Trinia Sabor

Bresna's page

128 posts. Alias of The Architect.


Full Name

Brena

Race

Changeling

Classes/Levels

Fighter (Mobile) 9/ Bard (Sound Striker) 9 [HP 70/72 l AC: 23 l CMD 25 l Init: +9 l Percep: +12]

Gender

Female

Size

Medium

Age

19

Special Abilities

Mobility

Alignment

LN

Deity

None

Languages

Common

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Bresna

Rendering

Name: Bresna
Race: Changeling
Class: Fighter (Mobility Fighter) 8, Bard(Sound Striker) 8
Gender: Female
Age: 19
Alignment: LN
Deity: None
Languages: Common

18 point buy for stats

Stats*: 15,12,14,10,8,13
STR: 16 = 16 + 0 + 0
DEX: 16 = 16 + 0 + 0
CON: 14 = 14 + 0 + 0
INT: 10 = 10 + 0 + 0
WIS: 10 = 10 + 0 + 0
CHA: 16 = 16 + 0 + 0

Hit Points: 72/72
Init: +9

Melee:+12/+7
Range:+12/+6

+13/+8 Rapier
+12/+7 Dagger
+12/+7 Dagger (Thrown)

AC:25

Bardic Performances used (4/31)
Lore Master used (1/1)

Skills:

Acrobats (Dex) 7 = 3(Dex) + 1 rank + t
Appraise (Wis) 0 = 0
Bluff (Cha) 3 = 3(Cha)
Climb (Str) 8 = 3(Str) + 2 rank + t
Craft (Untrained) (Int) 0 = 0
Diplomacy (Cha) 3 = 3(Cha)
Disable Device (Dex) 12 = 3(Dex) + 9 ranks
Disguise (Cha) 3 = 3(Cha)
Escape Artist (Dex) 3 = 3(Dex)
Fly (Dex) 3 = 3(Dex)
Heal (Wis) 0 = 0
Intimidate (Cha) 11 = 3(Cha)
Knowledge (Untrained) (Int) 0 = 0
Perception (Wis) 12 = 9 ranks + t
Perform (Sing) (Cha) 15 = 3(Cha) + 9 ranks + t
Perform (wind) (Cha) 15 = 3(Cha) + 9 ranks + t
Perform (Act) (Cha) 12 = 3(Cha) + 6 ranks + t
Perform (Untrained) (Cha) 3 = 3(Cha)
Ride (Dex) 3 = 3(Dex)
Sense Motive (Wis) 0 = 0
Sleight of Hand (Dex) 11 = 3(Dex) + 5 ranks + 3t
Stealth (Dex) 3 = 3(Dex)
Survival (Wis) 0 = 0
Swim (Str) 3 = 3(STR)

Spell:

1: 5 2: 4 3:3

Detect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 9 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  You detect magical auras.
Target Area:   Cone-shaped emanation

Ghost Sound
DC: 13
Save: Will disbelief
Time: 1 standard action
Duration: 9 rounds [D]
Rng: Close (45 ft.)
Comp: V, S, M
SR: No
School: Illusion
Effect:  Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Target Area:   Illusory sounds

Mage Hand
Save: None
Time: 1 standard action
Duration: Concentration
Rng: Close (45 ft.)
Comp: V, S
SR: No
School: Transmutation
Effect:  You point your finger at an object and can lift it and move it at will from a distance.
Target Area:   One nonmagical, unattended object weighing up to 5 lbs.

Message
Save: None
Time: 1 standard action
Duration: 90 minutes
Rng: Medium (190 ft.)
Comp: V, S, F
SR: No
School: Transmutation, AirSchool
Effect:  You can whisper messages and receive whispered replies.
Target Area:   9 creatures

Spark
DC: 13
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (45 ft.)
Comp: V or S
SR: Yes (object)
School: Evocation, FireSchool
Effect:  Ignites flammable objects.
Target Area:   one Fine object

Summon Instrument
Save: None
Time: 1 round
Duration: 9 minutes [D]
Rng: 0 ft.
Comp: V, S
SR: No
School: Conjuration
Effect:  This spell summons one handheld musical instrument of your choice.
Target Area:   One summoned handheld musical instrument

LEVEL 1

Cause Fear
DC: 14
Save: Will partial
Time: 1 standard action
Duration: 1d4 rounds or 1 round; see text
Rng: Close (45 ft.)
Comp: V, S
SR: Yes
School: Necromancy
Effect:  The affected creature becomes frightened.
Target Area:   One living creature with 5 or fewer HD

