Vhenarryn

Anzarra's page

87 posts. Alias of Zanbabe.


Full Name

Anzarra

Race

Half-Elf

Classes/Levels

Arrowsong Minstrel Bard 8 | HP 58/58 | AC 18 / T 13 / FF 15 | Fort +2 / Ref +8 / Will +6 | CMB +8 / CMD 22 | Initiative +3 | Low-Light Vision | Perception +18 | Spells 1L 2/4 2L 4/4 3L 0/2 | Bardic Performance 16/21 | Active effects: none

Gender

Map Female

Size

Medium

Age

25

Alignment

Chaotic Good

Languages

Common (Planar Trade), Celestial, Draconic, Elven

Strength 14
Dexterity 16
Constitution 10
Intelligence 14
Wisdom 10
Charisma 22

About Anzarra

Arrowsong Minstrel Bard 8 | HP 58/58 | AC 18 / T 13 / FF 15 | Fort +2 / Ref +8 / Will +6 | CMB +8 / CMD 22 | Initiative +3 | Low-Light Vision | Perception +18 | Spells 1L 4/4 2L 4/4 3L 2/2 | Bardic Performance 21/21 | Active effects: none

Str 14 +2 [5 points]
Dex 16 +3 [5 points, +2 Belt]
Con 10 +0 [no adjustment]
Int 14 +2 [5 points]
Wis 10 +0 [no adjustment]
Cha 22 +6 [10 points, +2 racial, +2 Headband, +1 level 4 increase, +1 level 8 increase]

HP = Average each level (4.5)
BAB +6/+1 | Speed 30 feet

=== Resistances ===

=== Weapons ===
Melee
Masterwork Cold Iron Morningstar
+9/+4 Attack | 1d8+2 Damage | x2 | Bludgeoning and Piercing

Ranged
+1 Orc Hornbow
+12/+7 Attack | 2d6+4 (3d6 with Gravity Bow) Damage | x3 | Piercing | Range 80 feet

--Point Blank: +1/+1 within 30 feet
--Bullseye Shot: Move action to steady your shot = +4 attack
--Rapid Shot: allows extra attack on a full attack action, with all attacks at -2
--Bracers of archery +2/+2 damage (loot, already added in)

(with inspire courage +2/+2)

=== Armor ===

+1 Mithral Chain Shirt (+5 armor)

AC = 18 [10 +5 Armor +3 Dex Mod] / Touch 13 / Flat-Footed 15

=== Traits ===

Adopted (Social) [You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.]
Minor Technological Knowledge (Campaign) [Can use knowledge engineering to determine the principles powering a given technological device. If you are trained in knowledge history, you can use it determine the sort of society which would produce such a device. You may make a Wisdom check to determine how to activate a given device. (This does not imbue the character with any skills in the use of the device. It doesn’t teach to use firearms or welding machines, etc.)]
Two-World Magic (Magic) [Gain one zero level spell from a different class list.]
Vagabond Child (Regional) (Disable Device) [Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.]

=== Feats ===

Additional traits [adds two traits]
Bullseye Shot
Exotic Weapon Proficiency (Orc Hornbow) (bonus feat from Ancestral Arms)
Point-Blank Shot [+1/+1 within 30 feet]
Precise Shot (bonus feat from Precise Minstrel)
Rapid Shot [When making a full-attack action with a ranged weapon, you can fire one additional time. All of your attack rolls take a –2 penalty when using Rapid Shot.]

Racial Abilities:

Innocent (bonus from Adopted trait) [No one can believe someone as pure as you could be deceptive in any way. You have an air of innocence about you, and people have a hard time believing you could ever do anyone harm. When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.]
Ancestral Arms [Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.]
Elf Blood [Half-elves count as both elves and humans for any effect related to race.]
Favored Class Option (Bard) [Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.]
Fey Thoughts (Fly, Swim) [Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.]
Keen Senses [Half-elves receive a +2 racial bonus on Perception checks.]
Sophisticate [Half-elves who strive to embody the culture in which they live develop a keen instinct for the ebb and flow of fashions, fads, and political trends. They gain a +2 racial bonus on Knowledge (history) and Knowledge (local) checks and can use those skills untrained even for checks with a DC of 10 or more. This racial trait replaces elven immunities.]

Class Abilities:

Arcane Archery [Extra Spells known from limited list. 4 to start, and then another at 4th level and every 4 bard levels. Also, 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. Can fulfill somatic components even when using a bow in both hands.]
Arrowsong Strike (Su) [Can use spellstrike (as per the magus class feature) to cast a single-target ranged touch attack spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. Cannot use spellstrike with normal touch attacks or melee attacks.]
Bardic Performance (Countersong, Inspire Courage)
Diminished Spellcasting [Cast one less spell per spell level.]
Precise Minstrel (Ex) [At 2nd level, an Arrowsong minstrel gains 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. This ability replaces the versatile performance gained at 2nd level and well-versed.]
Weapon Proficiency [An Arrowsong minstrel is proficient with longbows, but not the longsword, rapier, or whip.]

