Pirate Queen

Arisira's page

653 posts. Organized Play character for RxGus.


Race

| Speed 20 ft | Perf 30/30 | Spells: 1:(6/7), 2:(6/6) 3:(1/4) 4:(1/2) Active conditions:*Shield

Classes/Levels

Loremaster: 2/2

Skills:
Acro +13, Climb +5, Disg +13, EA +2, Intim +23, Know (Arcana) +22, Know (Loc,Nat,Plan,Rel) +17, Know (Hist) +16, Know (rest) +13, Perform Orat/Comed +23, Dance +13 , Spell +8, SOH +9, Survival +0, UMD +20

Gender

Female CN Halfling Bard 11 | HP 68/68| AC 26(30*) T 16 FF 22 | CMB +6, CMD 21 | F: +8, R: +16, W: +12* | Init: +6 | Perc: +15, SM: +23, Dipl +23, Bluff +23, Stealth +11

About Arisira

GMs + Party Members:

GM: Thank you for taking your time to lead us through an adventure!

If there is ever anything that I can do as a player to be 'better'- please let me know. I sincerely appreciate discussion and feedback about my characters, posting style, and even formatting!

Botting Instructions:

Inspire Courage + Haste, then Good Hope. Use Arcane Strike (Swift action) on each round of attacks. Stay ranged, target casters with spells or arrows when able.

Standard Action, +1/+1 if within 30 feet
[Dice=+2 Shortbow, Precise, Deadly]1d20+12[/dice]
[dice=Damage, Composite, Deadly, Arcane]1d4+12[/dice]

Full Action, +1/+1 if within 30 feet
[Dice=+2 Shortbow, Precise, Rapid, Deadly]1d20+10[/dice]
[dice=ManyShot #1: Damage, Composite, Deadly, Arcane]1d4+12[/dice]
[dice=Manyshot #2: Damage, Composite, Deadly, Arcane]1d4+12[/dice]

[Dice=+2 Shortbow, Precise, Rapid, Deadly]1d20+10[/dice]
[dice=Damage, Composite, Deadly, Arcane]1d4+12[/dice]

[Dice=+2 Shortbow, Precise, Rapid, Deadly]1d20+5[/dice]
[dice=Damage, Composite, Deadly, Arcane]1d4+12[/dice]