Cure Light Wounds
DC: 14
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage.
Target Area:   Creature touched

Feather Fall
DC: 14
Save: Will negates (harmless) or Will negates (object);
Time: 1 immediate action
Duration: Until landing or 9 rounds
Rng: Close (45 ft.)
Comp: V
SR: Yes (object)
School: Transmutation, AirSchool
Effect:  The affected creatures or objects fall slowly.
Target Area:   9 Medium or smaller freefalling objects or creatures, no two of which may be more than 20 ft. apart

Sleep
DC: 14
Save: Will negates
Time: 1 round
Duration: 9 minutes
Rng: Medium (190 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
Effect:  A sleep spell causes a magical slumber to come upon 4 HD of creatures.
Target Area:   One or more living creatures within a 10-ft.-radius burst

Summon Monster I
Save: None
Time: 1 round
Duration: 9 rounds [D]
Rng: Close (45 ft.)
Comp: V, S, F/DF
SR: No
School: Conjuration
Effect:  This spell summons an extraplanar creature.
Target Area:   One summoned creature

LEVEL 2

Cure Moderate Wounds
DC: 15
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 2d8+9 points of damage.
Target Area:   Creature touched

Darkness
Save: None
Time: 1 standard action
Duration: 9 minutes [D]
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
Effect:  This spell causes an object to radiate darkness out to a 20-foot radius.
Target Area:   Object touched

Hold Person
DC: 15
Save: Will negates; see text
Time: 1 standard action
Duration: 9 rounds [D]; see text
Rng: Medium (190 ft.)
Comp: V, S, F/DF
SR: Yes
School: Enchantment
Effect:  The subject becomes paralyzed and freezes in place.
Target Area:   One humanoid creature

Summon Monster II
Save: None
Time: 1 round
Duration: 9 rounds [D]
Rng: Close (45 ft.)
Comp: V, S, F/DF
SR: No
School: Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
Effect:  This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.
Target Area:   One summoned creature

LEVEL 3

Cure Serious Wounds
DC: 16
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (45 ft.)
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 3d8+9 points of damage.
Target Area:   Creature touched

Jester's Jaunt
DC: 16
Save: Will negates
Time: 1 standard action
Duration: instantiations
Rng: Touch
Comp: V, S
SR: Yes
School: Conjuration
Effect:  Teleport target within 30 ft. of itself.
Target Area:   one living creature

Summon Monster III
Save: None
Time: 1 round
Duration: 9 rounds [D]
Rng: Close (45 ft.)
Comp: V, S, F/DF
SR: No
School: Conjuration
Effect:  This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.
Target Area:   One summoned creature

Thundering Drums
DC: 16
Save: Fortitude partial
Time: 1 standard action
Duration: Instantaneous
Rng: 15 ft.
Comp: V, S
SR: Yes
School: Evocation

Class features, Feats, Traits, and Racial Traits:

Class feature:
Bard:
Bardic Performance:

Countersong (Su):[i] 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
non-instantaneous 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.

[i]Distraction (Su): At 1st level, a bard can use his performance to counter magic
effects that depend on sight. Each round of the Distraction, he makes a Perform
(act, comedy, dance, or oratory) skill check. Any creature within 30 feet of
the bard (including the bard himself) that is affected by an illusion (pattern)
or illusion (figment) 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 Distraction
is already under the effect of a non-instantaneous illusion (pattern) or
illusion (figment) magical attack, it gains another saving throw against the
effect each round it sees the Distraction, but it must use the bard’s Perform
check result for the save. Distraction does not work on effects that don’t
allow saves. Distraction relies on visual 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 the ability from
working. For every three levels a 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 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.

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.

Weird Words (Su): At 6th level, a sound striker can start a performance as a
standard action, lashing out with 1 potent sound per bard level (maximum 10),
each sound affecting one target within 30 feet. These are ranged touch attacks.
Each weird word deals 1d8 points of damage plus the bard’s Charisma bonus
(Fortitude half ), and the bard chooses whether it deals bludgeoning, piercing,
or slashing damage for each word.

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.

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.
Chosen:Perform (Sing)(wind)
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. 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.

