Oriana

The Maiden of Gold's page

306 posts. Organized Play character for chadius.


Race

Archaeologist (Bard) 3 | Nagaji Female | HP 23/23 | AC 18 (T 13, FF 16) (Uncanny Dodge) | Init 3 | Perception 10 | Saves 2/5/4 (+1 Trap Sense) (+2 vs Mind Affecting and Poison)

Classes/Levels

| Archaeologist’s Luck 6/6 | Spells -/4 |

Alignment

N

Languages

Common, Draconic

Strength 12
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 12
Charisma 16

About The Maiden of Gold

"The mask is for everyone's benefit. Associating with a thief like me is risky, you see-" The maiden abruptly stops and grabs a braid of hair and turns to it, seemingly talking to it. "For the last time, I like the mask . It stays. I'm talking to a client, we'll discuss later." She turns back to you. "Hopefully the gods will let me live long enough to hear your terms."

Bot Me!:

Archaeologist’s Luck is a swift action that provides a +2 luck bonus to attacks, skill checks and saves. Use it, then stop performing so Lingering Performance will let it last 2 rounds longer.

After that, go nuts. Fire the bow, use the whip in melee to aid another or trip, or use the longsword and fish for critical hits.

Background: Charis is the most common pseudonym she goes by, but if you ask her (and she's in the mood to talk) her memories start in a temple she was banished from. The clerics told her the gods punished her (for what?) and she had to wander the world as a human as penance. She was also told she was a medusa, and somewhere those two ideas were swirled together. She thinks her hair are her snake-hair and frequently talks to them when she's not on a mission. Her journeys made her a thief by necessity, then by trade when people realized how good she was at it.

Personality: Her love of money and her joys of religion are the two things she cares about, and will often speak of one of the two. Her side thoughts seem to manifest through her locks of hair which she often speaks to.

Role: Here's your cat burglar. She's a nimble thief. If you don't want the target to know what happened, she can do it.

XP 7
Fame 14
PP 12
PFS# 133608-4

Alts:

Default - Mithral Scarab
Pirate - Jirelle Swashbuckler
Half-Orc - Irabeth
Guard - Oriana

Saving Throws:

Fort 1 Brd + 1 Con = 2
Reflex 3 Brd + 2 Dex = 5
Will 3 Brd + 1 Wis = 4

Archaeologist’s Luck + Fate's Favored gives Charis a +2 bonus to saving throws.
Resistant (Ex) Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Trap Sense +1 At 3rd level, 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.

Defenses And Movement:

HP: 8 + (5 * 2 Bard) + 3 Con + 2 Favored Class = 23
AC 10 + 2 Dex + 4 Armor + 1 Natural + 1 Dodge = 18
T 10 + 2 Dex + 1 Dodge = 13
FF 10 + 4 Armor + 1 Natural = 16 (Uncanny Dodge)
Init 2 Dex + 1 Trait
CMD 10 + 2 BAB + 1 Str + 2 Dex + 1 Dodge = 16

Arcane Temper You gain a +1 trait bonus on concentration and initiative checks.
Armored Scales Nagaji have a +1 natural armor bonus from their scaly flesh.
Low-light vision
Uncanny Dodge (Ex) 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.
Trap Sense +1 At 3rd level, 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.

Offense:

BAB 2
CMB 2 BAB + 1 Str = 3

Archaeologist’s Luck + Fate's Favored gives Charis a +2 bonus to attack and damage rolls. My calculations assume it's on.

Melee
Masterwork Whip
Attack: 1d20+2 Dex+2 Luck+1 Masterwork+2 BAB
Damage: 1d3+1 Str+2 Luck
Range: 15 ft
Special Properties: Trip, Disarm. Does not threaten, provokes like a ranged weapon.
[dice=Whip, Archaeologist’s Luck]1d20+5+2[/dice]
[dice=Damage]1d3+3[/dice]

Longsword
Attack: 1d20+1 Str+2 Luck+2 BAB
Damage: 1d8+1 Str+2 Luck
Crit: 19-20/x2
[dice=Longsword, Archaeologist’s Luck]1d20+3+2[/dice]
[dice=Damage]1d8+3[/dice]

