Archcountess Levisvia Vasvion

Anadrien Elrynduil's page

88 posts. Alias of electricjokecascade (RPG Superstar Season 9 Top 16).


Gender

Elven Archaeologist Bard HP 33/33 | AC 19/ FF 15/ T 15 | Per +13 | F: 3/ R: 10/ W: 6 | Init +4 | Luck: 0/6 | Extend: 0/3 | Active Conditions:

About Anadrien Elrynduil

Anadrien Elrynduil
Female Elf (Arctic Elf) bard 6 Archetypes Archaeologist,
NG Medium humanoid (elf)
Init +4
Senses darkvision (60 ft.), low-light vision; Perception +13

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DEFENSE
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 Ring )
hp 33 ((6d8))
Fort +3, Ref +10, Will +6, +4 racial bonus on Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments, +2 Reflex to avoid traps
Defensive Abilities trap sense +2, uncanny dodge, evasion Resistances cold 5

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OFFENSE
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Speed 30 ft.
Ranged +1 composite longbow [str +2] +9 (1d8+3/x3), within 30 ft. +9 (1d8+4) [Point Blank, Precise, Rapid]

Bard Spells Known (CL 5th; concentration +7)
2nd(3/day)-gallant inspiration, invisibility, heroism, Tactical Acumen
1st(5/day)-expeditious retreat, grease(DC 13), disguise self, vanish
0th(at will)-daze(DC 12), detect magic, ghost sound(DC 12), prestidigitation, read magic, resistance

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LUCK
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+3 to attack rolls, saving throws, skill checks, weapon damage = 6 rounds

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. (6 uses per day with +2 bonus)

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

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STATISTICS
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Str 14, Dex 18, Con 10, Int 14, Wis 10, Cha 14,
Base Atk +4; CMB +5; CMD 19
Feats Lingering Performance, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Bluff +11, Diplomacy +11, Disable Device +14, Intimidate +6, Knowledge (Arcana) +9, Knowledge (Engineering) +8, Knowledge (Geography) +8, Knowledge (History) +10, Knowledge (Local) +9, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Planes) +10, Knowledge (Religion) +11, Perception +13, Sense Motive +4, Stealth +8, UMD +7
Traits Fate's Favored, Trap Finder,
Languages Common, Skald, Elven, Sylvan
SQ archaeologist's luck, arctic elf, armored casting, bardic knowledge, bardic performance, cantrips, clever explorer, darkvision, desert runner, elemental resistance, keen senses, lore master, low-light vision, rogue talents, trap sense, uncanny dodge, weapon familiarity, evasion
Combat Gear Wand of Cure Light Wounds (wrist sheath) (50 charges), Metamagic Rod of Lesser Extend (3 charges),
Other Gear composite longbow str +1 (+2), cloak of resistance +1, outfit (explorer's), chain shirt, wrist sheath, metamagic rod of lesser extend, 244.0 gp

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SPECIAL ABILITIES
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Elven Traits:
Arctic Elf These elves were born and raised in the frozen lands of the far north or south, and have dealt with freezing deserts, nights that last for weeks, and the horrors that roam the cold terrain. These elves have the darkvision, desert runner, and elemental resistance alternate racial traits.

Darkvision (Ex) Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf 's ancestry, and can lead to persecution within the elf 's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Desert Runner (Ex) Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.

Elemental Resistance (Ex) Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Bard Traits:
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 +2 to all Knowledge checks and may make all Knowledge skill checks untrained.

Clever Explorer (Ex) At 2nd level, an Archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an Archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.

Lore Master (Ex) You have become a master of lore and can take 10 on any Knowledge skill check that you have ranks in. You can choose not to take 10 and can instead roll normally. In addition, 1 times per day, you can take 20 on any Knowledge skill check as a standard action.

Rogue Talents At 4th level, an Archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of Archaeologist gained after 4th level. Otherwise, this works as the rogue's rogue talent ability.

Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you've never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati's necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Trap Sense (Ex) At 3rd level, an Archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

Uncanny Dodge (Ex) At 2nd level, an Archaeologist gains uncanny dodge, as the rogue class feature of the same name. This ability replaces well-versed. You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

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BACKGROUND
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10min background:

Step 1: Write at least 5 concept elements that you feel are important to your image of the character.

a) Andarien's life is a lie. She is in Whitethrone masquerading as an emmisary from an elven woodworking guild who has fallen in with the stilyagi and the scholars at the Observatory Arcanis. In truth she is searching for some word of her missing brother, who was invited to Whitethrown as a scholar to study at the Observatory ten years ago, and disappeared.

b) Andarien's poise, wit, and breadth of knowledge allow her to remain one step ahead of the forces that might otherwise doom her; she has become friends with "Prince" Paval Turosky of the stilyagi, and earned the grudging respect of head scholar Tretin Kuruska in the Observatory. These tenuous alliances have shielded her from the worst of Whitethrone thus far.

c) She courts peril; each night she slips out of her rented garrett in the Merchant's Quarter to seek some sign of her missing brother; using Invisibility and Alter Self she investigates different parts of Whitethrone, questioning long time residents and breaking into locked studies and libraries in the hopes of finding a clue.

d) Andarien doesn't love her brother. She's come to Whitethrone due to an oath she swore him when he saved her life a century ago from a rampaging bullette. That one day, if he were ever in danger, she would save his life in turn. The man's a prig, a bore, and completely lacks common sense.

e) She once hoped to become an archmagus; her own fascination with all things worldly, however, and her desire to explore saw her only develope her magical potential to a small degree, though she still vows that she'll seclude herself from the world one day to truly devote herself to her studies.

Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

a) Andarien has lost hope of finding him. She now simply hopes to find some evidence of his passing so that she can flee Whitethrone before making a fatal mistake.

b) She has been operating by herself for so long that she's grown - if not paranoid - then very solitary and distrustful of others. I'd like to see Andarien develop a close group of friends with whom she could finally relax and be herself.

Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

a) Despite herself, Andarien has come to enjoy her time spent with the stilyagi and within the Observatory. Perhaps it's simply due to the contrast with the horrors stalking the streets, but she fears she'll come to miss her time with Tretin and Paval when she's gone.

b) Tretin knows Andarien's true identity, and is toying with her. He's seeing how long he can string her along before betraying her in the worst possible way.

Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.

a) Paval Turosky, the supposed "Prince" of the stilyagi. She's his most recent object of fascination, and he plies her with questions of her home even as he plots a fanciful and impossible expedition to return with her and visit her forest.

b) Tretin Kuruska, the head scholar in the Observatory. He toys with Andarien, hinting that he knows more about her brother's fate then he lets on. He pretends to be her friend, but he was behind her brother's disappearance, and finds it poetic that he might destroy her, too.

c) Gnash Mooverkin: a snow goblin who rents Andarien her garrett in the Merchant's Quarter. Elderly and well traveled for a goblin, he's grown fond of her and has been instrumental in helping her orient herself in Whitethrone.

Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

a) When stressed, Andarien loves nothing better than to escape into books, whether historical or magic.

b) Andarien has a weakness for finely crafted objects; she has to fight the urge to steal such knickknacks when she comes across them.

c) Her greatest danger is her temper; she's had to curb it severely in Whitethrone, but each time she's insulted she feels an overwhelming urge to lash out blindly with her most cutting insults.

Step 6: List one fear your character have and one fear that you have (if you are not comfortable with this, skip it).

a) Despite her natural bravery she has become terrified of the jadwiga and their monstrous allies; she fears Baba Yaga's return, fears whatever Queen Elvana may be plotting, and hates herself for that fear. It is that fear that keeps her from running away; she refuses to succumb to it.