About Hadassah AshtearSpecial Notes:
This is a Pregen/GM Credits baby.
The first time played, she will have 14 PP, 14 Fame, and about 8619 gold. Buy/Sell and Inventory:
Armor: Mithral Kiko Armor - 4,030 GP Worn Weapons: Scimitar +1 - 2,315 GP Wielded Magic Items: Handy Haversack - 2,000 GP Worn Wayfinder - 0 gp (Boon from The Confirmation Chronicle) In Handy Haversack Mundane and Alchemical Items: Acid - 10 GP In Handy Haversack Alchemist's Fire - 20 GP In Handy Haversack Alchemist's Fire - 20 GP In Handy Haversack Alkali Flask - 15 GP In Handy Haversack Cold Weather Outfit - 8 GP In Handy Haversack Everburning Torch - 110 GP In Handy Haversack Furs - 12 GP In Handy Haversack Grappling Hook - 12 GP In Handy Haversack, attached to Silk Rope Holy Water - 25 GP In Handy Haversack Hot Weather Outfit - 8 GP Worn. This is the outfit of choice for Hadassah. Ink (Black) - 8 GP In Handy Haversack Inkpen - 0.1 GP In Handy Haversack Journal - 10 GP In Handy Haversack Silk Rope - 10 GP In Handy Haversack. Knotted. Spell Component Pouch - 5 GP Worn Wrist Sheath (Spring Loaded) - 5 GP Worn. Wand of Cure Light Wounds is loaded in Wrist Sheath Appearance:
Hadassah is not overtly inhuman. Her skin is a deep olive tone, as one would expect from an Inner Sea desert dwelling follower of Sarenrae. Her long free-flowing dark chestnut hair is lightly sun bleached, revealing hints of auburn here and there. Deep black almond shaped eyes seem to glow with mirth when the young bard smiles, flashing her teeth through her slightly pouty bee stung lips. Hadassah is shorter than average, standing just over five feet tall. Hadassah is happy about her petite size, but grew weary of small person jokes about a half century ago. She does not really mind them, per se, she has just heard them over, and over, and over again, and they have lost their charm. She is very athletic, having taken up dancing in her youth and devoted herself to its perfection throughout her entire adolescent life. There is a slight aura of sadness about her, and she often drifts away from conversation as if lost in her own little world. Hadassah favores the light, airy clothing of the desert to the heavy, scratchy, woolen clothes of the north.
Background:
Hadassah was born into a very loving and happy house hold. Her parents loved each other deeply, and even though their daughter was a half celestial, they refused to treat her as anything other than the best thing that had ever happened to them. At times their life was difficult as they lived in the capital city of Azir in Rahadoum. For whatever reason, every now and then, a citizen would complain that the mere existence of Hadassah was a violation of the First Law. In an attempt to conciliate these complaints, Hadassah trained and studied hard in an attempt to become a member of the Pure Legion. For years and years she studied the methods, practices, and theory. The more devout members of the Laws of Man were not appeased, despite the family’s best efforts, so they did what they thought best for their daughter. They moved. Thuvia was a much better place for a half-celestial, but a much worse place for former citizens of the nation of Rahadoum, especially for her father who had at one point been a member of the Pure Legion. Continuing on east, the family settled into Osirion. Osirion was perfect. There as respect, if not understanding, for the Laws of Man, and no one particularly cared about the family’s origin. Akhim and Odessa were especially fond of their new-found freedom of religion and sampled almost every single member of the human pantheon before they latched onto Sarenrae with such a wreckless abandon, they risked becoming the radical fanatics they had both been raised to fear and , to a lesser degree, hate and persecute. Somehow, the lifelong taboo just made their love of the Dawnflower that much more genuine and powerful. When Hadassah was nearing adolescence, Aasimars age much slower than their human parents, her parents insisted on a trip to the Everlight Oasis to have Hadassah properly baptized. Somehow Hadassah had made the journey from a full-fledged believer in the Laws of Man to a devout follower of Sarenrae. If that isn’t proof of the power of the Dawnflower’s redemptive capacity, she has no idea what would be. Although her parents are content to live in their small home in the Osirioni city of Eto, Hadassah longs to see the rest of the world. She loved the wanting lifestyle of her childhood, and joined the Pathfinder's Lodge mainly to continue on with her travels, and to help support her parents' retirement. Hadassah is a member of the Osirion Faction. Like most members of the faction, she is not native to Osirion, but a very happy transplant to the area. Hadassah plans to return to her home and retire as a circus buffoon. "Dying is easy, comedy is hard!"
Hadassah Ashtear Azata-Blooded Aasimar (Musetouched) Bard (Dawnflower Dervish) 4 Inner Sea Magic pg. 34 NG Medium outsider (native) Init +8; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex) hp 27 (4d8+4) Fort +2, Ref +8, Will +3; +4 vs. bardic performance, sonic, and language-dependant effects Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft. Melee +1 scimitar +8 (1d6+5/18-20) Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +2), battle dance: inspire courage Spell-Like Abilities (CL 4th; concentration +8) . . 1/day—glitterdust (DC 16) Bard (Dawnflower Dervish) Spells Known (CL 4th; concentration +8): . . 2nd (2/day)—allegro . . 1st (4/day)—expeditious retreat, feather step (DC 15), saving finale (DC 15), vanish (DC 15) . . 0 (at will)—detect magic, ghost sound (DC 14), light, message, prestidigitation, read magic -------------------- Statistics -------------------- Str 8, Dex 19, Con 12, Int 12, Wis 8, Cha 18 Base Atk +3; CMB +2; CMD 16 Feats Dervish Dance, Enforcer, Improved Initiative Traits blade of mercy, justicar (rahadoum) Skills Diplomacy +10 (+11 on checks to settle disputes or arbitrate laws.), Intimidate +13, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5 (+6 on checks to settle disputes or arbitrate laws.), Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +6, Perform (comedy) +13, Perform (dance) +13, Use Magic Device +11; Racial Modifiers +2 Diplomacy, +2 Perform (comedy), +2 Perform (dance) Languages Celestial, Common, Osiriani SQ battle dance, masterpieces (pageant of the peacock), versatile performance abilities (comedy) Other Gear mithral kikko armor, +1 scimitar, handy haversack, wayfinder, 284 gp -------------------- TRACKED RESOURCES -------------------- Bardic Performance (standard action, 14 rounds/day) - 0/14 Battle Dance (move action) - 0/0 Glitterdust (1/day) - 0/1 Justicar (Rahadoum, 1/day) - 0/1 Light (At will) - 0/0 -------------------- Special Abilities -------------------- Bardic Performance (standard action, 14 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 these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action. When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability. Inspire Courage +4 (Su) Morale bonus on some saving throws, attack and damage rolls. -- Alternate Favored Class Option: +1/2 to effective Bard level, +2 levels. Blade of Mercy Legacy of Fire Player's Guide pg. 9 You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon. Darkvision (60 feet) You can see in the dark (black and white vision only). Dervish Dance A Dawnflower dervish gains the Dervish Dance feat (Inner Sea World Guide 286) as a bonus feat. This ability replaces bardic knowledge. Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand. Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Enforcer You are skilled at causing fear in those you brutalize. Prerequisites: Intimidate 1 rank. Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt. Justicar (Rahadoum), 1/day) Source Champions of Balance pg. 12 You are experienced in interpreting and applying legal doctrine, notably the Laws of Man, independent of any divine mandates. You gain a +1 trait bonus on Diplomacy and Knowledge (local) checks to settle disputes or arbitrate laws. Once per day if you succeed at an Intimidate check to demoralize a foe who has repudiated or ignored a pronounced judgment you’ve made, you may choose to cause the creature to be sickened instead of shaken. The duration of the effect remains the same. Pageant of the Peacock Source Dragonslayer's Handbook pg. 11 Your elegant movements cause you to seem to be more than you are. Prerequisite: Perform (act) or Perform (dance) 4 ranks. Cost: Feat or 2nd-level spell known. 2nd Level spell known Effect: By gracefully weaving your body through subtle forms and postures you can convince others of your breeding, eloquence, and refinement. For the duration of the effect, you gain a +4 circumstance bonus on Bluff checks, and may attempt a Bluff check in place of an Intelligence check or Intelligence-based skill check. The subtle changes in your movements also confer a +4 circumstance bonus on Disguise checks to appear to be someone of a higher station (an aristocrat, merchant prince, or even a queen). Use: 1 bardic performance round per 10 minutes of the effect’s duration. Versatile Performance (Comedy) +13 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks. Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). |
