Merisiel

Astella's page

856 posts. Alias of Zanbabe.


Full Name

Astella

Race

Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 |

Classes/Levels

Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Gender

Loot | Maps | CG Female Elf

Age

100

Alignment

Chaotic Good

Deity

Shaymara the Gold Dragon Queen

Languages

Common, Elven, Draconic, Goblin

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

About Astella

Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 10/10 | Perception +7/ Disable Device +9 | Spells 1L 3/3 | Low-light vision | Active Effects: None

STR 14 (+2) [5 points (added 3 4/8/23 when point buy was moved from 15 to 18)]
DEX 14 (+2) [2 points, +2 racial]
CON 10 (+0) [2 points, -2 racial]
INT 14 (+2) [2 points, +2 racial]
WIS 12 (+1) [2 points]
CHA 14 (+2) [5 points]

HP method: Max first level, then average rounded up.
Movement: 30 feet
CMB 4 (BAB + Str mod) / CMD 16 (10+BAB+Str mod+Dex mod)
BAB +2

=== Resistances / Bonuses ===

+2 racial bonus on saving throws against transmutation spells and spell-like effects.

=== Weapons ===
Melee:

Masterwork dagger (crescent moon engraving on the hilt)
Attack +5 | Damage 1d4+2 | 19-20 x2 | Piercing or Slashing

Morningstar
Attack +4 | Damage 1d8+2 | x2 | Bludgeoning and Piercing

Ranged:

Ranged Touch (Spells)
Attack+4
Damage, Ray of Frost, 1d3
Damage, Snowball, 1d6 per caster level, max 5d6 (Fort or staggered one round)

Masterwork Darkwood Composite Longbow (repaired, gift from father, fine engravings)
Attack +5 | Damage 1d8+2 (2d6+2 with Gravity Bow) | x3 | Piercing | Range 100 feet

--+1/+1 with inspire courage

=== Armor ===
Leather Armor +2 AC

[AC = 14 [10 +2 Armor +2 Dex Modifier] / Touch 12 / Flat-Footed 12]

=== Traits ===

Trap Finder (Campaign) [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.]
Two-World Magic (Magic) [Select one 0-level spell from a class spell list other than your own.]

=== Feats ===

Breadth of Experience [Although still young for your kind, you have a lifetime of knowledge and training. Prerequisites: Dwarf, elf, or gnome; 100+ years old. Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.]
Precise Shot (Bonus feat from Precise Minstrel)
Point-Blank Shot

=== Racial Abilities ===

Elven Magic [Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.]
Keen Senses [Elves receive a +2 racial bonus on Perception checks.]
Perfect [The eerie beauty of some elves cannot be denied. Elves with this racial trait receive a +1 racial bonus on Bluff and Diplomacy checks against humanoids and a +2 racial bonus on saving throws against transmutation spells and spell-like effects. This racial trait replaces elven immunities.]
Weapon Familiarity [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.]

=== Class Abilities ===

Bardic Performance [A bard is trained to use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.[/b]
Inspire Courage (Su) [A 1st level bard can use his performance to inspire courage in his allies (including himself), 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 his performance.]
Weapon and Armor Proficiency [A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance.]

Arrowsong Minstrel:

Arcane Archery [An Arrowsong minstrel’s skill at ranged martial arts allows her to learn to cast a number of powerful, offensive spells that would otherwise be unavailable to her. At 1st level, she selects a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) and adds them to her bard spell list as bard spells of the same level. The spells selected must not already be on the bard spell list, and must be 6th level or lower. At 4th level and every 4 bard levels thereafter, she adds an additional sorcerer/wizard spell to her bard spell list. In addition, 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 (in addition to base attack bonuses gained from other classes and Hit Dice). Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell’s somatic components even when using a bow in both hands (though not other ranged weapons). This ability replaces bardic knowledge, dirge of doom, distraction, fascinate, inspire competence, lore master, and soothing performance.]
Diminished Spellcasting [An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level. This alters the bard’s spellcasting.]
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. This alters the bard’s weapon proficiencies.]

