Osirionologist

Abelia Havenstar's page

57 posts. Organized Play character for Sassifrass.


Full Name

Abelia Havenstar

Race

Human

Classes/Levels

Bard/1 | HP 9/9 | Init +3; Per +6 | AC 15, T 13, FF 12 | F +1, R +5, W +3

Gender

Female

Size

Medium

Age

22

Alignment

Lawful Neutral

Deity

Aroden

Location

Lhazaar Principalities

Languages

Abyssal, Celestial, Common, Dwarven, Elven

Occupation

Treasure Hunter/Archaeologist

Strength 11
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 12
Charisma 13

About Abelia Havenstar

Background: Abelia has been searching for something as long as she could remember. Whether that means something physical, like
scrolls, artifacts, or treasure; or something more metaphysical, like a home or a purpose. As a child, Abelia grew up
on the coast of Breland with two parents, both penniless merchants. Due to their poverty, they were unable to afford any
sort of cure when a detrimental plague swept across the western side of the coast. Their lack of medicine resulted in
their swift demise, leaving their precious daughter to fend for herself. She managed to live as best she could, not
daring to cross the threshold of her house for fear of what lurked on the outside. She was eventually found by a gaggle
of rag-tag adventurers who were looking for extra supplies from a seemingly abandoned village. They certainly weren't
expecting to find a mostly starved, skin-and-bones girl sitting amongst the decomposing corpses of what could be
assumed to be her parents. Half the group voted on killing her immediately, to save her from the misery of her already
near death experience, but she was saved by the oldest and most respected of the group, a Dwarven Bard by the name
of Belgrim. He retired from the group for the sole purpose of raising her on his own, vowing to teach her everything
he knew about history, archeology, and most importantly - treasure hunting. She quickly became infatuated with the
subjects the same as he was and dedicated her life to the search for secrets of civilizations past, for the treasures left
behind for centuries, and for the knowledge lost over large expanses of tragedy and time.

Description: Abelia is rather tall for a human female, reaching over six feet tall with long, lanky limbs and slender appendages. She's as thin as they come and her skin is a pleasantly tanned golden color that comes from hours laboring at ruins and dig sites under the beating sun. Due to the heat, she leaves her hair cropped rather short and twirls what's left of it into messy, tangled buns of swirling raven-colored hair at the base of her neck. Abelia's eyes are a pleasant cocoa color that lightens to a hazel green in direct sunlight. She doesn't really care about her appearance and often wears baggy clothes with tons of pockets to house all of her tools and gadgets and completes the look with enormous reading glasses and a floppy hat to keep the sun off her head and the dust out of her eyes. Additionally, Abelia often pushes up her glasses unnecessarily when she's excited or nervous and has a stutter that worsens as she grows more and more distressed.

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Skills and Stats:

STR:11|+0
DEX:15+2|+3
CON:12|+1
INT:14|+2
WIS:12|+1
CHA:13|+1

AC:15|Base: 10, Armor Bonus: 2, Stat Bonus: 3
SPEED:30ft
INITIATIVE:+3
BASE ATTACK:+0
ARCANE FAILURE:10
ARMOR CHECK:+1
MAX DEX:+6

FORTITUDE:+1
REFLEX:+5
WILL:+3

MELEE:+0
RANGED:+3
CMB:+0
UNARMED:+1:1d3+1:20/x2:5ft

Acrobatics | 7
Appraise | 2
Bluff | 1
Climb | 0
Craft (Untrained) | 2
Diplomacy | 3
Disable Device | 8
Disguise | 2
Escape Artist | 3
Fly | 3
Heal | 2
Intimidate | 2
Knowledge (Dungeoneering) | 7
Knowledge (Local) | 7
Knowledge (Untrained) | 4
Linguistics (Abyssal) | 7
Perception | 6
Perform (Dance) | 5
Perform (Untrained) | 2
Ride | 3
Sense Motive | 5
Spellcraft | 7
Stealth | 7
Survival| 1
Swim | 0

Linguistics:

Abyssal
Celestial
Common
Dwarven
Elven

Armor and Weapons:

Shortbow:
Range: 30ft 70ft 140ft 210ft 280ft
Bonus: +4 +3 +1 -1 -3
Damage: 1d6+1 1d6 1d6 1d6 1d6

Dagger (Cold Iron):
Range: 10ft 20ft 30ft 40ft 50ft
Bonus: +4 +2 +0 -3 -5
Damage: 1d4+1 1d4+1 1d4+1 1d4 1d4

Leather (Arcane): Light | +2 | +6

Equipment:

Shortbow
Outfit (Explorer's)
Leather (Arcane)
Bard's Kit (Shortbow) | This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Backpack (Cloth)
Pouch (Belt/Leather)
Flint and Steel
Oil | Quantity: 5
Pouch (Belt/Cloth)
Chalk | Quantity: 4
Sack (Cloth) | Quantity: 5
Rope (Hemp/50ft.) | Quantity: 5
Sunrod
Thieves' Tools
Spell Component Pouch
Dagger (Cold Iron) | Quantity: 6
Lamp (Common/Waterproof)
Torch
Wand (Cure Light Wounds) | Charges: 38

Traits:

Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Vagabond Child (urban) (Disable Device): You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Special Qualities - CORE:

Distraction (Su): You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You 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 13) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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.

Armored Casting (Ex): You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex): You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Preformance: You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 7 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bonus Bard Spell: 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.

Bonus Feat: Humans select one extra feat at 1st level.

Cantrips: You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong: You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Inspire Courage: You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your 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.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Special Qualities - NON-CORE:

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. (7 uses per day with +1 bonus)

Armored Casting (Ex): You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex): You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types.

Bonus Bard Spell: 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.

Bonus Feat: Humans select one extra feat at 1st level.

Cantrips: You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Feats:

Point-Blank Shot: You are especially accurate when making ranged attacks against close target. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Rapid Shot: You can make an additional ranged attack. When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using Rapid Shot.

Spells:

Ghost Sound: 0 | Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.

Know Direction: 0 | When you cast this spell, you instantly know the direction of north from your current position.

Light: 0 | This spell causes a touched object to glow like a torch.

Open/Close: 0 | You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container.

Read Magic: 0 | You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.

Cure Light Wounds: 1 | When laying your hand upon a living creature, you channel positive energy that cures 1d8+1 points of damage.

Disguise Self: 1 | You make yourself--including clothing, armor, weapons, and equipment--look different.

Archetypes - NOT TO BE USED IN CORE:

Archaeologist: No stodgy researcher, this Archaeologist meets his research head-on in the field. Archaeologists sacrifice the bard's inspirational performance for a smattering of rogue talents. This archetype also fits roguelike characters that focus more on learning than on stabbing foes in the back.

Special Abilities from Archetype

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. (7 uses per day with +1 bonus)

Bardic Performance: Archaeologists do not gain the bardic performance ability or any of its performance types.