Masterwork Silver Light Mace
Attack: 1d20+1 Masterwork+1 Str+2 Luck+2 BAB
Damage: 1d6+1 Str+2 Luck
[dice=Silver Light Mace, Archaeologist’s Luck]1d20+4+2[/dice]
[dice=Damage]1d6+3[/dice]

Masterwork Cold Iron Dagger
Attack: 1d20+1 Masterwork+1 Str+2 Luck+2 BAB
Damage: 1d4+1 Str+2 Luck
Crit: 19-20/x2
[dice=Cold Iron Dagger, Archaeologist’s Luck]1d20+4+2[/dice]
[dice=Damage]1d4+3[/dice]

Ranged
Shortbow
Attack: 1d20+2 Dex+2 Luck+2 BAB
Damage: 1d6+2 Luck
Crit: x3
Range: 60ft
[dice=Shortbow, Archaeologist’s Luck]1d20+4+2[/dice]
[dice=Damage]1d6+2[/dice]

Cold Iron Dagger
Attack: 1d20+1 Masterwork+2 Dex+2 Luck+2 BAB
Damage: 1d6+1 Str+2 Luck
Crit: 19-20/x2
Range: 10ft
[dice=Cold Iron Dagger, Archaeologist’s Luck]1d20+5+2[/dice]
[dice=Damage]1d4+3[/dice]

Skills:

Skills: (6 Bard * 3) + 3 Int + 1 Favored Class Bonus = 22
ACP: 0

Acrobatics 3 In Class + 2 Dex + 3 Ranks = 8
Climb 3 In Class + 1 Str + 1 Ranks = 5
Diplomacy 3 In Class + 3 Cha + 1 Ranks = 7
Disable Device 2 Dex + 3 Ranks + 1 Clever Explorer = 6
Disguise 3 In Class + 3 Cha + 2 Ranks = 8
Knowledge (Local) 3 In Class + 1 Int + 1 Ranks + 1 Bardic Knowledge = 6
Knowledge (Religion) 3 In Class + 1 Int + 1 Ranks + 1 Bardic Knowledge = 6
Perception 3 In Class + 2 Racial + 1 Wis + 1 Clever Explorer + 3 Ranks = 10
Profession (Burglar) 3 In Class + 1 Wis + 1 Ranks = 5
Sense Motive 3 In Class + 1 Wis + 1 Ranks = 5
Sleight of Hand3 In Class + 2 Dex + 2 Ranks = 7
Stealth 3 In Class + 2 Dex + 2 Ranks = 7
Use Magic Device 3 In Class + 3 Cha + 1 Ranks = 8

Clever Explorer At 2nd level, 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.

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

Archaeologist’s Luck + Fate's Favored gives Charis a +2 bonus to skill checks.

Serpent's Sense (Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

[/ooc]Add +1 against traps[/ooc]
[dice=Perception]1d20+9[/dice]
[dice=Disable Device]1d20+5 [/dice]

[dice= Stealth]1d20+6[/dice]

Feats:

1 Lingering Performance The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing.
3 Dodge +1 dodge bonus to AC while aware of attacks.

Spells:

Bard
Concentration Check 6 = 2 Bard + 3 Cha + 1 Trait

  • Scroll of Unseen Servant
  • Wand of Cure Light Wounds, 48 charges
  • Scroll of Grease

    Arcane Temper You gain a +1 trait bonus on concentration and initiative checks.

    Level 0, DC 13, 6 spells known, at will
    Daze
    Detect Magic
    Light
    Mage Hand
    Message
    Prestidigitation

    Level 1, DC 14, 4 spells known, 4/day
    Disguise Self
    Grease
    Heightened Awareness
    Silent Image

  • Class Abilities:

    Archaeologist’s Luck +1 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.

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

    Cantrips

    Clever Explorer At 2nd level, 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.

    Traits:

    Fate's Favored Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
    Arcane Temper You gain a +1 trait bonus on concentration and initiative checks.

