Monk

Atsuko Sigbritardóttir's page

124 posts. Alias of rdknight.


Full Name

Atsuko Sigbritardóttir

Race

Female Human Bard 5 / Oracle 1 | HP: 51/51 | AC: 20 (T: 14, F: 15) | CMB: +7, CMD: 18 | F: +6, R +7, W: +6 | Init: +5 | Perc: +6, SM: +12 | Speed 30' | Performance: 13/13

Size

Medium

Age

20 (Birthday: 10 Gozran)

Alignment

CG

Deity

Desna

Location

Kalsgard

Languages

Skald, Minkaian, Taldane

Occupation

Wainwright, Folklorist, Historian

Strength 17
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Atsuko Sigbritardóttir

Atsuko Portrait

Atsuko Portrait 2

Statistics:
Female Human Bard (Studious Librarian) 5 / Seeker Oracle 1
CG Medium Humanoid (Human)

Init +5; Senses Perception +6, Sense Motive +12
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DEFENSE
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AC 20, touch 14, flat-footed 15 (+4 armor, +4 cha, +2 shield)
hp 51
Fort +6, Ref +7, Will +6
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OFFENSE
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Speed 30 ft.

Melee +7 (+8 Seax)
Broken-Back Seax 1d10 | 19-20x2
Dagger: 1d4 | 19-20/x2
Light Mace: 1d6 | x2

Ranged +5
Shortbow: 1d6 | x3
Dagger: 1d4 | 19-20/x2

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STATISTICS
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Str 17, Dex 13, Con 14, Int 10, Wis 10, Cha 18
Base Atk +4; CMB +7; CMD 18
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TRAITS

Resilient:
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Historian:
Benefit You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you.

FEATS

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.

Scribe Scroll:
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Extra Revelation (Sidestep Secret):
Prerequisite: Revelation class feature.
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.

Improved Initiative:
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Skills (52 points; 34 class, 6 Skilled, 12 Background)
ACP -1

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* +7 = DEX 1+3+3
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Appraise +0 = INT 0+0+0
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Bluff +8 = CHA 3+2+3
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Climb* +7 = STR 3+1+3
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Craft +0 = INT 0+0+0
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Diplomacy +0 = CHA 0+0+0 (Sub Perform Oratory)
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Disable Device*† +20 = DEX 1+6+3+3+2+5 (+3 Trapfinding) (+2 MWK Tools) (+5 Goggles)
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Disguise +4 = CHA 4+0+0
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Escape Artist* +7 = DEX 1+3+3
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Fly* +1 = DEX 1+0+0
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Handle Animal† +4 = CHA 4+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +4 = CHA 4+0+0
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K (Arcana)† +13 = CHA 4+2+3+3+1 (+3 Bardic K) (+1 Trait)
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K (Dungeoneering)† +8 = CHA 4+0+0+3+1 (+3 Bardic K) (+1 Trait)
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K (Engineering)† +8 = CHA 4+0+0+3+1 (+3 Bardic K) (+1 Trait)
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K (Geography)† +12 = CHA 4+1+3+3+1 (+1 Background) (+3 Bardic K) (+1 Trait)
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K (History)† +13 = CHA 4+1+3+1+3+1 (+1 Trait) (+3 Bardic K) (+1 Trait)
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K (Local)† +13 = CHA 4+2+3+3+1 (+3 Bardic K) (+1 Trait)
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K (Nature)† +12 = CHA 4+1+3+3+1 (+3 Bardic K) (+1 Trait)
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K (Nobility)† +8 = CHA 4+0+0+3+1 (+3 Bardic K) (+1 Trait)
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K (Planes)† +13 = CHA 4+2+3+3+1 (+3 Bardic K) (+1 Trait)
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K (Religion)† +13 = CHA 4+2+3+3+1 (+3 Bardic K) (+1 Trait)
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Linguistics† +5 = INT 0+2+3 (+2 Background)
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Perception +6 = WIS 0+3+3
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Perform (Oratory) +12 = CHA 3+6+3 (+6 Background)
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Perform () +4 = CHA 4+0+0
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Profession (Wainwright)† +6 = WIS 0+3+3 (+3 Background)
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Ride +1 = DEX 1+0+0
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Sense Motive +0 = WIS 0+0+0 (Sub Perform Oratory)
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Sleight of Hand*† +1 = DEX 1+0+0
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Spellcraft† +6 = INT 0+3+3
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Stealth* +8 = DEX 1+4+3
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Survival +4 = WIS 0+1+3
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Swim* +3 = STR 3+0+0
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Use Magic Device† +10 = CHA 4+3+3
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*ACP applies to these skills
Non-Standard Skill Bonuses