Specializations:

4 Specialization points [2 per level]
(4=Expert, 9=Master, 13=Grandmaster)

Ranged:
Longbow +3 [4=Weapon focus, 9=Reduce miss chance by 10%, 13=Manyshot]

Magic:
Cold +3 [4=Spell focus, 9=Add 1 damage/damage die, 13=Target rolls fort save vs entangled condition, as per rime spell]

(none yet)

Skills:

27 skill points [6 +2 Int +1 favored class = 9/Level]

+Acrobatics +6 |+2 Dex +1 rank +3 class skill
+Appraise +2 |+2 Int
+Bluff +8/+9 |+2 Cha +3 rank +3 class skill [+1 v humanoid (Perfect)]
+Climb +6 |+2 Str +1 rank +3 class skill
+Craft: Carpenter/Bowyer +6 |+2 Int +1 rank +3 class skill
+Diplomacy +8/+9 |+2 Cha +3 rank +3 class skill [+1 v humanoid (Perfect)]
+Disable Device* +9 |+2 Dex +3 rank +3 class skill +1 Trap Finder (and can disarm magic traps)
+Disguise +2 |+2 Cha
+Escape Artist +2 |+2 Dex
Fly +2 |+2 Dex
Handle Animal* +6 |+2 Cha +1 rank +3 class skill
Heal +1 |+1 Wis
+Intimidate +2 |+2 Cha
+Knowledge Arcana* +7 |+1 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge Dungeoneering* +3 |+1 Int +2 Breadth of Experience
+Knowledge Engineering* +3 |+1 Int +2 Breadth of Experience
+Knowledge Geography* +3 |+1 Int +2 Breadth of Experience
+Knowledge History* +7 |+1 Int +1 rank +3 class skill +2 Breadth of Experience
+Knowledge Local* +3 |+1 Int +2 Breadth of Experience
+Knowledge Nature* +3 |+1 Int +2 Breadth of Experience
+Knowledge Nobility* +3 |+1 Int +2 Breadth of Experience
+Knowledge Planes* +3 |+1 Int +2 Breadth of Experience
+Knowledge Religion* +3 |+1 Int +2 Breadth of Experience
+Linguistics* +5 |+1 Int +1 rank +3 class skill
+Perception +9 |+1 Wis +3 rank +3 class skill +2 Keen Senses
+Perform: Singing +6 |+2 Cha +1 rank +3 class skill
+Profession: Carpenter/Woodworker +7 |+1 Wis +1 rank +3 class skill +2 Breadth of Experience
Ride +2 |+2 Dex
+Sense Motive +5 |+1 Wis +1 rank +3 class skill
+Sleight of Hand* +6 |+2 Dex +1 rank +3 class skill
+Spellcraft* +8 |+2 Int +2 rank +3 class skill +2 Elven Magic
+Stealth +8 |+2 Dex +3 rank +3 class skill
Survival +1 |+1 Wis
Swim +2 |+2 Str
+Use Magic Device* +2 |+2 Cha

Spells:

Caster Level 3
Concentration +5 (Caster level + ability mod)
To overcome Spell Resistance +5 (Caster level +2 Elven Magic)

=== Level Zero === (DC 12)
Spells Known: 7 (including bonus spells)

Detect Magic
Light
Mage Hand
Mending
Message
Prestidigitation
Ray of Frost (Bonus from Two-World Magic)

=== Level One === (DC 13)
Spells per day 3 (+1 Ability Score Bonus Spell)
Spells Known: 6 (including bonus spells)

Assumed Likeness
Cure Light Wounds
Feather Fall
Gravity Bow (Bonus Spell from Arcane Archery)
Snowball (Bonus Spell from Arcane Archery)
Summon Minor Monster

4th level: Ice Slick (2nd level) (Bonus Spell from Arcane Archery)

Equipment:

1 copper amulet with a moon above a lake inscribed on it (from the ruins where we played the original game to win the castle)
Backpack [2 gold]
Bandolier [.5 gold]
Bedroll [.1 gold]
Belt Pouch [1 gold]
Explorer's outfit [free]
Flask (2) [2 gold]
Grappling Arrow [1 gold]
Ink [18 gold]
Inkpen [1 silver]
Ioun Torch (lesser: dim, 15 foot radius / not as bright as a torch) -- paid 30, but not sure of actual worth.
Journal [10 gold]
Leather Armor [10 gold]
Masterwork Darkwood Longbow [405 gold]
Masterwork Manacles [50 gold]
Morningstar [8 gold]
Masterwork dagger with a crescent moon engraving on the hilt [302 gold]
Mess Kit [.2 gold]
Potion of CLW (from Lady G)
Quiver with 60 blunt arrows [6 gold]
Quiver with 60 regular arrows [3 gold]
Quiver with 60 silver-tipped arrows [12 gold]
Scroll of bless (from Lady G)
Sealed blank letter
Sleeves of Many Garments 200
Spare clothing from shipwreck (not the expensive clothing, but just normal stuff we found so I have extra clothing)
Silk rope (50 feet) [10 gold]
Thieves' Tools [30 gold]
Traveler's Any Tool [250 gold]
Vials (5) [5 gold]
Waterproof bags (2) [1 gold]
Waterskin [1 gold]

