Anwa of the Soft Step

Nuria's page

417 posts. Organized Play character for Tangaroa.


HP 39/39; AC:20, T:13, FF:17; Fort:+5 Ref:+10 Will:+6; CMD 16; Init+11; Perc+15; Darkvision;

About Nuria

Tracked Resources:
Song: 10/18 rds.
Spells 3/2
Burning Hands: 1/1


Female Ifrit bard 6
N Medium outsider (native)
Init +11, Senses darkvision (60 ft.); Perception +15
Faction The Exchange
AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield)
hp 39 (6d8+6)
Fort +5, Ref +10, Will +6; +4 vs. bardic performance, sonic, and language-dependent effects, +1 vs. humanoid(reptilian)
Speed 30 ft.
Melee cold iron short sword +7 (1d6-1/19-20)
Melee brass knuckles +7 (1d3-1)
Melee light silver mace +7 (1d6-1)
Melee whip +7 (1d3-1 nonlethal)
Ranged shortbow +7 (1d6-1/x3)
Special Attacks bardic performance 19 rounds/day (distraction, fascinate (DC 18), fire break, fire dance, inspire courage +2, song of the fiery gaze)
Spell-Like Abilities (CL 6th; concentration +11)
1/day - burning hands (DC 16)
Bard Spells Known (CL 6th; concentration +11)
2nd(4/day)- blistering invective (DC 17), cacophonous call(DC 17), hypnotic pattern(DC 18, 2d4+6 HD), tongues
1st(5/day)-hideous laughter(DC 16), saving finale, touch of gracelessness(DC 16), vanish
0th(at will)-dancing lights, detect magic, flare(DC 15), lullaby(DC 15), prestidigitation, resistance
Str 8, Dex 16, Con 12, Int 14, Wis 8, Cha 21
Base Atk +4; CMB +3; CMD 16
Feats Alertness (from familiar), Eldritch Heritage (arcane), Skill Focus (knowledge[planes]), Weapon Finesse
Skills (6*(6+2+1)) 5
Climb +3 (1 rank -1 Str +3 trained)
Bluff +14 (versatile performance)
Diplomacy +16 (versatile performance) (+2 with humanoid(reptilian))
Disable Device +15 (6 rank +3 Dex +3 trained +1 trait +2 circumstance)
Escape Artist +8 (2 rank +3 Dex +3 trained)
Intimidate +16 (versatile performance)
Knowledge (arcana) +12 (4 rank +2 Int +3 trained +3 class) (+2 to identify constructs)
Knowledge (dungeoneering) +10 (2 rank +2 Int +3 trained +3 class)
Knowledge (engineering) +9 (1 rank +2 Int +3 trained +3 class)
Knowledge (history) +11 (3 rank +2 Int +3 trained +3 class)
Knowledge (local) +9 (1 rank +2 Int +3 trained +3 class)
Knowledge (nature) +10 (2 rank +2 Int +3 trained +3 class)
Knowledge (nobility) +9 (1 rank +2 Int +3 trained +3 class)
Knowledge (planes) +15 (4 rank +2 Int +3 trained +3 class +3 feat)
Knowledge (religion) +9 (1 rank +2 Int +3 trained +3 class)
Linguistics +7 (2 rank +2 Int +3 trained)
Perception +15 (6 rank -1 Wis +3 trained +2 feat +5 competence)
Perform (dance) +11 (3 rank +5 Cha +3 trained)
Perform (keyboard) +16 (6 rank +5 Cha +3 trained +2 circumstance)
Perform (sing) +14 (6 rank +5 Cha +3 trained)
Sense Motive +16 (versatile performance, +2 feat)
Spellcraft +7 (2 rank +2 Int +3 trained)
Stealth +7 (1 rank +3 Dex +3 trained)
Traits Affinity for the Elements, Gold Finger (The Exchange Faction: Disable Device)
Languages Aquan, Auran, Ignan, Khelish, Taldane, Undercommon
SQ bardic knowledge +3, hypnotic, versatile performance (keyboard, sing), lore-master (1/day), well-versed, wildfire heart


Goblin Bane You gain a +2 bonus on Intimidate checks against humanoids with the goblinoid subtype.
Trap Intuition Reroll reflex vs. trap with 1/2 level bonus [ ]
Splinter Slayer Negate up to 2 dice of sneak attack [ ]
Troglodyte Friend+1 on saves vs extraordinary abilities and +2 on diplomacy for humanoid (reptilian)
Touch of Elemental Waters Touch of the Sea as a spell-like [ ]
Clockwork Engineer You gain a +2 bonus on Knowledge (arcana) checks made to identify creatures with the construct type, and you may make such checks to identify constructs untrained. You may cross this boon off your Chronicle sheet before rolling such a check to treat the die’s result as though it were a 20.
Master of Trade Using faction contacts and mercantile experience, you can always get yourself the best deal when buying goods. Once per game session, you may make any single purchase you could normally make at a 10% discount. This discount is not available on spellcasting services or material components.


