Vaultbreaker

Mariana Trellis's page

320 posts. Alias of Heofthehills.


Full Name

Mariana Alexandra Trellis

Race

Human

Skills:
Disable Device +15 | Perception +13 | Know: Arcana +12 Religion +11 | UMD +11 | Diplomacy, Spellcraft, +10 |

Classes/Levels

Archaeologist Bard 4

Skills Pt 2:
Know: Hist/Local/Nature +9 |Know:Dun/Eng//Nobility +8 | Acrobatics +7 | Linguistics, Perform (Oratory) +6 |

Gender

F

Vitals:
HP: 29/31 | AC: 17 T: 13 FF: 14 | Fort +4 Ref +8 Will +5 | CMB +2 CMD 15 | Init +3 | Archaeologist's Luck 11/12 | Spells: 1st Level 3/5 2nd Level 3/3

Size

M

Age

19

Alignment

NG

Deity

Irori

Location

Traveling

Languages

Common, Orc, Elven, Giant

Occupation

Adventurer and Explorer

Strength 10
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 10
Charisma 15

About Mariana Trellis

Concept:

Mariana is an inquisitive girl who has spent her entire life learning different things. She has picked up a lot of seemingly useless information. As such, I see her as the purest of knowledge of monkeys. Her role in the party will be flexible and as such, her first level is in bard (archaeologist archetype). I MIGHT multi-class her to fit her into a role that is needed, as it becomes apparent that something is needed. Otherwise, she will flit about, and support combat where she can and be the ultimate in out of combat characters. If it becomes apparent that we need more casting support, I may shift her to more of a primary caster. If she needs to contribute more to combat, I'll likely go the archer route. OR, I might give her a couple of levels in Swashbuckler and make her an agile melee combatant. It really depends on what her studies show her. She is adaptable, ultimately, which is what she raised to be (more on that shortly).

Background:

Mariana was born to a wealthy and well thought of family in Andoran. She was the youngest child to her father and as such, he gave her everything she ever wanted...which was mostly books. There was always something odd about her upbringing though. Her father always pushed for her to be able to pick up information easily just by listening. Often times, he would ask her to sit and read while meetings were going on. And that if she heard anyone having a conversation to pick up anything they said. It was almost as if she was spying on them.

He also taught her how to get into things she should not. For a former noble and a well thought of man, he always seemed to be teaching her things of a 'darker' nature. (Vagabond Child trait)

When she was fifteen, she finally figured out why. Her father wasn't just a member of the elect in Andoran and lesser officer in the military, he was the leader of Twilight Talons, a group of spies and assassins that worked outside of the government's 'knowledge'. And her father had been training her to join them. She freaked and bolted, seeking anywhere that would take the runaway. She managed to tell stories that she had picked up from reading to fund her travels and get her to the city at the center of the world. Once in Absolom, she went to the Grand Lodge and applied to join the Pathfinder Society.

Three years later, the young Artifact Hunter (Giantslayer Trait) is now looking to set out on her own and find new ruins to write about. She had written her father once she was accepted into the Society and while she had expected him to be upset, he was instead proud of her dedication and hard work (she was a Daddy's girl, after all). To commemorate her Confirmation, he sent her a small stipend to help her prepare for her journeys, saying he knew that Pathfinders were not paid well and she would likely need it. (Rich Parents trait)

Now, with her backing from her parents, she was lucky enough to pick her first assignment...largely because without her finding something to do, the Society wasn't sure when they would have an assignment for her, so better for her to do something other than flit around the library for another three years. It really made her feel as if she was gifted by the gods, since luck was always with her (Fate's Favored trait).

Now, she finds herself in Trunau, Wayfinder in hand, seeking knowledge and unexplored ruins...and people who might be willing to travel with her, in case she gets into trouble.

She is quite driven to make a name for herself as a Pathfinder agent who contributes. In doing so, she hopes to show her father that she took the lessons he taught her and did something with them. Unfortunately, there are those among the Twilight Talons that believe she knows too much, so they may seek to silence her at some point. She really just wants to find new and lost knowledge and help those that help her.

