Vendria

Saoirse Oparaeal's page

169 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Classes/Levels

Female CG Aasimar Bard 4: |HP: 32/32, AC: 15, Touch 13, FF 12, Fort: +3 Reflex:+7 Will:+5|CMB +4, CMD 17 (21 disarm/sunder/trip)| acid res 5, cold res 5, and electricity res 5|Perception +4 (Darkvision) |EA: Gather Information

Gender

Saoirse

Age

22

Alignment

CG

Languages

Common, Elven, Celestial, Sylvan

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

About Saoirse Oparaeal

HP: 32 (4d8+8) Current: 32 Death Threshold: -14

STR 12(+1) DEX 16(+3) CON 14(+2) INT 14(+2) WIS 12(+1) CHA 18(+4)
Speed: 30

BAB:+3 CMB:+4 (+8 disarm, sunder, or trip) CMD: 17 (21 disarm, sunder, or trip)

Defense
AC:18 (10+3 Dex +5 Armor )
Touch 13
Flat footed 15
Armor: Mistmail ((+1 Chain shirt)
Fort: +3 Reflex:+7 Will:+5
(+4 vs bardic performance, sonic, and language-dependent effects)
acid resistance 5, cold resistance 5, and electricity resistance 5.

Offense
Initiative +3

Combat:
+1 Rapier Attack +7 Damage 1d6+2 18-20/x2
Dagger Attack +6 Damage 1d4+1 19-20/x2
Light crossbow +6 Damage 1d8 19-20/x2 30 bolts

Special: Arcane strike
+1 Rapier Attack +7 Damage 1d6+3 18-20/x2

Special Abilities
Bardic Knowledge +1 (all knowledge untrained)
Bardic performance:
• Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s 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. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. 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.
• Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s 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 non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
• Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s 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 Distraction is already under the effect of a non-instantaneous 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 the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
• Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. 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, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on 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
• Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). 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

Versatile performance (Dance : Acrobatics/Fly)
Well versed (+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.)
Cantrips

Skills: 6+ 2 Int per level

*Acrobatics +7
Bluff +10 (+11 vs Brigands/thieves/bandits) (+11 if attracted)
*Climb
Craft
*Diplomacy + 10 (+11 vs Brigands/thieves/bandits) (+11 if attracted)
Escape Artist +6
Fly
*Heal +
Intimidate + 10 (+11 vs Brigands/thieves/bandits)
*Knowledge Arcana +5
*Knowledge Dungeoneering +5
*Knowledge Local +8
*Knowledge Nature +5
*Knowledge Planes +5
*Knowledge Religion +5
Perception +4
Ride +4
*Sense motive +8 (+9 vs Brigands/thieves/bandits)
*Spellcraft +8
Stealth +7
Survival
*UMD +10

Background Skills:
*Appraise
Craft
Handle Animal
Linguistics
*Perform (Dance) +10
*Perform (Sing) +10
*Perform (Lute) +9/ +10 as part of Bardic perf.
*Perform (Oratory) +9
*Knowledge Engineering +5
*Knowledge Geography +5
*Knowledge History +5
*Knowledge Nobility +6
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Feats:
Weapon Finesse, Arcane strike

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Racial Traits
Azata-Blooded (Musetouched)
The musetouched epitomize freedom and joy, and travel the world to liberate less fortunate individuals.
Ancestry Azata
• Typical Alignment CG
• Ability Modifiers +2 Dex, +2 Cha
• Musetouched Race Traits: Bralani’s Step, Lillend’s Harp
Defense Racial Traits
• Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
• Alternate Skill Modifiers Diplomacy, Perform
Magical Racial Traits
• Alternate Spell-Like Ability Musetouched gain glitterdust as a spell-like ability.
Once per day as a spell-like ability (caster level equal to the aasimar’s class level).
Senses Racial Traits
• Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

The capricious aasimars known as musetouched are the most likely of their kind to be found adventuring throughout lands both civilized and remote. Imbued with an undeniable spirit of wanderlust, musetouched feel the constant urge to explore new places, meet new people, and ferret out evil and corruption wherever they lurk.
Of all the aasimars, musetouched tend to be among the most beautiful by most humans’ standards. They possess features with an unearthly charm, such as long, thick hair of a seemingly impossible hue and limpid, jeweltoned eyes. Musetouched are commonly possessed of innate musical talent and a love for melodies, and many train as bards while they wander.
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Traits:
Brigand: You hail from the River Kingdoms or the
more lawless reaches of Brevoy. Life has been hard for
you. Perhaps your parents and siblings were crooks and
con artists, or maybe your rough, lonely life lead you to
fall in with thieves and worse. You know how to ambush
travelers, bully traders, avoid the law, and camp where
no one might find you. Recently, you’ve run into some
trouble, either with the law or with other bandits, and
you’re looking to get away to somewhere no one would
ever think to look for you. An expedition into the rugged
wilderness seems like a perfect way to lie low until the
trouble blows over. You begin the campaign with an
extra 100 gp in ill-gotten gains. You also gain a +1 trait
bonus on Bluff, Diplomacy, Intimidate, and Sense Motive
checks when dealing with brigands, thieves, bandits, and
their ilk.

Lillend’s Harp (Aasimar)
Your ancestor was a lillend, a being of exceptional grace and singular musical talent.

Benefit: You gain a +1 trait bonus on Perform (string) checks. This bonus increases to +2 when you make a Perform check as part of a bardic performance

Charming
Blessed with good looks, you’ve come to depend on the fact that others find you attractive.
Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

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Spells:
(+1 to DC’s if is (or could be) sexually attracted)
SLA: Glitterdust

0-level Known 6
Know Direction, Prestidigitation, Purify Food and Drink, Mending, Daze
1st-level (Bard) Known 4 (3+1 /day)
Coin Shot, Cause Fear, Biting Words, Touch of Gracelessness
2nd-level (Bard) Known 2 (1+1 /day)
Blood Biography, Blood Biography

Equipment (lbs)
a backpack, a bedroll, a belt pouch, a common musical instrument (lute), a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin. Adventurer's sash
Perfume, Cloak, Soap,
+1 Rapier, dagger, light crossbow, Mistmail armor

Potions: Mage armor, Eagle’s spendor,

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Capacity:
Light: 43lbs
Medium: 86lbs
Heavy: 130lbs

Background
Born and raised in the River Kingdoms, Saoirse believes in nothing more strongly than she does the River Freedoms. Skilled with both her hands and her words, she somewhat naturally grew into a life of banditry and petty thievery, right up until she fell afoul of a more ruthless, self-styled bandit lord. After a few members of her current crew were found murdered in their sleep, Saoirse decided that it was best to leave the area for a bit, fleeing East, her travels taking her across Pitax, eventually leading her to Greatwall, using her talent for singing and playing music to keep her in coin, while avoiding more of the same trouble she was running from.

Description

Saoirse

Graced with an untamed, somewhat supernatural beauty, Saorise has a natural gift for drawing the eye, and attention in her direction, even when she isn’t trying.

Aria
Light Riding Horse

XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6
SQ docile

SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill), a horse’s hooves are treated as secondary attacks.

Wealth
Coin
0p 20 g 0 s 0 c
Gems
0