Jadrenka the Maiden

Lera Satjian's page

164 posts. Alias of Ariarh Kane.


Full Name

Lera Satjian

Race

Human

Classes/Levels

Bard (Archaeologist) 1/ Init: +6 | HP: 9/9 | AC: 14 T:12 FF:12 | CMB: 0 CMD: 12 | Fort: +2 Ref: +4 Will: +3 | Perception +5

Gender

F

Size

M

Age

20

Alignment

NG

Location

Sandpoint

Languages

Common, Varisian (bonus racial language), Shoanti, Thassilonian

Strength 10
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 12
Charisma 16

About Lera Satjian

Pronounced leh-ra.

Physical Description:

Lera is exotically beautiful, tall and robust, standing at 5'10" and weighing 130 pounds. Her skin is olive-coloured, her eyes are golden-brown and hair is darkest brown, long with scattered braids. She has a tattoo of the rune Eanaw (The Endless Journey) inked on the skin above her heart by a Shoanti Shaman.

Pic of Lera's face

Backstory:

Lera had been born in the small gnome and human town of Whistledown in Varisia. Her family did not remain long in one place and as babe their travels began in earnest.

Lera was a studious child, yet not entirely bookish nor restricted to the indoors. As an only child, she would often accompany her parents, both adventurers, on field study/retrieval expeditions to various ruins; inspecting artefacts, artworks, scrolls and runes. Her mother, Zena (pronounced Zeh-na), was a notable cleric of Shelyn, and she would often undertake missions to rescue various ancient artworks and artefacts from careless destruction and temple/tomb raiders/looters.

Occasionally, they would venture into Shoanti lands – especially those of the Shadde-Quah. Her parents were of Varisian decent, and neither Shoanti, but their respect of holy places and protection of the old sites, earned them small favour with the openly distrustful Shoanti. When Lera was sixteen years old, the Shaman of the quah tattooed a rune upon her skin – Eanaw- the eternal journey – as she felt that Lera had a long road to travel; mentally, emotionally, spiritually and physically. Her mother permitted the tattoo as a show of respect for the quah elder with the second sight.

Just following her seventeenth birthday, Lera’s parents had come across a band of looters in an old temple ruin they were looking to explore. Trapped and outnumbered, they were murdered. Lera managed to escape as she was left at the entrance as a lookout – not knowing that trouble had already found its way within the ruin walls. She had cried and then the tears had ran out and she kept moving. Lera vowed to one day discover the identity of her parents' murderers, the reason for their deaths and get justice for them.

The past three years had been spent on the road, among ancient ruins and learning from casual teachers, scholars, archaeologists and religious/spiritual folk – any who would take her on as apprentice and continue the training her parents had started when she was a child. She began to learn arcane magic, as well. Lera possessed a natural talent for movement - her limbs and body were graceful - making her light on her feet and quick of hand. She learned subtle social nuisances that could be beneficial for survival in a world where she had no protection other than her own talents and magic. Lera was also good at keeping secrets when the need arose, and, people respected the knowledge she had amassed for one so young.

Fate seemed to have drawn her toward the sleepy coastal town of Sandpoint. There was a shrine to Shelyn there, near the magnificent ruins of The Old Light, on the cliffs overlooking the sea, and she journeyed there for a number of reasons – most importantly to honour her late mother and Zena's veneration of the goddess.

Personality/Character:

Lera is personable – approachable, but not a flighty chatterbox. She is studious, with a honed curiosity and a protective side. She is an interesting mix of bookish and adventurer and has no close friends or family for her life has been spent on the road, camp to camp.

Lera is determined, self-reliant and holds strong opinions, with the advantage of knowledge behind them. She has a perpetual grace, whether it’s simply walking or gesturing with her hands as she speaks.

Lera’s demeanour is gentle upon first glance, but with a golden fire just behind her eyes. She isn’t timid/meek or afraid of the dark or the shadows. She loves to explore and discover and holds no particular bias and prejudices regarding race – she judges on individual merit, ideals and morals. Even having spent much time on her own after her parents’ deaths, she is fiercely loyal to those she gives her trust to or those who require her (ongoing) aid.

