Maurya-Rahm Advisor

Myrtella Sanova's page

129 posts. Organized Play character for Purple Dragon Knight.


Full Name

Myrtella Sanova

Race

Female CG Kitsune

Classes/Levels

Swashbuckler 1 (Flying Blade) / Bard 5 (Juggler) / Sphere Singer 9 - Init. +8, Senses Low-Light Vision, Darkvision 60 ft., Perception 24, AC 36/ touch 19/ ff 30; hp 95/95, F+12 R+24 W+20 (Evasion), Speed 30 ft., Fly 40 ft., Bardic 35/35; Panache 5/5

Size

Medium

Age

24

Deity

Desna

Location

Varisia

About Myrtella Sanova

Myrtella Sanova
Female Kitsune swashbuckler 1 / bard 5 / sphere singer 9 Archetypes Flying Blade, Juggler
CG Medium humanoid (kitsune, shapechanger)
Init +8, Senses low-light vision, darkvision 60 ft.; Perception +24
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DEFENSE
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AC 36, touch 19, flat-footed 30 (+8 armor, +3 deflection, +6 Dex, +3 natural, +6 shield, )
hp 95 ((1d10)+(5d8)+(9d8)+15)
Fort +12, Ref +24, Will +20 (+1 vs. poison, +3 if ingested; +2 bonus on all saves vs. polymorph, petrification and transmutation effects; +2 bonus on saves vs. spells and effects with the darkness, pain and shadow descriptors; in urban areas, +2 morale bonus on saving throws for the entire party; 1/day, while under any morale bonus of any kind, you can double that morale bonus on one roll or check)
Evasion (Ex), Fast Reactions (Ex)
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OFFENSE
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Speed 30 ft., Fly 40 ft.
Melee starknife, sparkwake +18/+13 (1d4+13/x3)
Ranged starknife, sparkwake (thrown) +18/+13 (1d4+13/x3), within 30 ft. +19/+14 (1d4+14)
Ranged starknife, sparkwake (thrown) [deadly aim] +15/+10 (1d4+19/x3), within 30 ft. +16/+11 (1d4+20)
Melee bite +16 (1d4-1)
Special Attacks Distraction, Fascinate, Wandering Dream, Startoss Shower, Guided Star (15/day)

Bard Spells Known (CL 12th; concentration +17)
4th(4/day, DC 19)-break enchantment, echolocation, freedom of movement, virtuoso performance
3rd(5/day, DC 18)-delay poison (communal), good hope, returning weapon (communal), see invisibility
2nd(6/day, DC 17)-cure moderate wounds, heroism, invisibility, mirror image, silence
1st(7/day, DC 16)-charm person, disguise self, feather fall, grease, liberating command, tap inner beauty
0th(at will, DC 15)-detect magic, lullaby, mage hand, mending, message, prestidigitation

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TACTICS
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Temporary Effects deadly aim
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STATISTICS
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Str 8, Dex 22, Con 12, Int 12, Wis 18, Cha 21,
Base Atk +10; CMB +9; CMD 28
Feats Deadly Aim, Deflect Arrows, Guided Star, Lucid Dreamer, Point-Blank Shot, Precise Shot, Snatch Arrows, Starry Grace, Startoss Comet, Startoss Shower, Startoss Style, Weapon Finesse, Weapon Focus (Starknife)
Skills Acrobatics (Perform (Dance)) +33, Appraise +9*, Bluff (Perform (Sing)) +28, Climb +5, Diplomacy +28 (+30* urban areas), Disguise +19, Escape Artist +20, Fly (Perform (Dance)) +28 (+35 with Butterfly starsong), Intimidate +7 (+8* urban areas), Knowledge (Arcana) +7, Knowledge (Dungeoneering) +7, Knowledge (Engineering) +7, Knowledge (Geography) +9, Knowledge (History) +7, Knowledge (Local) +7, Knowledge (Nature) +7, Knowledge (Nobility) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Linguistics(Tien) +10, Perception +24, Perform (Dance) +28 (+29* Day Job), Perform (Sing) +28, Ride +8, Sense Motive (Perform (Sing)) +28, Sleight of Hand +26, Spellcraft +7, Stealth +20, Survival +6, Swim +5, Use Magic Device +14
*Boon applied
Traits Fate's Favored, Strong Arm Supple Wrist
Languages Common, Sylvan, Tien, Varisian
SQ armored casting, bardic performance (17/day), cantrips, change shape, swashbuckler finesse, deeds, derring-do, opportune parry and riposte, combat juggling, countersong, deeds, evasion, fast reactions, graceful hand, inspire competence, inspire courage, low-light vision, darkvision, natural weapon, natural weapons, panache (5/day), proficiencies, skilled, starsong (18/day), subtle throw, versatile performance, versatile performance (dance), versatile performance (sing), wandering dream, weapon and armor proficiency; restful armor (need only sleep 2 hours per day, burdenless armor (carrying capacity increases by 50%)
Encumbrance 29.5 lbs. [Light load up to: 45 lbs (mw backpack effective STR +1, for light load of 30 lbs, then modified by burdenless armor x1.5)]
Combat Gear
Other Gear amulet of natural armor +3, headband of mental prowess +4 (wis, cha), envoy ring, starknife, sparkwake (+1 shock starknife), ring of protection +3, belt of physical perfection +2, cloak of resistance +5, +5 spider-silk bodysuit (burdenless/corsair/poison-resistant/restful), mithral/+5 buckler, handy haversack, spell component pouch, pathfinder pouch, bard's kit, stone of good luck, bandolier, adamantine/+1/flaming starknife, cold iron/+1 starknife (corrosive), +1/frost starknife (silversheen), bite, 2,669 gp
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SPECIAL ABILITIES
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Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 17 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. 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 you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Change Shape (Su) Kitsune can assume the appearance of a specific single human form of the same sex.

Swashbuckler Finesse (Ex) A swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to 6 times.

Opportune Parry and Riposte (Ex) At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a -2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Combat Juggling (Ex) At 2nd level, a juggler can hold and wield (in other words, "juggle") up to 3 items or weapons in his hands. The juggler must be able to hold and wield an object in one hand in order to juggle it. This ability doesn't grant additional attacks, though it does allow him to use different weapons as part of a full attack. As long as he is juggling fewer than three objects, the juggler is considered to have a free hand (for the purposes of drawing a weapon, using somatic components, using Deflect Arrows, and so on). If affected by anything that would require a concentration check while juggling, he must attempt a Sleight of Hand check. The check's DC is the same as a concentration check, treating the spell level as twice the number of objects being juggled. If the juggler fails his Sleight of Hand check, he drops all juggled objects but one, determined randomly.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Deeds A flying blade gains the following deeds, each of which replaces an existing deed. Subtle Throw, Disrupting Counter, Precise Throw, Targeted Throw, Bleeding Wound, and Perfect Throw.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Evasion (Ex) At 2nd level, a juggler gains evasion, as the rogue class feature of the same name. At 12th level, he gains improved evasion, as the rogue advanced talent.

Fascinate (Su) You can use your performance to cause up to 2 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 17) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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.

Fast Reactions (Ex) At 1st level, a juggler gains Deflect Arrows as a bonus feat. At 5th level, he gains Snatch Arrows as a bonus feat. The juggler doesn't need to meet the prerequisites for these feats. The juggler can use the ability granted by these feats an additional time each round at 11th level (with a -5 penalty on his second attack roll) and at 17th level (with a -10 penalty on his third attack roll).

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.

Graceful Hand (Ex) The sphere singer gains Starry Grace as a bonus feat, ignoring its prerequisites.

Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. 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.

Low-Light Vision Kitsune can see twice as far as humans in conditions of dim light.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Natural Weapon (Ex) A kitsune has a bite attack in its natural form. This bite does a base of 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the kitsune wields a manufactured weapon.

Natural Weapons (Ex) Kitsune have a bite attack in their natural form.

Panache Unlike other swashbucklers, a flying blade regains panache only when she confirms a critical hit or makes a killing blow with a dagger or starknife. This ability alters panache.

Proficiencies A juggler is proficient with all simple weapons, plus martial thrown weapons. This replaces his normal weapon proficiencies. A juggler is not proficient with shields.

Skilled (Ex) You gain an additional skill rank at 1st level and one additional skill rank whenever you gain a level.

Starsong (Su) A sphere singer is able to use Perform (sing) to create magical effects, as per the bardic performance bard class feature. She can use this ability for 18 rounds per day, and can also use rounds of bardic performance gained from bard levels to perform starsong performances, and vice versa. Starting a starsong performance is a swift action, but it can be maintained each round as a free action. If the sphere singer has bardic performance, she can also start bardic performances as a swift action instead of a standard action. A starsong performance cannot be disrupted, but ends immediately if the sphere singer is killed, paralyzed, stunned, knocked unconscious, silenced, or otherwise prevented from taking a free action to maintain it each round. A starsong performance counts as a bardic performance for the purpose of determining how many performances the sphere singer can have in effect at one time. A starsong performance has audible components but not visual components. The save DC against a sphere singer’s performance is 24. The sphere singer’s performances grow stronger as her level increases.
--> Wanderer’s Hymn: At 1st level, the sphere singer can use music to hasten her steps. As long as she maintains this starsong performance, she gains a +30- foot enhancement bonus to her base land speed.
-->Sweet Dreams: At 3rd level, the sphere singer can spend 5 minutes performing and expend 5 rounds of starsong to protect sleepers. Any creature that remains within 30 feet of the sphere singer during the entire 5 minute performances becomes immune to nightmare and other effects that attack a sleeping target, such as a night hag’s dream haunting ability, for one night’s rest. In addition, those creatures gain the benefits of dream feast (Pathfinder Campaign Setting: Inner Sea Gods 232).
-->Butterfly: At 5th level, the sphere singer’s music lets her explore the skies. While she maintains this starsong, she gains the benefits of fly. Alternately, by spending 5 minutes performing and expending 10 rounds of starsong performance, she can gain the benefits of overland flight. Both of these effects manifest at a caster level equal to the sphere singer’s total Hit Dice. While under either effect, the sphere singer grows large butterfly wings.
-->Guide My Steps: At 7th level, the sphere singer learns to use song as a guide to her goal. To use this starsong, she must spend 3 rounds performing and expend 6 rounds of starsong performance. At the end of this performance, the sphere singer gains the benefits of find the path at a caster level equal to her character level. If the sphere singer chooses, she can perform guide my steps without a clear destination in mind. At the GM’s discretion, the sphere singer may be guided to something particularly interesting, such as a new romantic opportunity, a good place to watch the sunset, or an exotic monster’s den; otherwise, she merely wanders aimlessly until the effects end.
-->Fortune's Favor: At 9th level, the sphere singer’s song is so lively and delightful that Desna herself takes notice, blessing her with peerless luck. While she maintains this starsong, whenever the sphere singer rolls a d20 (but no more often than once per round), she can roll twice and take the more favorable result.

Strong Arm Supple Wrist You have been trained in the javelin and the spear, and know how to make the best use of your momentum. Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. You can only gain this benefit once per round.

Subtle Throw (Ex) A flying blade can spend 1 panache point as part of a ranged attack with a dagger or starknife to make it without provoking attacks of opportunity. At 6th level, as a swift action she can spend 1 panache point to make all of her ranged attacks with daggers or starknives without provoking attacks of opportunity until the start of her next turn. This deed replaces dodging panache.

Versatile Performance (Ex) At 2nd and 6th levels, the sphere singer gains versatile performance, as per the bard class feature. The sphere singer can choose only Perform (sing) or Perform (dance); once she has already chosen both of these, she can instead gain any other versatile performance. When the sphere singer gains this ability, she can retrain ranks in the associated skills at no cost.

Versatile Performance (Dance) (Ex) You can use your bonus in the Perform (Dance) skill in place of your bonus in the Acrobatics or Fly skills. When substituting in this way, you use your total Perform (Dance) skill bonus, including class skill bonus, in place of your Acrobatics or Fly skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Versatile Performance (Sing) (Ex) You can use your bonus in the Perform (Sing) skill in place of your bonus in the Bluff or Sense Motive skills. When substituting in this way, you use your total Perform (Sing) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Wandering Dream (Su) The sphere singer gains Lucid Dreamer as a bonus feat. Each night as she sleeps, she can contact a single person. This functions as dream, except that the sphere singer must be very familiar with the recipient. Many sphere singers keep contact with distant family or lovers this way. This effect allows the recipient to enter the sphere singer’s dreamscape, as per dream council (as if the recipient had cast dream in response). Instead of contacting a familiar person, the sphere singer can travel to a creature’s dream and leave a suggestion (Will DC 23). This functions as demand, but modifying dream instead of sending. When used this way, the normal restrictions on dream’s recipient apply. The sphere singer chooses which of these abilities to use (if any) when she goes to sleep.

Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

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PFS ADD-ONS

Vanity: Theater [5PP] (+1 day job perform dance; +1 to disguise in Absalom)

Background:
Myrtella was born of Tian Xia immigrants and is thus second generation in the lands of Avistan. She had a happy childhood, traveling with her parents everywhere and had many interactions with the Varisian people, and with some isolated elf communities. She developed an entrepreneurial spirit that is only exceeded by her love of knife throwing and other games of precision. Her semi-nomadic lifestyle allowed her to pick up a few tricks and some minor control over arcane magic, but she never attended fancy school or had the chance to truly delve in books for any lengthy period of time.

