Iggwilv

Zarine Greenblood's page

547 posts. Alias of Zanbabe.


Full Name

Zarine Greenblood

Race

CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 16/19 | Perception +11 | Active Effects: +4 vs fear (constant)

Classes/Levels

||| Dreamlands Items and Negative Effects:

Gender

Female CG Human Daredevil / Flame Dancer Bard 7 | HP 38/41 [-4 STR] |

Size

Medium, 5' 8"

Age

22

Alignment

Chaotic Good

Deity

Sarenrae

Languages

Common, Draconic, Elven, Goblin

Occupation

Daredevil

Strength 10
Dexterity 20
Constitution 10
Intelligence 14
Wisdom 10
Charisma 16

About Zarine Greenblood

Daredevil / Flame Dancer Bard 7 | HP 41/41 | CMB +5 / CMD +19 (+20 vs Steal and Trip) | AC 19 / T 15 / FF 14 | Fort +2 / Ref +10 / Will +4 | Initiative +4 | Bardic Performances 19/19 | Perception +11 | Active Effects: +4 vs fear (constant)

Inspiration point: 1

=== Basics ===

STR 10 (--)
DEX 20 (+5) [7 points, +2 racial, +1 level 4 bonus, +2 Belt]
CON 10 (--)
INT 14 (+2) [5 points]
WIS 10 (--) [+2 Headband to bring it up to normal]
CHA 16 (+3) [5 points, +2 racial]

BAB +5 | Move: 30 feet

=== Bonuses ===
+2 morale bonus on saving throws against mind-affecting effects, including all fear effects. (Dauntless, goes up at 10th)
+2 bonus on Steal and Trip combat maneuver checks to attempt the chosen maneuver and to her CMD to resist that maneuver.(Canny Foe)
+4 morale bonus vs fear, or suppress fear effect if already in force (Ring of the Sublime)

=== Penalities ===
Can’t delay or ready actions, and if last of allies to act in a round of combat, –1 penalty on ability checks, attack rolls, saving throws, and skill checks. (Impatient drawback)

=== Weapons ===
+1 Adaptive Orc Hornbow
Attack +11 | Damage 2d6+3 | Crit x3 | Piercing | Range 80 feet
(+1/+1 with point blank within 30 feet)
(Rapid Shot: Additional attack when full round action, highest bonus -2 to all attacks.)
(The additional +2 damage is from Focused Shot.)

Longsword
Attack +5 | Damage 1d8 | Crit 19-20/x2 | Slashing

=== Armor ===
Mithral Chain Shirt (+4 armor)

=== Traits ===
Nimble Fingers, Keen Mind [+1 trait bonus on Disable Device checks, and Disable Device is a class skill for you.]
Two-World Magic [Grants a Zero-Level spell from a different class]
Voice of Velvet [+1 trait bonus on Diplomacy and Perform (oratory) checks.]

=== Drawback/Flaw ===

Impatient [Can’t delay or ready actions; if last ally to act in a round, -1 ability checks, attack rolls, saving throws, and skill checks]

=== Feats ===

Focused Shot [Adds Int modifier to damage for bow attacks.]
Point Blank Shot [+1 attack and damage within 30 feet with bow]
Precise Shot [no penalty for shooting into melee]
Rapid Shot [When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.]

Special Abilities:

Agile (Ex) [+1/2 class level on Acrobatics, Bluff, Climb, and Escape Artist]
Canny Foe (Ex) [+2 on her combat maneuver checks to attempt the chosen maneuver and to her CMD to resist that maneuver, additional maneuvers every 4 levels after 2nd]
Dauntless (Ex) [+2 morale bonus on saving throws against mind-affecting effects, including all fear effects. Goes up at 10th.]
Dual Talent [Trades extra feat and skill point away for an ability score bonus]
Favored Class Bonus [Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.]
Scoundrel’s Fortune (Ex) [Once per day can choose to roll two dice instead of one for any skill check, keeping the best result. Goes up at 8th.]

