About AstellaArrowsong 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)]
HP method: Max first level, then average rounded up.
=== Resistances / Bonuses === +2 racial bonus on saving throws against transmutation spells and spell-like effects. === Weapons ===
Masterwork dagger (crescent moon engraving on the hilt)
Morningstar
Ranged: Ranged Touch (Spells)
Masterwork Darkwood Composite Longbow (repaired, gift from father, fine engravings)
--+1/+1 with inspire courage === Armor ===
[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.]
=== 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.]
=== 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.]
=== 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]
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.]
Specializations:
4 Specialization points [2 per level] (4=Expert, 9=Master, 13=Grandmaster) Ranged:
Magic:
(none yet) Skills:
27 skill points [6 +2 Int +1 favored class = 9/Level] +Acrobatics +6 |+2 Dex +1 rank +3 class skill
Spells:
Caster Level 3 Concentration +5 (Caster level + ability mod) To overcome Spell Resistance +5 (Caster level +2 Elven Magic) === Level Zero === (DC 12)
Detect Magic
=== Level One === (DC 13)
Assumed Likeness
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)
_____ Current Wealth: 3037 gold Starting Gold: 75 gold
_____ Possible Shopping List:
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.
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