Barmaid

Arianna Silvermane's page

297 posts. Alias of Max Hellspont.


Full Name

Arianna Silvermane

Classes/Levels

Bard 4 {HP 30/30; AC 17, T 13, FF 14; F+2 R+7 W+5/+6 vs. fey; Init+3 Perc+8} {Effects: none}

Gender

Female

Size

M

Age

19

Special Abilities

Bardic Knowledge, Bardic Performance

Alignment

N

Location

Greenbelt

Languages

Common, Aklo, Boggard, Draconic, Giant, Goblin, Gnome, Sylvan

Occupation

Dilettante

Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 13
Charisma 16

About Arianna Silvermane

REMINDER: Drop off gifts for Perlivash and Tyg when passing through their hex.

APPEARANCE:
Age: 19
Height: 5' 3"
Weight: 110 lbs
Arianna's most distinctive features are her eponymic silvery hair and her brilliant blue, almond-shaped eyes. Lithe and slender, Arianna moves with the liquid grace of a natural born dancer. Her ever-present mischievous grin does nothing to hide her irrepressible penchant for trickery.

GAME STATISTICS
(Note: Ability Scores generated using 20-pt buy; initial stats w/racial adj.: 10, 16, 12, 14, 13, 15; 4th level adj. +1 Cha)

Initiative: +3 [+3 Dex]
Senses: Perception +8; low-light vision
Speed: 30 ft.

AC: 17 (10 + 3 Dex + 4 armor)
Touch: 13 (10 + 3 Dex)
Flat-footed: 14 (10 + 4 armor)
Hit Points: 30 [4x(d8+CON)]
Current hp = 30
Fort: +2 Ref: +7 Will: +5
• +1 trait bonus on Will saves vs. fey spells and supernatural abilities
• +4 bonus vs. bardic performance, sonic, and language-dependent effects.

COMBAT
Base Atk: +3; CMB: +3; CMD: 16
Melee
Rapier: +3 to Hit; Dmg 1d6 (P); crit 18-20/x2
or
Dagger: +3 to Hit; Dmg 1d4 (P or S); crit 19-20/x2
or
Bite (as primary attack): +3 to Hit; Dmg 1d4 (B, P, S); crit 20/x2
or
Bite (as secondary attack): +3 to Hit; Dmg 1d4 (B, P, S); crit 20/x2
Ranged
Light Crossbow: +6 to Hit; Dmg 1d8 (P); crit 19-20/x2; range 80 ft.
or
Dagger: +6 to Hit; Dmg 1d4 (P or S); crit 19-20/x2; range 10 ft.

SKILLS:
Skill Ranks Per Bard Level: 6 + 2 (Int) + 1 (favored class)
• Acrobatics +10 (2 ranks + 3 class + 3 Dex + 2 race)
• Appraise +2 (0 ranks + 2 Int)
• Bluff +10 (Versatile Performance - Perform (sing))
• Climb +0 (0 ranks + 0 Str)
• Diplomacy +10 (4 ranks + 3 class + 3 Cha)
-- Diplomacy +12 vs. Fey (+2 trait bonus)
• Disguise +17 (1 rank + 3 class + 3 Cha + 10 hat)
-- Disguise +27 to appear human in native human form (+10 racial bonus; +10 hat)
-- Disguise +27 to take the form of a previously encountered small, medium, or large humanoid (+10 circumstance bonus; +10 hat)
-- Disguise +37 to take the form of a previously encountered human (+10 racial bonus; +10 circumstance bonus; +10 hat)
• Escape Artist +7 (1 rank + 3 class + 3 Dex)
• Intimidate +2 (0 ranks + 3 Cha)
• Heal +1 (0 ranks + 1 Wis)
• Knowledge (arcana) +8 (1 rank + 3 class + 2 Int + 2 BK)
• Knowledge (dungeoneering) +8 (1 rank + 3 class + 2 Int + 2 BK)
• Knowledge (engineering) +4 (0 ranks + 2 Int + 2 BK)
• Knowledge (geography) +4 (0 ranks + 2 Int + 2 BK)
• Knowledge (history) +4 (0 ranks + 2 Int + 2 BK)
• Knowledge (local) +8 (1 rank + 3 class + 2 Int + 2 BK)
• Knowledge (nature) +10 (2 ranks + 3 class + 2 Int + 2 BK + 1 trait)
• Knowledge (nobility) +8 (1 rank + 3 class + 2 Int + 2 BK)
• Knowledge (planes) +4 (0 ranks + 2 Int + 2 BK)
• Knowledge (religion) +4 (0 ranks + 2 Int + 2 BK)
• Linguistics +9 (4 ranks + 3 class + 2 Int)
• Perception +8 (4 ranks + 3 class + 1 Wis)
• Perform (act) +8 (2 rank + 3 class + 3 Cha)
• Perform (sing) +10 (4 ranks + 3 class + 3 Cha)
• Sleight of Hand +7 (1 rank + 3 class + 3 Dex)
• Sense Motive +10 (Versatile Performance - Perform (sing))
• Spellcraft +6 (1 rank + 3 class + 2 Int)
• Stealth +9 (3 ranks + 3 class + 3 Dex)
• Survival +8 (3 ranks + 3 class + 1 Wis + 1 trait)
• Swim +0 (0 ranks + 0 Str)
• Use Magic Device T (0 ranks + 3 Cha)
Note: Bardic Knowledge - Arianna adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Languages: Common, Aklo, Draconic, Gnome, Sylvan, Boggard, Giant, Goblin

