Lupia Marietti

Tasya Ismenev's page

12 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Tasya Ismenev

Race

| Speed 30 ft. | Spells: 2nd: 2/4, 1st: 3/5 | Arch. Luck: 5/8, Harrow: 1/1, Lore Master: 1/1 | Auto Writing 1/1, Faith Healing 1/1, Hypnotism 1/1, Phrenology 1/1, Prognostication 1/1,

Classes/Levels

Psychometry 1/1, Read Aura: 1/1, | Assisting Gloves: 1/1 | Active Conditions: Heroism (+2 atk, save, skill, 60 min), 3 Mirror Images

Gender

| HP: 28/34 | AC 19 (T10, FF 19) | CMB: +6* CMD: 16* | F:+2 R:+5 W:+8 (+2 vs. fear, traps) | Init +0 | Perc +15*, SM +3*, Diplomacy +13*

Deity

Desna, Pharasma

Location

Ustalav

Languages

Common, Celestial, Draconic, Gnome, Halfling, Hallit, Orc, Skald, Varisian

Occupation

Paranormal Scholar, Chronicler

Strength 14
Dexterity 10
Constitution 10
Intelligence 18
Wisdom 17
Charisma 18

About Tasya Ismenev

Statistics:

Tasya Ismenev
Female Changeling Bard (archaeologist) 6
NG Medium Humanoid (changeling)
Init +0; Senses Dakrvision 60 ft., Perception +15 (+2 vs. undead)

------------------------------
DEFENSE
------------------------------
AC 19, touch 10, flat-footed 19 (+5 armour, +0 Dex, +3 natural, +1 shield)
…+2 vs. traps
hp 34 (6d8)
Fort +2, Ref +5, Will +8
…Evasion
…+2 vs. fear, traps

------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee 2 claws +7 (1d4+4)
…+1 keen longsword +7 (1d8+4 S/19-20)
…+1 heavy mace +7 (1d8+4 B)
Ranged masterwork heavy crossbow +5 (1d10+2 P/19-20) (120 ft., standard reload) (120 bolts, 10 +1 bolts)
Combat Modifiers: Archaeologist’s Luck (+2 atk, dmg, saves, skills for 1 round), vs. Undead (+1 atk, dmg)

Spells Known (CL 6th, Concentration +10)
2nd—4/day—cure moderate wounds, gallant inspiration*, heroism, mirror image
1st—5/day—comprehend languages, cure light wounds, ear-piercing scream, hypnotism
0—At Will—detect magic, mage hand, mending, prestidigitation, read magic, sift

------------------------------
STATISTICS
------------------------------
Str 14, Dex 10, Con 10, Int 18, Wis 17, Cha 18
Base Atk +4; CMB +6 (+1 grapple); CMD 16 (+1 vs. grapple)
Traits corpse hunter, ghost sight, teacher’s pet, undead slayer
Drawbacks pride, vain
Feats Mother’s Gift (Hag Claws, Surprisingly Tough), Psychic Sensitivity
Skills Acrobatics +8 (1R), Diplomacy +13 (6R)(-2 vs. someone who threatened or challenged you until they apologize), Disable Device +12 (6R), Heal +7 (1R), Knowledge (arcana) +11 (1R), Knowledge (dungeoneering) +11 (1R), Knowledge (engineering) +11 (1R), Knowledge (geography) +11 (1R), Knowledge (history) +16 (6R), Knowledge (local) +18 (6R), Knowledge (nature) +11 (1R), Knowledge (nobility) +11 (1R), Knowledge (planes) +11 (1R), Knowledge (religion) +18 (6R), Linguistics +10 (3R), Perception +15 (6R) (+2 vs. undead), Perform (oratory) +13 (6R), Sense Motive +3 (0R) (-2 vs. Someone who threatened or challenged you until they apologize), Spellcraft +13 6R), Use Magic Device +13 (6R)
If fail a charisma-based check take a -2 on all charisma-based checks for 24 hours)
(11 points; 6 class, 4 INT, 0 race, 1 favoured class)
Abilities archaeologist’s luck (8 rounds), bardic knowledge, cantrips, claws, clever explorer, evasion, hulking changeling, lore master, natural armour, rogue talent (trap spotter), trap sense +2, uncanny dodge
Proficiencies light armour, shields, simple, longsword, shortsword, rapier, sap, shortbow, whip
Languages Common, Celestial, Draconic, Gnome, Halfling, Hallit, Orc, Skald, Varisian


