Jirelle

Azarra's page

1,600 posts. Alias of Zanbabe.


Full Name

Azarra

Race

Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 16/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20| Initiative +7 | Perception +19 | Bardic Performance 13/27 | Low-light Vision

Classes/Levels

| Other skills: Bluff +16 | Diplomacy +16 | All Knowledge Skills +9 | Disable Device +14 | Sense Motive +13 | Spellcraft +12 | Stealth +17 | Spells 1L 5/6 2L 3/5 3L 3/4 | Mythic Power 2/7 (Mythic Surge die 1d8)

Gender

Map | Loot CG Female Half-Elf

Size

Medium

Alignment

Chaotic Good

Deity

Lliira

Location

Phlan

Languages

Common, Draconic, Elven (Espurar?). Thorass, High Tongue (automatic for arcane spellcasters?), Ruathlek

Occupation

Singer, spy (shh)

Strength 14
Dexterity 21
Constitution 12
Intelligence 12
Wisdom 14
Charisma 18

About Azarra

Sound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 73/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20 | Initiative +7 | Perception +19 | Bardic Performance 27/27 | Low-light Vision | Spells 1L 6/6 2L 5/5 3L 4/4 | Mythic Power 7/7 (Mythic Surge die 1d8)

Harper Mission:

As you probably know the River Stojanow has been spewing poison into The Moonsea for decades, it can’t be crossed by normal means. Wood and flesh alike rots within minutes of contact. We’d like you to find the cause for that, and if possible put a stop to it. Also we have our suspicions the Phlan Council, some of them are honest but the agents of Zhentil Keep and Mulmaster are abroad. Keep your eyes peeled and listen for a Moonelf called Talia Dumourne, she’s one of us.

Talia:
"Two nights ago in the wee hours of the morning a horse and carriage arrived from Zhentil Keep. Apparently it was expected and it was ushered in through the Podol Plaza blockade. It was magically warded and I have been unable to find out who was inside. One thing I do note however is there have been no ships or wagon trains from Cormanthor in at least a week. Not particularly unusual in and of itself but I think that may prove to be interesting for you."

"Everyone had to start somewhere. Main thing is to not get noticed and to have a damn good cover story if and when you are. I don't know if they're related and I'd advise looking too deeply into the Zhent's affairs for now."

"I need to train you in field craft, this will take time but your first lesson is the dead drop. The building opposite the town hall has an ally which curls round behind it. The ally wall is covered in a mural of a dragon rampant. You've probably seen it. The brick where the eye is, is loose. If you need to leave me a message, place it there, I will find it. Make sure no one sees you."

Dead Drop compromised--latest note:

Azarra

The river changed color this morning, for the first time in decade poison was no longer pouring into The Moonsea. I am immensely proud of what you have achieved. This is something that should be celebrated but alas when one problem is solved another rears its ugly head.

I am still being hunted, oh and you won't hear this publicly but the assassins tried to kill Eberhard and darn near succeeded. I shot several of them and Braccio and von Urslingen are no slouched in combat but Eberhard is in his eighties and he was run through. Braccio's magic saved him but Eberhard hasn't been the same since.

Speaking of changes Cardona has been acting strangely too, I haven't been able to get close enough to witness this myself but he's said to be a changed man. A ten day ago he threw out the prostitutes and drug peddlers from his compound and went running every morning. He's said to be taking his council duties seriously for the first time ever, wearing sober clothing if you'd believe it. I don't know what to make of this.

We should meet soon, there is much to discuss.

Talia

There is an addendum, written by the same hand although it's much shakier.
They found me. Killed several. Poisoned arrow in thigh, wound wont heal. Hurts soo badly. Only place to hide is where they'd never look. Over the gate into the old city.

=== Basics ===

STR 14 (+2) [2 points +2 mythic tier 2 boost]
DEX 21 (+5) [5 points +2 Kindred-Raised, +4 belt, +1 8th level bump]
CON 12 (+1) [2 points]
INT 12 (+1) [2 points]
WIS 14 (+2) [2 points, headband]
CHA 18 (+4) [7 points +2 Kindred-Raised +1 4th level boost]

BAB +6/+1 | Speed 30 feet
HP Method: Half +1?