8th level--Fan the Flames
10th level--Jack of All Trades (Ex)

Bardic Performances:

Derring-do (Su) [+2 morale on Reflex saving throws and +4 competence on Dexterity-based skill checks. Allies who move at least 10 feet get +2 dodge to AC until the start of their next turn. Goes up at 11th.]
Distraction (Su) [Counters magic effects that depend on sight]
Fascinate (Su) [Cause one or more creatures within 90 feet to become fascinated]
Fire Break (Su) [A fire dancer’s performance can bend flames away from others. Any ally within 30 feet of the bard who can hear or see the bardic performance gains resist fire 20 as long as the performance is maintained. At 11th level, this resistance increases to 30.]
Fire Dancer (Su) [Can use the bard’s Perform check result in place of saving throw against fire]
Song of the Fiery Gaze (Su) [Can allow allies to see through flames without any distortion]

9th level--Inspire Greatness (Su)
12th level--Soothing Performance (Su)
14th level--Frightening Tune (Sp)
15th level--Inspire Heroics (Su)
18th level--Mass Suggestion (Sp)
20th level--Deadly Performance (Su)

Skills:

70 skill points [6 +2 int +2 background = 10/level]

+Acrobatics +17 |+5 Dex +7 ranks +3 class skill +3 Agile
+Appraise +8 |+2 Int +3 rank +3 class skill
+Artistry +6 |+2 Int +1 rank +3 class skill
+Bluff +10 |+3 Cha +1 rank +3 class skill +3 Agile
+Climb +7 |+0 Str +1 rank +3 class skill +3 Agile
+Craft Arrows +2 |+2 Int
+Diplomacy +14 |+3 Cha +7 ranks +3 class skill +1 Voice of Velvet
+Disable Device* +16 |+5 Dex +7 rank +3 class skill +1 Nimble Fingers, Keen Mind trait
+Disguise +7 |+3 Cha +1 rank +3 class skill
+Escape Artist +12 |+5 Dex +1 rank +3 class skill +3 Agile
Fly +5 |+5 Dex
Handle Animal* -- |+3 Cha untrained
Heal +0 |+0 Wis
+Intimidate +7 |+3 Cha +1 rank +3 class skill
+Knowledge Arcana* +6 |+2 Int +1 rank +3 class skill
+Knowledge Dungeoneering +6 |+2 Int +1 rank +3 class skill
+Knowledge Engineering +6 |+2 Int +1 rank +3 class skill
+Knowledge Geography* +6 |+2 Int +1 rank +3 class skill
+Knowledge History* +6 |+2 Int +1 rank +3 class skill
+Knowledge Local* +6 |+2 Int +1 rank +3 class skill
+Knowledge Nature* +6 |+2 Int +1 rank +3 class skill
+Knowledge Nobility* +6 |+2 Int +1 rank +3 class skill
+Knowledge Planes* +6 |+2 Int +1 rank +3 class skill
+Knowledge Religion* +6 |+2 Int +1 rank +3 class skill
+Linguistics* +6 |+2 Int +1 rank +3 class skill
+Lore: Carnival History +6 |+2 Int +1 rank +3 class skill
+Perception +11 |+0 Wis +7 rank +3 class skill
+Perform Dance +7 |+3 Cha +1 rank +3 class skill
+Perform Oratory +8 |+3 Cha +1 rank +3 class skill +1 Voice of Velvet
+Perform Stringed Instruments +7 |+3 Cha +1 rank +3 class skill
+Profession Daredevil +8 |+0 Wis +5 rank +3 class skill
Ride +5 |+5 Dex
+Sense Motive +4 |+0 Wis +1 rank +3 class skill
+Sleight of Hand* +9 |+5 Dex +1 rank +3 class skill
+Spellcraft* +9 |+2 Int +4 rank +3 class skill
+Stealth +15 |+5 Dex +7 rank +3 class skill
Survival +0 |+0 Wis
Swim +0 |+0 Str
+Use Magic Device* +7 |+3 Cha +1 rank +3 class skill

Spells:

Caster Level 7 | Concentration +10 (Caster level + ability mod)
Spells Known 10/6/5/2 (Includes Favored Class Bonus; Two-World Magic)

=== Zero Level === (DC 13)

Acid Splash [Bonus from Two-World Magic Trait]
Detect Magic [Detects spells and magic items within 60 feet]
Ghost Sound [Figment sounds]
Light [Object shines like a torch]
Mage Hand [5-pound telekinesis]
Mending [Makes minor repairs on an object]
Open/Close [Opens or closes small or light things]
Prestidigitation [Performs minor tricks]
Spark [Ignites flammable objects]
Summon Instrument [Summons one musical instrument]

=== 1st Level === (DC 14)
Spells Per Day: 5 (Includes Ability Score Bonus)

Cure Light Wounds [Cures 1d8 damage + 1/level (max +5)]
Ear-Piercing Scream
Feather Fall [Objects or creatures fall slowly]
Remove Fear
Solid Note
Unbreakable Heart
Unseen Servant