Skills:

[10 skill points (6 base +2 Int +2 Background = 10/level)]

+Acrobatics +10 |+3 Dex +4 rank +3 class skill
+Appraise +10 |+2 Int +5 rank +3 class skill
+Bluff +17/+22 |+6 Cha +8 rank +3 class skill [+5 if believable or unlikely (Innocent)]
+Climb +6 |+2 Str +1 rank +3 class skill
+Craft Arrows +2 |+2 Int
+Diplomacy +16 |+6 Cha +7 rank +3 class skill
+Disable Device* +8 |+3 Dex +1 rank +3 class skill +1 Vagabond Child
+Disguise +10 |+6 Cha +1 rank +3 class skill
+Escape Artist +3 |+3 Dex
+Fly +7 |+3 Dex +1 rank +3 class skill
Handle Animal* +X |+6 Cha
Heal +0 |+0 Wis
+Intimidate +10 |+6 Cha +1 rank +3 class skill
+Knowledge: Arcana* +13 |+2 Int +8 rank +3 class skill
+Knowledge: Dungeoneering* +X |+2 Int
+Knowledge: Engineering* +13 |+2 Int +8 rank +3 class skill
+Knowledge: Geography* +6 |+2 Int +1 rank +3 class skill
+Knowledge: History* +8 |+2 Int +1 rank +3 class skill +2 Sophisticate
+Knowledge: Local* +8 |+2 Int +1 rank +3 class skill +2 Sophisticate
+Knowledge: Nature* +6 |+2 Int +1 rank +3 class skill
+Knowledge: Nobility* +6 |+2 Int +1 rank +3 class skill
+Knowledge: Planes* +6 |+2 Int +1 rank +3 class skill
+Knowledge: Religion* +6 |+2 Int +1 rank +3 class skill
+Linguistics* +6 |+2 Int +1 rank +3 class skill
+Perception +18 |+0 Wis +8 rank +3 class skill +2 Keen Senses +5 Lens of Detection
+Perform: Sing/Oratory +10 |+6 Cha +1 rank +3 class skill
+Profession: Fixer +4 |+0 Wis +1 rank +3 class skill
Ride +3 |+3 Dex
+Sense Motive +4 |+0 Wis +1 rank +3 class skill
+Sleight of Hand* +7/+9 |+3 Dex +1 rank +3 class skill [+2 to conceal thieves' ring]
+Spellcraft* +13 |+2 Int +8 rank +3 class skill
+Stealth +10 |+3 Dex +4 rank +3 class skill
Survival +0/+5 |+0 Wis +5 tracking (Lens of Detection)
+Swim +6 |+2 Str +1 rank +3 class skill
+Use Magic Device* +10 |+6 Cha +1 rank +3 class skill

Spells:

Caster Level 6 (Overcoming SR: 1d20 +CL)
Concentration +10 (CL +4 ability mod)

=== Spell-Like Abilities ===

=== Level Zero === (DC 14)
Spells Known 10 (6 base +3 Favored Class Option +1 Two-World Magic)

Detect Magic
Ghost Sound
Light
Mage Hand
Mending
Message
Open / Close
Prestidigitation
Read Magic
Stabilize (Bonus from Two-World Magic)

=== Level One === (DC 15)
Spells per day 4 (includes -1 Diminished Spellcasting, +1 Ability Score Bonus Spell)
Spells Known 11 (5 base +3 Favored Class Option +3 Arcane Archer)

Burning Hands (Bonus from Arcane Archer)
Charm Person
Comprehend Languages
Cure Light Wounds [1d8 +1/level (5 max)]
Expeditious Retreat
Feather Fall
Gravity Bow (Bonus from Arcane Archer)
Innocence
Summon Minor Monster
True Strike (Bonus from Arcane Archer)
Unseen Servant

=== Level Two === (DC 16)
Spells per day 4 (includes -1 Diminished Spellcasting, +1 Ability Score Bonus Spell)
Spells Known 6 (4 base +2 from Favored Class option)

Acute Senses [+10 on perception checks]
Calm Emotions
Cure Moderate Wounds [2d8 +1/level (10 max)]
Invisibility
Silence
Suggestion

=== Level Three === (DC 17)
Spells per day 2 (includes -1 Diminished Spellcasting, +1 Ability Score Bonus Spell)
Spells Known 5 (3 base +0 from Favored Class option +2 Arcane Archer)

Adjustable Disguise
Cure Serious Wounds [3d8 +1/level (15 max)]
Dispel Magic
Fireball (bonus from Arcane Archer)
Flame Arrow (bonus from Arcane Archer)

=== Level Four === (DC 18)

=== Level Five === (DC 19)

=== Level Six === (DC 20)

=== Level Seven === (DC 21)

=== Level Eight === (DC 22)

=== Level Nine === (DC 23)

Equipment:

+1 Mithral Chain Shirt [2,100 gold]
+1 Orc Hornbow [2,120 gold]
Backpack [2 gold]
Bandolier (2) [1 gold]
Bedroll [.1 gold]
Belt Pouch [1 gold]
Belt of Incredible Dexterity (+2) [4,000 gold]
Blanket (2) [1 gold]
Canteen [2 gold]
Explorer's Outfit [free starting outfit]
Headband of Alluring Charisma (gift from the Organization)
Ink [18 gold]
Inkpen [.1 gold]
Ioun Torch [75 gold]
Journal [10 gold]
Lens of Detection [3,500 gold]
Masterwork Cold Iron Morningstar [316 gold]
Mess Kit [.2 gold]
Quiver with 60 regular arrows [3 gold]
Quiver with 60 blunt arrows [6 gold]
Silk rope (100 feet) [20 gold]
Sleeves of Many Garments [200 gold]
Spell component pouch [5 gold]
Thieves' Ring [300 gold]
Traveler's Any Tool [250 gold]
Traveler’s Translator [1,550 gold]
Waterproof bags (2) [1 gold]

A souvenir hat (bowler style, spinning ring, glows in the dark, folds to 1"x1"
Bracers of archery+2/+2 damage
Wand of lesser restoration (25 charges)

Current Wealth: 1,519 gold

Starting Wealth: 16,000 gold [WBL 6th]
Total Starting Equipment: 14,481 gold

Background:

Anzarra, born to a noble elven couple on Golarion and unfortunate proof of infidelity (or at least impure blood from somewhere), ended up in an orphanage because she was a symbol both of impurity and the death of a relationship.

Her childhood was not troubled because of this choice, but it did change the potential trajectory of her life. Because of the potential embarrassment to the influential family, the child was offered without the normal background checks to travelers that would take her far away. These travelers in turn offered her on the black market to people desperate enough to pay for a child.

Fortunately, she ended up through this process with a happy couple (Half-Orc and Aasimar) living in Sigil, who were wealthy because of their criminal history, which was extensive moving across different worlds. They rejoiced in their new child and brought her up in a fairly overindulgent way, having contacts who could train her in anything she wanted to learn. She was taught a moral code that had very little to do with legality (other than to avoid incarceration), but everything to do with good and evil.

As she grew up, she saw more clearly than her parents the unintentional harm that often resulted from criminal activity, and became dedicated to righting the wrongs that she saw in the world around her, trying unlike her parents to work from within the system rather than from outside it.

It turned out that her knowledge of how to work outside the system is what became most valuable to her in her career though, as she was asked more and more to solve problems that couldn't be solved through normal channels. Thus she became a sort of "fixer," but of course, one with a conscience, working around the law sometimes, but always for the greater good.

During her career as a fixer, she learned of the group called the Dark Traders, and through her indirect encounters with them, and one personal tragedy where a friend of hers was killed... a friend that she had been just starting to build a romantic relationship with... she became determined to stop that group.

After being recruited by "The Organization," she at first just continued her work as a fixer, on behalf of this new group, but as she learned more and move about the corruption and pain that the Dark Traders were causing, the more incensed and focused she became, and after breaking open an investigation into an interdimensional slavery ring where Shabti were being rescued from Hell and thereafter made willing slaves (for to them, Slavery was a relief from an eternity of torture), she insisted on going along into the field to bust it.

Because of her outstanding performance in the field, she soon becoming an active operative, not just one of the people behind the scenes. Her goal is to right injustice in whatever way she can, and if possible to eradicate the Dark Traders entirely.

Recruitment Questions:

What was your world of origin like?

A. Technology level?

Anzarra was born on Golarion, but after she was abandoned and then sold/adopted on the black market, she actually grew up in Sigil, so she is familiar with varying levels of technology and also magic.

B. Values?

Anzarra is pretty flexible when it comes to legality, but adamant when it comes to good. Her adoptive parents were very successful criminals, but idealistic vigilante-types, stealing from the rich and giving to the poor, righting perceived wrongs, etc. She has seen that they are blind to some of the unintentional harm that crime causes, and doesn't want to follow in their footsteps entirely, but she has learned from them a well developed sense of justice, and knows the ways around the system well enough that she is often successful in getting it.

How does your character manage to keep a low profile in a mostly human plane?

Anzarra doesn't usually have to hide, since half-elves are fairly common, but she is skilled in disguise when it is advantageous to not appear as herself.

What would your *cover* occupation be?

Anzarra usually has a cover working for a large banking / merchant institution (depending on technology level) that doesn't actually exist, but which sounds enough like real banks that people are convinced she is both rich and authoritative, which often gets people talking all by itself.

If you have been in the organization for a while, what was the last world you were in like? How did it end?

Anzarra recently was on a pre-industrial world where Shabti were being brought in as slaves to mine the very valuable minerals. The mission was successful and helped her to make a name for herself not just as a background fixer/functionary, but as a successful operative.