Sabriyya Kalmeralm

Arian al-Okeno's page

275 posts. Alias of Jesse Heinig.


Full Name

Arian al-Okeno

Race

Suli

Classes/Levels

INACTIVE - GAME DIED

Gender

Female

Size

Medium

Age

22

Alignment

Neutral Good

Deity

Sarenrae

Languages

Common (Taldane); Aquan, Auran, Kelish

Occupation

Entertainer, character assassin

Homepage URL

Picture

Strength 16
Dexterity 15
Constitution 12
Intelligence 12
Wisdom 10
Charisma 15

About Arian al-Okeno

Arian al-Okeno
Female suli skald (spell warrior) 7
NG Medium humanoid (human) and outsider (native)
Init +2; Senses Perception +11

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Defense
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AC 21, touch 14, flat-footed 19 (+7 armor, +2 Dex, +1 deflection, +1 insight)
HP 52 (7d8, +7 Con, +7 favored class)
Fort +7 (+5 base, +1 Con, +1 resistance), Ref +5 (+2 base, +2 Dex, +1 resistance), Will +6 (+5 base, +0 Wis, +1 resistance)

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Offense
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Speed 30 ft.
Melee +1 mithral glaive-guisarme +10 (1d10+5; x3; slashing; brace, reach)
Melee +1 mithral glaive-guisarme double weapon +8/+6 (1d10+5/1d6+1; x3/x2; slashing/bludgeoning)
Melee Sap +8 (1d6+3; x2; bludgeoning)
Ranged Dart +8 (1d4+3; x2; piercing; 20 ft.)
Spells Known (CL 7th; concentration +9)
• 3rd (1/day)—displacement, see invisibility
• 2nd (4/day)—blur, cure moderate wounds, pilfering hand, steal breath
• 1st (5/day)—comprehend languages, cure light wounds, disguise self, remove fear, tap inner beauty
• 0 (at will)—detect magic, light, mage hand, mending, message, prestidigitation

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Statistics
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Str 16, Dex 15, Con 12, Int 12, Wis 10, Cha 15
Base Atk +5; CMB +8; CMD 19
Languages: Common (Taldane); Aquan, Auran, Kelish

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Feats
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Level 1
Lingering Performance: The effects of your bardic performance carry on, even after you have stopped performing.
Prerequisite: Bardic performance class feature.
Benefit: 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.

Spell Warrior 1
Improved Counterspell: You are skilled at countering the spells of others using similar spells.
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

Level 3
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Glaive-guisarme

Level 5
Two-Weapon Fighting (Combat): You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Level 7
Spear Dancing Style (Combat, Style): You can use polearms and spears as double weapons.
Prerequisites: Dex 13, Two-Weapon Fighting, Weapon Focus with the chosen weapon.
Benefit: Choose one weapon from the polearm or spear fighter weapon groups. While using this style, you grant the chosen weapon the double special weapon feature, using the weapon’s normal statistics for its main-hand end and the statistics of a light mace for its off-hand end. A weapon wielded in this way loses the brace and reach special weapon features.
Special: A character with the weapon training (polearms or spears) class feature can use Spear Dancing Style with any polearm or spear, respectively, in addition to the chosen weapon.
Chosen weapon: Glaive-guisarme

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Traits and Drawbacks
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Keleshite Trader (Regional): Your cosmopolitan upbringing has given you familiarity with many cultures. You gain two bonus languages and a +2 trait bonus on Knowledge (local) checks.
Chosen languages: Aquan, Auran

Pioneer (Campaign): You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
Chosen skill: Perception

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Adventuring Skills
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Total skill ranks: 35/14 (28 skald, +7 Int; 14 background)

Acrobatics +12 [+11] (7 ranks, +2 Dex, +3 class skill)
Climb +8 (2 ranks, +3 Str, +3 class skill)
Bluff +12 (versatile performance)
Diplomacy +14 (versatile performance, +2 race)
Intimidate +12 (7 ranks, +2 Cha, +3 class skill)
Knowledge (planes) +10 (3 ranks, +1 Int, +3 class skill, +3 bardic knowledge)
Perception +11 (7 ranks, +3 class skill, +1 trait)
Sense Motive +14 (versatile performance, +2 race)
Spellcraft +11 (7 ranks, +1 Int, +3 class skill)
Swim +8 [+7] (2 ranks, +3 Str, +3 class skill)

