Vigliv

Acoris's page

24 posts. Alias of Taimat.


Classes/Levels

Female CG Gathlain Bard (Arrowsong Minstrel) | HP 57/57 | AC 20, Touch 15, FF 16 | CMB +6, CMD 20 | Fort +5, Ref +10, Will +6 | Initiative +7 | Perception +11 (Low-Light)

About Acoris

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Female Gathlain 8
Investigator (Sleuth) 1 / Bard (Arrowsong Minstrel) 7

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    Stats
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Alignment: CG
Gender: F
Initiative: +7 (+5 Dex +2 Sleuth)
Languages: Common, Sylvan, Draconic, Elven, Halfling, Goblin, Orc
Senses: Perception +11 (Low-Light Vision)
Size: Small
Speed: 30 (Land), 40 (Flying, Poor)

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    Attributes
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Strength: 12 (+1)
Dexterity: 19 (+4)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 10 (+0)
Charisma: 18 (+4)

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    Offense
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Base Attack Bonus: +6/+1 (5.25 Bard +0.75 Investigator)

Composite Bow
Attack: +12/+7 (1d20 + 6/1 BAB + 4 Dex + 1 Bow + 1 Size)
Damage: 1d6+2 (1d6 + 1 Str + 1 Bow)
Crit: 20 x3
Range: 110 ft.
Options:

  • Deadly Aim is -2 Attack for +4 Damage
  • Point Blank Shot is +1 attack/damage within 30 ft

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      Defense
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    HD: 57 (1d8 Investigator + 7d8 Bard + 1 Con/Level)

    AC: 20 (10 + 4 Armor + 4 Dex + 1 Natural + 1 Size)
    Touch: 15
    Flat-Footed: 16

    CMB: 6 (+6 BAB +1 Str -1 Size)
    CMD: 20 (10 + 6 BAB + 1 Str + 4 Dex - 1 Size)

    Saves:
    Fort: +5 (2.33 Bard + 0.33 Investigator + 1 Con + 2 Cloak)
    Refl: +10 3.50 Bard + 0.50 Investigator + 4 Dex + 2 Cloak)
    Will: +6 3.50 Bard + 0.50 Investigator + 0 Dex + 2 Cloak)

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      Skills
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    Bard / Level: 11 (6 Base + 2 Int + 2 Background + 1 Favored)
    Investigator / Level: 10 (6 Base + 2 Int + 2 Background)

    Class Skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Heal, Intimidate, Knowledge (All), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, and Use Magic Device.

  • Craft (Bows) +9 (+2 Ranks +3 Class +2 Int +2 Tools)
  • Craft (Clothing) +9 (+2 Ranks +3 Class +2 Int +2 Tools)
  • Craft (Jewelry) +8 (+1 Ranks +3 Class +2 Int +2 Tools)
  • Diplomacy +16 (+8 Ranks +3 Class +4 Cha +1 Trait)
  • Disable Device +12 (+2 Ranks +3 Class +4 Dex +2 Tools +1 Investigator)
  • Fly +13 (+8 Ranks +3 Class +4 Dex +2 Size -4 Poor)
  • Knowledge (Arcana) +10+1d6 (+5 Ranks +3 Class +2 Int +1d6 Inspiration)
  • Knowledge (Geography) +7+1d6 (+2 Background +3 Class +2 Int +1d6 Inspiration)
  • Knowledge (History) +7+1d6 (+2 Background +3 Class +2 Int +1d6 Inspiration)
  • Knowledge (Nature) +12+1d6 (+7 Ranks +3 Class +2 Int +1d6 Inspiration)
  • Linguistics +8+1d6 (+3 Background +3 Class +2 Int +1d6 Inspiration)
  • Perception +11 (+8 Ranks +3 Class +0 Wis)
  • Perform (Strings) +15 (+8 Background +3 Class +4 Cha)
  • Sense Motive +8 (+5 Ranks +3 Class +0 Wis)
  • Sleight of Hand +8 (+1 Background +3 Class +4 Dex)
  • Spellcraft +13+1d6 (+8 Ranks +3 Class +2 Int +1d6 Inspiration)
  • Stealth +18 (+7 Ranks +3 Class +4 Dex +4 Size)
  • Use Magic Device +15 (+8 Ranks +3 Class +4 Cha)

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      Feats
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    Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. (Level 1)

    Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. (Arrowsong Minstrel 2 Bonus Feat)

    Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. (Level 3)

    Spellsong: You can combine your bardic performance and your spellcasting in two ways.

  • First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell’s casting time.
  • Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.
    (Level 5)

    Craft Wondrous Items: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. (Level 7)

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      Traits
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    Savage Outcast (Campaign): Hailing from the dangerous and monstrous lands around the Storval Plateau, the Cinderlands, Kaer Maga, and the Sanos/Ashwood forests, you've travelled to Turtleback Ferry for your own reasons. In order to be accepted by your new peers due to your monstrous race or foreign customs, you've worked tirelessly to show the locals that you mean no harm, and that you're trying your best to integrate into their society. You gain a +1 bonus to diplomacy checks, and diplomacy is a class skill for you. In addition, all locals of Turtleback Ferry treat you with at least indifference, unless they have a specific reason to treat you otherwise. If you do not normally get Common from your starting languages, you gain Common as a bonus language.