Spells:

2nd
Cure Moderate Wounds - 2d8+1/lv. (max 10), Will DC 16 for 1/2 damage
Gallant Inspiration - IMMEDIATE, close, +2d4 on a failed attack or skill check
Heroism - touch, 10 min/lv, +2 morale on attack, saves, skills
Mirror Image - personal, 1 min/lv, 1d4+1/CL images (max 8)

1st
Comprehend Languages - personal, 10 min/lv
Cure Light Wounds - 1d8+5, Will DC 15 for 1/2 damage
Ear-piercing Scream - close, dazed 1 round, 1d6/2 CL sonic damage, Will DC 15 negates daze and halves damage
Hypnotism - close, Will DC 15 negates, 2d4 HD creatures stare blankly, 1 request, 2d4 rounds

Cantrips
Detect Magic - 60 ft. cone, concentration
Mage Hand - close, 5 lbs. telekinesis
Mending - 10 minutes to cast, 10 ft., object 1 lb/LV regains 1d4 hp
Prestidigitation 10 ft. range, 1 hour
Read Magic - personal, 10 min/lv
Sift 30 ft. range, 10 ft. cube, search by distance, not see creatures, -5 perception

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Archaeologist’s Luck 8 rounds, +2 luck bonus to attack, damage, saves, skills
…Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Automatic Writing Once per week, you can spend 1 hour posing questions while your hand unconsciously scribbles messages of varying legibility and accuracy. At the end of this hour, you attempt a Linguistics check to decipher the meanings of these messages. If successful, you gain information as though you had used augury. If you have 10 or more ranks in Linguistics, you can attempt a higher DC check to instead gain information as though you had used divination. The chance of successfully producing coherent or meaningful writing from any of these effects equals 60% plus 5% for every 1 by which your check result exceeds the DC (to a maximum of 90%). You must choose which DC you’ll try to meet before attempting the check. The GM rolls the check and d% roll secretly, so that you can’t tell whether the messages are accurate. Augury spell: DC 20, Divination spell: DC 30.

Bardic Knowledge A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Clever Explorer an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps. This ability replaces the versatile performance ability.

Corpse Hunter You have dedicated yourself to the destruction of undead, and gain a +1 trait bonus on attacks made against undead.

Evasion a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Faith Healing You can use faith healing once per day. The DC and effect of the Heal check depend on the task you attempt. You can’t use faith healing on yourself.
Restore Vitality: You suppress ability damage. You perform a 1-hour ceremony, after which you attempt a Heal check against the DC of the effect that caused the ability damage. If you succeed at the check, you temporarily suppress 1 point of ability damage for 1 hour, plus 1 additional point and hour for every 5 by which the check result exceeds the DC. A creature can benefit from this treatment no more than once per day. Effect save DC
Suspend Affliction: You treat one curse, disease, or poison affecting a creature. You enter into a deep trance for 1 hour while you treat the subject, after which you attempt your Heal check. If the check is successful, you suspend the effects of the affliction by 1 hour, plus 1 hour for every 5 by which you exceed the DC. This time doesn’t count against the effect’s duration (if any). The affliction can still be cured by other means while it’s suspended. Afflictions save DC
Remove Affliction: You can attempt to permanently remove an affliction in an 8-hour ceremony, after which you attempt a Heal check. If the result of the check is at least double the DC of the original affliction, the sufferer can attempt another saving throw using the original DC to permanently cast off the effect. Double the afflictions save DC.

Ghost Sight +2 Perception vs. Undead (even invisible)

Hulking Changeling A changeling who was born of an annis hag is much more physically formidable than other changelings. You receive a +1 trait bonus on any damage you inflict with a melee attack.

