Deka An-Keret

Beliza Bones's page

1 post. Alias of Profession Smith 6 ranks.


Race

Bard (Arcane Healer) 1 | hp 9/9 | AC 17, t 13, ff 14 | Fort +0, Ref +5, Will +3 | Init +3 | BP 7/7 | Darkvision 60 ft.; Perc +5 | Spells 1st 2/2 |

Strength 11
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 12
Charisma 16

About Beliza Bones

Name Beliza Bones
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Race Changeling
Gender Female
Age 17
Class Bard (Arcane Healer) Level 1
Init +3; Senses darkvision 60 ft.; Perception +5
AL Neutral
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DEFENSE
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AC 17, touch 13, flat-footed 14
(+3 armor, +3 Dex, +1 shield)
hp 9
Fort +0, Ref +5, Will +3
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OFFENSE
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Speed 30 ft.
Melee rapier +3 (1d6 piercing/18-20) or dagger +3 (1d4+1 piercing, slashing/19-20)
Ranged none yet

Special Attacks bardic performance 7 rds./day
(countersong, distraction, fascinate, inspire courage +1)

Bard Spells Known (CL 1st; concentration +4; +1 to DC of enchantment spells):
0 (at will)—daze (DC 14), message, prestidigitation, read magic
1st (2/day)—charm person (DC 15), cure light wounds

Hag Magic Spell-Like Abilities (CL 1st, concentration +4):
1/day—dancing lights, detect magic, disguise self, pass without trace
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STATISTICS
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Str 11, Dex 16, Con 10, Int 12, Wis 12, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Weapon Finesse
Traits River Rat (regional), Trap Finder (campaign)
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SKILLS (Class Skills In Bold)
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Acrobatics +1 (+3 Dex, -2 ACP)
*Appraise +5 (+1 rank, +3 rank, +1 Int)
*Artistry +
Bluff +3 (+3 Cha)
Climb -2 (-2 ACP)
*Craft +1 (+1 Int)
Diplomacy +7 (+1 rank, +3 class, +3 Cha)
Disable Device +7 (+1 rank, +3 class, +1 trait, +3 Dex, -1 ACP {assumes she removes buckler})
Disguise +3 (+3 Cha)
Escape Artist +1 (+3 Dex, -2 ACP)
Fly +
*Handle Animal +
Heal +1 (+1 Wis)
Intimidate +3 (+3 Cha)
Knowledge (arcana) +2 (+1 BK, +1 Int)
Knowledge (dungeoneering)[/b] +2 (+1 BK, +1 Int)
*Knowledge (engineering) +2 (+1 BK, +1 Int)
*Knowledge (geography) +2 (+1 BK, +1 Int)
*Knowledge (history) +2 (+1 BK, +1 Int)
Knowledge (local) +2 (+1 BK, +1 Int)
Knowledge (nature) +2 (+1 BK, +1 Int)
*Knowledge (nobility) +2 (+1 BK, +1 Int)
Knowledge (planes) +2 (+1 BK, +1 Int)
Knowledge (religion) +2 (+1 BK, +1 Int)
*Linguistics +
*Lore +
Perception +5 (+1 rank, +3 class, +1 Wis)
*Perform (sing) +7 (+1 rank, +3 class, +3 Cha)
*Profession (sailor) +5 (+1 rank, +3 class, +1 Wis)
Ride +1 (+3 Dex, -2 ACP)
Sense Motive +1 (+1 Wis)
*Sleight of Hand +
Spellcraft +
Stealth +5 (+1 rank, +3 class, +3 Dex, -2 ACP)
Survival +1 (+1 Wis)
Swim +3 (+1 rank, +3 class, +1 trait, -2 ACP)
Use Magic Device +

* Background Skill

Languages Aklo, Common, Varisian
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SPECIAL QUALITIES
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SQ bardic knowledge +1
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EQUIPMENT AND GOLD
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Gear studded leather (25/20), buckler (5/5), rapier (20/2), dagger (2/1), belt pouch (1/0.5), spell components pouch (5/2), thieves’ tools (30/1), mwk snorkel (5/-), B&W Besmaran ‘tramp stamp’ tattoo (10/-), wooden holy symbol of Besmara (1/-)

Carrying Capacity: Light:38 lbs. or less; Medium: 39–76 lbs.; Heavy: 77–115 lbs.
Current Encumbrance: 31.5 lbs.

Gold 2 gp
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APPEARANCE
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Height 5’ 9”
Weight 120 lbs.
Eye Color Sea Green
Hair Color Black, with white streaks
Region of Origin Seacoast of Varisia
Parents Regions of Origin Seacoast of Varisia/Korvosa
Deity Besmara

Appearance Lanky, leggy, and thin, Beliza looks like an underfed but otherwise healthy human female. She got her surname from her unusual thinness, plus the fact that despite her less-than-buxom frame, many men feel the urge to ‘jump her bones.’ Her deep black hair is striped, with five bone-white streaks running from her forehead backwards, as though someone with white paint on their hand had run their fingers through it, the only outward legacy of her changeling ancestry. Beliza likes to claim her unusual hair is a blessing from the pirate goddess Besmara, whose holy colors are black and white. Her lips are plumper than most of her features, with one or both corners of her mouth typically curled up in the hint of a smirk or a sneer.