Bardic Knowledge: +1 to all knowledge skills. May make knowledge skill checks untrained.

Languages Common, Elven, Aquan

Special Abilities:

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SPECIAL ABILITIES
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HUMAN

Skilled:
Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Military Tradition:
Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait. Broken-Back Seax, Katana

BARD (Studious Scholar)

Performance: (13 Rounds / Day)
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can 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. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
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.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

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 he 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.

Fascinate (Su):
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. 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, he 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 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.

Inspire Competence (Su):
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to 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 himself. Inspire competence relies on audible components.

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

Versatile Performance (Ex):
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he 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).

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.

Lore Master (Ex):
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in even when threatened or distracted. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

ORACLE (Seeker)

Tinkering (Ex):
Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries or sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle or sorcerer levels for determining his overall bonus on these skill checks. For an oracle, this ability replaces all of the bonus class skills he would otherwise normally gain from his mystery. For a sorcerer, this ability replaces his bonus Eschew Materials feat.

Trapfinding:
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Lore Keeper (Ex):
Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

Sidestep Secret (Su):
Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Legalistic Curse:
Your curse imposes savage consequences should you violate a covenant, but also imbues you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.


Spells:

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Spells
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ORACLE

Orisins (at will)

Enhanced Diplomacy
Guidance
Light
Stabilize

1st (3+1/day)

Cure Light Wounds
Obscuring Mist
Protection from Evil

BARD

Cantrips (at will)

Dancing Lights
Detect Magic
Ghost Sound
Mending
Prestidigitation
Read Magic

1st (4+1/day)

Cure Light Wounds
Grease
Saving Finale
Vanish

2nd (2+1/Day)

Glitterdust
Heroism
Mirror Image

Gear/Possessions:

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GEAR/POSSESSIONS
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Magic:
Broken-Back Seax +1
Belt of Giant Strength +2
Cloak of Resistance +1
Handy Haversack
Goggles of Minute Seeing
Boots of the Winterlands
Hex Nails (x3)
Wand: Comprehend Languages (15)
Wand: Divine Favor (50)
Wand: Heightened Awareness (35)
Potion: Monkey Fish
Potion: CLW
Level 1 Arcane Scrolls: Ill Omen, Ears of the City, Gravity Bow, Reveal Secrets, Speak Local Language
Level 2 Arcane Scrolls: Create Pit, Darkvision, False Life, See Invisibility, Ashen Path

Carried:

MWK Dagger (Cold Iron)
Light Mace (Alchemical Silver)
MWK Composite Short Bow (+3 Str)
Arrows (20)
Mithril Shirt
Darkwood Shield
MWK Thieves Tools
Plain Silver Ring
Silver Holy Symbol (Necklace)
Grooming Kit
Soap
Mirror
Inkpen
Journal
Scroll Case
Scroll Case, Spring-Loaded
Belt Pouch
Whetstone
Flint & Steel
Rope, Silk 50' x2
Grappling Hook
Waterskin
Waterproof Bag x2
Rations (2 Days)
Torches (2)
Oil Flasks (2)
Tinder Twig (5)
Antiplague (2)

Stored:
Bedroll
Cold Weather Outfit
Snow Goggles
Extra Set Clothes
Mess Kit
Iron Pot
Torches (8)
Oil Flasks (3)
Rations (3 Days)
Bottle of Cheap Liquor (2)

Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
Current Load Carried 44 lb.