Combat Gear silver weapon blanch
Other Gear mwk. thieves' tools, belt pouch, flint and steel, small steel mirror, backpack, bedroll, ink (1 oz. vial), inkpen, journal, mess kit, entertainer's outfit, pot (iron), 50' rope, soap, waterskin, masterwork harpsichord, 5 days of rations, torch (10)

cold iron short sword, brass knuckles, light silver mace, shortbow, arrows (20)

alchemical fire (power component: one target that fails save catches on fire) [ ][ ]
antitoxin [x][ ]
clear ear (6 hours: +2 perception, knowledge, -2 charisma-based checks) [ ][ ][ ]
oil [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]
rusting powder (+5 alchemical bonus on disable metal traps or locks) [ ][ ]
smog pellet [ ]

wand of cure light wounds [x][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ] [ ][ ][ ][ ][ ]

oil of bless weapon
oil of magic weapon
potion of cure light wounds
potion of touch of the sea
scroll of aram zey's focus
scroll of comprehend languages
scroll of glitterdust
scroll of invigorate
scroll of lesser restoration
scroll of obscuring mist
scroll of remove fear
scroll of see invisible

armor +1 mithral shirt
eyes eyes of the eagle
headband headband of charisma +2
neck cloak of resistance +2
wrists sleeves of many garments
shield +1 mithral buckler


Greensting Scorpion
N Tiny figment magical beast
Init +3; Senses darkvision 60 ft.; Perception +13
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 9 (6 HD)
Fort +2, Ref +8, Will +5
Resist fire 5
Speed 30 ft.
Melee sting +9 (1d2–4 plus poison)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks poison
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +4; CMB +5; CMD 11 (23 vs. trip)
Feats Weapon Finesse
Climb +11 (1 rank +3 Dex +3 trained +4 racial)
Disable Device +9 (6 rank +3 Dex)
Escape Artist +8 (2 rank +3 Dex)
Knowledge (arcana) +2 (4 rank -2 Int)
Knowledge (dungeoneering) +0 (2 rank -2 Int)
Knowledge (engineering) -1 (1 rank -2 Int)
Knowledge (history) +1 (3 rank -2 Int)
Knowledge (local) -1 (1 rank -2 Int)
Knowledge (nature) +0 (2 rank -2 Int)
Knowledge (nobility) -1 (1 rank -2 Int)
Knowledge (planes) +2 (4 rank -2 Int)
Knowledge (religion) -1 (1 rank -2 Int)
Linguistics 0 (2 rank -2 Int)
Perception +13 (6 rank +0 Wis +4 racial +3 trained)
Perform (dance) -1 (3 rank -4 Cha)
Perform (keyboard) +2 (6 rank -4 Cha)
Perform (sing) +2 (6 rank -4 Cha)
Spellcraft +0 (2 rank -2 Int)
Stealth +19 (1 rank +3 Dex +4 racial +8 size +3 trained)
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ alertness, share spells, empathic link, manifest dreams (1 pt evolution: resistance), recurring dreams
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Special Ability Descriptions:

Affinity for the Elements Add 1 to the DC of saving throws made to resist the effects of spells cast by you that have either the air, earth, fire, or water descriptor, depending on which elemental lord you worship. Which bonus you receive is chosen when you take the trait and may not be changed.
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 Knowledge (Ex) You add half your class level to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. tarting 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.
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.
Fascinate (Su) You can use your performance to cause up to 1 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 10 + 1/2 the bard's level + the bard's Cha modifier) 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.
Fire Break (Su) At 6th level, a fire dancer’s performance can bend flames away from others. Any ally within 30 feet of the bard who can hear or see the bardic performance gains resist fire 20 as long as the performance is maintained. At 11th level, this resistance increases to 30. Fire break relies on audible or visual components. This ability replaces suggestion.
Fire Dance (Su) At 1st level, a fire dancer learns to protect himself and others from the pain of fire, and discovers how to control the flame while enduring its heat. Each round of the fire dance, he rolls a Perform (dance or sing) check. Any ally within 30 feet of the bard that has caught on fire or is affected by a fire effect or extreme heat can use the bard’s Perform check result in place of its saving throw against that fire. Any ally within 30 feet of the bard who is suffering from heatstroke can ignore the fatigue from heat exposure so long as the bard maintains this performance. Fire dance relies on audible or visual components. This ability replaces countersong.
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 +1 morale bonus on saving throws against charm and fear effects and a +1 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.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Gold Finger Your family comes from a long, proud tradition of housebreaking and thievery. You are a strong part of that tradition. You gain a +1 trait bonus on Disable Device and Sleight of Hand checks, and one of these skills (your choice) becomes a class skill for you.
Hypnotic Ifrits with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from the ifrit, the ifrit can spend an immediate action to force that creature to reroll the saving throw and use the second result, even if it is worse. The ifrit must announce he is using this ability before the results of the first roll are revealed. This racial trait replaces fire affinity.
Lore Master Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Song of the Fiery Gaze (Su) At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the bard who can hear the performance can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation (Advanced Player’s Guide 47). Song of the fiery gaze relies on audible components. This ability replaces inspire competence.
Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Well-Versed (Ex) At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Wildfire Heart (Ex) Gain a +4 racial bonus on initiative.


#1 Racial boon

Scenario Emerald Spire Level 1
Gold Earned 1398
Day Job 10
XP 3
Prestige/Fame 2/4 (2 PP for a wand of cure light wounds)
Access wand of cure light wounds (20 charges; 300 gp, limit 1)
Purchases light silver mace (25), mwk. thieves' tools (100), wand of cure light wounds (2 PP), antidote (50), rusting power x2 (120), smog pellet (40), clear-ear (x3) 45, mithral shirt, Alchemist's Fire (x2) (40), cold iron short sword (20)
Misc. Expenses
Misc. Expenses
Sold thieves' tools (15), leather (5)
Wealth 110
Play Notes Goblin Bane
Journal Entry a level of magical darkness; fought goblins and their mechanical creations

Scenario Emerald Spire Level 2
Gold Earned 1536
Day Job 5
XP 6
Prestige/Fame 6/8
Purchases 1501: oil of bless weapon, oil of magic weapon, oil (x10), scroll of lesser restoration, antitoxin (x2), potion of cure light wounds, scroll of obscuring mist, scroll of comprehend languages, scroll of invigorate, scroll of remove fear, +1 to armor
Wealth 150
Play Notes Trap intuition
Journal Entry a bone priest and many, many spiders.

Scenario Emerald Spire Level 3
Gold Earned 3711
Day Job 75
XP 9
Prestige/Fame 10/12
Purchases sleeves of many garments (200)
Wealth 3736
Play Notes splinter slayer
Journal Entry rogues with rouges: heretic Norgorbites hiding out and building a cult.

Scenario Emerald Spire Level 4
Gold Earned 2400
Day Job 15
XP 1.5
Prestige/Fame 12/14
Purchases mithral buckler (1005), eyes of the eagle (2500), potion of touch of the sea (50)
Wealth 2596
Play Notes troglodyte friend
Journal Entry explored a strange machine in the middle of a troglodyte dungeon

Scenario Emerald Spire Level 5
Gold Earned 2400
Day Job 50
XP 1.5
Prestige/Fame 14/16
Purchases add +1 to buckler
Wealth 5046
Play Notes touch of planar waters
Journal Entry wet, encountered many angry undine

Scenario Emerald Spire Level 6
Gold Earned 6756
Day Job 75
XP 3
Prestige/Fame 14/20
Purchases cloak of resistance +2 (4000), scroll of see invisible (150), mastwerwork harpsichord (100), headband of charisma +2 (3600) (Master of Trade), scroll of glitterdust (150), scroll of aram zey's focus (150), Master of Trade (4 PP)
Wealth 4027
Play Notes Clockwork engineer
Journal Entry

inspire courage:
+2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.

Note to self: get eversmoking bottle

HP 39/39; AC:20, T:13, FF:17; Fort:+5 Ref:+10 Will:+6; CMD 16; Init+11; Perc+15; Darkvision;