Mariana Trellis
Bard (Archaeologist) 4
NG Medium humanoid (human)
Init +3; Perception +12
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Defense
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AC 17, touch 13, flat-footed 14 (+3 Dex, +4 Armor)
HP 24/24
Fort +4, Ref +8, Will +6
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Offense
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Speed 30 ft.
Ranged +6 Dagger (1d4/19-20x2)
+6 Short Bow (1d6/x3)
Melee +3 Dagger (1d4/19-20x2)

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Statistics
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Str 10, Dex 16, Con 14, Int 14, Wis 10, Cha 15
Base Atk +3; CMB +3; CMD 16
Languages Common, Orc, Elven, Giant

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Feats
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Skill Focus (Perception)
Additional Traits: Rich Parents, Vagabond Child (Disable Device)
Extra Performance
Diefic Obedience: Irori
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Traits
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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.

Vagabond Child: You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Artifact Hunter: You’ve always had an interest in magic,
but you’re fascinated with those legendary magic items
known as artifacts. You’ve spent years researching these
mythical relics and committed the stories and legends about
them to memory, making you something of an expert on
the subject. You gain a +1 trait bonus on Spellcraft checks to
identify the properties of magic items and a +1 trait bonus
on Use Magic Device checks, and one of these skills (your
choice) becomes a class skill for you. In addition, whenever
you first encounter an artifact, there is a 50% chance (+1%
per level) that you recognize the artifact and know its name,
origin, and something of that artifact’s powers, abilities, or
dangers. Exactly how much knowledge you possess is left
to the GM’s discretion.

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Skills
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Acrobatics +7
Appraise +2
Bluff +2
Climb +0
Diplomacy +10
Disable Device +15
Disguise +2
Escape Artist +3
Handle Animal +2
Heal +0
Intimidate +2
Knowledge (Arcana) +12
Knowledge (Dungeon) +8
Knowledge (Engineer) +8
Knowledge (History) +9
Knowledge (local) +9
Knowledge (Nature) +9
Knowledge (Nobility) +8
Knowledge (Planes) +9
Knowledge (Religion) +11
Linguistics +6
Perception +13
Perform (Oratory) +6
Ride +3
Sense Motive +0
Sleight of Hand +3
Spellcraft +10
Stealth +3
Survival +0
Swim +0
Use Magic Device +10

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Gear
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Wayfinder 1lb (250gp)
Masterwork Backpack 4lb (50gp)
Explorer's Outfit 8lb (Free)
MW Thieves Tools 2lb (100gp)
Mithral Chain Shirt 12.5lb (1100g)
Shortbow 2lb (30gp)
Arrows (30) 4.5lb (2gp)
Dagger (2) 2lb (4gp)
Spring Loaded
Wrist Sheath (2) 2lb (10gp)(Wand of Bless & Wand of CLW) Scroll of CLW (2) -lb (50gp)
Potion of CLW -lb (50gp)
Potion of Sanctuary -lb (50gp)
Ioun Torch -lb (75gp)
Wand of CLW -lb (750gp)[39/50](In sheath)
Wand of Bless -lb (750gp)[46/50](In sheath)
Cloak of Resistance -lb (1000gp)

289.5gp

On the horse
Riding Horse (75gp)
Riding Kit (16gp)
Medium Tent (15gp)
Bard's Kit (41gp)
Common Dungeoneering Kit (15gp)
Alchemist's Fire (2) 2lb (40gp)
Traveler's Any-Tool 1lb (250gp)

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Special Abilities
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Focused Study All humans are skillful, 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.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, 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 using 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.

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.

Cantrips (Sp): Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard 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.

Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

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.

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Spells
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Cantrips: Read Magic, Detect Magic, Light, Prestidigitation, Message, Mage Hand

1s (5/5 Day): Grease, Timely Inspiration, Cure Light Wounds, Liberating Command, Comprehend Languages

2s (3/3 Day): Gallant Inspiration, Cure Moderate Wounds, Heroism