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

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      Special Abilities
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    Proficiencies: All simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, sword cane, and longbow. They are proficient with light armor and shields. A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.

    Race: Gathlain

  • Ability Score Modifiers: Gathlains are quick, with dynamic and engaging personalities, but are rather fragile. They gain a +2 bonus to Dexterity and Charisma but suffer a –2 penalty to Constitution.
  • Type: Gathlains are Fey.
  • Size: Gathlains are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks.
  • Speed: Gathlains have a base speed of 30 feet and a fly speed of 40 feet (poor maneuverability).
  • Low-Light Vision: Gathlains can see twice as far as humans in dim light.
  • Languages: Gathlains speak Common and Sylvan. A gathlain with a high Intelligence score can choose from the following languages: Draconic, Elven, Goblin, Halfling, and Orc.
  • Natural Armor: Gathlains have a +1 natural armor bonus.
  • Whimsical Outlook: Whimsical Outlook: Some gathlains can use their unusual mentality as a defense against efforts to control their minds. Once per day when a gathlain with this trait attempts a Will saving throw, he can roll the saving throw twice and use the better result.

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      Bard Abilities
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    Arcane Archery: You gain a number of spells from the Sorcerer/Wizard spell list added to your Bard spell list. They must be spells that are not already on the Bard spell list, and there are some other limitations.

    In addition, for the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice). Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell’s somatic components even when using a bow in both hands (though not other ranged weapons).

    Diminished Spellcasting: An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level. This alters the bard’s spellcasting.

    Precise Minstrel: Gain Precise Shot as a bonus feat. In addition, any creature that is affected by any of the Arrowsong minstrel’s bardic performance does not provide soft cover to enemies against her ranged attacks with a bow.

    Arrowsong Strike: The Arrowsong Minstrel can use Spellstrike (as per the Magus class feature) to cast a single-target ranged touch attack and deliver it through a ranged weapon attack. She can also do thiis with a multi-target ranged attack to deliver one ray or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell (in the case of ray effects).

    Versatile Performance:

  • Life Budding in Salted Earth (Masterpiece): As a performance you can grant all allies within 30 feet Fast Healing 1. This costs 1 from your Performance Pool for each round that you maintain the effect. You can also spend Performance Pool points to increase the potency. So, Fast Healing 2 would be 2 Points for the first round, and 3 for each subsequent round. You cannot raise the cost above 10.

    Bardic Performance (25 Rounds / Day): You can use Bardic Performance a number of rounds per day equal to 4 + your Charisma Modifier + 2 for each level after 1st. (4 Base + 4 Charisma + (7 * 2 Levels) + 3 Trait).

    Starting a Performance is a Move action and maintaining it each round is a Free action. Changing from one Performance to another means stopping the previous performance and starting a new one. This performance cannot be disrupted, but ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action. You cannot have more than one performance in effect at once.

    For all of these, allies (or enemies) must be able to hear you. They basically all have audible or visual components as well.

  • Inspire Courage: Allies (and self) in visual range get +2 Morale to saving throws against charm / fear, and +2 Competence to attack & damage rolls.
  • Countersong: Bard makes a Perform (String) check. Anyone within 30 ft (including the bard) affected by a sonic or language-dependent magical attack can use the Perform check result in place of their saving throw.
  • Dirge of Doom (Requires Doomharp): Enemies within 30 ft who can see/hear the bard’s performance become Shaken.

    Bard Spells
    Spontaneous casting. Spell save DC is 10 + Spell Level + 4 (CHA modifier).

    0-Level Spells (X / Day)

  • Dancing Lights
  • Detect Magic
  • Know Direction
  • Mage Hand
  • Read Magic
  • Resistance

    1st-Level Spells (4 / Day)

  • Cause Fear
  • Gravity Bow (Arcane Archery)
  • Saving Finale
  • Silent Image
  • Vanish

    2nd-Level Spells (3 / Day)

  • Acid Arrow (Arcane Archery)
  • Allegro
  • Arrow Eruption (Arcane Archery)
  • Cacophonous Call

    3rd-Level Spells (1 / Day)

  • Exquisite Accompanyment
  • Good Hope

    Force Anchor (Arcane Archery) will be my 4th-level Arcane Archery spell, that I do not have access to just yet. (It’s on my List, just not a Spell Known)

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      Investigator Abilities
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    Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

    Inspiration (2 / Day): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

    An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

    Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

    Sleuth’s Luck (4 / Day): At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier. Her luck goes up or down throughout the day, but cannot go higher than her Charisma modifier.

    Luck is spent to accomplish deeds, and is regained by rolling a Natural 20 on a Knowledge or Sense Motive check, or rolling a 6 on an Inspiration roll. These checks need to be for more than mundane reasons.

    Deeds: Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.

    At 1st level, a sleuth gains the following deeds.

  • Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).
  • Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.
  • Sleuth’s Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)

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      Equipment
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    Light Load: 24.5 lbs / 32.25 lbs
    Gold: 255gp

    +1 Composite Longbow (+2)
    Two-Handed Martial Weapon
    (2600gp, 1.5 lbs)

    Dagger
    Simple Light Weapon
    (2 gp, 0.5 lbs)

    +1 Masterwork Studded Leather Armor
    Light Armor
    AC +4, Max Dex +5, Check Penalty 0
    (1175gp, 10 lbs)

    Headband of Alluring Charisma (+2)
    Wondrous Item, Headband Slot
    (4000gp, 1 lbs)

    Cloak of Resistance (+2)
    Wondrous Item, Shoulder Slot
    +2 to all Saves
    (Crafted, 2000gp, 1 lbs)

    Belt of Incredible Dexterity (+2)
    Wondrous Item (Belt Slot)
    (Crafted, 2000gp, 1 lbs)

    Doomharp
    Wondrous Item (Slotless)
    Made from bone and sun-dried sinew, this masterwork harp produces a vague sense of unease in anyone near it. If the owner of this item has the bardic performance class feature he can use it to perform a dirge of doom even if he is not of sufficient level to normally have access to that ability. A bard who can use dirge of doom and who plays the harp as part of his performance increases the effective radius to 60 feet.
    (Crafted, 5000gp. 2.5 lbs)

    Tuned Bowstring
    Wondrous Item (Slotless)
    This faintly glowing bowstring is twined from the hair of a lillend. When strung on a bow, a tuned bowstring also functions as a masterwork stringed instrument, granting the wielder an enhancement bonus on Performance (string) checks equal to the bow’s enhancement bonus (if any). A tuned bowstring produces a perfect note with every arrow fired by its wielder, allowing a character with the bardic performance class feature to maintain a performance in combat without expending rounds of bardic performance as long as she fires at least one arrow each round. Activating a bardic performance or switching to a different performance still costs a round of bardic performance.
    (Crafted, 9000gp, 0 lbs)

    Efficient Quiver
    Wondrous Item (Slotless)
    This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a non-dimensional space allowing it to store far more than would normally be possible.

    The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.
    (1800gp, 2 lbs)

    Tribal War Paint (Green)
    Wondrous Item (Slotless)
    Applied as a full round action. For 24 hours after application, when you use bardic music to inspire courage, the morale bonus you grant increases by 1; this is treated as an enhancement bonus.
    (900gp / 0 lbs)

    Minor Bag of Holding
    Wonderous Item (Slotless)
    Contents: Bedroll, Blanket, Soap, Flint & Steel, Iron Pot, Mess Kit, Small Steel Mirror, 50 ft Twine, Trail Rations (x5), Waterskin, Canteen, Torches (x5), Earplugs, Signal Whistle, Ioun Torch, MW Thieves Tools, MW Artisan Tools (257g / 34 lbs)
    (1000, 3 lbs)

    Spell Component Pouch
    (5gp / 2 lbs)

    Misc
    60 Arrows for the Quiver (3gp) and another 60 in the Bag of Holding (3gp)

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      Background
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    I’m building this character around something neat that I read while exploring the area around Turtleback Ferry. In the entry for the Sanos Forest, it says “Rumor has it that there is a direct gate to the First World of the Fey, but no gnome has officially confirmed this.”

    So, Acoris has come through said gate, which I’ve decided does exist. Her age is indeterminate, born from an enormous magical tree perhaps thousands of years ago. In this realm, her magic / abilities are dulled somewhat, but she’s still able to access some of her magics (which obviously grows as she spends more time here / gains levels).

    For a few years, she has lived with the gnomes. Hearing their tales, telling her own, and playing music alongside Novi, a Lyrakien flutist. Among the gnomes, Acoris was known as a “Weaver”, for she can create and imbue items with magical properties. Which she did for them. But she grew restless, and after she saw a gnome bleaching (which was truly traumatic), she worried that similar could befall her while in this world. But she couldn’t go home, there was far too much to see and experience here.

    Over the last year, Acoris has ventured out from the forest, and begun making regular trips to Turtleback Ferry. No one there has ever seen anything like her before, and they were originally quite skeptical, but she’s warmed them up by being compassionate, endlessly interested in their lives, and quite excitable. Plus, it helped that she saved someone in the Ashwood. They claimed it was a werewolf that attacked them (She only saw a wolf, but also had never seen a werewolf before, and may have mistaken it.) Regardless, she rescued the man, nursed him back to health, and brought him back to Turtleback Ferry, her only payment that she insisted he tell her stories.

    “They call this a mirror!” She shrieked gleefully, twisting the steel object in the sunlight. “Isn’t it amazing? It’s like carrying the still waters around with you. And they just have these!”

    Acoris’s curiosity can sometimes get the better of her. She’s still very bad about understanding that she’s exactly the type of person that locked doors are meant to exclude. Instead, they present as even more appealing to her, curious as to what lies beyond them. She means well, and is protective of those around her, but can get carried away at times.