Level 2 Skill Points Allocation (9 pts):
+1 Acrobatics
+1 Diplomacy
+1 Escape Artist
+1 Knowledge (local)
+1 Knowledge (nobility)
+1 Perception
+1 Perform (sing)
+1 Stealth
+1 Survival

Level 3 Skill Points Allocation (9 pts):
+1 Diplomacy
+1 Disguise
+1 Know (arcana)
+2 Linguistics (Boggard, Giant)
+1 Perception
+1 Perform (sing)
+1 Spellcraft
+1 Survival

Level 4 Skill Points Allocation (9 pts):
+1 Diplomacy
+1 Knowledge (dungeoneering)
+1 Knowledge (nature)
+1 Linguistics (Goblin)
+1 Perception
+2 Perform (act)
+1 Perform (sing)
+1 Stealth

FEATS:
Realistic Likeness: You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation. (1st level feat)
Spellsong: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time.
Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of. (3rd level feat)

TRAITS:
Noble Born (Medvyed): +2 trait bonus on all Diplomacy checks made to deal with fey creatures, and +1 trait bonus on Will saves made against their spells and supernatural abilities. [Campaign Trait]
Know the Land (The Green Faith): You have a deep familiarity with the plants and animals of a variety of environments. Benefit: You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills (Survival) becomes a class skill for you. [Religion Trait; Faiths of Balance]

RACIAL ABILITIES:
+2 Dexterity, +2 Charisma, and –2 Strength. Kitsune are agile and companionable, but tend to be physically weak.
Medium: Kitsune are Medium creatures and thus have no bonuses or penalties due to their size.
Type: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Normal Speed: Kitsune have a base speed of 30 feet.
Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.
Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability (EXCEPTION: With the Realistic Likeness feat, Arianna can precisely mimic the physical features of any individual she has encountered). A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. A creature with this ability cannot change shape to a form more than one size category smaller or larger than its original form, and can remain in an alternate form indefinitely. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Fast Shifter (Su): You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic.
Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.
Favored Class: Kitsune can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed. Arianna's favored class is bard. Whenever she takes a level in her favored class, she receives either +1 hit point, +1 skill point, or adds a +1/2 bonus on Bluff checks to lie and a +1/2 bonus on Diplomacy checks to gather information. (Arianna has chosen the bonus skill point at level 1)

BARD CLASS FEATURES:
Bardic Knowledge (Ex): A bard adds half her class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: 13 rounds per day (10 rounds + Cha modifier)
Standard action to start; maintained each round as free action. Changing from one effect to another requires stopping previous performance and starting new one as standard action. Cannot be disrupted, but it ends immediately if bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain each round. Cannot have more than one bardic performance in effect at one time.
Rounds Used Today: 0/13

Countersong (Su):
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent 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 check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su):
At 1st level, a bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) 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.

Fascinate (Su):
At 1st level, a bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. 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, she 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 (Su): A 1st level bard can use her performance to inspire courage in her allies (including herself), 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 her performance.
Inspire Competence (Su): A bard of 3rd level or higher can use her performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in herself. Inspire competence relies on audible components.

Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. She can use her bonus in that skill in place of her bonus in associated skills. When substituting in this way, the bard uses her total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not she has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal). Arianna chose Perform (Sing) at 2nd level.

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

BARD SPELLS:
Bard Spells per Day:
0-Level: Unlimited casting
1st Level: 4 [3 + bonus]
2nd Level: 2 [1 + bonus]

1st Level Spells Cast Today: 0

Concentration Check Modifier: +6 (+4 bard caster level +2 Cha)

Bard Spells Known:
0-Level: 6
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment sounds. [Will DC 13 disbelief]
Mage Hand: 5-pound telekinesis.
Message: Whisper conversation at distance.
Prestidigitation: Performs minor tricks.

1st Level: 4
Expeditious Retreat: Your base land speed increases by 30 feet (enhancement bonus).
Grease: Makes 10-ft. square or one object slippery. [Reflex DC 14]
Silent Image: Creates minor illusion of your design. [Will DC 14 disbelief if interacted with]
Vanish: As invisibility for 1 round/level (5 max).

