Brienna Soldado

Becky Beys's page

500 posts. Alias of Profession Smith 6 ranks.


Race

N Female Human Bard (Archivist) 7 | hp --52-- 52/52 NL [0] | AC 21, t 13, ff 18 | Fort +5, Ref +8, Will +8 | BP 16/18 | Init +3 | Perc +11 | Speed 30 ft. | Bard Spells 1st 4/5; 2nd 3/4 ; 3rd 0/1| Lore Master 1/1 |

Classes/Levels

Shirt 1/1 | Wand of CLW 30/50 | Conditions: none | To-Do List

Strength 11
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 12
Charisma 15

About Becky Beys

Name Rebecca “Becky” Beys
_____________________________________________
Race Human
Gender Female
Age 16 DoB 8/4/4700 (a.k.a. Arodus 4)
Class Bard (Archivist) Level 7
Init +3; Senses Perception +11
[dice=Becky Beys Initiative]1d20+3[/dice] | [dice=Becky Beys Perception Check]1d20+11[/dice]
AL Neutral
_____________________________________________
DEFENSE
_____________________________________________
AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 shield)
AC (in water) 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 shield)
hp 52 (8/5/5/5/5/5/5) +14
Fort +5, Ref +8, Will +8; +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind
[dice=Becky Beys Fortitude Save]1d20+5[/dice]
[dice=Becky Beys Reflex Save]1d20+8[/dice]
[dice=Becky Beys Will Save]1d20+8[/dice]
_____________________________________________
OFFENSE
_____________________________________________
Speed 30 ft.
Melee +1 rapier +9 (1d6+1 magic, piercing/18-20) or cold iron dagger +8 (1d4+1 cold iron, piercing, slashing/19-20)
[dice=Becky Beys +1 rapier]1d20+9[/dice] for [dice=magic, piercing damage]1d6+1[/dice] (18-20)
[dice=Becky Beys cold iron dagger]1d20+8[/dice] for [dice=cold iron, piercing, slashing damage]1d4+1[/dice] (19-20)

Ranged mwk composite shortbow +9 (1d6/x3) (range increment 70 ft.)
[dice=Becky Beys mwk composite shortbow]1d20+9[/dice] for [dice=piercing damage]1d6[/dice] (20/x3)
[dice=Becky Beys coin shot (type; touch up to 20 ft.)]1d20+8[/dice] for [dice=bludgeoning, piercing damage]1d?[/dice]

Special Attacks bardic performance 18 rds./day (countersong, distraction, fascinate, naturalist +2, inspire competence +3, lamentable belaborment)

Bard Spells Known (CL 7th; concentration +9):
0—detect magic, light, message, prestidigitation, read magic, sift
1st (5/day)—coin shot, comprehend languages, cure light wounds, ear-piercing scream, saving finale
2nd—cure moderate wounds, invisibility, masterwork transformation, sound burst
3rd—beacon of luck, purging finale
_____________________________________________
STATISTICS
_____________________________________________
Str 11, Dex 16, Con 12, Int 16, Wis 12, Cha 15
4th--+1 Cha, +2 Dex (magic belt)
Base Atk +5; CMB +5; CMD 18
Feats Additional Traits, Lingering Performance, Weapon Finesse, Iron Will, Great Fortitude
Traits Employee (campaign), Criminal (social), Helpful (combat), River Rat (regional)

Employee (Campaign Trait):

You have worked for the Bountiful Venture Company or you are the child of one of its current employees. This connection helped you get a leg up on the competition to get involved in the establishment of Talmandor’s Bounty. The company didn’t want nepotism to show through too strongly, so you weren’t included in the first wave of colonists and instead have been selected to accompany the second wave of colonists to the island. You don’t want people to know that you’re part of the company, but your contacts in the Bountiful Venture Company didn’t necessarily tell you that you needed to keep it a secret.

You begin play with an additional 150 gp of equipment and know (at least in some capacity) one of the other company employees: Lyra Heatherly, Perrell Beys, or Ramona Avandth. Due to your association with the Bountiful Venture Company, your words and ideas may carry additional weight with the other employees of the company. (Your GM can grant a +1 circumstance bonus on Diplomacy checks in regards to these people in certain situations.) In addition, you gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.


