Elf

Lilandra Faust's page

149 posts. Alias of John Hathaway.


Classes/Levels

retired

About Lilandra Faust

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Lilandra Faust
Elf Bard (archaeologist) 2/Fighter 3
Favored Class: Fighter (+1 skill point)
Alignment: Neutral Good
Languages: Common, Elven, Azlanti (or other suitable ancient language analog), Draconic, Dwarven
Senses: Lowlight vision

Str 18 (+4)
Dex 17 (+3)
Con 11 (+0)
Int 13 (+1)
Wis 11 (+0)
Cha 15 (+2)

Stat Array #1 (17,15,13,11,11,15) | +2 Dex, +2 Int, -2 Con (Racial) | Str +1 (Lvl 4)

Combat Info
HP: 31 8 + (1/2HD +1)/level
BAB: +4
CMB: +8
CMD: 21
Initiative: +4 3(Dex) + 1(trait)
Speed: 30

AC: 18 (13 T / 15 FF) (+5 armor, +3 dex)
Fort: +3 (+3 base, +0 Con)
Ref: +7 (+4 base, +3 Dex)
Will: +4 (+1 vs fear) (+4 base, +0 Wis)

Glaive, mwk: +9 (1d10+4 x3)
Dagger, mwk silver: +9 (1d4+4-1 19-20/x2)
Gauntlet, mwk spiked: +9 (1d4+4 x2)
Longbow, mwk mighty (+2): +8 (1d8+2 x3)

Equipment
Coins: 60gp 4sp
Glaive, mwk
Dagger, mwk silver
Longbow, mwk mighty +2
Gauntlet, mwk spiked
Quiver of arrows (50)
Quiver of arrows, blunt (15)
Scale Mail, mwk
Backpack, mwk
Bedroll
Map/Scroll cases (3)
Leather bound journal (5)
Quill w/ self-contained ink reservoir (10)
Chalk (10)
Flint & Steel
Bullseye lantern
Lantern Oil (5 flasks)
Belt Pouches (4)
Rope, silk (100 ft)
Tent
Traveller's Outfit

starting gear:

Glaive... 8gp
Dagger, silver ... 22gp
Longbow, mighty +2 ... 300gp
Gauntlet, spiked ... 5gp
Quiver of arrows (40) ... 2gp
Chain shirt ... 100gp
Backpack ... 2gp
Bedroll ... 1sp
Map/Scroll cases (3) ... 3gp
Flint & Steel ... 1gp
Bullseye lantern ... 12gp
Lantern Oil (5 flasks) ... 5sp
Belt Pouches (4) ... 4gp
Rope, silk (100 ft) ... 20gp
Tent ... 10gp

Traveller's Outfit ... free

Starting Gold: 500gp
Spent: 439gp 6sp
Remaining: 60gp 4sp

Bard Class Abilities
Spells
Cantrips Known: dancing lights, detect magic, know direction, mage hand, read magic
Level 1 Known: feather fall, liberating command, vanish

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.

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.

Fighter Class Abilities
Bravery +1: bonus to will saves vs fear
Armor Training 1: ACP reduction, Max Dex increase, move Full Speed (Medium)

Traits, Feats, and Skills
Traits: Tactician, Eldritch Delver
Feats: Lingering Performance (Lvl 1), Combat Reflexes (Ftr 1), Power Attack (Ftr 2), Cleave (Lvl 3), Furious Focus (Lvl 5)
Racial Traits: elven immunities, elven magic, keen senses, weapon familiarity

Detailed Traits:

Tactician (Combat): You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Eldritch Delver (Magic): You have an unquenchable thirst for knowledge about the world and desire to obtain it firsthand. You gain a +1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration spells of the teleportation subschool.

Detailed Feats:

Lingering Performance: (Prereqs: bardic performance)
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Combat Reflexes: (Prereqs: none)
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Power Attack: (Prereq: Str 13, BAB +1)
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Cleave: (Prereq: Power Attack, Str 13, BAB +1)
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

Furious Focus: (Prereq: Power Attack, Str 13, BAB +1)
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Detailed Skills:

Skill Points/Bard level: 7
Skill Points/Fighter level: 4
class skill // Armor Check Penalty = -2 // Total Skill Points: 26

Acrobatics: +2 = +0(ranks) +4(dex) -2(acp)
Appraise: +7 = +3(ranks) +3(trained) +1(int)
Bluff: +1 = +0(ranks) +1(cha)
Climb: +6 = +1(ranks) +3(trained) +4(str) -2(acp)
Craft: +1 = +0(ranks) +1(int)
Diplomacy: +5 = +1(ranks) +3(trained) +1(cha)
Disable Device: +4 = +0(ranks) +3(dex) +1(class)
Disguise: +1 = +0(ranks) +1(cha)
Escape Artist: +1 = +0(ranks) +3(dex) -2(acp)
Fly: +1 = +0(ranks) +3(dex) -2(acp)
Handle Animal: +0 = +0(ranks) +0(wis)
Heal: +0 = +0(ranks) +0(wis)
Intimidate: +1 = +0(ranks) +1(cha)
Knowledge (arcana): +5 = +1(ranks) +3(trained) +1(int)
Knowledge (dungeoneering): +8 = +3(ranks) +3(trained) +1(int)+1(trait)
Knowledge (engineering): +1 = +0(ranks) +1(int)
Knowledge (geography): +6 = +2(ranks) +3(trained) +1(int)
Knowledge (history): +8 = +3(ranks) +3(trained) +1(int) +1(trait)
Knowledge (local): +1 = +0(ranks) +1(int)
Knowledge (nature): +1 = +0(ranks) +1(int)
Knowledge (nobility): +1 = +0(ranks) +1(int)
Knowledge (planes): +1 = +0(ranks) +1(int)
Knowledge (religion): +1 = +0(ranks) +1(int)
Linguistics: +7 = +3(ranks) +3(trained) +1(int)
Perception: +10 = +4(ranks) +3(trained) +0(wis) +2(racial) +1(class)
Perform: +1 = +0(ranks) +1(cha)
Profession: +1 = +0(ranks) +1(wis)
Ride: +1 = +0(ranks) +3(dex) -2(acp)
Sense Motive: +1 = +0(ranks) +1(wis)
Sleight of Hand: +3 = +0(ranks) +3(dex)
Spellcraft: +5 = +1(ranks) +3(trained) +1(int)
Stealth: +1 = +0(ranks) +3(dex) -2(acp)
Survival: +8 = +4(ranks) +3(trained) +1(wis)
Swim: +2 = +0(ranks) +4(str) -2(acp)
Use Magic Device: +1 = +0(ranks) +1(cha)

Background:
Lilandra was once a doe-eyed student, facinated by history and things long ancient. Though she didn't have the natural gifts for deep intellectual pursuits, she made up for it in long hours of study and intense dedication. Her dreams came true the day she got to apprentice under one of her professors on an archaeological dig. Those dreams turned to nightmares though when a recently excavated passage collapsed both behind and above her. Lilandra was sure she had died, can remember the sensation of the cool, dusty rock settling atop her body and the feeling of cold wetness running in rivulets down her bent back. Still, sometimes life is not so simple as remembering a thing or event. Sometimes, it's more than what's remembered.

Personality/Mannerisms:
Lilandra is an enthusiastic and earnest elven woman, who is fascinated by discovery and history. While she's not stupid by any stretch, she knows she's not exceedingly gifted in her intellectual reach, but she doesn't let that bother her. She's happy to listen to and learn from those more knowledgable than she. When deep in thought or studing a scroll or writing intently, she has a habit of absently twirling a lock of her hair around her left index finger.

Future Developments:
Lilandra could continue to simply take Fighter levels for the foreseeable future, or she might bounce back and forth between that and bard. I could see her developing either way. Additionally, I am intrigued at the possibility of her transitioning into the Horizon Walker Prestige Class down the line as well. Regardless, she'll be looking to pick up Lunge, Greater Cleave, and Cleaving Finish as she meets their respective requirements.

Macros:

[spoiler=Status]
HP: 31/31
AC: 18 (13 T / 15 FF)
CMD: 21
F/R/W: +3/+7/+4 (+1 vs fear)
Tactician (+2 to AoO) used: 0/1
Arch's Luck used: 0/6 rounds
Level 1 Spells cast: 0/4

Ongoing Effects
uncanny dodge
[/spoiler]

[dice=Spell Failure (1-25=fail)]1d100[/dice]

[dice=Glaive, mwk]1d20+9[/dice][dice=for]1d10+6[/dice]
[dice=Glaive, mwk (power attack, arch luck)]1d20+10[/dice][dice=for]1d10+13[/dice]
[dice=Dagger, mwk silver (thrown)]1d20+8[/dice][dice=for]1d4+4-1[/dice]
[dice=Dagger, mwk silver (melee)]1d20+9[/dice][dice=for]1d4+4-1[/dice]
[dice=Spiked Gauntlet, mwk]1d20+9[/dice][dice=for]1d4+4[/dice]
[dice=Composite Longbow, mwk]1d20+8[/dice][dice=for]1d8+2[/dice]