Trinia Sabor

Rojava Brishen's page

1,498 posts. Alias of rdknight.


Full Name

Rojava Brishen

Race

Female Human Bard (Archaeologist) 6 / Inquisitor 1 | HP: 55/60 | AC: 20 (T: 14, F: 16) | CMB: +5, CMD: 19 | F: +8, R: +10, W: +7 (+2 vs Enchantments) | Init: +4 | Perc: +12, SM: +8 | Speed 30' | Luck: 17/20

Size

Medium

Age

19 (Birthday: 22 Neth)

Alignment

CG

Deity

Desna

Languages

Taldane, Varisian

Homepage URL

Rojava Portrait

Strength 10
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 11
Charisma 19

About Rojava Brishen

Statistics:
Female Human Bard (Archaeologist) 6 / Inquisitor (Sanctified Slayer) 1
CG Medium Humanoid (Human)
Init +4; Senses Perception +7
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DEFENSE
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AC 20, touch 14, flat-footed 14 (+4 armor, +4 dex, +2 Attunement)
hp 60
Fort +7+1, Ref +9+1, Will +6+1 (+2 vs enchantments)
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OFFENSE
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Speed 30 ft.

Melee +11

Ranged +11
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STATISTICS
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Str 10, Dex 17 (+1 A), Con 14, Int 12, Wis 11, Cha 19 (+3 A)
Base Atk +5; CMB +5; CMD 19
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TRAITS

Eager Performer:
Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you’ve taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming inf luence will get you what you want. You gain a +1 trait bonus on checks for any one Perform skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.

Birthmark:
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Fate's Favored:
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Maestro of the Society:
Benefit: You may use bardic performance 3 additional rounds per day.

FEATS

Point Blank Shot:
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.

Precise Shot:
You are adept at firing ranged attacks into melee.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Desna's Shooting Star:
Initial Benefit: You can add your Charisma bonus to attack rolls and damage rolls when wielding a starknife. If you do so, you don’t modify attack rolls and damage rolls with your starknife with your Strength modifier, your Dexterity modifier (if you have Weapon Finesse), or any other ability score (if you have an ability that allows you to modify attack rolls and damage rolls with that ability score).

Lingering Performance:
The effects of your bardic performance carry on, even after you have stopped performing.
Prerequisite: Bardic performance class feature.
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

True Love:
You found love, only to have it denied by your fickle personality and fear of commitment.
Prerequisites: You must have found love with a person you can’t be with, have a current lover, or have the Current Lover, For Love, or The Lover background. Possible complications include distance, your love being with another, your feelings being unrequited, or your relationship being forbidden.
Benefit: You add 1 to the save DC and caster level of your spells and spell-like abilities with the emotion descriptor. In addition, you gain a +2 bonus on Sense Motive checks. If you have 10 or more ranks in Sense Motive, this bonus increases to +4.
Goal: Find a way to be with your true love (even if you can’t formally wed).
Completion Benefit: The inspiration of knowing your love waits for your return gives you a +2 bonus on attack rolls, saving throws, and skill checks whenever you are below a quarter of your total hit points (not counting any temporary hit points). You lose this completion benefit if your relationship with your true love comes to an end for any reason, including death.
Special: At the GM’s discretion, you can find true love with a person other than the one you designated when you chose this feat. In this case, the love you initially chose was wrong for you, but this became obvious only when you found the one truly meant for you.

SKILLS (70 points; 42 class, 7 INT, 7 Skilled, 6 FCB, 14 Background)

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Acrobatics* +12 = DEX 3+5+3+1 (+1 A)
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Appraise +1 = INT 1+0+0
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Bluff +13 = CHA 4+4+3+2 (+2 A)
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Climb* +4 = STR 0+1+3
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Craft +1 = INT 1+0+0
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Diplomacy +15 = CHA 4+6+3+2 (+2 A)
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Disable Device*† +17 = DEX 3+7+0+3+3+1 (+1 A)(Clever Explorer) (MWK Tools)
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Disguise +6 = CHA 4+0+0+2 (+2 A)
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Escape Artist* +8 = DEX 3+1+3+1 (+1 A)
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Fly* +4 = DEX 3+0+0+1 (+1 A)
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Handle Animal† +6 = CHA 4+0+0+2 (+2 A)
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Heal +0 = WIS 0+0+0
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Intimidate +13 = CHA 4+3+3+1+2 (+2 A) (Stern Gaze)
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K (Arcana)† +8 = INT 1+1+3+3
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K (Dungeoneering)† +8 = INT 1+1+3+3
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K (Engineering)† +4 = INT 1+0+0+3
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K (Geography)† +8 = INT 1+1+3+3 (+1 Background)
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K (History)† +9 = INT 1+2+3+3 (+2 Background)
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K (Local)† +11 = INT 1+4+3+3
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K (Nature)† +4 = INT 1+0+0+3
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K (Nobility)† +4 = INT 1+0+0+3
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K (Planes)† +8 = INT 1+1+3+3
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K (Religion)† +8 = INT 1+1+3+3
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Linguistics† +1 = INT 1+0+0
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Perception +12 = WIS 0+6+3+3 (Clever Explorer)
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Perform (Sing) +15 = CHA 4+5+3+1+2 (+2 A) (+5 Background) (+1 Trait)
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Perform (String) +13 = CHA 4+4+3+2 (+2 A) (+4 Background)
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Profession† +0 = WIS 0+0+0
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Ride +4 = DEX 3+0+0+1 (+1 A)
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Sense Motive +8 = WIS 0+4+3+1 (Stern Gaze)
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Sleight of Hand*† +9 = DEX 3+2+3+1 (+1 A) (+2 Background)
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Spellcraft† +7 = INT 1+3+3
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Stealth* +18 = DEX 3+6+3+1+5 (+1 A) (+5 Magic)
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Survival +4 = WIS 0+1+3
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Swim* +5 = STR 0+2+3
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Use Magic Device† +14 = CHA 4+5+3+2 (+2 A)
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ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Bardic Knowledge: +1/2 Bard Level to All Knowledge Skills
Clever Explorer: +1/2 Bard Level to Disable Device & Perception
Stern Gaze: +1/2 +1 Intimidate & Sense Motive

Languages Taldane, Varisian

Special Abilities:

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SPECIAL ABILITIES
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HUMAN

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

Archaeologist’s Luck (Ex):
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Clever Explorer (Ex):
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.

Uncanny Dodge (Ex):
At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed.

Well-Versed (Ex):
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Trap Sense (Ex):
At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Rogue Talents:
At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.

-Resiliency (Ex) Once per day, a rogue with this ability can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.

Lore Master (Ex):
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in even when threatened or distracted. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Suggestion (Sp):
A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Evasion (Ex):
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

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INQUISITOR (SANCTIFIED SLAYER):
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Monster Lore (Ex):
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Stern Gaze (Ex):
Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Studied Target (Ex):
At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.
Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

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MAGUS VMC
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Arcane Pool (Su):
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Lingering Pain (Su):
The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack. All damage from that attack (including damage from a spell cast using the spellstrike ability) is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the magus’s next turn.

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Domain: Liberation
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Liberation (Su):
You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Spells:

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Spells
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SLA's: Remove Fear, Remove Paralysis, Remove Curse

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Bard
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0th (at will)

Dancing Lights
Ghost Sound
Grasp
Mage Hand
Mending
Message
Oath of Anonymity
Prestidigitation
Spark

1st (4+2/day)

Cure Light Wounds
Deja Vu
Grease
Heightened Awareness
Liberating Command
Saving Finale
Vanish

2nd (3+2/Day)

Blistering Invective
Eagle's Splendor
Heroism
Mirror Image

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Inquisitor
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Orisons (At Will)

Detect Magic
Guidance
Read Magic
Stabilize

1st (1/Day)

Wrath
Protection from Evil

Gear/Possessions:

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GEAR/POSSESSIONS
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Starknife (Mithril)
Starknife (Cold Iron)
Starknife
Springblade
Composite Shortbow
Mithril Chain Shirt
Traveller's Outfit
Spell Component Pouch
Belt Pouch
Dagger

Thieve's Tools
Spring-Loaded Wrist Sheath (Wand CLW)
Backpack
Vial of Ink
Pen
Journal

Grooming Kit
Soap

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Consumables:

Wand: Cure Light Wounds (50)
Wand: Sure Casting (50)
Wand: Magic Mouth (30)
Wand: Polypurpose Panacea (40)
Wand: Feather Step (50)
Potion: Monkey Fish
Potion: See Invisibility
Potion: Cure Moderate Wounds
Scroll: Expeditious Retreat
Arrows (20)
Candles (4)

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Magic Items

Blinkback Belt
Quick Runner's Shirt
Cloak of Elvenkind
Hat of Disguise
Traveler's Any-Tool

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 18 lb.

Money 163 GP 8 SP 3 CP

Background:

Rojava and her slightly older, almost-twin sister Francesca were born a little more than halfway between Nybor and Sandpoint in the back of a wagon. It wasn’t quite time yet but the sisters, especially Rojava, always seem to be in a hurry and this was no exception. They were identical except for the birthmark centered on the back of Rojava’s neck. It bore an odd resemblance to a butterfly, as if one had perched on the back of neck to hitch a ride.

The Brishen sisters’ parents made a living by traveling back and forth between Sandpoint and several of the smaller towns around Ember Lake. They sold goods brought in to Sandpoint’s harbor, a few luxury items and other items that were hard to get in Varisia’s interior. They made the trip every couple of months, so the sisters grew up in Nybor, Sandpoint, and the roads in between.