=== Scores ===

Fort Save +7 [+3 base +1 Con +3 cloak]
Reflex Save +13 [+6 base +4 Dex +3 cloak]
Will Save +11 [+6 base +2 Wisdom +3 cloak]

=== Resistances / Bonuses ===

+4 on saving throws made against bardic performance, sonic, and language-dependent effects.
Amazing Initiative: +mythic tier on initiative and can take an extra standard action (1 per turn) by using a use of mythic power as a bonus action. Can't be used to cast a spell.

=== Weapons ===
Melee
Longsword: Attack +8/+3 | Damage 1d8+2 | 19-20/x2 Critical | S
(with inspire courage +1 Attack and +1 Damage)

Ranged
+2 Orc Hornbow: Attack +12/+7 | Damage 2d6+1 | x3 Critical | P (or B with blunt arrows) | Range 80 feet
(Within 30 feet +1 Attack and +1 Damage)
(with inspire courage +2 Attack and +2 Damage)
(rapid shot--2 shots at top bonus, but -2 to all (full attack))
(Manyshot--full attack, first shot fires two arrows)

+1 Holy, Designating Orc Hornbow (+2 strength): Attack +11/+6 (+2 with inspire courage) | Damage 2d6+2 (+2d6 to evil) | x3 Critical | P (or B with blunt arrows) | Range 80 feet

(Within 30 feet +1 Attack and +1 Damage)
(with inspire courage +2 Attack and +2 Damage)
(Rapid shot--2 shots at top bonus, but -2 to all (full attack))
(Mythic Rapid Shot--When using Rapid Shot, you can either ignore the feat’s –2 penalty on attack rolls or make two additional attacks instead of one.)
(Manyshot--full attack, first shot fires two arrows)
(A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment.)
(Designating: Each time a ranged weapon or ammunition with this ability hits a creature, its magic designates the target. Allies gain a +2 morale bonus on melee attack and melee damage rolls against the designated target for 1 round. Multiple successful shots fired at the same target do not increase the bonuses or their duration.)

=== Armor ===

+2 Jarring Mithral Chain Shirt (+6 armor bonus)
+3 Cloak of Resistance (+1 bonus on saves)
+2 Amulet of Natural Armor (+2 to AC)
+5 Dex

=== Traits ===
Maestro of the Society (the Harpers) [+3 Bardic Performance rounds]
Operatic (Netherese) [+1 trait bonus on Perform (sing) checks. Furthermore you have memorized the works of many sung in an ancient tongue (choose an ancient language), granting you a +2 trait bonus on Linguistics checks when trying to decipher the chosen language.]

=== Feats ===
Manyshot [Two arrows on first attack]
Point-Blank Shot [+1/+1 within 30 feet]
Precise Shot [No negatives for shooting into Melee.]
Rapid Shot [can shoot twice on a full attack at highest bonus with -2 to all shots]
Mythic Rapid Shot [When using Rapid Shot, you can either ignore the feat’s –2 penalty on attack rolls or make two additional attacks instead of one.]

Special Abilities:

Bardic Knowledge (Ex)
Bardic Performance
Devout Spell Knowledge (Su)
Dirge of Doom (Su) [A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.]
Faith Singer
Kindred-Raised [Gives up a bunch of racial bonus things for a +2 ability score]
Sound Striker [Hurt people with words starting at 3rd level]
Well-Versed (Ex) [Resistant to Sonic & language based attacks]
Wordstrike (Su) [Spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. Deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.]
Weird Words (Su) [Can use a standard action to speak up to one word per 4 bard levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The bard adds his charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The bard can target all words at the same or different targets, but he unleashes all words simultaneously. Each word costs 1 round of bardic performance.]