Money 0 GP 5 SP 0 CP

Background:

Atsuko’s parents seemed an odd pairing to many who knew them. Hiraku, her father was a prominent and ruthless crime boss in Kalsgard’s Jade Quarter. Sigbrit, her mother was Ulfen and from the Bone Quarter, the daughter of a humble weaver. Both had forceful personalities that frequently clashed, and both were attractive. Perhaps most important in bringing them together in marriage though was a difference; Hiraku was wealthy and Sigbrit wasn’t.

Hiraku and Sigbrit’s marriage was a short one as it turned out. Atsuko was barely more than two years old when Hiraku was either murdered or assassinated. There were well-founded reasons for choosing either word to describe his killing. Certainly quite a few people bore grudges or hated him for numerous different reasons. There were also criminal rivals who could profit if he were removed from the scene. “Murdered” or “assassinated” was used depending on whether the person in question’s theory favored a personal or impersonal reason behind Hiraku’s death. The question was never settled, nor was a definite culprit ever identified.

Sigbrit was dismayed to find that only a small portion of her husband’s wealth was in some form of liquid asset. She gathered what was available and left the Jade Quarter with Atsuko. It had turned out that Hiraku was not held in high regard by the community at large. No one would say so while he was alive, but now her dead husband’s poor standing tainted Sigbrit’s reputation as well. Sigbrit valued propriety and had never really approved of her husband’s occupation either. Once outside the Jade Quarter, Sigbrit dropped any reference to her association with Hiraku. She renamed Atsuko from Tokunaga, Hiraku’s family name, to the traditional Ulfen matronymic Sigbritardóttir. Sigbrit had enough money to start a lunch stall, where she fed workers and craftmen. One of her regular patrons was a wainwright named Einar, whom she married when Atsuko was four years old.

Einar quickly came to dote on Atsuko; his affection for her didn’t wan even after he and Sigbrit had a couple of children of their own. He taught Atsuko his trade, which in a city so dependent on caravans for trade, earns one a good living. He also taught her to fight. Almost everyone in Kalsgard is to some degree connected with the city’s militia. Atsuko still works with her stepfather, but as she’s gotten older, she devotes less time to the profession in favor of other interests.

Ever since she was young, Atsuko has loved stories and tales. She never showed any exceptional brightness in her schooling, but her memory for narratives, and the information they contain is phenomenal. Atsuko began to collect histories and folktales more systemically in her teens. Her interest in variant versions of stories, and obscure traditions strengthened as well.

Karsgard is not a city of great libraries, but this played to Atsuko’s strengths. She has always had a great talent for connecting with people, being persuasive, making friends, and earning trust. When one old-timer has told her all he or she can, Atsuko can get names of others who may know more. Good word of mouth makes connecting with the next source easy. She can get people to tell her the almost forgotten gossip or drag down the ancient chest in the attic so she can look through the old documents it holds. At least this has been true as she’s explored the Ulfen side of her roots.

The Minkaian side of her ancestry has been much harder for her to penetrate. Her name, new or old, doesn’t open doors for her there. Memories are long enough for her not to be so welcome in the Jade Quarter. Atsuko’s frustrations have been aggravated by her growing fixation on the subject. Shas progressed from curious, to fascinated, to obsessive in her desire to learn more about her Minkaian heritage. So much so that for a while now she has felt that a spirit of some sort has bonded to her. In her dreams it urges her onward, so much so that she has settled upon the idea of bypassing the Jade Quarter completely and going to the source, Minkai itself.

Crossing the High Ice would of necessity mean joining a caravan, something that would be too expensive to do as a passenger. But, it’s not uncommon for a wainwright to accompany a caravan in case field repairs are needed. It can be a lifesaving precaution. The pay is also extremely good, and placements are highly competitive. Knowing that the Rimerunner’s Guild is one of the trading companies most highly focused on journeys to the East along the Aganhei Road, Atsuko has started working for them, hoping she can prove herself worthy for a place on one of their caravans.

Appearance and Personality:

Height: 5'5" Weight: 130 Hair: Dark Brown Eyes: Brown