out of a threatened square.
Improved Disarm You don’t provoke attacks of opportunity when disarming.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Low- Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility + 4 to AC vs. AoO provoked by moving out of or through a threatened area.
Parry (Ex) Forego an attack to defend against enemy attacks.
Precise Strike (Ex) Extra damage when using light / 1- handed Piercing weapons.
Scoundrel’s Fortune (2/day) (Ex) Roll twice for a skill check and take higher result.
Scroll of Silence Add this item to create a scroll with spells on it.
Spring Attack You can move – attack – move when attacking with a melee weapon.
While the exact details of Tessa’s past are the subject of much speculation and several tragic ballads among the islands of the Shackles, the truth is that she was born on the open sea, from a spur-of-the-moment union of a seductive human merchant sailor and an elven priest at the Pleasure Salon of Calistria in Absalom. Tessa spent her childhood years with her mother aboard countless ships and on the docks of numerous Inner Sea ports. She grew up listening to sea chanteys and tales of exotic ports and fabulous voyages. Her career as a pirate began as a young adolescent when she stole a yacht from Cassomir’s docks and used it to burglarize a smuggler’s secret stash. By the age of 15, Tessa was captaining her first ship, sailing it up the Junira River to lead an audacious midnight robbery of a Thuvian pleasure barge.
Within 3 years, the price on her head had become so high that Tessa sailed through the Arch of Aroden and into the Arcadian Ocean to avoid capture by bounty hunters. Her successful raids on Chelish shipping near Khari as she voyaged westward were an indication that the young pirate had no intention of changing her wild ways. Sailing down the Garundi coast, Tessa attacked Rahadoumi trading vessels and coastal villages until she arrived in the Shackles, finding the pirate isles much to her liking.
Tessa soon set about making a name for herself and carving out a place in the dangerous pirate confederacy, which quickly put her into conflict with several Free Captains and pirate lords. Through all the skullduggery and treachery, those who underestimated Tessa Fairwind soon learned that meddling with the half-elf captain was an exceedingly painful mistake, and often a fatal one. Over time, she became a powerful pirate Free Captain, gathering a loyal following of scoundrels and a large f leet of ships under her banner, including her personal ship, the sloop-of-war Luck of the Draw.
Tessa Fairwind is now Mistress of Quent on Motaku Isle—one of the Shackles’ most important ports—and one of the leading lords of the Pirate Council. She is a shrewd player in the game of politics, but her rebellious and carefree attitude has won her popular acclaim in the Shackles. Tessa has no wish at all to claim the Hurricane Crown, however. She much prefers the freedom of the open sea, with the wind in her hair and the sway of a good ship beneath her. Most of all, she loves the thrill of the hunt when seeking merchant ships to plunder, though she views wealth as simply a means of keeping score.
Tessa is an unconventional worshiper of Calistria, for while she truly believes in the hedonistic pursuit of pleasure and the freedom to live as she pleases, she finds seeking revenge for petty slights a waste of time, and games of trivial intrigue a distraction from the joys of living. Nevertheless, bawdy songs of Tessa’s exploits are known throughout the Shackles, though Tessa herself neither confirms nor denies the veracity of these tales.