Lady Annsa Shivarlu

Rawiya Altaw'am's page

210 posts. Alias of CrystalSeas.


Full Name

Rawiya Altaw'am

Race

| HP:13/13 | AC: 15 (12 Tch, 13 Fl) | CMB: +1, CMD: 13 | F: +1, R: +4, W: +2 | Init: +2 | Perc: +6, SM: +0

Classes/Levels

| Speed 30ft | Spells: 1st 2/2 | Active conditions: None. Inspire 7/7

Gender

Female NG Human (Osirion) Bard 1

Deity

Nethys

Languages

Common (Taldane), Osirion

Strength 14
Dexterity 14
Constitution 13
Intelligence 10
Wisdom 10
Charisma 17

About Rawiya Altaw'am

Rawiya Altaw'am
Female Bard 1
NG Human
Init +2; Perception +6

DEFENSE
--------------------
AC 15 (+3armor +2 DEX)[Studded Leather]
hp 11 (1d8 +2 CON)
Fort +1, Ref +4, Will +2
`
OFFENSE
--------------------
Speed 30 ft.
Melee + 2 Dagger (1d4+2) Cr: 19-20 x2
Ranged +3 Longbow (composite) (1d8+3) R: 110ft Cr: x3
Ranged +3 Dagger, thrown (1d4+3) R: 10ft Cr: 19-20 x2

BotMe:
Not quite sure what Rawiya will usually do, but putting this here temporarily. For the moment, assume she has Grease spell memorized twice.
Stats:
--------------------
STATISTICS
--------------------
St 14 (2), Dx 14 (2), Cn 13 (1), In 10 (0), Ws 10 (0), Ch 17 (3)
Base Atk +0
Skills
Acrobatics +2,
Appraise +0;
Bluff +4,
Climb +2,
Diplomacy +4,
Disguise +4,
Escape Artist +2,
Intimidate +4,
Knowledge (Arcana) +5,
Knowledge (Dungeoneering) +5,
Knowledge (Geography) +5,
Knowledge (Nature) +5,
Knowledge (all other) +1,
Perception +6,
Perform (Sing) +7,
Ride +2,
Sense Motive +0,
Spellcraft +4,
Stealth +6,
Swim +2,
Use Magic Device +7
Feats Traits:
Trait, Magic: Reluctant Apprentice: Your early training grants you knowledge of the arcane. You gain a +1 trait bonus on Knowledge (arcana) checks, and are considered trained in that skill even if you have no ranks in it.
Trait, Social: Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.
Feat, Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Feat, Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Magic:
--------------------
MAGIC
--------------------
Known Spells:
Lvl 0:4 Detect Magic, Read Magic, Ghost Sound, Message
Lvl 1:2 Grease, Silent Image

Spells Per Day:
Lvl 1: 1+1 (Usually Grease, Silent Image)

Class:

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard 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 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues 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.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 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.

Gear:
--------------
GEAR
--------------------
Current Money
Gold 6, Silver 2, Copper 8
Backpack 1
Belt pouch 1
Sack 1

Bedroll 1
Dagger 1
Flint/Steel 1
Torches 3
Trail rations 5
Waterskin 1

Bell 1
Candle 1
Chalk 1
Fishhook 1
Lamp, common 1
Oil, 1 pint 1
Rope, 50 ft 1
Sewing needle 1
Whistle, signal 1

Purchases
Coffee Set 2 gp
Coffee beans 1 sp

Backstory:
Dramatis Personae

Rawiya Altaw'am, alias of Hadiya Qureshi, who has created a false trail that presumably ended in her "suicide".

Qureshi
Imran -- father
Ayda -- mother
Naila -- sister
Hafiz -- twin brother
Hadiya -- OurBard

Bishara
Tariq -- uncle to OurBard Hadiya
Ayda -- mother to OurBard Hadiya

Khouri
Waheeb -- spurned fiance

Hadiya Qureshi is a young female bard (human). She is the younger daughter of Imran Qureshi, the son of an old noble family and Ayda (nee Bishara) Qureshi, the daughter of a wealthy trading family.
Hadiya has an older sister, Naila, and a twin brother Hafiz.
Hadiya and her twin, Hafiz, have shared a ‘twin language’ since they were toddlers. As they approached their teens they switched to a musical coded language with three aspects.
The first aspect is that they have established a 3-note vocabulary to refer to themselves and other members of their family. Each person has their own 3-note theme. For Hadiya and Hafiz, the theme sounds like a birdsong, so they can easily announce their arrival to each other without drawing attention to there being humans in the area.
The second aspect is that they have a “code book” of themes and melodies that convey specific information. “Danger”, “mom is looking for you”, “meet me at the river”.
The third aspect [reserved for development during game play/consult with GM]
Hafiz works in his mother’s family trading business, although he aspires to become a priest. He is the assistant to his uncle, Tariq Bishara, Ayda’s older brother.
Tariq Bishara has a friend, Waheeb Khouri, an older man with less than savory sexual appetites. Waheeb has offered marriage to Hadiya, but she refused him. As a result, he has slandered her in polite society and has made her life in Dustwall miserable
Hadiya’s mother Ayda and sister Naila are angry that Hadiya has already been offered for in marriage. Ayda is a social climber who boosted her family’s status by marrying into the aristocracy She has high hopes for an even better marriage for Naila, who by custom should have been engaged before anyone even thought about Hadiya. Naila is humiliated and furious that her own status has been slighted and perhaps even lowered because of her sister’s new reputation.
Hadiya’s father Imran, is unaware of (or indifferent to) the furor. He is a scholar of arcana, history and religion, and was grateful for a spouse who saw to the household and his comfort while he became one of the foremost experts in sage jewels.
Hadiya’s brother Hafiz would prefer to follow his father’s footsteps, and perhaps even become a priest, but his mother has forced him into learning her family’s trading business. He enjoys the travel and learning about new peoples, but does not have the avarice gene necessary to be successful like his uncle.
Hadiya’s uncle Tariq is furious that a woman, and a young one at that, has defied his plans. He is embarrassed that his friend Waheeb was insulted by the refusal, and angry that his niece is being portrayed as a slut amongst his friends. He has gone so far as to contemplate arranging an ‘honor killing’ to remove Hadiya from the scene.
Hafiz overheard the conversation between Tariq and Waheeb and told his twin. Hadiya’s reaction was to run away to ensure her own safety.
Hadiya reached out to Miri Almoussa (Miri of the Thousand Ears), the town courtesan, who has long been known to the wealthy mothers in town as a source for solutions to the problems of frisky young daughters. Because Miri’s “girls” also need these benefits, she is a trustworthy source of herbs to prevent pregnancies or to end them, or a home where a child can be born and then wisked off to adoptive parents with a believable cover story about a visit to a distant city.
Hadiya’s goals at the moment are to survive. She also wants to clear her name and get revenge on Waheeb, perhaps by making his sexual proclivities for young children public knowledge.
She accepts Miri’s Alter Appearance spell (with permanency) and signs a contract for unspecified future services in the value of 10,000 gp
She leaves her home surreptitiously, but tells her twin that she is doing so, and will contact him when she gets a safe opportunity. She leaves a note that hints at suicide, and says she is doing this to restore her honor. Hadiya’s method of ‘restoring honor’ is obviously not the same as Uncle Tariq’s.


HP 10/10 | AC 15/12/13 | F:1 R:4 W:2 | Prc +6 | Init +2