Hypnotism 1/day, 1 minute of calm concentration. The DC of a Diplomacy check to hypnotize is 20 + the subject’s Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion) effects.
Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Diplomacy check. If the check is successful, you implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the subject ceases to be willing, it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature, but the DC is 10 higher.
Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Diplomacy check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to.

Lore Master 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.

Mother’s Gift
Hag Claws (Ex): You gain a +1 bonus on attack and damage rolls with your claws.
Surprisingly Tough (Ex): Your natural armor bonus increases by +1.

Phrenology Once per day, you can use your fingertips to examine the shape of a creature’s skull. Reading a creature’s skull requires 1 minute of concentration and scrutiny while you physically manipulate the skull. This technique can be used on a willing, helpless, or paralyzed creature, or on decomposed remains (as long as the skull is intact or can be pieced together). This skill can’t be used on creatures without discernible skulls, such as constructs, elementals, oozes, or plants. After the minute is up, the GM attempts a secret Knowledge (arcana) check. The DC is typically modified by the subject’s Hit Dice. With a single check, you determine all the information whose DC you meet. For instance, if you had a result of 22 when examining a creature with 2 HD, you would learn that creature’s race and age, gender, alignment, and class, but not its level or HD. (A dead creature’s skull uses the HD the creature had when alive.)

Pride You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Prognostication You are skilled in means of folk divination. The most common methods are cartomancy (reading cards), cheiromancy (reading a creature’s palms), crystallomancy (crystal-gazing), extispicy (reading animal entrails), horoscopy (reading a creature’s birth stars), oneiromancy (interpreting dreams), osteomancy (reading cast bones), and pyromancy (reading flames).
…Once per day, you can predict a creature’s fortune for the near future. You spend 10 minutes interpreting the divination means at your disposal. The GM then attempts a secret Sense Motive check with a DC modified by the subject’s Hit Dice (see the table below). The result of the check can give you basic insight into the subject’s nature, including its alignment, class, and levels or Hit Dice, and might reveal clues to the creature’s immediate future. Determining the immediate future as an augury spell has a chance of successfully interpreting meaningful readings equal to 60% plus 5% for every point by which the check result exceeds the DC (to a maximum of 90%). With a single check, you determine all the information whose DC you meet. For instance, if you had a result of 22 when telling the fortune of a creature with 2 HD, you would learn that creature’s alignment and class, but not its level, HD, or fortune. +2 on check if using something special for this purpose.
…Determine alignment: DC 15 + HD
…Determine class: DC 20 + HD
…Determine level or HD: DC 25 + HD
…Determine fortune as augury: DC 25 + HD

Psychometry Once per day, you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject’s nature and ownership. After 1 minute, you attempt a DC 15 Appraise check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner’s appearance or its emotional state when it last used the item—determined by the GM. You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don’t learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it’s not, and the information you gain is wildly inaccurate. If you attempt to use psychometry on an item affected by charge object or implant false reading, you automatically learn all information imprinted by the spell. You must also attempt a Will save. If the item is affected by an implant false reading spell, on a success, you realize the information was false, and can determine the true information as well. On a failure, or if the item is affected by a charge object spell, you believe the information is true.

Read Aura 1/day, Examine the natural aura of a creature or object to discern the subject’s alignment, emotions, health, or magic. This requires 10 minutes of concentration, after which you attempt a Perception check. Each time, you must pick one of four auras to read: alignment, emotion, health, or magic. The result of the check applies only to the selected aura. You must be within 30 feet of the subject at all times during the reading. Objects typically have only magic auras, though some also have alignment auras (and intelligent items have emotion auras). You can still attempt to detect a type of aura an object doesn’t have, but you get no results. The DC varies depending on the aura, as shown on the table.
Read Alignment Aura: You attempt to read the alignment aura, learning the alignment and its strength. An alignment aura’s strength depends on the creature’s Hit Dice or item’s caster level, as noted in the description of the detect evil spell. DC 15 + HD or CL
Read Emotion Aura: The colors within the target’s aura reveal its emotional state. If successful, you learn the target’s disposition and its attitude toward any creatures within 30 feet of it. For a number of rounds equal to the amount by which you exceeded the skill check’s DC, you gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target. DC 20 + HD or CL
Read Health Aura: Viewing the flow of vital force, you assess a creature’s physical condition. You learn if the creature is unharmed or wounded, if it is poisoned or diseased, and whether it is affected by any of the following conditions: confused, disabled, dying, nauseated, panicked, staggered, stunned, and unconscious. You also learn the total number of points available in its ki pool, grit pool, or similar resource. DC 15 + HD
Read Magic Aura: You attempt to determine the number and power of all magical auras on a target creature or object (see detect magic to determine a magic aura’s power). If the check is successful, you can attempt Knowledge (arcana) or Spellcraft checks to determine the school or identify properties of a magic item, as normal. If the item is affected by magic aura or a similar spell, you can realize this and determine the actual properties of the item if your check result exceeds the DC by 5 or more. If the spell is of a higher level (such as aura alteration), increase this threshold DC by 2 for every spell level beyond 1st. DC 20 + HD or CL