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Background Skills
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Perform (sing) +12 (7 ranks, +2 Cha, +3 class skill)
Perform (string instruments) +12 (7 ranks, +2 Cha, +3 class skill)

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Untrained Skills
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Knowledge (any) +4 (+1 Int, +3 bardic knowledge)
Knowledge (local) +6 (+1 Int, +2 trait, +3 bardic knowledge)
Perform (act) +2 (+2 Cha)
Perform (comedy) +2 (+2 Cha)
Perform (dance) +2 (+2 Cha)
Perform (keyboard) +2 (+2 Cha)
Perform (oratory) +2 (+2 Cha)
Perform (percussion) +2 (+2 Cha)
Perform (wind) +2 (+2 Cha)
Stealth +3 [+2] (+3 Dex)
Survival 0

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Gear
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Total starting wealth: 23,500 gp

Hot weather outfit (free)
+1 mithral agile breastplate (5,400 gp, 10 lbs.)
+1 mithral glaive-guisarme (5,012 gp, 5 lbs.)
Sap (1 gp, 2 lbs.)
Darts, 6 (5 sp., ½ lb. ea.)
+1 cloak of resistance (1,000 gp, 1 lb.)
Masterwork musical instrument (string) - Setar (50 gp value, 3 lbs.)
+1 ring of protection (2,000 gp)
Wayfinder (500 gp, 1 lb.)
with dusty rose prism ioun stone (5,000 gp)
Masterwork backpack (50 gp, 4 lbs.) [
• Bedroll (1 sp, 5 lbs.)
• Flint and steel (1 gp)
• Grooming kit (1 gp, 2 lbs.)
• Mess kit (2 gp, 1 lb.)
• Soap (1 cp, ½ lb.)
• Tea, 10 satchets in jar (2 cp ea., ½ lb. ea.)
• Teacups, 4 (2 cp ea., 1 lb. ea.)
• Teapot (1 sp, 1 lb.)
• Tent, small (10 gp, 20 lbs.)
• Trail rations, 5 (5 sp ea., 1 lb. ea.)
• Waterskin (filled) (1 gp, 4 lbs.)
• 2,466 gp, 1 cp
]

Horse, "Barid" (free from trait)

Carrying capacity w/masterwork backpack: 86/173/260 lbs.
Total weight carried: 70½ lbs.

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Special Abilities
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Suli

+2 Strength, +2 Charisma, –2 Intelligence: Sulis are brawny and charming, but slow-witted.
Native Outsider: Sulis are outsiders with the native subtype.
Medium: Sulis are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sulis have a base speed of 30 feet.
Low-Light Vision: Sulis can see twice as far as humans in dim light.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault: Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This effect lasts for 1 round per level and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Energy Resistance: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Languages: Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following languages: Aquan, Auran, Draconic, Ignan, and Terran.
Mostly Human: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin’s type, subtype, and languages.

Skald (Spell Warrior) 7

Weapon and Armor Proficiency: A skald is proficient with all simple and martial weapons, light and medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even using a shield without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a skald wearing heavy armor incurs a chance of arcane spell failure if the spell in question has somatic components.

Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

Cantrips: Skalds learn a number of cantrips, or 0-level spells, as noted on Table: Skald Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Spellcasting: A skald casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every skald spell has a verbal component—these verbal components can take the form of song, recitation, or even non-verbal music like percussion. To learn or cast a spell, a skald must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a skald’s spell is 10 + the spell’s level + the skald’s Charisma modifier.
Like other spellcasters, a skald can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Skald. In addition, he receives bonus spells per day if he has a high Charisma score.
The skald’s selection of spells is limited. A skald begins play knowing four 0-level spells and two 1st-level spells of the skald’s choice. At each new skald level, he gains one or more new spells, as indicated on Table: Skald Spells Known. Unlike spells per day, the number of spells a skald knows isn’t affected by his Charisma score; the numbers on Table: Skald Spells Known are fixed.
At 5th level and every 3 levels thereafter, a skald can choose to learn a new spell in place of one he already knows. In effect, the skald loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level skald spell the skald can cast. A skald may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A skald need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Improved Counterspell: At 1st level, the spell warrior receives the Improved Counterspell feat as a bonus feat.
This ability replaces Scribe Scroll.