EQUIPMENT:
Starting Wealth = 105 gp (bard avg.)
Traveler's Outfit (free) [5 lb]
Bearskin Cloak (gift from trappers; provides +2 bonus to Survival checks in cold weather, and may be further enchanted)
Hat of Disguise (1,800 gp) [- lb]
Boots of the Cat (1,000 gp)
Mithril Shirt (1,100 gp) [10 lb]
Rapier (20 gp) [2 lb]
Light Crossbow (35 gp) [4 lb]
- Bolts, 10 (1 gp) [1 lb] (-0 used)
Spring-loaded Wrist Sheath (5 gp) [1 lb] (+2 bonus to Sleight of Hand regarding items in sheath)
- Dagger (2 gp) [1 lb] (+2 bonus to Sleight of Hand to hide on body)
Backpack (2 gp) [2 lb]
- Bolts, 10 (1 gp) [1 lb] (-4 used)
- Waterproof Bag (5 sp) [0.5 lb]
-- Firework: Star Candles, 2 (10 gp) [- lb] (1 given to Mikmek, 1 remaining)
-- Firework: Paper Candles, 5 (5 gp) [-lb]
Pathfinder's Pouch (1,000 gp) [1 lb]
Pocketed Scarf (8 gp) [0.5 lb] (+4 bonus to Sleight of Hand to hide small items on body)
- Firework: Paper Candles, 2 (2 gp) [- lb]
- Tindertwigs, 3 (3 gp) [- lb] (1 given to Mikmek, 2 remaining)
- Spell material components [- lb]
- Ioun Torch (75 gp)
- 5 sp

Total: 29 lb carried (Light)
Carrying Capacities: 33 lbs / 34-66 lbs / 67-100 lbs

- 86 gp, 1 sp, 2 cp - value of share of treasure from mite lair.

Reward from Swordlords of Restov:
- Mithril Shirt = 1,100 gp
- Hat of Disguise = 1,800 gp (because a kitsune's Change Shape ability doesn't seem to alter their clothing as well.)
- Boots of the Cat = 1,000 gp
- Pathfinder's Pouch = 1,000 gp
- Ioun Torch = 75 gp

BACKGROUND - NO PEEKING!:
The kitsune Silvermane originally hailed from a small community of fey and fey-like creatures (kitsune, gnomes, etc.) in the Gronzi Forest. Upon her sixteenth birthday Silvermane was fostered for three years with one of the noble families of House Medvyed, in keeping with the traditional close historical ties between the Medvyeds and the fey-folk of the Gronzi Forest. While with the Medvyeds, she assumed the role of 'Cousin Arianna' from one of the lesser-known Medvyed holdings nestled under the boughs of the Gronzi Forest in the outermost reaches of the House's lands.

A few months ago, 'Arianna' received a charter to explore the Greenbelt from Lord Gurven Medvyed, Duke of House Medvyed. It came as a complete surprise to her, as was the fact that she was to leave immediately with an armed escort. She was told that her charter was a reward for long and loyal service, and she went with the blessings of the House. Arianna did not believe a word of it; she knew that the Duke was suspicious of the Swordlords of Restov for issuing exploration charters for the Stolen Lands, and that House Medvyed likely wished to keep a watch on the activities of the explorers chartered by the Swordlords. House Medvyed's lands had once been the northern border of Rostland, before Choral 'the Conqueror' Rogarvia took Rostland and - combined with the northern land of Issia - formed the nation of Brevoy. Given their lineage and traditions, House Medvyed was more aligned with the southern peoples of Brevoy than with House Surtova, the former ruling House of Issia and the current regents of Brevoy following the disappearance of House Rogarvia. However, due to the conservative nature of Lord Gurven, House Medvyed would never overtly move against the Regent (nor directly support the Swordlord's rebellious activities) despite the Duke's displeasure with the Surtova. Therefore, under the circumstances (and surrounded by armed guards) Arianna allowed herself to be led away.

After several weeks, Arianna found herself on the road heading east from Restov as part of a larger caravan. Several others also possessed charters, but her "guards" were still around, so she only had a few moments to learn her companions' names and faces. En route, the trackers in the caravan spotted a large band of purple-skinned kobolds near the forest's edge south of the road. They continued on at a faster pace, hoping to outdistance the smaller creatures. By nightfall, the kobolds were nowhere to be seen, so the group decided to camp. That was a mistake. The kobolds fell on them during the evening, killing everyone except Arianna. She was taken south and "traded" to the mites - tiny beings who were convinced she was fey, and an excellent target for them to take out their hatred of that race.

That was at least a month ago. In that time, she has been kept mostly inside a musty chest, only receiving a minimal amount of food and water, and fostering a slowly building resentment against Lord Gurven Medvyed for placing her in this predicament. Luckily, the mites have been otherwise occupied, so they have not had time to "play" with her too roughly yet - although they have subjected to her to some of their "lighter entertainments" several time over the course of the month. The chest has been moved several times recently, and she is covered in scrapes and bruises, wondering what the future will bring...

PLANNED PROGRESSION:

Cantrips to learn: Mage Hand, Message
1st Level Spells to learn: Silent Image, Vanish
2nd Level Spells to learn: Detect Thoughts, Glitterdust, Heroism, Mirror Image

Lvl 2: Bard 2 - Versatile Performance, Message, Silent Image
Lvl 3: Bard 3 - Spellsong (feat); Mage Hand, Vanish
Lvl 4: Bard 4 - Detect Thoughts, Glitterdust
Lvl 5: Bard 5 - Fox Shape (feat); Heroism
Lvl 6: Bard 6 - Mirror Image
Lvl 7: Bard 7 - Natural Spell (feat)