Boons:

-Hero of the Harrow: Harrow Points [24]
+Keys--> spend a Harrow Point to reroll an initiative check, Reflex save, Dexterity-based attack roll, or Dexterity-based skill check; alternatively, spend a Harrow Point to gain +1 dodge bonus to AC or increase base speeed by 10 feet (either lasts for an entire encounter)
+Shields--> spend a Harrow Point to reroll a Fort save, remove 1d4 pts of ability dmg, gain DR 3/- until the end of the encounter, or gain temp hp equal to twice your level (dur. 10min)
+Books--> spend a Harrow Point to reroll an int-based skill check, caster level check overcome SR, or increase spell DC by 2.
+Hammers--> spend a Harrow Point to reroll a str-based skill check, CMB check, attack with a weapon; or gain +5 to dmg rolls with weapons for the duration of one combat, or ignore the target's hardness for 1 round.
+Stars--> spend a Harrow Point to reroll a Will save or wis-based skill check.
-Justice at Last (Drug Addict): +1 trait bonus on saves vs. poison (+3 if ingested) (*also allows a one-time saving throw reroll if a save vs. poison is failed)
-*Blessing of Aurelliax: triple one day job result (max 300gp).
-*Highdelve's Hero: for one adventure, gain either Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes or Toughness.
-Confirmed Field Agent: Wayfinder (1PP)
-*Explore, Report, Cooperate: check if action is in keeping with secondary success condition.
-Friend of Janira Gavix: +1 on knowledge checks at the Grand Lodge.
-Inside Knowledge: +2 knowledge local about Aspis Consortium and can make those untrained (*one-time take 20 knowledge local about Aspis Consortium).
-Lord Avid's Recommendation: +2 circumstance bonus on all Cha-based skill checks in presence of nobility while on the Isle of Kortos (*one-time increase this to +4 and use it with anyone on the Isle of Kortos).
-Rising Aristocrat (House Corcina): +2 to Appraise checks.
-Triumph of Old Taldor x1 (Dignity's Barb or Envoy Ring).
-Base of Operation - Entertainment: +1 day job and +1 to gather info in urban environment.
-***Experienced Thespian: +2 competence to Bluff or Sleight of Hand.
-Fame and Fortune - Entertainment: (stacks with Base of Operation) total of +2 circ bonus to day job and all diplomacy checks if in an urban environment.
-Death Defier - Death by Blood: if you die as result of negative hp total, cross boon to treat your Con as 10 higher for 10min.
-Plaguebreaker: +1 PP
-Delves and Daylight - Fortified: if in an urban environment, +1 comp to Intimidate.
-***Delvehaven Chronicles: +5 to knowledge or gather info during mission briefing.
-Ballistae and Bindings - Entertainment: if in an urban environment, +1 morale bonus on saving throws for the entire party.
-***Chelish Fire: as a standard action, ranged touch attack vs. creature you can see within 60 ft. to deal 1d6 pts. of fire dmg for every two level you have, and the target catches fire unless she makes a DC 16 Reflex save.
-Acolyte or Apprentice - Acolyte: a young cleric has joined the ranks of your faithful followers and now keeps residence near your base; in an urban environment, the acolyte can cast a single cleric spell of 3rd level or lower (CL 7th) after each time you rest (you must pay the cost of any expensive component).
-*****Vampire Slayer: as a swift or immediate action, gain +2 to atk/dmg on your next attack vs. undead.
-Villains of Old Korvosa: defeated --> +1PP
-I Wear No Mask: +2 bonus on all saves vs. polymorph, petrification and transmutation effects. 1/day, while under any morale bonus of any kind, you can double that morale bonus on one roll or check.
-Hellknight Fortifications - Officer's Quarters: if in an urban environment, +2 morale bonus on saving throws for the entire party.
-*****Mammon's Bane: gain comp bonus equal to number of boxes checked on next attack roll or DC of your next spell targeting an evil outsider; if all boxes are used you gain a permanent -1 to AC and saves against attacks by devils.
-Shoanti Bond - Nalharest: the Shoanti recognize you as a nalharest, an honorary sibling and respected friend; once per adventure, you can gain a +2 competence bonus to a Reflex save or Acrobatics check; +1 PP.
-*Sklar-Quah Rites - Strength of Father Sun: grant touched weapon undead bane or touched armor/shield ghost touch for 1 min; standard action for others, swift action for self.
-*Wielder of Serithiel: borrow +4 holy weapon (any shape or metal) for entire adventure; treat the weapon as bane vs. foes serving or worshiping Zon-Kuthon (additional +2 enhancement and +2d6dmg against these foes)
-Shadows Feed the Darkness: +2 bonus on saves vs. spells and effects with the darkness, pain and shadow descriptors.
-*****The Path to Redemption: each time you earn 1 or more PP, can spend 2 PP to check a box. Can then cross entire boon to get a cleric to cast a spell for you (spell level equal to twice the amount of boxes checked; caster only provide 2K worth of material component and you must pay the rest)