Salodri

Vesica "Tavern Tale"'s page

169 posts. Alias of Profession Smith 6 ranks.


Race

Female Human Bard (Brazen Deceiver) 1 / Rogue 1 | hp 18 | 12*/18 NL (6*) | AC 16, t 13, ff 13 | CMD 13 | Fort +2, Ref +7, Will +3 | Init +3 | Perc +6 (+7 traps) | Bardic Performance 1/6 | Spells: 1st (1/2) | Conditions: IC +1 |

Classes/Levels

NOTES: Bless & IC Combo

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

About Vesica "Tavern Tale"

Vesica (a.k.a. “Tavern Tale the Bard”)
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Race Human
Gender Female
Age 17; DoB: Patchwall 20
Class Bard Level 1 (Favored)
Class Rogue Level 1
Init +3; Senses Perception +6
[dice=Vesica Initiative]1d20+3[/dice]
AL Chaotic Neutral
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DEFENSE
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AC 16, touch 13, flat-footed 13
(+2 armor, +3 Dex, +1 shield)
hp 18 hp History 8/5
[dice=Vesica Constitution Check to Stabilize]1d20+2-?[/dice]
Fort +2, Ref +7, Will +3
[dice=Vesica Fortitude Saving Throw]1d20+2[/dice]
[dice=Vesica Reflex Saving Throw]1d20+7[/dice]
[dice=Vesica Will Saving Throw]1d20+3[/dice]
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OFFENSE
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Speed 30 ft.
Melee
[dice=Vesica +2 sap]1d20+3[/dice] for [dice=bludgeoning, magic, nonlethal damage]1d6+3[/dice]
[dice=Vesica dagger]1d20+1[/dice] for [dice=piercing, slashing damage]1d4+1[/dice] (19-20)
[dice=Vesica cold iron dagger]1d20+1[/dice] for [dice=cold iron, piercing, slashing damage]1d4+1[/dice] (19-20)
[dice=Vesica unarmed strike]1d20+1[/dice] for [dice=bludgeoning, nonlethal damage]1d3+1[/dice]
[dice=???]1d20+[/dice] for [dice=damage][/dice]
Ranged
[dice=Vesica sling]1d20+3[/dice] for [dice=bludgeoning damage]1d4+1[/dice]
[dice=Vesica dagger]1d20+3[/dice] for [dice= piercing, slashing damage]1d4+1[/dice] (19-20)
Special Attacks bardic performance 7 rds. (fascinate, inspire courage +1); sneak attack +1d6

