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67 posts. Alias of Matsu Kurisu.


Classes/Levels

Halfling Bard 9 | AC 24 T 18 FF 18 | HP 75 | F +7 R +13 W +8* | CMD 22 | Init + 5 | Perception +14

Homepage URL

Marra Dawnflower Character Sheet PDF

About Marra follower of Dawnflower

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Marra of Downflower
Female halfling bard (dawnflower dervish) 9 (Pathfinder Campaign Setting: Inner Sea Magic 34)
NG Small humanoid (halfling)
Init +5; Senses Perception +14
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Defense
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AC 24, touch 18, flat-footed 18 (+5 armor, +1 deflection, +5 Dex, +1 dodge, +1 natural, +1 size)
hp 75 (9d8+27)
Fort +7, Ref +13, Will +8; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear
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Offense
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Speed 30 ft.
Melee +1 keen scimitar +13/+8 (1d4+6/15-20) or
. . scimitar +12/+7 (1d4+5/18-20)
Ranged light crossbow +12 (1d6/19-20)
Special Attacks bardic performance 23 rounds/day (move action; countersong, distraction, fascinate [DC 17], inspire competence +3, inspire courage +2, inspire greatness, suggestion [DC 17]), battle dance: inspire courage, battle dance: inspire greatness
Bard (Dawnflower Dervish) Spells Known (CL 9th; concentration +12)
. . 3rd (4/day)—dispel magic, good hope, haste, mad monkeys[UM]
. . 2nd (5/day)—bladed dash, cure moderate wounds, gallant inspiration[APG] (DC 15), mirror image
. . 1st (6/day)—cure light wounds, ear-piercing scream[UM] (DC 14), expeditious retreat, saving finale[APG] (DC 14), timely inspiration[APG] (DC 14)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 13), mage hand, message, prestidigitation
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Statistics
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Str 10, Dex 20, Con 14, Int 14, Wis 10, Cha 16
Base Atk +6; CMB +5; CMD 22
Feats Arcane Strike, Blind-fight, Cautious Fighter[ARG], Dervish Dance[ISWG], Dodge, Risky Striker[ARG]
Traits caretaker, flame of the dawnflower
Skills Acrobatics +19, Appraise +6, Climb +6, Disable Device +6, Disguise +9, Escape Artist +9, Heal +5, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +8, Perception +14, Perform (comedy) +15, Perform (dance) +7, Perform (oratory) +15, Perform (sing) +7, Sleight of Hand +10, Spellcraft +14, Stealth +15, Use Magic Device +7; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Azlanti, Common, Draconic, Dwarven, Elven, Halfling, Thassilonian
SQ battle dance, mediative whirl, spinning spellcaster, versatile performances (comedy, oratory)
Combat Gear oil of daylight, potion of fly, potion of reduce person, scabbard of vigor[APG], scroll of grease, scroll of silent image, wand of cure light wounds (23 charges), wand of endure elements (44 charges), xbow bolts with adamanine blanch (10), acid, alchemist's fire, holy water, holy weapon balm[ACG], shard gel[UE]; Other Gear +1 mithral chain shirt, +1 keen scimitar, light crossbow, scimitar, amulet of natural armor +1, bane baldric[UE], belt of incredible dexterity +2, boots of striding and springing, cloak of resistance +1, first aid gloves, headband of alluring charisma +2, pathfinder pouch, ring of protection +1, cold weather outfit, disguise kit, hot weather outfit[APG], spell component pouch, thieves' tools, whetstone, 3,272 gp, 4 sp, 8 cp
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Special Abilities
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Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Performance (move action, 23 rounds/day) Your performances can create magical effects.
Battle Dance (move action) A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but th
Battle Dance: Inspire Courage +4 (Su) Morale bonus on some saving throws, attack and damage rolls.
Battle Dance: Inspire Greatness (Su) Grants self 4 bonus hit dice, +4 to attacks and +2 to Fort saves.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cautious Fighter When fighting defensively/using tot. defense, gain +2 to dodge AC.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Mediative Whirl (1/day) (Ex) Quicken a cure spell as a move action.
Risky Striker -2/+4 Subtract from your AC to add to damage vs. foes 2 sizes larger.
Spinning Spellcaster (Ex) +4 bonus on concentration checks to cast spells defensively.
Versatile Performance (Comedy) +15 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Performance (Oratory) +15 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
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Daily Use Tracking:
Bardic Performance: [x][x][x][x][x] [x][x][x][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ]
First level spells: [ ][ ][ ][ ][ ] [ ]
2nd level Spells: [x][x][ ][ ][ ]
3rd level Spells: [x][x][x][ ]