Lera Satjian
Female Human Bard (Archaeologist) 1
NG Medium Humanoid
Init +6; Senses Perception +5, Sense Motive +1
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Defense
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AC 14 , touch 12, flat-footed 12 (+ 2 Armor, +2 Dex)
hp 9 (1d8+1)
Fort +2, Ref +4, Will +3;

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Offense
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Speed 30 ft.
Melee Scorpion Whip +0 (1d4(lethal)x2) (Weapon Feature(s): performance (plus disarm, reach, and trip if you are proficient with whip.))
Melee Rapier +0 (1d6/18-20x2) (P)
Ranged Shortbow +2 (1d6x3, 60ft range increment)

Spells Known (CL 1)
1st (2/day)
CLW, Grease
Cantrips (at will)Detect Magic, Light, Message, Read Magic

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Statistics
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Str 10, Dex 14, Con 13, Int 14, Wis 12, Cha 16
Base Atk +0; CMB 0; CMD 12
Feats Improved Initiative , Skill Focus: Diplomacy (due to Focused Study)
Traits Outlander (Campaign), Relic Hunter (Race), Resilient (Combat), Pride (Drawback)
Skills Appraise +6/+7*(1), Diplomacy +10(1), Know. Arcana +8(1), Know. Dungeoneering +7(1), Know. Engineering +3(0), Know. Geography +3(0), Know. History +7/+8*(1), Know. Local +3(1), Know. Nature +3(0), Know. Nobility +3(0), Know. Planes +3(0), Know. Religion +3(0), Perception +5(1), Sense Motive +1(0), Spellcraft +6/+7*(1), Stealth +6(1), UMD +7/+8*(1)
Languages Common, Varisian (racial language), Shoanti, Thassilonian
Bardic Knowledge, Cantrips, Focused Study (alternate racial trait), Archaeologist’s Luck (Swift action, +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls, 7 times a day.)

Archaeologist:

Archaeologist

No stodgy researcher, this archaeologist meets his research head-on in the field. Archaeologists sacrifice the bard’s inspirational performance for a smattering of rogue talents.

This archetype also fits rogue-like characters that focus more on learning than on stabbing foes in the back.

Bardic Performance

Archaeologists do not gain the bardic performance ability or any of its performance types.

Archaeologist’s Luck (Ex)

Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Clever Explorer (Ex)

At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
This ability replaces the versatile performance ability.

Uncanny Dodge (Ex)

At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.
This ability replaces well-versed.

Trap Sense (Ex)

At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

Rogue Talents

At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.

Evasion (Ex)

At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.

Advanced Talent

At 12th level, and every four levels thereafter, an archaeologist can choose an advanced rogue talent in place of a rogue talent.

Bardic Knowledge:

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.

Outlander Trait: Lore Seeker:

Outlander
You’ve recently come from somewhere else and are hoping to make your fortune here.

Lore Seeker

The secrets of ancient fallen civilizations intrigue you, particularly magical traditions. You’ve studied magic intensely, and hope to increase that knowledge by adding lost lore. You’ve come to pursue that study, and chose this place as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope!

Benefit You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus (+1 CL & +1 DC to CLW, Grease and Light).

Focused Study - alternate racial trait:

Focused Study: All humans are skilful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Gear:

* Starting with Explorer's Outfit worth 10gp (This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.)
* Leather armour (10gp, +2 AC bonus, 0 ACP, 15 lbs)
* Scorpion Whip (This whip has a series of razorsharp blades and fangs inset along its tip. Benefit: It deals lethal damage, even to creatures with armor bonuses. If you are proficient with whips, you can use a scorpion whip as a whip. Weapon Feature(s): performance (plus disarm, reach, and trip if you are proficient with whip.) (5gp, 3 lbs)
* Shortbow (30gp, 2 lbs)
* Quiver/Arrows (19 common remaining) (1gp, 3 lbs)
* Rapier (20gp, 2 lbs)
* Bard's Kit (This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, silk rope(50 ft), soap, torches (10), trail rations (5 days), and a waterskin.) (50gp, 28.5 lbs)
* Cold Weather outfit (This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.) (8gp, 7 lbs)
* Hammer (5sp, 2 lbs)
* 4 Pitons (4sp, 2 lbs)
* Grappling Arrow (1gp, 0.5 lbs)

Total gp spent: 125gp & 9sp out of 180gp Total weight carrying: 65 lbs (Carrying capacity for 10 STR: Light (33 or less lbs), Medium (34-66 lbs), Heavy (67-100 lbs))

* 1 CMW potion found on goblin leader's body (the one riding the dog). Now in Lera's pouch (but part of group/communal property).

(*Relic Hunter: gives +1 trait bonus to Appraise & Know. History when examining ruins over 1000 years old or ruin objects found within. +1 trait bonus to Spellcraft to identify properties of any magical item found there and +1 to UMD to activate it.)

Current pertinent NPCs in Sandpoint: Ameiko (Proprietess of The Rusty Dragon - inn), Ruby Shortwick (Halfling serving girl at The Rusty Dragon), Kendra Deverin (Mayor), Balor Hemlock (Sheriff, Shoanti), Cyrdak Drokkus (Showman at Swallowtail Festival), Father Zantus (head of all facets of the Cathedral at Sandpoint), Brodert Quink (resident sage? works on The Old Light, his assistant is TruStrike). In addition, The Hagfish (tavern, gambling establishment).