Bardic Performances:

Bardic Performances 27 (4 base +4 Cha mod +3 Maestro of the Society trait +16 (2 per level after 1))

Countersong (Su) [Can sing to help people defend against sonic or language-dependent magical attacks]
Distraction (Su)
Fascinate (Su)
Inspire Courage (Su) [Sing to give +2 to saving throws against charm and fear effects and +2 on attack and weapon damage rolls, goes up at 11th]
Inspire Greatness (Su) [+2 bonus Hit Dice (d10s), +2 attack rolls, and a +1 Fortitude saves
Wordstrike (Su): At 3rd level, the sound striker bard can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.

12th level--Soothing Performance (Su) [mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance]
14th level--Frightening Tune (Sp) [Cause fear. Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours]
15th level--Inspire Heroics (Su) [+4 morale bonus on saving throws and a +4 dodge bonus to AC]
18th level--Mass Suggestion (Sp) [Make a suggestion simultaneously to any number of creatures that he has already fascinated]
20th level--Deadly Performance [Cause one enemy within 30 feet to die. 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 target is staggered for 1d4 rounds, and immune for 24 hours]

Mythic Abilities:

Amazing Initiative (Ex) [At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.]
Hard to Kill (Ex) [Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.]
Mythic Power (Su) [Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.]
No One of Consequence (Ex) [Your mythic nature is a cloak that can shield you from the minds and memories of others. Creatures struggle to recognize you, recall your appearance, remember the nature of conversations they had with you, and recount the actions you took when you were in their presence. If a creature makes a deliberate attempt to recall details about time spent with you, it must succeed at a Will save (DC 10 + your tier + your Charisma modifier) to recall anything beyond vague details. In addition, you’re under a permanent nondetection effect with a caster level equal to your character level plus your tier. You can end this effect at any time, and can resume it as a swift action.]
Surge (Su) [You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.]
Surprise Strike (Trickster Attack) [As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.]
Path Dabbling (Trickster Path Ability) [Select one path ability from another mythic path. You must meet any other requirements that path ability has, including a minimum tier restriction.]
Greater Surge (Su) [Your surge is more powerful than most. Treat your tier as if it were 3 higher for the purpose of determining your mythic surge die (maximum 10th tier). When you gain your 10th tier, your surge die becomes 2d8.]

Skills:

80 skill points (6 +1 int +1 favored class +2 background = 10 per level)

+Acrobatics +16 |+5 Dex +8 rank +3 class skill
+Appraise +10 |+1 Int +6 rank +3 class skill
+Artistry +1 |+1 Int
+Bluff +16 |+4 Cha +9 rank +3 class skill
+Climb +6 |+2 Str +1 rank +3 class skill
+Craft: Music +1 |+1 Int
+Diplomacy +16 |+4 Cha +9 rank +3 class skill
Disable Device* +14 |+5 Dex +9 rank
+Disguise +8 |+4 Cha +1 rank +3 class skill
+Escape Artist +9 |+5 Dex +1 rank +3 class skill
Fly +5 |+5 Dex
Handle Animal +5 |+4 Cha untrained +1 rank
Heal +2 |+2 Wis
+Intimidate +8 |+4 Cha +1 rank +3 class skill
+Knowledge Arcana* +9 |+1 Int +1 rank +3 class skill +4 Bardic Knowledge
+Knowledge Dungeoneering* +9 |+1 Int +1 rank +3 class skill +4 Bardic Knowledge
+Knowledge Engineering* +9 |+1 Int +1 rank +3 class skill +4 Bardic Knowledge
+Knowledge Geography* +9 |+1 Int +1 rank +3 class skill +4 Bardic Knowledge
+Knowledge History* +9 |+1 Int +1 rank +3 class skill +4 Bardic Knowledge
+Knowledge Local* +9 |+1 Int +1 rank +3 class skill +4 Bardic Knowledge
+Knowledge Nature* +9 |+1 Int +1 rank +3 class skill +4 Bardic Knowledge
+Knowledge Nobility* +9 |+1 Int +1 rank +3 class skill +4 Bardic Knowledge
+Knowledge Planes* +9 |+1 Int +1 rank +3 class skill +4 Bardic Knowledge
+Knowledge Religion* +9 |+1 Int +1 rank +3 class skill +4 Bardic Knowledge
+Linguistics* +6/+8 |+1 Int +2 rank +3 class skill (+2 to ancient language)
+Lore +1 |+1 Int
+Perception +19 |+2 Wis +9 rank +3 class skill +5 Lens of Detection
+Perform: Oratory/Singing +9 |+4 Cha +1 rank +3 class skill +1 Operatic
+Perform: Wind Instruments +8 |+4 Cha +1 rank +3 class skill
+Profession: Singer +6 |+2 Wis +1 rank +3 class skill
Ride +5 |+5 Dex
+Sense Motive +13 |+2 Wis +8 rank +3 class skill
+Sleight of Hand* +9 |+5 Dex +1 rank +3 class skill
+Spellcraft* +12 |+1 Int +8 rank +3 class skill
+Stealth +17 |+5 Dex +9 rank +3 class skill
Survival +2/+7 |+2 Wis [+5 (tracking only)]
Swim +2 |+2 Str
+Use Magic Device* +8 |+4 Cha +1 rank +3 class skill