Weapon Song (Su): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.
A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.
If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.
At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.
Enhance Weapons (Su): At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 to one weapon, +4 to two weapons, +3 to three weapons, or +2 to four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if he were under the effect of an inspired rage raging song for all purposes involving the skald’s rage powers.
These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding these weapon special abilities consumes an amount of bonus equal to the special ability’s cost (see Table: Melee Weapon Special Abilities). These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, though duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.
The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon.

Versatile Performance (Ex): At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the skald can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Level 2 chosen skill: Perform (string)
Level 7 chosen skill: Perform (sing)

Well-Versed (Ex): At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects.

Rage Powers (Ex): At 3rd level and every 3 levels thereafter, a skald learns a rage power (see pages 32–34 of the Core Rulebook) that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).
Unless otherwise noted, a skald cannot select an individual rage power more than once.
When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power’s effects depend on the skald’s ability modifier (such as lesser spirit totem), affected allies use the skald’s ability modifier instead of their own for the purposes of this effect.
If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power’s prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).
If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).
If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.
If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.
Level 3 rage power: Guarded Stance (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
Level 6 rage power: Guarded Life (Ex): While raging, if the barbarian is reduced below 0 hit points, 1 hit point of lethal damage per barbarian level is converted to nonlethal damage. If the barbarian is at negative hit points due to lethal damage, she immediately stabilizes.

Uncanny Dodge (Ex): At 4th level, a skald gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if he is immobilized. A skald with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
If a skald already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Greater Counterspell (Su): At 5th level, the spell warrior gains increased versatility when attempting to counteract enemy spellcasting. When counterspelling, he can expend two skald spell slots of the same level or higher than the opponent’s spell, regardless of the school of that spell.

Lore Master (Ex): At 7th level, the skald becomes a master of many different types of lore, and can choose to take 10 on any Knowledge skill check that he has ranks in. Once per day, the skald can take 20 on any Knowledge skill check as a standard action, instead of spending the normal time taking 20 requires. He can use this ability to take 20 on a Knowledge skill check twice per day at 13th level and three times per day 19th level.

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Backstory
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Description: Arian has the dusky skin and dark hair common to Keleshites, as well as the gold eyes that occasionally appear among those people. She is smooth-skinned and has nimble fingers with callused fingertips. She usually has a smile and seems to be in a good mood.
Arian typically wears traditional Keleshite garb, including long skirts with lots of color and bangles and knots, and a vibrant head scarf also with bangles. She carries a setar (a stringed instrument) with her, but she keeps many other weapons hidden on her person, and when out and about in dangerous areas or traveling from place to place she also carries a wickedly-hooked polearm.

Hair: Black
Eyes: Gold
Height: 5' 8"
Weight: 130 lbs.
Age: 25 years

Personality: Arian's outward persona is one of a happy traveling performer who tells stories and plays the setar. She is a good conversationalist, quick with small talk and quips, and pleasant to be around (though she is not one of the notorious bellydancers or courtesans). She likes meeting people, making friends, and making people happy.
Inwardly, Arian is an opportunist and something of a revolutionary. She despises tyrants and the cruel, and she has a special burning hatred for those who use their wealth and power to oppress the less fortunate. She hates the Kelish slave trade and is an enemy of slavers everywhere.

Background: Arian comes from humble origins. Her parents were dyers, and while they were not wealthy, neither were they crushingly poor. Arian split her time between learning practical matters and helping the family (she had three siblings).
When Arian was fourteen years old, her father became inadvertently embroiled in a clash between a visiting dyer with a new color and a power struggle with a bureaucrat who oversaw the taxation of the local industry. The ultimate end was that her father was imprisoned, her mother given to slavers, and she and her siblings were left orphaned to fend for themselves.
In order to survive, Arian had to leave her community; she was too close to the politics, and nobody would help her. She scrounged food for a time before she followed a small caravan of outsiders leaving the town. These outsiders didn't know her and didn't know any better, but they were at least compassionate enough to take in a scrawny teenager.
Several years of travels led to her learning to defend herself and to learn more about her genie-kin heritage as the small caravan stopped in various towns while heading north. She grew into a desert-hardened warrior-artist, learning to use words as well as weapons. She gleaned small bits of magic here and there, and became more confident in fending for herself.
Though she remembered the traditions and customs of the Kelish people, she chose to leave those lands behind. Heading further north, she traveled to many foreign lands, sometimes working with other adventurers, sometimes performing for the pleasure of locals to earn her bread and bed.
When she learned that there was a chance to make a new home, to create something for herself and set down roots somewhere, she jumped at the opportunity.