Bane: [x][ ][ ][ ][ ]

Background:

Starting life as a Halfing nomad, Marra was born on a ship to parents who are life long merchants. Not being able to call any one place home, she was raised on the move by her parents who even to this day rarely stop anywhere more than a ten day.

Marra hasn't has much luck with her siblings, despite having three sisters and one brother. She hasn't seen her twin sister for an age because of some grudge for a past transgression. A older half-sister that the family lost touch with. There is another adopted older sister, that Marra dislikes. Then there his her younger brother whom was unjustly imprisoned.

The Halfling Bard prefers to dress in dark comfortable garb that assist in stealth and wears her hair in a top knot.

There have been many of lifes ups and downs for Marra. Through careful planning and risk taking she become fairly wealthy while travailing with her parents working as a street performer while developing her natural balance and agility. In her young adult years, Marra suffered a serious lost when her fiancee was killed in a caravan accident for which she blames her adopted sister. The following year was her darkest where her poor outlook on life took a toll as she lost almost all of her wealth and friends. Finally hitting bottom, Marra turned to the religion of Sarenrae where she formally studied as a Bardic battle dancer of the Dawnflower Dervish. It took many months developing her agility, balance, and skill with a scimitar, and long hours of study sharpening her wits and pouring over obscure knowledge. She left the monastery school recently after a shouting match with a senior student who was jealous of Marra. While not fearing the student herself, she has many friends to call on which can make good her threat against Marra. The halfing decide it was time to travel as a pathfinder and see where her blade and magic could take her.

Actions & Attacks:

[*b]Swift action:[/b] [*url=http://paizo.com/pathfinderRPG/prd/ultimateEquipment/wondrousItems/chest.html#bane-baldric]Bane baldric {link}[/url] grants 5 rounds of [*url=http://paizo.com/pathfinderRPG/prd/advancedPlayersGuide/baseClasses/inquisitor.html#bane]Inquisitor Bane ability {link}[/url] vs evil outsider 1/5r [*url=http://paizo.com/pathfinderRPG/prd/coreRulebook/magicItems/weapons.html#weapons-bane]weapon bane {link}[/url] for +2 ench & +2d6 dam
[*b]Move:[/b] begin battle dance +4 tohit & Dam 1/23 rounds.
[*b]Standard:[/b] Attack

[*b]Blind fighting:[/b] [*url=http://paizo.com/pathfinderRPG/prd/coreRulebook/feats.html#blind-fight] {Link}[/url]
Attacking defensively: -4 to hit, +3 AC
Cautious Fighter: +2 AC
Battle Dance Inspire Courage +4 to hit & dam
Risky Striker: -2 AC / +4 damage vs large foes
[*ooc]AC 24 +3 def + 2 CF -2 RS = 27 [/ooc]

[dice=+3 keen, Bane, aligned scimitar w/+2 bane -4 def, +4 dance] 1d20 + 13 + 2 - 4 + 4[/dice]
[dice=damage w/+4 dance, +4 RS, +2+2d6 bane] 1d4 + 6 + 4 + 4 + 2 + 2d6 [/dice]

[dice=Miss chance >50% hits w/2 rolls blind fighting]2d100[/dice]

[*b]Possible Critical:[/b]
[dice=to Confirm Critical] 1d20 + 13 + 2 - 4 + 4[/dice]
[dice=Plus damage if confirmed] 1d4 + 6 + 4 + 4 + 2 [/dice] +2 fire on

Best one Round Attack