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About Acoris. . . . . . Female Gathlain 8
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Alignment: CG
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Strength: 12 (+1)
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Base Attack Bonus: +6/+1 (5.25 Bard +0.75 Investigator) Composite Bow
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HD: 57 (1d8 Investigator + 7d8 Bard + 1 Con/Level) AC: 20 (10 + 4 Armor + 4 Dex + 1 Natural + 1 Size)
CMB: 6 (+6 BAB +1 Str -1 Size)
Saves:
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Bard / Level: 11 (6 Base + 2 Int + 2 Background + 1 Favored)
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. -----------------------
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.
(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) -----------------------
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. -----------------------
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
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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:
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. Bard Spells
0-Level Spells (X / Day)
1st-Level Spells (4 / Day)
2nd-Level Spells (3 / Day)
3rd-Level Spells (1 / Day)
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) -----------------------
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.
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Light Load: 24.5 lbs / 32.25 lbs
+1 Composite Longbow (+2)
Dagger
+1 Masterwork Studded Leather Armor
Headband of Alluring Charisma (+2)
Cloak of Resistance (+2)
Belt of Incredible Dexterity (+2)
Doomharp
Tuned Bowstring
Efficient Quiver
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.
Tribal War Paint (Green)
Minor Bag of Holding
Spell Component Pouch
Misc
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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. |