Ganyavesha

Rosalyn Bishop's page

1 post. Alias of Narkari.


Full Name

Rosalyn Bishop

Race

Piper

Classes/Levels

3 Bard(Dawnflower Dervish)/3 Ninja

Gender

Female

Size

Medium

Age

23

Alignment

NG

Deity

Sarenrae

Languages

Common, Sylvan, Draconic, and Elven

Strength 8
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 12
Charisma 16

About Rosalyn Bishop

HP: 30 (1d8+1) +3 favored class

XP:

Defense:
18 AC

16 CMD

+2 Fort (+1 class, +1 con)
+7 Ref (+3 class, +4 dex)
+5 Will (+3 class, +1 wis)

Offense:
BaB +3

CMB +2

Race:

+2 Dexterity, +2 Charisma, –2 Wisdom: Pipers are lithe and personable, but tend towards rash and impulsive actions.

Medium: Pipers are short by human standards, but not short enough to qualify as size Small.

Normal Speed: Pipers have a base speed of 30 feet.

Born Performer: A piper gains a +2 bonus to any two Perform checks of the player’s choice.

Racial Feats: Pipers have access to a set of racial feats, abilities often associated with great piper heroes and exceptional adventurers. These are detailed below.

Mystic Voice (Su): Piper spellcasters have a natural magic in their voice and must use it as an element of all their spellcasting. The additional magic imbued in their voice means a spellcasting piper never has to worry about somatic components, and ignores the somatic component of any spell. However, pipers cannot cast spells without singing out verbal components. Even spells that normally do not have verbal components gain them when cast by a piper, and pipers cannot use the Silent Spell feat. Further, a piper cannot cast such spells quietly. It is not possible for a piper to make a Stealth check when casting.

Soul of Music: Music is part of a piper’s sustenance as surely as food, sleep and air. A piper must have music. Being prevented from performing or listening to music has the same effects as starvation.

Languages: Pipers begin play speaking Common and Sylvan. Pipers with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Gnomish, Goblin, and Orc.

Traits & Feats:
-Traits-
Fast Talker - You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Armour Expert - When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

-Feats-
Arcane Strike
Dodge
Dervish Dance(Class)

Skills:
Skill Points: 30 (24-ninja, 6-int, 0 race)

+6 Appraise (Int)
+10 Bluff (Cha)
+8 Disable Device (Dex)
+7 Disguise (Cha)
+8 Escape Artist (Dex)
+8 Knowledge (Arcana) (Int)
+8 Knowledge (Local) (Int)
+8 Knowledge (Nature) (Int)
+6 Knowledge (History) (Int)
+6 Knowledge (Nobility) (Int)
+7 Intimidate (Cha)
+7 Perception (Wis),
+11 Perform (Oratory-Used as Diplomacy and Sense Motive) (Cha)
+9 Perform (Dance)
+8 Spellcraft (Int)
+10 Stealth (Dex)

Class Abilities:
Weapon and Armor Proficiency

Dawnflower dervishes gain weapon proficiency with the scimitar. This ability replaces their proficiency with the rapier and whip.

Battle Dance

A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action.

When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).

Versatile Performance (Ex)

At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

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.Poison Use

At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack(2d6)[b]

If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.

The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

[b]Ki Pool(4 Ki Points) (Su)

At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.

Ninja Tricks

As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once.

Tricks marked with an asterisk (*) add effects to a ninja’s sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.

Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

No Trace (Ex)

At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Spells:

0 Spells
-Light
-Mending
-Prestidigitation
-Open/Close
-Detect Magic
-Read Magic

1st Spells
-Cure Light Wounds
-Comprehend Languages
-Sleep
-Undetectable Alignment

History & Personality:

Under Construction

Money and Equipment:

Armor : Studded leather (+3 AC, +5 Max Dex, -0 ACP, 30' Max Speed, 20 lbs)
Belt :
Body :
Chest :
Eyes :
Feet :
Hands :
Head :
Headband :
Neck :
Ring #1 :
Ring #2 :
Shield :
Shoulders :
Wrists :

Weapon #1 : +7 Scimitar(1d6+5),18-20 x2
Weapon #2 :
Weapon #3 :

Other Equipment :
Backpack 1 lbs
Blanket (winter) 3 lbs
Belt Pouch .5 lbs
Rations x4 4 lbs
Waterskin 1 lbs
Travelers Outfit .5 lbs
Rope (50') 10 lbs
Grappling hook 4 lbs

Equipment Weight : 62 lbs

Money :