Idorii

Kayrien's page

3 posts. Alias of YttriumDervish.


Full Name

Kayrien

Race

Stats:
NG Half-Elf Female Arcanist-Bard 11+Archmage 1 | HP: 101/101 | AC: 17 (T: 14, F: 15) | CMB: +0, CMD: 10 | F: +8, R: +12, W: +11 | Init: +4 | Perc: +16 | Speed 30ft | Effects: Deep Understand, Arcane/Aura Sight, Tongues

Size

Medium

Alignment

NG

Deity

Sarenrae

Strength 9
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 12
Charisma 22

About Kayrien

Half-Elf (Osiriani/Sandstrider) Female {White Mage}Arcanist-Bard{Arcane Healer} 11 + Archmage(Wild Arcana)1
Alternate Racial Trait: Kindred-Raised
NG Medium Humanoid (Elf, Human)

Init +4; Senses Low-Light Vision (Arcane/Aura Sight, Deep Understanding); Perception +16
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AC 17, TAC 14, FAC 15
(+0 Armor, +2 Enhancement, +1 Natural, +2 Deflection, +2 Dex)
HP 101 (11 HD)
Fort +8, Ref +12, Will +11
Base Atk +8/+3; CMB +0; CMD 10
Abilities: Str 9(-1), Dex 14(2), Con 14(2), Int 20(5), Wis 12(1), Cha 22(6)
Speed: 0 ft. (0 squares)
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Ranged Touch: +10(20/x2)
Daily Uses Bardic Performance 30|30 Arcane Reservoir 14|14 Mythic Power 5|5 Channel +Energy 3|3 Consume Spells 6|6 Consume Items 6|6
ASF: 0%

Bard Spell Slots: 0-C|6, 1-7|7, 2-6|6, 3-5|5, 4-3|3
Arcn Spell Slots: 0-C|9, 1-6|6, 2-5|5, 3-5|5, 4-5|5, 5-4|4

Supernatural Abilities:
Arcane Reservoir Refill 10/day; -1pt/FreeAct, +2CL/DC
Swift Consume Spells -1 Spell Slot/SwiftAct, +Spell lvl ARpts
Swift Consume Items +ARpt=1/2 Spell lvl
Mythic Power 3+2xMT/Day
Surge -1MP/ImmAct, +1d6 after any roll
Wild Arcana -1MP/SwAct, Cast Any Arcane Spell(Must be on list, castable level)@+2CL
Channel Energy 30' Radius, 5d6, Will DC 21
Spontaneous Healing -1ARpt, Spell Slot/=lvl Cure; -5ARpt, 5+Spell/Breath of Life
Fast Healing -1ARpt, 2+lvl Spell/allies 30' radius Fast Healing=1/2 Spell lvl, 6 rounds
Countersong, Distraction, Fascinate, Inspire Courage, Inspire Competence, Dirge of Doom, Inspire Greatness- See Bardic Performance

Spell-Like Abilites:
Inspired Healing -2 BP/Cure Light/Moderate Wounds, 1/target/24hr
Suggestion Vs target of BP-Fascinate/SndAct Suggestion+FrAct-Fascinate- See Bardic Performance

Bardic Performance:

DC 21 Audible, Visual
Countersong(A) All radius 30' may use Perf:Sing vs sonic/language-dependent magic after rolls
Distraction(V) As above, but Perf:Act vs Illusion(pattern/figment)
Fascinate(A,V; Enchantment(Compulsion), Mind-Affecting) 4 targets, 90' radius, Will/-4 skill checks
Inspire Courage(A or V; Mind-Affecting) Bard+Allies +3MoraleSaves vs charm/fear, +3CompAtkDmg
Inspire Competence(A) Allies 30' Audible +4 Skill checks
Suggestion(A; Enchantment(Compulstion), Mind-Affecting, Language Dependent) Suggestion on Fascinate target, Will
Dirge of Doom(A,V; Mind-Affecting, Fear) Enemy 30' radius shaken
Inspire Greatness(A,V; Mind-Affecting) 1 Target(self) 30' radius, +2d10+Con HP, 2HD, +2

Bard Spells Known:
CL 11{+4vsSR(+9 w/Piercing)}, Concentration +19
0- Detect Magic, Know Direction, Lullaby, Sift, Summon Instrument, Unwitting Ally
1- Aspect of the Nightingale, Borrow Skill, Cure Light Wounds, Nature's Paths, Tap Inner Beauty, Weaponwand
2- Acute Senses, Anonymous Interaction, Cacophonous Call, Cure Moderate Wounds, Heroism
3- Arcane Concordance, Cure Serious Wounds, Glibness, Witness
4- Cure Critical Wounds, Greater Path of Glory, Song of Healing

Arcanist Spells Prepared:
CL 11{+4vsSR(+9 w/Piercing)}, Concentration +18
0- Dancing Lights, Detect Poison, Flare, Ghost Sound, Mage Hand, Mending, Prestidigitation, Read Magic, Spark
1- Air Bubble, Charm Person, Expeditious Retreat, Feather Fall, Vanish
2- Arcane Disruption, Levitate, Rope Trick, Glide, Telekinetic Volley
3- Dispel Magic, Invisibility Sphere, Haste, Fly
4- Charm Monster, Mass Enlarge Person, Dimensional Anchor
5- Dominate Person, Spell Absorption

Skills:

Acrobatics +10 (5 rank, 3 class, 2 Dex)
Diplomacy +15 (6 rank, 3 class, 6 Cha)
Fly +14 (9 rank, 3 class, 2 Dex)
Knowledge:Arcana +29 (11 rank, 3 class, 10 BK, 5 Int)
Knowledge:Dungeoneering +23 (5 rank, 3 class, 10 BK, 5 Int)
Knowledge:Engineering +20 (2 rank, 3 class, 10 BK, 5 Int)
Knowledge:Geography +20 (2 rank, 3 class, 10 BK, 5 Int)
Knowledge:History +20 (2 rank, 3 class, 10 BK, 5 Int)
Knowledge:Local +23 (5 rank, 3 class, 10 BK, 5 Int)
Knowledge:Nature +23 (5 rank, 3 class, 10 BK, 5 Int)
Knowledge:Nobility +20 (2 rank, 3 class, 10 BK, 5 Int)
Knowledge:Planes +23 (5 rank, 3 class, 10 BK, 5 Int)
Knowledge:Religion +25 (7 rank, 3 class, 10 BK, 5 Int)
Perception +16 (11 rank, 3 class, 2 Wis)
Perform:Sing +20 (11 rank, 3 class, 6 Cha)
Perform:Act +20 (11 rank, 3 class, 6 Cha)
Sense Motive +16 (11 rank, 3 class, 2 Wis)
Spellcraft +19 (11 rank, 3 class, 5 Int)
Use Magic Device +20 (11 rank, 3 class, 6 Cha)

ACP: -0

Character Stats:

Languages:Taldane Common, Elven, Osiriani, Polyglot, Tien Common, Dwarven, Tongues
Feats:Fast Learner, Quick Draw, Scribe Scroll, Craft Wand, Spell Penetration, Greater Spell Penetration, Piercing Spell
Traits:Elven Reflexes(+2 Init), Focused Mind(+2 Concentration)
SQ:Kindred-Raised, Mental Prowess +4, Deflection +2, Resistance +3, Toughening +1, Armor Attunement +2(+1/+1), Weapon Attunement +2(+1/+1), Arcane Exploits: Swift Consume(Consume Spells as Swift Action), Potent Magic(+1 to CL/DC increase from ARpts), Spontaneous Healing x2, Consume Magic Items +ARpt=1/2 Spell lvl. Greater Exploit: Fast Healing

Extraordinary Abilities:

Bardic Knowledge(+1/2 Bard lvl vs Know)
Well-Versed(+4 saves vs bardic performance, sonic, and language-dependent effects)
Jack of All Trades(Use Trained-Only skills w/o training)
Hard to Kill(Auto-Stabilize, -2(HP) Death)

Equipment:

Worn: Efficient Quiver(2lbs)
Weight: 2 lbs

Efficient Quiver:

Backpack(0 lbs):
0GP 0SP 0CP
~0.00lbs

Total Weight Carried: 0 lbs
Carrying Capacity: L:<30, M:31-60, H:61-90, OH:90, OG:180, P/D:450

Consumables:
Scroll of Greater Invisibility(CL 11, 11 rnds) 2|2
Scroll of Protection from Energy, Communal(CL 11, 110Min, 120pts/subject) 2|2
Scroll of Remove Curse(CL 11) 2|2
Scroll of Magic Circle Against Evil/Good/Law/Chaos(CL 11, 110Min) E:2|2 G:2|2 L:2|2 C:2|2

IC Post Conventions:
"Thoughts"; "Speech, with Magic Item/Spell Names and emphasis on certain words"; Spell and Magic Item names, and if ever applicable, "telepathic communications;" Whispered conversations, sign languages; Not Common language: "Words in that language."

Character Background:
0

Appearance and Personality:

0

Full Arcanist Spell List:

0- Acid Splash, Arcane Mark, Bleed, Daze, Dancing Lights, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue
1- Air Bubble, Alarm, Alchemical Tinkering, Crafter's Fortune, Charm Person, Enlarge Person, Erase, Expeditious Retreat, Feather Fall, Floating Disk, Gravity Bow, Heightened Awareness, Identify, Invisibility Alarm, Jump, Keep Watch, Mage Armor, Magic Missile, Mount, Reduce Person, Shield, Silent Image, Vanish
2- Alter Self, Arcane Disruption, Arcane Lock, Bear's Endurance, Bull's Strength, Cat's Grace, Communal Ant Haul, Communal Endure Elements, Communal Protection from Evil/Good/Law/Chaos, Commune With Birds, Darkvision, Eagle's Splendor, Fox's Cunning, Glide, Glitterdust, Levitate, Make Whole, Owl's Wisdom, Rope Trick, Seducer's Eyes, See Invisibility, Telekinetic Volley
3- Arcane Sight, Aura Sight, Daylight, Dispel Magic, Fireball, Fly, Haste, Invisibility Sphere, Lightning Bolt, Magic Circle against Evil/Good/Law/Chaos, Tiny Hut, Tongues
4- Charm Monster, Communal Protection from Energy, Detonate, Dimensional Anchor, Greater Invisibility, Mass Enlarge Person, Remove Curse
5- Dominate Person, Hold Monster, Lightning Arc, Mirage Arcana, Permanency, Polymorph, Spell Absorption, Telekinesis, Telepathic Bond, Teleport, Wall of Force

Full Bard Perform Text:

Countersong: 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.
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Distraction: 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.
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Fascinate: 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.
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Inspire Courage: 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.
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Inspire Competence: A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.
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Suggestion: A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). 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). A bard can use this ability more than once against an individual creature during an individual performance.

A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
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Dirge of Doom: 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.
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Inspire Greatness: A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.