As the next few years passed, the sisters remained perfect copies of each other in appearance (except for that birthmark), but began to diverge in personality. Francesca was the more serious, and responsible of the two, while Rojava was flighty and absent minded. Fran was more introverted and bookish. Rojava was gregarious and never sat still. The sisters were almost perfect, complimentary companions though. Rojava was a talker, and Fran was a good listener. Rojava always found ways to create fun. Fran was always there to help Rojava out of her scrapes.

The birthmark grew strangely over time. It’s size kept pace with Rojava’s growth, never becoming less prominent. It also became better defined. What was originally a butterfly-shaped splotch became ever more clearly a butterfly. By the time Rojava was 8, it was even taking on multiple colors. That year Rojava’s parents took her to the temple in Sandpoint. There was obviously something beyond the mundane was involved. The Desnan priest at the temple examined Rojava and, except for the birthmark itself, found nothing out of the ordinary. Still, he believed that there must be some reason for the child to be marked so clearly with Desna’s sign. He suggested that Rojava should remain at the temple in case time could lead to further discoveries. Rojava’s parents declined. They believed she was too young to be away from them and did not want to separate the sisters.

Another 4 years passed, and by that time the birthmark was as clearly a star monarch butterfly as anything a fine tattooist could have produced. Rojava had always loved music and sang or hummed almost compulsively, and by 12 she was showing signs of developing a fine singing voice. She also had a talent for poetry and rhymes. From time to time the Priest in Sandpoint would check in with the family, but Rojava’s parents continued to resist leaving her at the temple. Her parents changed their minds after she went missing on one of their trips to Sandpoint. Rojava became interested in an elk and followed it away from their camp. Her family searched for 2 days without finding her before she turned up on her own. She was hungry and footsore, but otherwise unbothered by being lost in the wilderness for so long. In fact she claimed she hadn’t been lost at all. Rojava had wondered on a whim before, but never for so long and so far away. At least at the temple in Sandpoint she couldn’t wander off into dangerous places as easily as she could on the road. On reaching Sandpoint, her parents contacted the priest and made arrangements for her to stay at the temple. Rojava has been there for almost 6 years now, seeing her parents and sister a few times a year when they come to town.

At first she was terribly lonely and restless. The loss of her sister as a companion was very hard for Rojava. Then only a few months after her arrival, the chapel fire brought other difficulties. She doesn’t remember Father Tobyn with any particular fondness, but that probably has more to do with her difficult transition than anything about the priest himself.

With the arrival of Father Zantus things improved. Rojava began an intensive charm campaign against him that, despite some occasional setbacks, has paid off for her. Rojava and Father Zantus have found an equilibrium now. Father Zanthus feel like he is making progress with her, and she has a fair amount of freedom to blow off steam when she feels too confined at the temple.

Appearance and Personality:

Height: 5'6" Weight: 125 Hair: Sandy Brown Eyes: Hazel Brown

Rojava is average of height and just on the slender side of a curvy average build. Her hair is a sandy mixture of light brown and blonde, which she usually keeps bobbed short. She has hazel brown eyes and a lighter complexion that includes a scattering of freckles. Rojava usually has a smile on her face, and her bearing is open, friendly, and confident. She typically dresses for comfort. A well loved and fading pair of blue trousers, brown boots, and a loose linen shirt beneath a maroon doublet is a favorite outfit.

Rojava’s core defining characteristics are her immense curiosity and her love of people. There are very few things in which she cannot find something interesting. But, with so many potentially interesting things around, it is easy for her attention to wander rapidly from one thing to the next. She has been a fine enough student at the temple, but books require more focus than she is usually willing to give. Rojava prefers direct experiences and is a sensorial hedonist. She can lose herself in sights, sounds, aromas, and tactile experiences and believes this is the best way to learn.

She sees the best aspects of people and considers strangers to be friends she hasn’t made yet. Her optimism and enthusiasm win many over, but for those it doesn’t impress she can become irritating. Common working people are closest to Rojava’s heart. She thinks the repetitive toil and drudgery of their work as a type of spiritual slavery, and she nurses something of a grudge against their employers for imposing it on them. If it can be said that Rojava truly dislikes anyone in town, it would be the Scarnetti family. She has been known to sometimes sneak down to the docks and spend a couple of hours walking about among the longshoremen and other workers while singing and playing her rebec to ease and speed along their workday.

There are some less positive aspects to Rojava’s personality. Being such an optimist doesn’t leave her well equipped to deal with sadness or true tragedy. She had only been in Sandpoint a few months when the Chapel burned during the Misgivings. The fire and Father Tobyn’s death in it were very scary events that Rojava never completely processed. She still has occasional nightmares about it. One way that she reacts to such things is to write songs about them, and she has a journal that contains several such songs that she does not perform.

Although she isn’t a mischief-maker, Rojava can cause a fair amount of it due to her curiosity and outgoing nature. Sheriff Hemlock knows her name for more than her singing.