Spells:

Caster Level 9 | Concentration +13 (Caster level + ability mod)
Spells known: 6/5/4/4

=== Spell-Like Abilities ===
Protection From Evil (Faith Singer) [First Level, 1/day during performance]

(Faith Singer 1/day SLAs (Redemption Domain--get 1st at 2nd level, then every 4 levels get another) 1st—protection from evil, 2nd—qualm, 3rd—magic circle against evil, 4th—forced repentance, 5th—atonement)

=== Zero Level === (DC 14)

Detect Magic
Light
Mending
Message
Open / Close
Prestidigitation [Useful for cleaning and dyeing hair, etc.]

=== First Level === (DC 15)
Spells per day: 6 (1 bonus)

Chord of Shards [15 foot cone, during performance, 2d6 damage]
Cure Light Wounds
Feather Fall
(Protection from Evil as a spell-like ability 1/day, during performance)
Summon Minor Monster
Unseen Servant

=== Second Level === (DC 16)
Spells per day: 5 (1 bonus)

Cure Moderate Wounds
Invisibility
(Qualm as a spell-like ability 1/day, during performance)
Silence
Sonic Scream

=== Third Level === (DC 17)
Spells per day: 4 (1 bonus)

Claim Identity
Cure Serious Wounds
Delay Poison, Communal
Haste

Equipment:

+2 Jarring Mithral Chain Shirt [from female orc]
+2 Amulet of Natural Armor [8,000 gold]
+2 Orc Hornbow [8,430 gold]
Backpack [2 gold]
Bandolier (2) [1 gold]
Bedroll [1 silver]
Belt of Incredible Dexterity +4 [Ersatz the Black]
Belt Pouch [1 gold]
Blanket (2) [1 gold]
Boots of the Earth
Bracers of Archery [5,000 gold]
Canteen [2 gold]
Explorer's Outfit [free starting outfit]
Grooming Kit [1 gold]
Headband of Inspired Wisdom +2 [loot, inherited from Zane]
Ink [18 gold]
Inkpen [1 silver]
Ioun Torch [75 gold]
Journal [10 gold]
Lens of Detection [3,500 gold]
Longsword [15 gold]
Mess Kit [2 silver]
Pipes of the Sewers [1,150 gold]
Quiver with 60 blunt arrows [6 gold]
Quiver with 60 regular arrows [3 gold]
Quiver with 60 silver arrows
Silk rope (100 feet) [20 gold]
Sleeves of Many Garments [200 gold]
Spell component pouch [5 gold]
Thieves’ Ring [300 gold] (contains lockpicks & other tools that allow you to use disable device)
Traveler's Any Tool [250 gold]
Traveler’s Translator [1,550 gold]
Unicorn Horn (scavenged from pile of dead creatures in the woods near the poison river)
Waterproof bags (2) [1 gold]

A map of Phlan, yellowed by time. Drawn over it are a succession of cross hatched lines indicating the ever shifting battlefront. This document vividly depicting the fall of the city as each section was overrun. Appraise DC 18 to know this might be worth as much as 200g to a collector, should one be found.

