Irabeth Tirabade

Krishka Whitetusk Galastacia's page

72 posts. Alias of MysteriousMaker.


About Krishka Whitetusk Galastacia

A

[ooc
Status
HP: 14/14
AR: 3/4
Spells:
Max -,3/3
-,3/3
0: [Mage Hand] [Detect Magic] [Prestidigitation] [Mending] (Light)(Ray of Frost)(Detect Poison)(Daze)
1: [Silent Image][Cure Light Wounds](Shield)(True Strike)
[/ooc

Descriptives:

Race: Female Orc
Age: 42 yo (Adult)
Size: Medium, 5' 9" 168 lbs
Type: Humanoid (orc)
Level: 1
Classes: Bard
Favored: Arcanist
Social: Noble
Faith: Elven pantheon
Alignment: LN
Home:
Job: Noble
Languages: Common, Orc, Elven

Basics:

Str 16 (+3)
Dex 10 (+0)
Con 12 (+1)
Int 13 (+1)
Wis 10 (+0)
Cha 12 (+1)

Senses; Darkvision 60’, light sensative, Perception +5
Aura: None (see detect evil)
Init +0; Speed 30 ft.
BAB +1; CMB +4; CMD 15

Concentration +2/+2 (d20+CL+ab mod) brd/arc

Fort +1, Ref +0, Will +5
Immune:
Conditional:
AC: 13, ff 13, touch 10 (+3 Armor, +0 Deflection, +0 Dex, +0 Dodge, +0 Natural, +0 Shield, +0 Sacred, +0 Size)

HP: 14 ( HD: 1D8+1D6) (8@1st, 1*4=4 + 0*5=0 added HD, 2*1=2 con*lvl)

DR: None
Resist: None

Skills:

5 Diplomacy 1r 1a 3c
5 Knowledge (Arcana) 1r 1a 3c
5 Knowledge (Nobility) 1r 1a 3c
6 Perception 2r 1a 3c 1t
6 Perform (Oratory) 2r 1a 3c
6 Spellcraft 2r 1a 3c
4 Stealth 1r 3c
4 Survival 1r 3c

Active:

- Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

- Countersong (Su): 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 noninstantaneous 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.

- 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill 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 this ability from working. For every three levels the 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 all 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.

- Arcane Reservoir (Su): Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

- Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.[/ooc]

Exploits
- Quick Study (Ex): The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Passive:

Racials
-Basics: +6 str, +2 con, -4 int, -2 wis, -4 cha, med size, 30' spd
-Darkvision 60'
-Light sensativity: Orcs are dazzled as long as they remain in an area of bright light. Dazzled: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

-Ferocity (ex): The creature remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

- Weapon Familiarity
Traits
-Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances—your starting wealth increases to 900 gp.

-Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats

-Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Class
-Weapon and Armor Proficiency: Bards are proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

-Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

- Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

- An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
[/ooc]

Spells Known, Bard:

DC 11+SL

CANTRIPS
-Mage Hand, Detect Magic, Prestidigitation, Mending

1-Expert Spells
-Silent Image, Cure Light Wounds

2-Master Spells

Spellbook:

DC 11+SL

CANTRIPS
-All non-rare

1-Expert Spells
-Chill Touch, Shield, True Strike

2-Master Spells

Equipment:

Weight:70.5
WORN/EQUIPPED
Masterwork Studded Leather: +3 AC, +3mxdx, -0acp, 15%asf, 20lbs, 175gp
Masterwork Longsword 1d8s, 19/x2, 4lbs, 315gp
Signet ring, 5gp
SCP, 5gp, 2lbs
Readily available coins:6.58gp

Adventurer’s Sash
20gp, 3lbs
Loaded: 16lbs

Waterproof bag, .5gp, .5 lbs
Mirror 10gp, .5lbs
Pint of oil .1gp, 1lb
6 vials, steel 1oz, 6gp,
Whetstone, .02gp, 1 lb
Waterskin, 1gp, 4lbs
mess kit, .2gp, 1lb
Elven trail rations: 4 medium creature days, 2gp, 1lb each
Scriveners kit 2gp, 1lb
Coins: 15gp

Backpack, Masterwork
50gp, 4lbs
Loaded: 28.5lbs

Waterproof bag, .5gp, .5 lbs
Courtier's outfit, nice clothes, 80gp, 6lbs
Dungeoneering kit, deluxe, 130gp, 15lbs
Hammock .1gp, 3 lbs
Coins: 70

76lbs, Light load
153lbs, Medium load
230lbs, Heavy load


####

First level choices:

Base stats: 10,10,10,17,12,16
Race: Orc
Class: Bard
Traits: Rich Parents, Seeker
Feat: blind fight
Languages: Common, Elven, Orc
Skills: k arcana, spellcraft, survival, perception, diplomacy, oratory, stealth
Spells: Spark, Mage hand, Mending, Prestidigitation, Silent image, Cure light wounds
Favored class: Arcanist

Second Level Choices:

Class: Arcanist
Class options: Quick Study exploit
FCB: Skillpoint
Skills: Perception, Perform Oratory, K Nobility, Spellcraft
Spells: All cantrips, Chill Touch, Shield, True Strike

Level Choices:

Class:
Class options:
FCB:
Feat:
Ability improvement:
Skills:
Spells:

Level Choices:

Class:
Class options:
FCB:
Feat:
Ability improvement:
Skills:
Spells: