Priestess of Nethys

Aishe Kaleja's page

531 posts. Alias of Pedwiddle.


Full Name

Aishe Kaleja

Race

Human (Varisian)

Classes/Levels

Bard (Sea Singer) 9 [ HP 66/66 | AC 19/FF17/T12 | Fort +6, Ref +10, Will +8 | Init +8 | Perception +13 (+15 w/ familiar) ]

Gender

Female

Size

M

Alignment

CN

Languages

Common, Draconic, Varisian

Strength 14
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 20

About Aishe Kaleja

Crunch:

COMBAT
HP: 66 (1 - 8+1+1, 2 - 5+1+1, 3 - 5+1+1, 4 - 5+1+1, 5 - 5+1+1, 6 - 5+1+1, 7 - 5+1+1, 8 - 5+1+1, 9 - 5+1+1)
Init: +8 (2 (Dex) + 2 (Trait) + 4 (Feat))
AC: 19 (Touch: 12, Flat-footed: 17) (+2 Dex, +5 Armor, +2 Natural Armor)
Fort: +6, Ref: +10, Will: +8
BAB: +6/+1
CMB: +8 (6 (BAB) + 2 (Str))
CMD: 20* (10 + 6 (BAB) + 2 (Str) + 2 (Dex)) (* - +2 vs. grapple, overrun, and trip)

ATTACKS
Melee (-2/+4 (+6 w/2H weapons) with Power Attack)
+1 Shock Boarding Pike of Repelling (+9 to hit, 1d8+4+1d6 damage (P), brace/reach, x3 crit.)
Cestus (+8 to hit, 1d4+2 damage (B or P), 19-20/x2 crit.)
Sap (+8 to hit, 1d6+2 damage (B, nonlethal), x2 crit.)

Ranged
Shortbow (+8 to hit, 1d6 damage (P), x3 crit.)

Racial and Class Features:

RACIAL FEATURES
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater.

CLASS FEATURES
Bardic Performance (23 rounds/day): A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

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 the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Familiar: At 2nd level, a sea singer acquires an exotic pet—a monkey or parrot (treat as raven)—that gains abilities as a wizard's familiar, using the sea singer's bard level as his wizard level.
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. 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.
Sea Legs (Ex): At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip.
Weapons and Armor: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
World Traveler (Ex, 2/day): A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter.

Feats, Traits, Skills:

FEATS
Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Cornugon Smash: When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Improved Initiative: You get a +4 bonus on initiative checks.
Lingering Performance: 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.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points 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.

TRAITS
Besmara's Blessing (Skull & Shackles Campaign Trait): You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don't know anything about that, but you've always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (Sailor) checks. In addition, once per week you can reroll a Profession (Sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

SKILLS - Current ACP: 0
Acrobatics*: 6* (1 + 3 (Class Skill) + 2 (Dex)) (ACP) (* - +3 w/i 1 mile of familiar)
Appraise*: 8 (3 + 3 (Class Skill) + 2 (Int))
Bluff*: 20 (9 + 3 (Class Skill) + 5 (Cha) + 3 (Competence - Circlet of Persuasion))
Climb*: 6 (1 + 3 (Class Skill) + 2 (Str)) (ACP)
Craft*: 2 (0 + 2 (Int))
Diplomacy*: 20 (9 + 3 (Class Skill) + 5 (Cha) + 3 (Competence - Circlet of Persuasion))
Disguise*: 14 (3 + 3 (Class Skill) + 5 (Cha) + 3 (Competence - Circlet of Persuasion))
Escape Artist*: 2 (0 + 2 (Dex)) (ACP)
Fly: 2 (0 + 2 (Dex)) (ACP)
Heal*: 0 (0 + 0 (Wis))
Intimidate*: 20 (9 + 3 (Class Skill) + 5 (Cha) + 3 (Competence - Circlet of Persuasion))
Knowledge (Arcana)*: 6 (1 + 3 (Class Skill) + 2 (Int))
Knowledge (Geography)*: 6* (1 + 3 (Class Skill) + 2 (Int)) (* - +1 / 2 bard levels, 1 reroll/day)
Knowledge (Local)*: 6* (1 + 3 (Class Skill) + 2 (Int)) (* - +1 / 2 bard levels, 1 reroll/day)
Knowledge (Nature)*: 6* (1 + 3 (Class Skill) + 2 (Int)) (* - +1 / 2 bard levels, 1 reroll/day)
Linguistics*: 7* (2 + 3 (Class Skill) + 2 (Int)) (* - +1 / 2 bard levels, 1 reroll/day)
Perception*: 13* (9 + 3 (Class Skill) + 0 (Wis) + 1 (Trait)) (* - +2 w/familiar)
Perform (Dance)*: 12 (1 + 3 (Class Skill) + 5 (Cha) + 3 (Competence - Circlet of Persuasion))
Perform (Song)*: 12 (1 + 3 (Class Skill) + 5 (Cha) + 3 (Competence - Circlet of Persuasion))
Profession (Sailor)*: 10 (4 + 3 (Class Skill) + 0 (Wis) + 2 (Racial) + 1 (Trait))
Ride*: 2 (0 + 2 (Dex)) (ACP)
Sense Motive*: 12* (9 + 3 (Class Skill) + 0 (Wis)) (* - +2 w/familiar)
Sleight of Hand*: 2 (0 + 2 (Dex))
Spellcraft*: 10 (5 + 3 (Class Skill) + 2 (Int))
Stealth*: 6 (1 + 3 (Class Skill) + 2 (Dex)) (ACP)
Swim*: 10 (3 + 3 (Class Skill) + 2 (Str) + 2 (Racial)) (ACP)

