Full Name |
Amanda Barry |
Race |
Elf |
Classes/Levels |
Archivist Bard 7 |
Gender |
F |
Size |
M |
Age |
124 |
Alignment |
N |
Deity |
Nethys |
Location |
Absalom |
Languages |
Common, Elven, Sylvan, Draconic |
Occupation |
Performer Orator |
Strength |
12 |
Dexterity |
10 |
Constitution |
12 |
Intelligence |
16 |
Wisdom |
10 |
Charisma |
16 |
About Amanda Barry
All her life Amanda Barry has been consumed with a thirst for knowledge. An incorrigible academic, she is at her happiest when she is thumbing through dusty old texts, exploring a long lost ruin of an ancient civilization or lecturing her fellow pathfinders on the histories and current events of wherever she is sent.
While some regard her as a valuable font of knowledge, others who are less... studious, see her as a pedantic bore who spouts off useless trivia to try to prove her superiority.
Amanda's views of others tend to mirror how those view her. People who open her eyes to greater knowledge or take a sincere interest in her quest for discovery earn her respect. Those who don't she regards as brutes who are useful only as tools for lifting heavy objects or smashing in goblin skulls.
She views knowledge as the paramount of virtue and regards the suppression of it as despicable, so she'll always explore, consequences and collateral damage be damned. Thus far, this quirk hasn't been punished too severely, but it's only a matter of time before Amanda opens a door that should have stayed shut.
Amanda Barry
Female elf bard (archivist) 7 (Pathfinder RPG Advanced Player's Guide 80)
N Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +8
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Defense
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AC 18, touch 11, flat-footed 18 (+5 armor, +1 deflection, +2 shield)
hp 51 (7d8+13)
Fort +4, Ref +6, Will +6; +2 vs. enchantments, +4 bonus vs. magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind
Immune sleep
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Offense
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Speed 30 ft.
Melee +1 longsword +7 (1d8+4/19-20) or
. . cold iron morningstar +6 (1d8+3) or
. . silver longsword +6 (1d8+2/19-20)
Ranged light crossbow +5 (1d8+2/19-20)
Special Attacks bardic performance 20 rounds/day (move action; countersong, distraction, fascinate [DC 17], inspire competence +3, lamentable belaborment [DC 17], naturalist)
Bard (Archivist) Spells Known (CL 7th; concentration +11)
. . 3rd (2/day)—blink, haste
. . 2nd (4/day)—blindness/deafness (DC 16), cacophonous call[APG] (DC 17), glitterdust (DC 16), heroism
. . 1st (5/day)—expeditious retreat, glue seal[ACG], heightened awareness[ACG], hideous laughter (DC 16), saving finale[APG] (DC 15)
. . 0 (at will)—daze (DC 15), detect magic, mage hand, open/close (DC 14), prestidigitation, read magic
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Statistics
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Str 12, Dex 10, Con 12, Int 16, Wis 10, Cha 19
Base Atk +5; CMB +6; CMD 17
Feats Arcane Strike, Lingering Performance[APG], Spell Focus (enchantment), Improved Initiative
Traits magic is life, warrior of old
Skills Diplomacy +8, Intimidate +8, Knowledge (arcana) +16, Knowledge (dungeoneering) +14, Knowledge (engineering) +12, Knowledge (geography) +11, Knowledge (history) +14 (+16 Permanent), Knowledge (local) +16, Knowledge (nature) +16, Knowledge (nobility) +10, Knowledge (planes) +16 (+18 Permanent), Knowledge (religion) +16, Perception +8, Perform (oratory) +8, Perform (wind instruments) +12, Spellcraft +8 (+11 to identify magic items or decipher scrolls, +10 to identify magic item properties), Use Magic Device +9; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Goblin, Sylvan
SQ bardic knowledge +3, elven magic, jack-of-all-trades, lore master 1/day, magic lore
Combat Gear elixir of hiding, oil of bless weapon (3), oil of magic weapon, oil of magic weapon (2), potion of endure elements, potion of fly, potion of invisibility, potion of lesser restoration, potion of reduce person, wand of cure light wounds, wand of hold person (11 charges), alchemist's fire, alkali flask[APG] (2), antiemetic snuff[ACG], antiplague[APG] (2), antitoxin (2), bladeguard[APG], flame ink[ARG], holy water (2), holy weapon balm[ACG] (3), smokestick, tanglefoot bag, thunderstone (3), vermin repellent[UE]; Other Gear +1 chain shirt, +1 buckler, +1 longsword, cold iron morningstar, crossbow bolts (12), light crossbow, silver longsword, cloak of resistance +1, elixir of swimming, elixir of thundering voice[ACG], elixir of vision, handy haversack, headband of alluring charisma +2, ring of protection +1, traveler's any-tool[UE], alexandrite gem with a continual flame heightened to a third level (worth 20 gp), average lock, blanket[APG], bread (3), cheese (2), elven trail rations[UE] (3), flask, flask, flask, ice cream[UE], ice cream[UE], ice cream[UE], journal[UE] (2), jug (4), maple syrup (per jar)[UE], masterwork thieves' tools, masterwork Wind, meat (3), perfume/cologne[UE], powder[APG] (6), spell component pouch, tea (per cup)[UE], twine (50')[APG] (3), waterskin, 11 pp, 8,669 gp, 3 sp, 4 cp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bardic Performance (move action, 20 rounds/day) Your performances can create magical effects.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Lore +3 (Ex) +4 save vs. magical traps, language-dependent effects, symbols, glyphs, and magical writings.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.