_____________________________________________
SKILLS (12 Skill Ranks Per Bard Level [6 + 3 Int + 1 skilled + 2 Background])
_____________________________________________
BARD CLASS SKILLS (Skills via traits--Disable Device, Swim)
[dice=Becky Beys Acrobatics Check]1d20+7[/dice] – (+1 rank, +3 class, +3 Dex, -0 ACP)
[dice=Becky Beys Appraise Check]1d20+3[/dice] – (+3 Int) [BG]
[dice=Becky Beys Artistry Check]1d20+3[/dice] – (+3 Int) [BG]
[dice=Becky Beys Bluff Check]1d20+7[/dice] – (+1 rank, +3 class, +2 Cha, +1 trait)
[dice=Becky Beys Climb Check]1d20+4[/dice] – (+1 rank, +3 class, +0 Str, -0 ACP)
[dice=Becky Beys Craft (clockworks) Check]1d20+12[/dice] – (+6 ranks, +3 class, +3 Int) [BG]
[dice=Becky Beys Diplomacy Check]1d20+6[/dice] – (+1 rank, +3 class, +2 Cha)
[dice=Becky Beys Disable Device Check]1d20+12[/dice] – (+4 ranks, +3 class, +3 Dex, +2 competence, -0 ACP)
[dice=Becky Beys Disguise Check]1d20+2[/dice] – (+2 Cha)
[dice=Becky Beys Escape Artist Check]1d20+7[/dice] – (+1 rank, +3 class, +3 Dex, -0 ACP)
[dice=Becky Beys Intimidate Check]1d20+2[/dice] – (+2 Cha)
[dice=Becky Beys Knowledge (arcana) Check]1d20+16[/dice] – (+7 ranks, +3 class, +3 Int, +3 BK)
[dice=Becky Beys Knowledge (dungeoneering) Check]1d20+16[/dice] – (+7 ranks, +3 class, +3 Int, +3 BK)
[dice=Becky Beys Knowledge (engineering) Check]1d20+6[/dice] – (+3 Int, +3 BK) [BG]
[dice=Becky Beys Knowledge (geography) Check]1d20+10[/dice] – (+1 rank, +3 class, +3 Int, +3 BK) [BG]
[dice=Becky Beys Knowledge (history) Check]1d20+14[/dice] – (+5 ranks, +3 class, +3 Int, +3 BK) [BG]
[dice=Becky Beys Knowledge (history--Azlant) Check]1d20+16[/dice] – (+14 base, +2 competence) [BG]
[dice=Becky Beys Knowledge (local) Check]1d20+14[/dice] – (+5 ranks, +3 class, +3 Int, +3 BK)
[dice=Becky Beys Knowledge (nature) Check]1d20+16[/dice] – (+7 ranks, +3 class, +3 Int, +3 BK)
[dice=Becky Beys Knowledge (nobility) Check]1d20+6[/dice] – (+3 Int, +3 BK) [BG]
[dice=Becky Beys Knowledge (planes) Check]1d20+12[/dice] – (+3 ranks, +3 class, +3 Int, +3 BK)
[dice=Becky Beys Knowledge (religion) Check]1d20+16[/dice] – (+7 ranks, +3 class, +3 Int, +3 BK)
[dice=Becky Beys Linguistics Check]1d20+3[/dice] – (+3 Int; cannot be used untrained except to read archaic/strange forms of known languages or to detect a forgery) [BG]
[dice=Becky Beys Lore () Check]1d20+[/dice] – (+3 Int; cannot be used untrained)
[dice=Becky Beys Perception Check]1d20+11[/dice] – (+7 ranks, +3 class, +1 Wis)
[dice=Becky Beys Perform (oratory) Check]1d20+12[/dice] – (+7 ranks, +3 class, +2 Cha) [BG]
[dice=Becky Beys Profession () Check]1d20+[/dice] – (+1 Wis; cannot be used untrained) [BG]
[dice=Becky Beys Sense Motive Check]1d20+6[/dice] – (+2 ranks, +3 class, +1 Wis)
[dice=Becky Beys Sleight of Hand Check]1d20+3[/dice] – (+3 Dex, -0 ACP; up to DC 10 only untrained, except to hide items on one’s body) [BG]
[dice=Becky Beys Spellcraft Check]1d20+9[/dice] – (+3 ranks, +3 class, +3 Int)
[dice=Becky Beys Spellcraft Check (ID magic items or decipher scrolls)]1d20+11[/dice] – (+8 base, +3 level)
[dice=Becky Beys Stealth Check]1d20+7[/dice] – (+1 rank, +3 class, +3 Dex, -0 ACP)
[dice=Becky Beys Swim Check]1d20+8[/dice] – (+5 ranks, +3 class, +0 Str, -0 ACP)
[dice=Becky Beys Use Magic Device Check]1d20+[/dice] – (+2 Cha; cannot use untrained)
UNTRAINED SKILLS
[dice=Becky Beys Fly Check]1d20+3[/dice] – (+3 Dex, -0 ACP)
[dice=Becky Beys Handle Animal Check]1d20+2[/dice] – (+2 Cha; untrained can handle and push domestic animals only) [BG]
[dice=Becky Beys Heal Check]1d20+1[/dice] – (+1 Wis)
[dice=Becky Beys Ride Check]1d20+3[/dice] – (+3 Dex, -0 ACP)
[dice=Becky Beys Survival Check]1d20+1[/dice] – (+1 Wis)

Languages Aquan, Azlanti, Common, Elven
____________________________________________
SPECIAL QUALITIES
____________________________________________
SQ bardic knowledge +3, trapfinding (+3?)
____________________________________________