Spells:

0-level (unlimited/day):
Detect Magic: Detects spells and magic items within 60 ft. (60' cone)
Light: Object shines like a torch (Touch, 1 object, 10 minutes/level)
Lullaby: Makes subject drowsy (Medium range, 10' radius burst, Will DC 15 neg., concentration + 1 round/level)
Mage Hand: 5-pound telekinesis. (Close range)
Message: Whisper conversation at distance. (Medium range, 1 creature/level, 10 min/level)
Spark: Ignites flammable objects. (Close range, one Fine object, instantaneous)

1st-level (6/day):
Cure Light Wounds: Cures 1d8 damage + 1/level (max 5). (Touch, Instantaneous)
Heightened Awareness: Your recall and ability to process information improve. (Personal, 10 minutes/level)
Liberating Command: Allow an Escape Artist check with +2/level competence bonus (Close range, 1 creature, immediate)
Saving Finale: Subject rerolls failed saving throw. (Close range, 1 living creature, immediate)
Vanish: As invisibility, but shorter duration. (Touch, 1 creature, 1 round/level)

2nd-level (5/day):
Blistering Invective: Make an Intimidate check against all foes within 30 feet; those demoralized also take fire damage. (Personal, 30' radius, DC 17 Ref or catch fire, Instantaneous)
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10). (Touch, Instantaneous)
Gallant Inspiration: +2d4 bonus on failed attack roll or skill check. (Close range, 1 creature, immediate)
Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8). (Personal, 1 minute/level)

3rd-level (4/day)
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15). (Touch, Instantaneous)
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks. (Medium range, one creature/level, 1 minute/level)
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. (Close range, one creature/level, 1 round/level)
Reviving Finale: Allies cured 2d6 damage. (Swift action, 20' radius, centered on caster, Instantaneous)

Performance Types:

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's 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 the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues 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.

Inspire Courage (+2, Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's 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. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. 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.

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard's Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.

Still Water (Su): At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard's level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components.

Whistle the Wind (Su): A sea singer of 6th level or higher can use performance to create a gust of wind. This wind lasts for as long as he continues his performance. He can extend this duration to 1 minute by playing for 5 consecutive rounds.

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 58 lbs.
Medium Encumbrance: 59-116 lbs.
Heavy Encumbrance: 117-175 lbs.

GEAR
Traveler's Outfit (5 lbs.)
+1 Mithral Chain Shirt (25 lbs.)
Amulet of Natural Armor +2 (1 lb.)
Headband of Alluring Charisma +2 (- lbs)
Circlet of Persuasion (- lbs.)
Cloak of Resistance +2 (- lbs.)
+1 Shock Boarding Pike of Repelling (9 lbs.)
- Weapon Cord (- lbs.)
Cestus (1 lb.)
Sap (2 lbs.)
Shortbow (2 lbs.)

Backpack (2 lbs.)(Total: 8 lbs.)
- Air Bladder (0.5 lbs.)
- Rations, Trail (4 days) (4 lbs.)
- Waterskin (1) (4 lbs.)

Belt Pouch (.5 lbs.)(Total: 2.0 lbs.)
- Compass (0.5 lbs.)
- Oil of Bless Weapon (2) (2.0 lbs.)
- Potion of Cure Light Wounds (2) (2.0 lbs.)
- Potion of Cure Moderate Wounds (2) (2.0 lbs.)
- Potion of Water Breathing (3) (3.0 lbs.)
- Money (7201 gp 14 sp 6 cp)

Spell Component Pouch (2 lbs.)

Ammunition (Total: 3 lbs.)
- Arrows (20) (3 lbs.)

Appearance:

DESCRIPTION

PHYSICAL CHARACTERISTICS
Height: 5'5"
Weight: 115 lbs.
Skin: Fair
Hair: White with dark streaks
Eyes: Grey

Background:

Familiar (Monkey):

Init +2; Senses low-light vision; Perception +8

DEFENSE
AC 19, touch 14, flat-footed 17 (+2 Dex, +2 size, +5 natural)
hp 26 (7 HD)
Fort +2, Ref +7, Will +5

OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +7 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 5
Base Atk +5; CMB +1; CMD 7
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Perception +8; Racial Modifiers +8 Acrobatics

SPECIAL ABILITIES
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Macros:

[dice=Attack ([i]+1 Shock Boarding Pike of Repelling[/i], Inspire Courage, Power Attack)]1d20+9+2-2[/dice]
[dice=Damage ([i]+1 Shock Boarding Pike of Repelling[/i], Inspire Courage, Power Attack, Arcane Strike)]1d8+4+1d6+2+6+2[/dice]

[dice=Attack ([i]+1 Shock Boarding Pike of Repelling[/i] (Iterative), Inspire Courage, Power Attack)]1d20+4+2-2[/dice]
[dice=Damage ([i]+1 Shock Boarding Pike of Repelling[/i], Inspire Courage, Power Attack, Arcane Strike)]1d8+4+1d6+2+6+2[/dice]