Teacher’s Pet You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill.

Trap Sense a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap Spotter Immediate perception to notice traps within 10 ft.

Uncanny Dodge a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Undead Slayer Instructed at a young age in the tenets of the faith of Pharasma, you view the undead as abominations that must be destroyed so their souls can journey beyond to be judged. You gain a +1 trait bonus on weapon damage rolls against undead.

Vain You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

Harrowing:

------------------------------
Harrowing
------------------------------
Rakshasa
…+4 to Intelligence rolls and skills for 24 hours
…+1 attack and damage against any creature you identify for 1 battle
…get a 20 on a knowledge check

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear +1 keen longsword, +1 heavy mace, masterwork heavy crossbow, holy water (4), haunt syphon (3, 3d6), full haunt syphon (4, 1d6 negative), rod of lesser ectoplasmic spell, potion of cure light wounds (2), potion of cure moderate wounds (2), potion of lesser restoration (3), potion of protection from evil, potion of remove disease, potion of shield of faith, scroll of air bubble (DC 21), scroll of blur (CL 3), scroll of invisibility (CL 3), scroll of false life (DC 23, CL 3), scroll of shield, wand of hold person (CL 5, DC 13, 11 charges)
Possessions +1 chain shirt, buckler, assisting gloves, armbands of the brawler, spirit board, brass spirit planchette, rope of climbing, silver holy symbol of Desna, silver holy symbol of Pharasma, old harrow deck (family heirloom), old harrow deck (Demon’s Lantern), backpack, bedroll, tent, candle (5), flint and steel, ink (5), inkpen (5), lamp, rations (5), nail file, noblewoman’s hair clips, fine clothes, scholar’s clothes, traveller’s clothes, grooming kit, map case (Ustalav, Amaans, Canterwall, VIeland), waterskin, satchel, rope (50 ft.), satchel, archaeologists tools, masterwork thieve’s tools, folklore kit (garlic, holly, stakes, mirror, silver, salt, nails, etc.), flasks (5), flask of ectoplasm, flask of psychic red ectoplasm), vials (5), pencils (10), notepad, darkwood case, waterproof sack, lore book (full, 2), lore book, journal

Armbands of the Brawler These scarred and worn armbands have clearly seen rough use, and are constructed out of coarse leather and fastened with thick leather straps. They grant their wearer a +1 competence bonus on grapple checks and checks to break a grapple.

Assisting Gloves The wearer of these simple gloves can speak a command word create a glowing disembodied hand. As a swift action, the wearer can have the hand assist him with a task as if using the aid another action. The hand uses the wearer’s base attack bonus or skill ranks when making the check to see if aid another is successful (it does not gain the benefit of the wearer’s ability scores or other bonuses). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first, at which time the gloves become non-magical.

Spirit Board
Brass Spirit Planchette A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.
...To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below.
...The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below).
...Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful (such as in Harrowstone), this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie.

Rope of Climbing A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner. A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied, but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.

Money 0 GP 10 SP 10 CP

Background:

Appearance and Personality:

21, 4’10”, 120 lbs, brown hair, one green eye and one purple eye. Worships Desna and Pharasma.