Arisira
Female halfling bard 11
NG Small humanoid (halfling)
Init +6; Senses Perception +15
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Defense
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AC 26, touch 16, flat-footed 22 (+9 armor, +1 deflection, +4 Dex, +1 natural, +1 size)
hp 68 (11d8+10)
Fort +8, Ref +16, Will +12; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
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Offense
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Speed 30 ft., fly 60 ft. (good)
Melee cold iron dagger +10/+5 (1d3+4/19-20) or
. . longsword +10/+5 (1d6+4/19-20) or
. . morningstar +10/+5 (1d6+4)
Ranged +2 darkwood composite shortbow +10/+10/+5 (1d4+12/×3)
Special Attacks bardic performance 30 rounds/day (move action; countersong, dirge of doom, distraction, fascinate [DC 21], inspire competence +4, inspire courage +3, inspire greatness, suggestion [DC 21])
Bard Spells Known (CL 11th; concentration +17)
. . 4th (3/day)—dimension door, dominate person (DC 20), freedom of movement
. . 3rd (5/day)—dispel magic, good hope, haste, slow (DC 19)
. . 2nd (6/day)—glitterdust (DC 18), hold person (DC 18), invisibility, mirror image, silence (DC 18)
. . 1st (7/day)—charm person (DC 17), comprehend languages, feather fall, grease, hideous laughter (DC 17), silent image (DC 17)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 16), message, prestidigitation, read magic
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Statistics
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Str 12, Dex 18, Con 10, Int 16, Wis 10, Cha 22
Base Atk +8; CMB +8; CMD 23
Feats Arcane Strike, Deadly Aim, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot
Traits eastern mysteries, reactionary
Skills Acrobatics +13, Bluff +23, Climb +5, Diplomacy +23, Disguise +13, Fly +13, Handle Animal +9, Intimidate +23, Knowledge (arcana) +22, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +15, Knowledge (local) +18, Knowledge (nature) +17, Knowledge (nobility) +13, Knowledge (planes) +17, Knowledge (religion) +17, Linguistics +7, Perception +15, Perform (comedy) +23, Perform (dance) +13, Perform (oratory) +23, Sleight of Hand +7, Spellcraft +9, Stealth +11, Survival +0 (+2 to avoid becoming lost), Use Magic Device +20; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Dwarven, Elven, Halfling, Polyglot, Sylvan
SQ bardic knowledge +5, jack-of-all-trades, lore master 2/day, versatile performances (comedy, dance, oratory)
Combat Gear adamantine arrows (10), cold iron arrows (50), potion of cure light wounds (2), scroll of align weapon (x4), wand of cure light wounds, wand of longstrider (50 charges), wand of protection from evil (50 charges), wand of shield (50 charges), acid (2), antiplague[APG] (2), antitoxin (2), holy water (2), tanglefoot bag; Other Gear celestial armor, +2 darkwood composite shortbow (+1 Str), cold iron dagger (2), longsword, morningstar, amulet of natural armor +1, belt of incredible dexterity +2, circlet of persuasion, cloak of resistance +4, headband of alluring charisma +4, ring of protection +1, scarlet and blue sphere ioun stone (knowledge (arcana)), wayfinder[ISWG], backpack, belt pouch, entertainer's outfit, Lute, spell component pouch, 4,341 gp, 4 sp, 4 cp
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Tracked Resources
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Acid - 0/2
Adamantine arrows - 0/10
Antiplague - 0/2
Antitoxin - 0/2
Bardic Performance (move action, 30 rounds/day) - 0/30
Cold iron arrows - 0/50
Cold iron dagger - 0/2
Eastern Mysteries (1/day) - 0/1
Fly (1/day) - 0/1
Holy water - 0/2
Lore Master (2/day) (Ex) - 0/2
Potion of cure light wounds - 0/2
Tanglefoot bag - 0/1
Wand of cure light wounds - 0/50
Wand of longstrider (50 charges) - 0/50
Wand of protection from evil (50 charges) - 0/50
Wand of shield (50 charges) - 0/50
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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 +5 (Ex) Add +5 to all knowledge skill checks.
Bardic Performance (move action, 30 rounds/day) Your performances can create magical effects.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fly (60 feet, Good) You can fly!
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Versatile Performance (Comedy) +23 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Performance (Dance) +13 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Oratory) +23 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
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Lore:
Arisira was born in raised in Katheer, Qadira to the family of a successful silk merchant. As the youngest of four children, her childhood looked much like you would expect- a lot of time spent playing with her older siblings and dreaming about being grown-up, just like they were.

Her childhood was unremarkable in that sense- her family was realtively well to do, and she never suffered of want for anything. As her and her siblings got older, her father slowly began grafting them into the family business with chores and responsibilites around the shop. These dull chores never kept Arisira’s attention, who would much rather be running through the neighborhood- fighting pirates and defending Katheer from attacks by vicious enemies.

Her favorite childhood memories where when her father’s brother, leader of the silk Caravan, would come into town each month with a fresh delivery of silk. She would spend hours sitting at his feet, hearing stories about danger and adventure, heroes and villians. She lived for these moments, soaking in all of the stories told and retold by her uncle.

As she gained more responsibilty in the family business, Arisira grew more and more unhappy. Her mood doured, and eventually she was confronted by her father. He wanted her to give up her naive childhood while she wanted to lead a life of tales and adventure. A compromised was reach, and the next time her uncle came to town, the now adult Arisira would leave with him to Kelesh.

But the grass was not greener. It didn’t take long for Arisira to learn that the stories told by her uncle, although engaging and exciting, were only just stories and legends. Trips to and from Kelesh were boring and uneventful. days on the road with no threats and no excitement. And yet, in her heart, Arisira knew those adventures were out there- just waiting to be told.

Taking everything she learned from her uncle’s story telling, she struck off on her own seeking her own grand adventure and a place in the legends. It was Absalom that called to her- and the home of the famous adventures… the Pathfinders!