Shoanti Tribeswoman

Maeve Haela's page

1,318 posts. Alias of Chris Kenney.


Full Name

Maeve Haela

Race

Human

Classes/Levels

Bard/Monk (Martial Artist) 8/1 || Per +14 | Fort +7 Ref +11 Will +9 | BAB +6 | CMB +10 | CMD 24 ||

Gender

Female

Size

Medium

Age

16

Alignment

Chaotic Good

Languages

Varisian, Tien, Minkaian, Hon-La, Skald

Strength 18
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 18

About Maeve Haela

Maeve
Female Human (Varisian) Bard 8 Monk (Martial Artist) 1
CG Medium Humanoid (human)
Init +2; Senses Perception +12
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Defense
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AC 14, touch 14, flat-footed 11 (+2 Dex, +1 deflection, +1 dodge)
hp 71 (9d8+18)
Fort +7, Ref +11, Will +9; +4 vs. bardic performance, sonic, and language-dependant effects
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Offense
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Speed 30 ft.
Melee Cold Iron Brass knuckles +10/+5 (1d3+6/x2) and
. . Unarmed strike +10/+5 (1d6+6/x2) and
. . Flurry of Blows +9/+9/+4 (1d6+6/x2)
. . Whip +10/+5 (1d3+6/x2)
Special Attacks bardic performance (move action) (22 rounds/day), bardic performance: countersong, bardic performance: dirge of doom, bardic performance: distraction, bardic performance: fascinate (3 targets) (dc 18), bardic performance: inspire competence +3, bardic performance: inspire courage +2, bardic performance: suggestion (dc 18), flurry of blows -1/-1
Bard Spells Known (CL 8):
3 (3/day) Good Hope, Blink, See Invisibility
2 (5/day) Allegro, Versatile Weapon (DC 16), Mirror Image, Glitterdust
1 (5/day) Moment of Greatness, Saving Finale (DC 15), Expeditious Retreat, Feather Step (DC 15), Vanish, Windy Escape
0 (at will) Daze (DC 14), Mending, Read Magic, Detect Magic, Prestidigitation (DC 14), Unwitting Ally (DC 14)
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Statistics
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Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 18
Base Atk +6; CMB +10; CMD 24
Feats Arcane Strike, Craft Wondrous Item, Crane Style, Crane Wing, Dilettante, Dodge, Improved Unarmed Strike, Power Attack -2/+4, Stunning Fist (3/day) (DC 14)
Traits Childhood Crush (Ameiko) (1/day) (Ex), Rich Parents
Skills Acrobatics +19, Appraise +6, Bluff +12, Climb +10, Craft (weapons) +7, Diplomacy +19, Disguise +7, Escape Artist +6, Fly +19, Intimidate +11, Knowledge (arcana) +13, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +12, Knowledge (nobility) +13, Knowledge (planes) +13, Knowledge (religion) +12, Linguistics +7, Perception +12, Perform (act) +7, Perform (dance) +19, Perform (oratory) +19, Sense Motive +19, Spellcraft +13, Stealth +8, Use Magic Device +19
Languages Common, Hon-La, Minkaian, Skald, Tien, Varisian
SQ ac bonus +0, bardic knowledge, lore master (1/day), stunning fist (stun), unarmed strike (1d6), versatile performance abilities (dance, oratory), well versed
Combat Gear Scroll of Align Weapon, Align Weapon, Align Weapon, Scroll of Hide from Undead, Hide from Undead, Hide, Scroll of Silence, Scroll of Tongues, Wand of Mage Armor, Wand of Scorching Ray, Wand of Shield, Acid (2), Alchemist's fire (4), Alkali flask (2), Holy water (2), Liquid ice (2), Tanglefoot bag (3); Other Gear Cold Iron Brass knuckles, Whip, Belt of giant strength +2, Boots of the winterlands, Circlet of persuasion, Cloak of resistance +1, Headband of mental superiority +2 (Use Magic Devic, Ioun torch, Ring of protection +1, Ring of sustenance, Backpack, masterwork (empty), Bedroll, Chalk (2), Spell component pouch, Jewelry (all), 11954 GP, 5 SP, 7 CP, 10 GP of Valuables
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Special Abilities
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AC Bonus +0 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Bardic Performance (move action) (22 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (3 targets) (DC 18) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Suggestion (DC 18) (Sp) Make a Suggestion to one Fascinated creature.
Boots of the winterlands Travel across snow at full speed, across ice without slipping
Childhood Crush (Ameiko) (1/day) (Ex) Gain crush's favor & +1 to saves(DC15 Cha check). +1 vs foe threatening them.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Crane Style Penalty when fighting defensively reduced to -2 and dodge bonus increases by 1.
Crane Wing May deflect one attack per round while fighting defensively or using total defense
Dilettante You can make untrained Knowledge checks up to DC 15.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Stunning Fist (3/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Versatile Performance (Dance) +19 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Oratory) +19 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.

Horse, heavy:

Male Advanced Horse, Heavy
N Large Animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
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AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee Bite (Advanced Horse, Heavy) +5 (1d4+5/x2) and
. . Hooves x2 (Advanced Horse, Heavy) +0 x2 (1d6+2/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Acrobatics +4 (+8 to jump with a running start, +12 jump), Fly +2, Perception +8, Stealth +0, Swim +5 (+9 to resist nonlethal damage from exhaustion)
Languages
SQ riding [trick]
Other Gear Courtier's outfit, Entertainer's outfit (2), Explorer's outfit (3), Mirror, Noble's outfit (2), Pack saddle, Perfume, common (10), Saddlebags (empty), Sewing needle, Shaving kit, Signet ring, Soap, bar (50 uses), Stove can, Tent, small, Trail rations (7), You have no money!
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Special Abilities
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Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Horse, light:

Male Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee Hooves x2 (Horse) -2 x2 (1d4+1/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Acrobatics +2 (+6 to jump with a running start, +10 jump), Fly +0, Perception +6, Stealth -2, Swim +3 (+7 to resist nonlethal damage from exhaustion)
Languages
SQ riding [trick]
Other Gear Bit and bridle, Riding saddle, You have no money!
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Special Abilities
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Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.[/spoiler[

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[spoiler=Background]Maeve spent her early life as one of 'those girls' in Sandpoint. You know the ones, tomboyish and firey, more likely to be roughousing with the boys than playing with her dolls. She learned to hate bullies, although she could often be seen as one with a mean right hook. Her parents, some of the richer merchants of the town, despaired of the feisty little redhead ever coming home without being in need of a new dress. Dance lessons and other attempts to encourage her to comport herself with a bit more grace and charm fitting her station seemed to be doomed to failure, as did efforts to encourage her to wear jewelry.

As she started to grow into her teens, something about her behavior changed. While she settled down and started being willing to wear dresses, she was seen hanging about the Rusty Dragon with growing frequency. As time went on, she started to spend some time washing dishes, then helping in the kitchen and even waiting tables as she got older, eventually even prompting Ameiko to start paying her a wage. But it wasn't until one night when entertainment seemed thin and Ameiko too tired to put in one of her rare performances that Maeve discovered anything like a true calling.

Perhaps unepxectedly, it was in the very dance lessons and street brawls of her early youth that the girl emerged, showing a true talent that night for dance that seemed to border on the miraculous. Her skipping and graceful sweeps from the fighting combined with twirls from dance to form a style no one had ever really seen before in the sleepy city.

While Maeve purposely kept her performances as secret as possible, word spreads fast in a place like Sandpoint. It spreads even faster when a small bar-fight breaks out and you seamlessly blend the finale with knocking out the patrons involved without ever drawing a weapon. Her parents finally had enough and told her to quit her 'part-time job' and consider settling down with someone.

In Maeve's own words – screw that.

Personality:
Stick around here? Why would anyone want to do a silly thing like that?

Okay, okay, I'll be fair. I can see the appeal, if you're looking for a dull sort of lifestyle. Have a family, take up a trade of some kind, be generally safe. Well, except from the goblin raids. Don't see that stopping any time soon, even if you can't exactly time them by the noonday sun anymore.

So you're not even safe here, just bored. Maybe running a business, maybe working for someone. Long run, that's not for me.

And yes, my mother and father tell me it's the thing to do. All the time. Local aristocracy, what a joke. This may not be a one-horse outpost anymore, but Sandpoint is still a backwater compared to most of Varisia, and that's nothing compared to what you hear about Absalom, or Cheliax, or Osirion. I want to see them all, one day. But I'll settle for just seeing one of them.

I guess maybe that's why I started hanging out around the Dragon. Really, it's the place in town where everybody stops in, so you hear all kinds of stories. And other things, too, rumors. But I stayed because of Ameiko. She's just...wow. Nice to everyone, fun, keeps the party going when it should be. I remember when she decided to go off and adventure for a bit. I used to pester her about it, I guess. But I didn't like the way it made her look. Not at me, but it kinda seemed to put her off for the whole day afterwards. Eventually, you just stop asking.

Well, most people do. Sometimes I have to yell at the customers who always bother her about a date or dinner or something. I let her answer, but when she says 'no' and they don't listen that's it! I won't let anyone bother her.

That's probably why I've stuck around so long. I know I'm not the best help most of the time, but I get the feeling that she'd be disappointed if I just took off without telling anybody. But if I tell her, she might decide to be “responsible” and then I'd be locked in my room for a year.

But next time there's a goblin raid, I'll show everyone in town just what I can do now. I've been practicing. And then I'll be able to get money together, and get the heck out of town before anyone stops me. And then I'll see all those places and more.

With any luck, I'll even get into some trouble there. Won't that be fun?

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