Ganyavesha

Sister Sakura's page

99 posts. Alias of Alizor.


Full Name

Sakura Sakamoto

Race

Human (Tian-Shu)

Classes/Levels

Bard (geisha) 9//Sorcerer (tattooed sorcerer) 9

Gender

Female

Size

5'4"

Age

23

Alignment

Lawful Neutral

Deity

Aroden

Strength 7
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 26

About Sister Sakura

Sakura’s Current Values:
Current Buffs
Active mage armor (8 hours), false life (8 hours), heroism (3 hour, 20 minutes), shield (9 minutes)
Inactive mirror image (0 minutes, 0 images)

Active Spells
Current Conditions

Init +3
AC 22, touch 14, flat-footed 20
hp 83 temp hp 17
Fort +10, Ref +13, Will +11
Immune magic missile (infinite, 81)
Attack Bonus +4 Damage Bonus +2
CMB +6 CMD 18
Skills +2 morale to all skills

Resource Tracking:
Bardic Performance 37/37
Lore Master 1/1
Create spell tattoo 1/1

SLAs
daze 3/3
suggestion 1/1

Bard Spells
3rd 5/5
2nd 5/6
1st 7/7

Sorcerer Spells
4th 6/6
3rd 8/8
2nd 7/8
1st 6/8

Sakura’s Character Sheet:
Female Human (Tian-Shu) bard (geisha) 9//sorcerer (tattooed sorcerer) 9
LN medium humanoid (human)
5'4" - brown eyes - light brown skin - black hair - 23 years old - Patron Deity Aroden
Init +3; Senses Perception +12
Defenses
AC 18, touch 14, flat-footed 14 (+2 dexterity, +2 deflection, +4 armor)
hp 83 (9d8+27; 3 FC)
Fort +8, Ref +11, Will +9; +4 vs. bardic, sonic, language
Offense
Speed 30 ft.
Melee mwk fighting fan +5/-1 (1d4-2)
Ranged mwk shuriken +9/+3 (1d2-2)
Spell-like Abilities (CL 9th, +17 conc., +11 vs. SR)
3/day – daze (DC 22)
1/day – suggestion (CL 11, DC 25)
Bard Spells Known (CL 9th, +17 conc., +11 vs. SR)
3rd (5/day) – arcane condcordance, glibness, major image (DC 22), slow (DC 21)
2nd (6/day) – cure moderate wounds, gallant inspiration, heroism*, tongues
1st (7/day) – charm person* (DC 21), cure light wounds, feather fall, memory lapse* (DC 21), silent image (DC 20)
0th – daze* (DC 22), detect magic, ghost sound (DC 19), light, message, read magic
Sorcerer Spells Known (CL 9th, +17 conc., 6 FC, +11 vs. SR)
4th (6/day) – ball lightning (DC 22), poison* (DC 22), shadow conjuration (DC 23)
3rd (8/day) – deep slumber* (DC 25), dispel magic, fireball (DC 21), greater magic weapon, haste, suggestion* (DC 25)
2nd (8/day) – disguise other (DC 21), false life, glitterdust (DC 20), hideous laughter* (DC 24), invisibility, mirror image, spectral hand
1st (8/day) – cultural adaptation*, endure elements, entangle* (DC 19), mage armor, magic missile, protection from evil, shield, vocal alteration (DC 19)
0th - acid splash, jolt, mage hand, mending, open/close, prestidigitation, scoop, spark
*+1 caster level
Bloodline Fey
Statistics
Str 7 Dex 14 Con 14 Int 14 Wis 10 Cha 26
Base Atk +6; CMB +4; CMD 18
Feats Extra Performance, Fast Learner, Greater Spell Focus (Enchantment), Improved Familiar, Lingering Song, Spell Focus (Enchantment), Spell Focus (Illusion), Spell Penetration, Spellsong, Varisian Tattoo (Enchantment)
Traits Extremely Fashionable, Maestro of the Society
Skills (90, FC 9) Acrobatics +6, Appraise +6, Bluff +29 (Act), Craft (caligraphy) +10, Diplomacy +25 (Oratory), Disguise +29 (Act), Escape Artist +6, Intimidate +15, Knowledge (arcana) +14†, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +12†, Knowledge (nature) +6, Knowledge (nobility) +10†, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +14, Perception +14, Perform (act) +29, Perform (dance) +18, Perform (oratory) +25, Perform (sing) +15, Perform (string) +15, Sense Motive +25 (Oratory), Spellcraft +14, Stealth +6, Use Magic Device +21 Armor Check 0
†+2 with book
Languages Abyssal, Aklo, Azlanti, Common, Draconic, Elven, Hallit, Ignan, Kelish, Orc, Osiriani, Thassilonian, Tien
Special Abilities bardic performance 37/day (countersong (sing), distraction (act), fascinate (DC 22), inspire courage +2, inspire competence +3, inspire greatness (1 ally), suggestion (DC 26), dirge of doom), tea ceremony, lore master 1/day, create spell tattoo 1/day
Special Qualities bloodline arcana, familiar tattoo (shikigami), geisha knowledge (act), well-versed, woodland stride, versatile performer (act, oratory)
Combat Gear wand of cure light wounds (42), wand of cure moderate wounds (14), potion of lesser restoration, scroll of lightning bolt, scroll of knock x2
Gear headband of alluring charisma +6, circlet of persuasion, belt of mighty constitution +2, cloak of resistance +3, cracked dusty rose prism ioun stone, wayfinder, mwk fighting fan, mwk shuriken x50, mwk tools (sing, act, oratory, string - guzheng), spring loaded wrist sheathe (wand of cure moderate wounds), pathfinder chronicles (arcana, local, nobility), ring of protection +2