=== 2nd Level === (DC 15)
Spells Per Day: 4 (Includes Ability Score Bonus)

Cure Moderate Wounds
Heroism [+2 morale bonus on attack rolls, saves, and skill checks (touch, 10 minutes/level)]
Invisibility
Sonic Scream
Summon Swarm

=== 3rd Level === (DC 16)
Spells Per Day: 2 (Includes Ability Score Bonus)

Reviving Finale [Requires ending a bardic performance, then allies within a 20 foot radius regain 2d6 hit points.]
Thundering Drums [15 foot cone: 1d8 points of sonic damage per caster level (maximum 5d8) and is knocked prone. A successful Fortitude save halves the damage and negates being knocked prone.]

Equipment:

+1 Adaptive Orc Hornbow [3,430 gold]
Bandolier (2) [1 gold]
Bedroll [.1 gold]
Belt of Incredible Dexterity [4,000 gold]
Bracers of Archery (lesser) [5,000 gold]
Explorer's outfit (free clothing for starting character)
Gloves of Reconnaissance [2,000 gold]
Grooming kit [1 gold]
Handy Haversack [2,000 gold]
Headband of Inspired Wisdom [4,000 gold]
Ink pen [.1 gold]
Ioun torch [75 gold]
Journal [10 gold]
Longsword [15 gold]
Mithral Chain Shirt [1,100 gold]
Quiver w/60 arrows [3 gold]
Quiver w/60 blunt arrows [6 gold]
Ring of the Sublime [2,000 gold]
Silk rope (100 feet) [20 gold]
Sleeves of Many Garments [200 gold]
Spell component pouch [50 gold]
Thieves’ Ring (contains lockpicks & other tools that allow you to use disable device) [300 gold]
Trail rations (7) [3.5 gold]
Traveler's Any Tool [250 gold]
Vial of ink [8 gold]
Vials (Empty) (10) [10 gold]
Waterskin (1 gold]

Current Distance from WBL: 14.3 gold
Current Value of Owned Items: 23,483.7 gold

Starting Wealth: 10,500 gold
Total Starting Equipment: 9,505.7 gold

Background:

Zarine comes from a noble, but no longer very influential, family. They weren't able to pull the right strings to get their daughter into a prestigious magical apprenticeship, even though she wanted more than anything to study more about magic. Instead, she had to work at the local magic shop to put herself through Bard college, a much, much less prestigious line of work.

Despite her other considerable talents, she was always looked down on by her peers because of her tendency to say whatever comes to mind, to do whatever she first thinks of, and her extreme impatience. Because of this she was never able to keep a job for very long, and after school just hopped from job to job until finally she found a way to turn her weakness into a strength... she started making bad decisions for a living.

In her personal life, she adheres to some strict personal rules to ameliorate her tendency to make bad choices, but on the stage, she embraces that tendency... doing things that no one else thinks are possible, and succeeding at them. She performs on the trapeze, walks tightropes, gets sawn in half by magicians, gets knives and arrows shot at her, dresses up like a clown and walks into walls... fearless when it comes to things that would scare others who are more wise... and people love it, and they cheer for her. Same amount of bruises and need for healing, but adulation rather than ridicule. She remembers being happy in the carnival, and feeling accepted.

She has no idea why should would have left the carnival, but worries that it was some unwise relationship, since that has gotten her into trouble in the past.

Appearance/Personality:

Zarine is quite beautiful, with long dark hair and green eyes. She is 5'8" and seems quite eloquent and smart about most things, but also a little bit gullible if you get her on certain subjects (like conspiracy theories and the like). She also has a hard time with impulse control. She knows this about herself, and avoids certain things that would make it worse, like alcohol and men who are obviously trying to come on to her, but with other things, she doesn't always stop long enough to talk herself out of bad or impulsive decisions.

She has a hard time making friends because of her tendency to blurt out whatever she is thinking, she sometimes fails to notice when people are trying to pull the wool over her eyes if it is a subject she hasn't studied, and it is easy to push her buttons. She might also be a little too trusting, at least until she has a chance to think it through.

She has a definite sense of right and wrong, but it doesn't always mesh with the law. She figures if a law is wrong, why obey it? Again, this hasn't really gotten her into a lot of trouble, at least that she can remember. Usually she can get out of any "misunderstandings" with her quick wit and winning smile.