_____

Current Wealth: 3037 gold

Starting Gold: 75 gold
Total Starting Equipment: 71.8 gold

_____

Possible Shopping List:
Ioun Torch [75 gold] (got it for 30 because it just has a dim light spell on it 15-foot radius) purchased 5/6/22
Masterwork Longbow [375 gold] (actually 405 since it is darkwood) ordered 5/5/22 but deducting from loot sheet 5/6

Background:

Although Astella is 100 years old, which seems old to a human, she is still a teenager in the elven maturity process (like 16 for a human), and although circumstances have helped her grow up a lot, she still sometimes makes unwise choices and is uncertain about how to do the adult things sometimes.

She carries around a broken darkwood bow that her father made for her, and taught her to use. She hopes that she will be able to repair it someday, but so far her skill, whether in woodworking or in magical mending, is just not up to the challenge.

Astella is quite beautiful, but not exactly in a wood elf way. Her hair is white and her skin is paler than usual for wood elves. Her mother told her that her unusual features were an inheritance from her snow elf ancestry. She believes this, but lore-wise it could be true or false.

Astella's father was a ranger and her mother was a sorceress, so she has some archery skill and some spellcasting that she learned from each, but hasn't really mastered either one.

___

Her mother was the local potion-maker, making healing draughts and helpful tonics, and taught Astella some basic magic.

Astella doesn't really know how powerful her mother is/was, but she did help her make potions sometimes and learned basic magic theory, talked to her about magic ancestry, etc.

_____

Well, I was born in Pierpont, but my parents moved to AvLee when I was just 10 or so.

My father was a ranger, and my mother a sorcerer. They moved to AvLee from Pierpont (in the Tularian forest) when I was 10 or so.

_____

Half brother (from father's first wife who later died) she doesn't really know is somewhere.

Questions:

1) What did you do during the conflict?

Her father taught her the intricacies of the bow, and after he was killed and she buried him, she took all the arrows she could carry and just went around sniping against the other side. She would go back for more arrows, and when she ran out, she started making her own, getting better at it with time, but still not as good as her father. Eventually an enemy scouting party found her skulking around, and she was beaten and robbed and left for dead. When she came to she found her bow broken and cried bitterly. She went home and found the place ransacked as well, and after that she didn't try to fight back anymore... she just stayed in her community, helping other people repair their homes and their stuff and receiving help in return... everyone was reduced to survival at that point.

She started singing at the local inn in return for meals, and she was good at it, so that's how she makes ends meet now. "Singing for her supper."

2) Name one specific person from your past, you have lost contact with during the conflict.

Astella's mother was kidnapped during the Nighon invasion, and her father was killed trying to prevent it. She has no idea if her mother is still alive, and all she has left of her father is the bow that he made for her.

3) Quirks to be aware of?

Her mother told her that her unusual features were because she had a lot of snow elf blood, and Astella has discovered that she has an affinity for cold magic. Whether she really has snow elf blood in any greater amount than any other elf or whether her mother was just pacifying her with a nice tale is unknown.

4) What unsettles your PC?

Her mother used to call her "Snowflower," and now if anyone calls her that, it is unsettling, like trying to resurrect a long-dead past incarnation that she can dimly remember being, but is unable to relate to.

5) Particular goals in life?

She wants to repair the bow her father made for her, but her current skill is not equal to the task (perhaps the mending spell is too weak, or her bowyer skill isn't good enough, or maybe the bow is just unfixable, but she is having a hard time accepting that, and since she can't afford a new one anyway, she carries the broken one with her everywhere.

Other than that, she would like to find out what happened to her mother, and if she is still alive as a slave somewhere to rescue her, but... that seems improbable, and she is likely dead, so she tries not to think about that.

Notes in Journal:

Goblin bodies we found on the way to find the dwarves:

The dead ones face down, and two others, have tattoos similar to the goblins you met in the castle. But there are two dead ones, that sport a more defined tatoo. Wheras the others were a variety of dark colors, this one is a sinister looking Ram, set in red and black. The two lie in about the center.