Heavy key (opens dimensional space)

Silver spoon
Crystal goblet
Bag of rice
Broken hand telescope (worth 250 broken)
Self-cleaning set of fine china plates with matching saucers and cups
Small Brass Key to the Kovel Mansion Storeroom
Egg of Darkness
Cloak of Resistance +3

Final battle stuff:
Goz Mask
Blunt, holy arrows (50)
Silver nocking point
_______________

several scrolls (DC 18 and DC 17 to identify as animate dead and desecrate). The potions are DC 18, DC 18 and DC 21 to identify as cure serious wounds, gaseous form, and a Salve of Slipperiness.

A +1 keen war razor. A ring of protection +1, and you find 500 gp in loose coins and gems stored in a small box.

2 stakes ("I'm prepared to retcon you having a couple of stakes just in case (they're an inch thick, about a foot and a half long and need to be driven in with a mallet).")

Camping gear:

Trail rations for 4 weeks for 5 people: 70 gold
1 pavillion tent: 100 gold
5 cots: 5 gold
1 folding chair: 2 gold
1 heatstone (in case it gets cold): 20 gold

--silver broach pin the size of your thumb engraved with a stylized moon and four stars surrounding a harp (show to Durrent, master of hounds)

Eratz the black: +1 adaptive dancing composite longbow
Eratz the black: +2 light crossbow
Eratz the black: Amulet of natural armour +1
Eratz the black: Arrowmaster's bracers
Eratz the black: Ring of protection +1
Eratz the black: +2 mithrial chainmail.

Female orc: Amulet of natural armour +2
Female orc: Belt of incredible dexterity +4
Female orc: Poet's cloak
Female orc: Ring of minor resistance (electricity)
Female orc: Ring of protection +2
Female orc: +2 Human bane composite longbow (+3 str)
Female orc: +2 jarring mithral chain shirt

Red orc: Amulet of natural armour +1
Red orc: Cloak of resistance +1
Red orc: Ring of protection +1
Red orc: +2 chainmail.
Red orc: +2 furious adamantine elven curved blade

Current Wealth: 3,316.16 gold (updated 7/6 bought adamantine stuff and red coral)
Starting Wealth: 1,000 gold
Total Starting Equipment: 767.4 gold

Background:

Azarra is the child of refugees from Phlan. Since they were devotees of Lliira, her childhood was focused on joy, and her parents rarely spoke of the past. When they did, it was to teach this lesson: that joy *can* come from sorrow, for both her half-elven parents had met as refugees, and would never have known each other if not for the tragedy.

Azarra started singing at a young age, first just in her family, and in worship of Lliira, but later she found it to be her passion, and she began her training to become an opera singer.

Her parents taught her songs about the Quivering Forest, and the few times that they mentioned the past, she could tell that they felt strongly about it. However, she did not know until recently that they both had been Harper agents as well.

Her parents failed to come back from a "vacation" on time, and then a man claiming to be their "contact" had gotten in touch with her. He said that they were missing, but unlikely to be dead or he would have heard something. She didn't believe him at first, but after examing her parents' papers and finding that they had been planning a trip to Phlan, and to the Quivering Forest as well, she did. She wasn't sure if they (she?) still had family there, or what, but one letter from her father to her mother especially touched her, when her father said that he had always wanted to be able to show his daughter her heritage.

When the man from the Harpers asked her if she would go to Phlan and be their contact there, she wasn't sure why she said yes... she wasn't a spy. But she left her life in the dust, packed up her parents' house, and went. If they were to be found, it would likely be here... and if they were not to be found, well... they had taught her to build joy from tragedy, and she would discover the happiness they had been willing to die for.