    Gear:

  • Masterwork Whip
  • Shortbow
  • Masterwork Studded Leather Armor
  • Longsword
  • Light Mace
  • Masterwork Cold Iron Dagger

  • Journal
  • Ink
  • Inkpen
  • backpack
  • bedroll
  • belt pouch
  • caltrops
  • chalk (10)
  • flint and steel
  • grappling hook
  • iron pot
  • mess kit
  • mirror
  • pitons (10)
  • rope
  • soap
  • thieves' tools
  • torches (10)
  • trail rations (5 days)
  • waterskin
  • antitoxin
  • Wayfinder

  • 1616.9 gp
  • Gear from the current adventure:

    Chronicles
    -----------------

    Tide of Twilight:

    Character Remake:

    Race: Nagaji
    Attributes: Str 10+2, Dex 14, Con 13, Int 12-2, Wis 10, Cha 14+2
    Class: Archeologist (Bard)
    Reset starting gold and sell all stuff, so 150 + 521 = 671

    Feat: Lingering Performance

    Purchases:

  • Whip 1
  • Shortbow 30
  • Studded Leather Armor 25
  • Longsword 15
  • Light Mace 5
  • Rogue Kit 50
  • Journal 10
  • Ink 8
  • Inkpen 1 sp

    For a total of 144.1

    Also,

  • Wand of Cure Light Wounds for 2 PP
  • 20 Point Buy:

    I built her using 15 points when I should have used 20.

    Base Attributes:
    Str 10
    Dex 14 (5)
    Con 13 (3)
    Int 12 (2)
    Wis 10
    Cha 14 (5)

    20 points:
    Str 10
    Dex 14 (5)
    Con 13 (3)
    Int 14 (5)
    Wis 12 (2)
    Cha 14 (5)

    Racial Attributes:
    Str 12
    Dex 14
    Con 13
    Int 12
    Wis 12
    Cha 16

    Int +1, Wis +1

    2: The Confirmation:

    Chronicle
    Thread

    Buying
    Masterwork Studded Leather Armor (175 - 25 for selling old one)
    Scroll of Unseen Servant (50)
    Wayfinder for 1 PP

    3. The Wounded Wisp:

    I'm Level 2!:

    Getting 1 level of Archeologist Bard (Now level 2 Archeologist Bard)

    HP 5 + 1 Con = 16
    BAB +1 (now +1)
    Favored Class Bonus: +1 Skill Point

    Class Features:
    Clever Explorer At 2nd level, 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. (Done)

    Uncanny Dodge (Ex) At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.

    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. (Done)

    Skills: 6 + 1 Int + 1 Favored Class Bonus (now 15)

    Acrobatics +1 (now 7)
    Diplomacy +1 (now 7)
    Disable Device +1 (now 5)
    Disguise +1 (now 7)
    Knowledge (Religion) +1 (now 6)
    Perception +1 (now 9)
    Sense Motive +1 (now 5)
    Use Magic Device +1 (now 7)

    Reflex Save +1 (now +5)
    Will Save +1 (now +4)

    Spells: 1 more level 1 spell cast per day (now 3/day)
    1 more 0 level spell known (Prestidigitation)
    1 more 1 level spell known (Disguise Self)

    4 The Compact Consortium:

    Thread

    Chronicle

    Buying:
    Scroll of Comprehend Languages (25)
    Scroll of Grease (25)
    Masterwork Cold Iron Dagger (304)
    Masterwork Silver Light Mace (325)

    Selling:
    Light Mace (2.5)

    5 Library of the Lion:

    6 Before the Dawn Part 1: The Bloodcove Disguise:

    I'm Level 3!:

    HP: 5 + 1 Con + 1 Favored Class (now 23)
    BAB: +1 (now +2)
    Skills: 6 + 1 Int
    - Acrobatics (now 8)
    - Disable Device (now 6)
    - Disguise (now 8)
    - Knowledge(Local) (now 6)
    - Perception (now 10)
    - Sleight of Hand (now 7)
    - Stealth (now 7)

    Spells: 1 more level 1 spell per day (now 4 per day)
    Level 0 spell known (Mage Hand)
    Level 1 spell known (Grease)
    Feat: Dodge (noted)

    Fort Saves +1 (Now +2)

    Trap Sense +1

    7 Before the Dawn Part 2: Rescue at Azlant Lodge:

    Error on chronicle sheet, waiting for corrected papers.
    Chronicle
    Thread

    After this adventure, I will purchase
    Masterwork Whip (301)
    Mithral Chain Shirt (1100)

    Selling the
    Whip (.5)
    Masterwork Studded Leather Armor (87.5)