Fighter:
Armor Proficiency (Heavy)
Armor Proficiency (Medium)
Armor Proficiency (Light)
Shield Proficiency
Simple Weapon Proficiency
Tower Shield Proficiency

Agility-At 2nd level, a mobile fighter gains a +1 bonus on saving throws
made against effects that cause him to become paralyzed, slowed, or
entangled. This bonus increases by +1 for every four levels beyond 2nd
Leaping Attack- At 5th level, when a mobile fighter moves at least 5 feet prior to attacking,
he gains a +1 bonus on attack and damage rolls. This bonus increases by +1
for every four levels beyond 5th.

Armor Training (Ex):Starting at 3rd level, a fighter learns to be more
maneuverable while wearing armor. Whenever he is wearing armor, he reduces the
armor check penalty by 1 (to a minimum of 0) and increases the maximum
Dexterity bonus allowed by his armor by 1. Every four levels thereafter
(7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4
reduction of the armor check penalty and a +4 increase of the maximum Dexterity
bonus allowed. In addition, a fighter can also move at his normal speed while
wearing medium armor. At 7th level, a fighter can move at his normal speed
while wearing heavy armor.

Feats:
Quick Draw
Critical Focus
Improved Critical (Rapier)
Improved Initial
Eschew Materials
Dodge
Mobility
Spring Attack
Wind Stance
Lunge

Traits:
Elven Reflexes
Magical Knack (Arcane Mark)
Racial Traits:
+2 Wis, Cha/ -2 Con
Natural Armor: Changelings have a +1 natural armor bonus.
Claws: Changelings' fingernails are hard and sharp, granting
them two claw attacks (1d4 points of damage each).
Darkvision: Changelings see perfectly in the dark up to 60 feet.
Sea Lungs (Sea Hag): The changeling may hold her breath for a number
of rounds equal to three times her Constitution before she risks drowning.

AC, Saves, Attacks::

AC
(Armoured)AC: 25 = 10 + 9(Armour) +1(Shield) +3(Dex) +1(Dodge) +1(Natural);
(Armoured)Touch: 14 = 10 +3(Dex) +1(Dodge);
(Armoured)Flat: 21 = 10 + 9(Armour) +1(Shield) +1(Natural);

(UnArmoured)AC: 15 = 10 + 0(Armour) +0(Shield) +3(Dex) +1(Dodge) +1(Natural);
(UnArmoured)Touch: 13 = 10 +2(Dex) +1(Dodge);
(UnArmoured)Flat: 11 = 10 + 0(Armour) +0(Shield) +1(Natural);

Saves:
Fort: 8 = 6(base) + 2(CON);
Ref: 8 = 6(base) + 2(DEX);
Will: 6 = 6(base) + 0(WIS);

Attack:
Melee: 12/7 = 9/4(base) + 3(STR)
Range: 12/7 = 9/4(base) + 3(DEX)
CMB: 12 = 9(base) + 3(STR)
(Unarmoured)CMD: 25 =10 + 9(base) + 3(STR) + 3(DEX);
(Armoured)CMD: 25 =10 + 9(base) + 3(STR) + 3(DEX);;

Equipement::

Weapons:
Daggerx3 (1d4+2, 19-20/x2, Range: 10ft)
Rapier(Mithril, Corrosive)(1d6+1d6(acid)+2, 15-20/x2)
(Magic Missile, Sorcerer/7th level, 4/1d4+1, 50 charges)

Armour:
Celestial Armor (+9AC, MAXDEX 8, ACP:0, Light, Arcane Fail 15%)
Buckler(+1AC, MAXDEX -1, ACP:0, Light, Arcane Fail 10%)

Misc:
Adventure Gear:

Backpack
Bedroll
Blanket (Winter) x2
Candle x10
Chain (20ft)
Crowbar
Fishhook
Fishing Net (25 Sq Ft)
Flint and Steel
Grappling Hook
Ink (1 oz Vial)x2
Inkpen
Manacles (Medium)
Oil (1 Pint Flask)x2
Potion of CLW x5
Potion of CMW x4
Potion of CSW
Pouche (Belt) x2
Sack
Rations (Trail/Per Day)x6
Rope (Silk/100ft)
String (50ft.)
Twine (50ft.)
Tent
Torch x2
Waterckin (Filled) x2
Vial
Whetstone
Horse (Heavy)
Saddle (Riding)
Saddlebags

Magical:
Necklace of Fieballs VII (3d6x2, 5d6x2, 7d6x2, 9d6x2, 10d6x1)
Belt of Physical Might (Dex/Con) +2
Muleback Cords

Cash:
56 gp
3 sp
4 cp