Beliza wears a form-fitting suit of black studded leather that accentuates both her long legs and her general thinness. A belt of white leather encircles her slight waist and features a belt buckle shaped like a jawless skull that’s missing a few teeth. A sheathed rapier hangs from her somewhat bony left hip and a dagger’s hilt protrudes from her left boot.

At the small of her back, Beliza sports a modified Jolly Roger/Besmaran holy symbol tattoo. This unique marking features a tilted skull with its jawbone opened wide (as if singing) over crossed images of a rapier and a longer skeletal arm (reaching up toward the skull, as if the singer is reaching for a high note).

Personality Once outgoing and optimistic, Beliza’s experience during her brief tour of duty aboard the Dark Shark has made her suspicious and cynical. Her natural inclination to look out for the welfare of others has shifted to more of a “Me first” attitude.

Background Born of the union of a sea hag and a Korvosan sorcerer, magic dances wantonly through Beliza’s blood. Abandoned by her mother at a Riddleport dock, the crying babe was found by a roguish fellow named Ruben Carfay, who delivered the mewling annoyance to one of the town’s orphanages. Beliza remained there all her childhood, for no one wanted to adopt the wild child with the streaks in her hair, the flashing, stormy sea-eyes, and impish grin. She left the orphanage as she neared puberty, unconsciously returning to the waterfront where she was found so many years ago. The sea called to her, heart and soul, its wildness and savagery reflecting something spiritual inside herself. She got a job waiting tables at a dockside tavern and spent much of her free time at the Fish Bowl, Riddleport’s version of a temple to Besmara. There she was reunited with the man who’d found her, though Carfay was now the temple’s high priest and didn’t recognize her as the child he’d saved. Still, the lanky lass’s black-and-white hair suggested to Carfay that perhaps his goddess had marked Beliza as one of her own, and he taught the teen the tenets of the faith, as well as quite a bit of basic seamanship. He also tutored her in the basics of thieving, such as picking locks and detecting and removing traps.

Not very strong or much of a fighter, Beliza groomed herself for other roles that might be required on a ship of pirates. Her bardic training from those gifted entertainers who performed at the tavern where she waited tables gave her the ability to inspire others in combat. She also learned the spell cure light wounds to take on the role of a healer. Ruben thought any pirate captain would be happy to have her among his crew, and Beliza began to feel the same way. Indeed, she was soon offered a spot on the crew of the Dark Shark and things looked good for the budding pirate.

Once out to sea and sailing along the lost Coast, however, things went south in a hurry. In addition to being a healer, Beliza was expected to perform the ‘duties’ of a ship’s whore, to pleasure the male crewmen as needed while the ship was on the high seas. Shocked and enraged, Beliza refused to comply. The captain and officers laughed at her and suggested that if she wasn’t up to the task she could always swim back to shore. A moment later, the young woman shocked all by going over the rail and beginning the swim of her life. She barely made it ashore a bit south of Magnimar and has eked out a living in the city ever since.

Hag Magic (Alternate Racial Trait): Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities. Source PPC:AoE

Arcane Healer Bard Archetype:

ARCANE HEALER (Bard Archetype)

Though bards may have different reasons for wanting to heal the sick and injured, both out of pure altruism and in order to keep adventuring companions safe, the ability to heal also makes it much easier for a bard to pose as a cleric or other divine healer, opening the door for a wide array of swindles and scams.
Channel Energy (Su): At 2nd level, an arcane healer gains the ability to channel positive energy as a cleric of one level lower than his level. If a creature within the channeled energy’s area of effect would be allowed a save against its effects, the DC is equal to 10 + 1/2 the arcane healer’s level + the arcane healer’s Charisma modifier. An arcane healer can use this ability once per day at 2nd level, gaining an additional use per day every four levels thereafter (6th, 10th, 14th, and 18th), to a maximum of 5 times per day at 18th level. This ability replaces versatile performance.
Inspiring Healing (Sp): At 5th level, an arcane healer gains the ability to expend rounds of his bardic performance to provide extra healing to his allies. By expending 2 rounds of bardic performance, an arcane healer can cast cure light wounds as a spell-like ability.
At 11th level, the arcane healer can expend 2 rounds of bardic performance to cast cure moderate wounds as a spell-like ability.
At 17th level, he may instead expend 2 rounds of bardic performance to cast cure serious wounds as a spell-like ability. No single target may be affected by an arcane healer’s inspiring healing ability more than once in a 24-hour period. This ability replaces loremaster.
Section 15: Copyright Notice
Pathfinder Player Companion: Faiths & Philosophies © 2013, Paizo Publishing, LLC; Authors: Savannah Broadway, Paris Crenshaw, Neall Raemonn Price, David Ross, Owen K. C. Stephens, and James L. Sutter.