EQUIPMENT AND GOLD (Price/Weight)
____________________________________________
Gear +2 mithral shirt (5,100/10), +1 darkwood buckler (1,203/2.5), +1 rapier (2,320/2), cold iron dagger (4/1), masterwork composite short bow (375/2) with 15 arrows and 5 cold iron arrows (1/3), masterwork backpack (50/4), masterwork thieves’ tools (100/2), belt pouch (1/.5), spell component pouch (5/2), quick runner’s shirt (1,000/-), potion of water breathing (750/-), potion of cure light wounds (50/-), Azlanti silver pocket watch/compass (775 gp/1), silver mirror with rose motif (150g/0.5), belt of incredible dexterity +2 (4,000/1), enchanted eelskin (11,160/15)
Gear Not Carried: crate of 200 arrows (10/30), quiver of 20 15 cold iron arrows, masterwork studded leather armor (175/20), teakwood box (12 inches by 2-1/2 inches by 1-1/2 inches) (30/?), clockwork spy (spider) (with blank 50g record gem) (1,250/?), blue recording gem (outlines purpose of "The Spindle Solution") (1,000/?), magnifying glass (100/-), masterwork artisan's tool (clockworks/constructs) (55/5), clockwork false teeth (50/?), puzzle box with aquatic motif (30/?), handkerchief of Vriskirsa (from Medrinnah; 30/?), masterwork rapier (320/2)
Underwater Gear masterwork flippers (50/1), masterwork snorkel (5/-), underwater goggles (5/-), wet suit (8/4)

Carrying Capacity (12 Str) Light: 43 lbs. or less; Medium: 44–86 lbs.; Heavy: 87–130 lbs.
Current Encumbrance: 39 lbs.
Gold 201 gp (thru 8/10-11 distribution and purchases)

Gifts (Medrinnah) sewing kit, masterwork artisan's tools (sewing/tailoring for Medrinnah, 55 gp)
____________________________________________
APPEARANCE
____________________________________________
Height 5’4”
Weight 111 lbs.
Eye Color Green
Hair Color Strawberry Blonde
Region of Origin Almas, Andoran
Parents Regions of Origin Almas, Andoran
Deity Nethys

Character Overview
Rebecca is the teenage child of Perrell Beys (the expedition’s scholar and historian), similar in appearance, build, and interests to her mother. She’s got more of an adventuring spirit, however, and a craving for wealth.

Backstory and Motivation For the first twelve years of her existence, Becky was the spitting image of her mother, Perrell. Then the terrible teens struck and she became a bit rebellious, trying to differentiate herself from her stodgy and boring mom. Oh, she still dedicated herself admirably to her studies and appreciated her mom paying for her topnotch education, but Becky has a wild streak. This manifest itself once her mother mentioned the Bountiful Venture Company’s plan to establish a colony in the ruins of Azlant and the first wave of settlers crossed the ocean. The teen’s need to learn how to swim (an essential skill, she feels strongly, for settlers on an island) led her to join a gang of older teen ne’er-do-wells who hung out near Almas’s docks and shoreline, often swimming out to burglarize moored ships under cover of darkness. Thus did Becky learn to swim and how to wield a dagger effectively. From the gang’s handsome leader, Tomas (whose larcenous talents extended to land-based theft), Rebecca also learned how to pick locks and the basics of detecting and bypassing mundane traps.

When Tomas was arrested, Becky left the gang. Wanting badly to be part of the second expedition to Talmandor’s Bounty, she again became Perrell’s doting daughter (or at least played the part) so she could tag along. This brought her into contact with the soon-to-be leader of Talmandor’s Bounty, Ramona Avandth; Becky’s been a smitten hero-worshiper ever since. Ramona actually helped out a bit with Becky’s bard training, and the young Beys girl chose to learn cure light wounds as one of her spells because, as she told Ramona, “An expedition can never have too many healers!”

Becky’s recently realized that her near-total admiration for Ramona includes a romantic attraction. (How can someone look that beautiful with that hairdo??!! She felt similar pangs for the gang leader, Tomas, and is irked and confused by her stupid mixed-up hormones.

Archivist Bard Archetype:

Archivist
Source: Advanced Player's Guide, pg. 80
Some bards greatly prefer academic pursuits to the drama (and sometimes melodrama) of their artistic brethren.

Bardic Performance: An archivist gains the following types of bardic performance.

Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces inspire courage.

Lamentable Belaborment (Ex): At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist’s choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components. This ability replaces suggestion.

Pedantic Lecture (Su): At 18th level, an archivist can affect as many creatures with lamentable belaborment as he currently has fascinated. In addition, he may choose to cause targets to fall asleep rather than be dazed or confused. This ability replaces mass suggestion.

Lore Master (Ex): At 2nd level, an archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd. This ability replaces versatile performance.

Magic Lore (Ex): At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue’s trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. This ability replaces well-versed.

Jack of All Trades (Ex): At 5th level, an archivist can use any skill, even if the skill normally requires him to be trained. At 11th level, he considers all skills to be class skills, and at 17th level he can take 10 on any skill check, even if it is not normally allowed. This ability replaces lore master.

Probable Path (Ex): At 10th level, an archivist can calculate the action likely to bring success with the least risk. Once per day, he can take 10 on any d20 roll. He may use this ability one additional time per day for every three levels after 10th. This ability replaces jack of all trades.