Familiar’s Current Values:
Current Buffs

AC 20, touch 13, flat-footed 19
hp 41 temp hp 0
Fort +4, Ref +7, Will +11
CMD 14

Spell-like Abilities
1/1 prestidigitation
3/3 hide from animals
3/3 purify food and drink
1/1 commune with nature (Days to recharge 7)

Familiar Character Sheet:
Shikigami Familiar (Valet)
LN Tiny Outsider (kami, native)
Init +1; Senses darkvision 60 ft.; Perception +17
Defenses
AC 20, touch 13, flat-footed 19 (+1 dexterity, +7 natural, +2 size)
hp 41 (3d10+3; 9 HD); fast healing 2
Fort +4, Ref +7, Will +11
DR 5/cold iron; Immune bleed, mind-affecting effects, petrification, polymorph; Resist acid 10, electricity 10, fire 10; Special Defenses Improved Evasion
Offense
Speed 30 ft.
Melee improvised weapon +7 (1d4+2/x3)
Ranged improvised weapon +9 (1d3+2/x3)
Space 2-1/2 ft.; Reach 0 ft.
Spell-like Abilities (CL 6th, +8 conc.)
At will - invisibility (self only), statue (self only)
1/hour - prestidigitation
3/day – hide from animals, purify food and drink
1/week - commune with nature (CL 12th)
Statistics
Str 8 Dex 13 Con 12 Int 11 Wis 17 Cha 14
Base Atk +6; CMB +5; CMD 14
Feats Alertness, Catch Off-Guard, Iron Will, Throw Anything
Skills Acrobatics +2, Appraise +1, Craft (caligraphy) +4, Diplomacy +3, Escape Artist +2, Heal +9, Intimidate +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +4, Knowledge (history) +1, Knowledge (local) +7, Knowledge (nature) +6, Knowledge (nobility) +1, Knowledge (planes) +4, Knowledge (religion) +1, Linguistics +9, Perception +17, Perform (act) +14, Perform (dance) +10, Perform (oratory) +15, Perform (sing) +7, Perform (string) +7, Sense Motive +11, Spellcraft +9, Stealth +15, Survival +9, Use Magic Device +9
Languages Common; Telepathy 100 ft.
SQ able assistant, deliver touch spells, improved weapon mastery, link, merge with ward, share spells, speak with animals of it’s kind, speak with master, ward (Sakura)
Special Abilities
Able Assistant (Ex) A valet’s master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.
Deliver Aid (Ex) At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed.
Deliver Touch Spells (Su) At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.
Improvised Weapon Mastery (Ex) A shikigami gains Catch Off-Guard and Throw Anything as bonus feats, and adds its Charisma modifier instead of its Strength modifier to damage done with any improvised weapon, as attacks it makes with such weapons seem supernaturally lucky in landing damaging blows. Although a shikigami is Tiny, it never provokes attacks of opportunity when it attacks an adjacent foe with a melee weapon. If a shikigami critically hits an opponent with an improvised weapon, it deals ×3 damage.
Merge with Ward (Su) As a standard action, a kami can merge its body and mind with its ward. When merged, the kami can observe the surrounding region with its senses as if it were using its own body, as well as via any senses its ward might have. It has no control over its ward, nor can it communicate or otherwise take any action other than to emerge from its ward as a standard action. A kami must be adjacent to its ward to merge with or emerge from it. If its ward is a creature, plant, or object, the kami can emerge mounted on the creature provided the kami's body is at least one size category smaller than the creature. If its ward is a location, the kami may emerge at any point within that location.
Teammate (Ex) A valet is considered to have all the teamwork feats its master has.
Ward (Su) A kami has a specific ward—a creature with a 2 or lower Intelligence (usually an animal or vermin), a plant (not a plant creature), an object, or a location. The type of ward is listed in parentheses in the kami's stat block. Several of a kami's abilities function only when it is either merged with its ward or within 120 feet of it. If a kami's ward is portable and travels with the kami to another plane, the kami does not gain the extraplanar subtype on that other plane as long as its ward remains within 120 feet. If a ward is destroyed while a kami is merged with it, the kami dies (no save). If a ward is destroyed while a kami is not merged with it, the kami loses its merge with ward ability and its fast healing, and becomes permanently sickened.