Bard Spells Known (CL 1st; concentration +4):
----- 1st (2/day): cure light wounds, shadow trap (DC 13)
----- 0 (at will)—daze (DC 13), detect magic, light, sift
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STATISTICS
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Str 12, Dex 16, Con 14, Int 14, Wis 13, Cha 16
Base Atk +0; CMB +1; CMD 14
[dice=Vesica CMB ()]1d20+1[/dice] for [dice=damage][/dice]
Feats Lingering Performance
Traits Criminal (Disable Device), Secret Keeper
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SKILLS Bard Skills Per Level: 10 (+6 class, +2 Int, +2 Background; NO skilled)
Rogue Skills Per Level: 12 (+8 class, +2 Int, +2 Background; NO skilled)
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BARD/ROGUE CLASS SKILLS
[dice=Vesica Acrobatics Check]1d20+7[/dice] – (+2 ranks, +3 class, +3 Dex, -1 ACP)
[dice=Vesica Appraise Check]1d20+7[/dice] – (+2 ranks, +3 class, +2 Int) [BG]
[dice=Vesica Artistry () Check]1d20+2[/dice] – (+2 Int) [BG]
[dice=Vesica Bluff Check]1d20+9[/dice] – (+2 ranks, +3 class, +3 Cha, +1 level)
[dice=Vesica Bluff Check (when opposed by Sense Motive)]1d20+12[/dice] – (+9 base, +3 trait)
[dice=Vesica Climb Check]1d20+4[/dice] – (+1 rank, +3 class, +1 Str, -1 ACP)
[dice=Vesica Craft () Check]1d20+2[/dice] – (+2 Int) [BG]
[dice=Vesica Diplomacy Check]1d20+8[/dice] – (+2 ranks, +3 class, +3 Cha)
[dice=Vesica Disable Device Check]1d20+9[/dice] – (+2 ranks, +3 class, +3 Dex, +1 trait, +1 trapfinding, -1 ACP)
[dice=Vesica Disguise Check]1d20+4[/dice] – (+3 Cha, +1 level)
[dice=Vesica Escape Artist Check]1d20+6[/dice] – (+1 rank, +3 class, +3 Dex, -1 ACP)
[dice=Vesica Intimidate Check]1d20+3[/dice] – (+3 Cha)
[dice=Vesica Knowledge (arcana) Check]1d20+2[/dice] – (+2 Int; up to DC 10 only without library)
[dice=Vesica Knowledge (dungeoneering) Check]1d20+2[/dice] – (+2 Int; up to DC 10 only without library)
[dice=Vesica Knowledge (engineering) Check]1d20+2[/dice] – (+2 Int; up to DC 10 only without library) [BG]
[dice=Vesica Knowledge (geography) Check]1d20+2[/dice] – (+2 Int; up to DC 10 only without library) [BG]
[dice=Vesica Knowledge (history) Check]1d20+2[/dice] – (+2 Int; up to DC 10 only without library) [BG]
[dice=Vesica Knowledge (local) Check]1d20+2[/dice] – (+2 Int; up to DC 10 only without library)
[dice=Vesica Knowledge (nature) Check]1d20+2[/dice] – (+2 Int; up to DC 10 only without library)
[dice=Vesica Knowledge (nobility) Check]1d20+2[/dice] – (+2 Int; up to DC 10 only without library) [BG]
[dice=Vesica Knowledge (planes) Check]1d20+2[/dice] – (+2 Int; up to DC 10 only without library)
[dice=Vesica Knowledge (religion) Check]1d20+2[/dice] – (+2 Int; up to DC 10 only without library)
[dice=Vesica Linguistics Check]1d20+2[/dice] – (+2 Int; cannot be used untrained except to read archaic/strange forms of known languages or to detect a forgery) [BG]
[dice=Vesica Lore () Check]1d20+[/dice] – (+ Int; cannot be used untrained) [BG]
[dice=Vesica Perception Check]1d20+6[/dice] – (+2 ranks, +3 class, +1 Wis)
[dice=Vesica Perception Check (locate traps)]1d20+7[/dice] – (+6 base, +1 trapfinding)
[dice=Vesica Perform (oratory) Check]1d20+8[/dice] – (+2 ranks, +3 class, +3 Cha) [BG]
[dice=Vesica Profession () Check]1d20+[/dice] – (+1 Wis; cannot be used untrained) [BG]
[dice=Vesica Sense Motive Check]1d20+6[/dice] – (+2 ranks, +3 class, +1 Wis)
[dice=Vesica Sleight of Hand Check]1d20+7[/dice] – (+2 ranks, +3 class, +3 Dex, -1 ACP) [BG]
[dice=Vesica Spellcraft Check]1d20+[/dice] – (+2 Int; cannot use untrained)
[dice=Vesica Stealth Check]1d20+8[/dice] – (+2 ranks, +3 class, +3 Dex, +1 level, -1 ACP)
[dice=Vesica Swim Check]1d20+0[/dice] – (+1 Str, -1 ACP)
[dice=Vesica Use Magic Device Check]1d20+[/dice] – (+3 Cha; cannot use untrained)
UNTRAINED SKILLS
[dice=Vesica Fly Check]1d20+2[/dice] – (+3 Dex, -1 ACP)
[dice=Vesica Handle Animal Check]1d20+3[/dice] – (+3 Cha; untrained can handle and push domestic animals only) [BG]
[dice=Vesica Heal Check]1d20+2[/dice] – (+1 Wis)
[dice=Vesica Ride Check]1d20+1[/dice] – (+3 Dex, -1 ACP)
[dice=Vesica Survival Check]1d20+1[/dice] – (+1 Wis)

Languages Common, Dwarven, Elven
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SPECIAL QUALITIES
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SQ dual talent; trapfinding +1
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EQUIPMENT AND GOLD
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Gear leather armor (10 gp/15 lbs.), buckler (5/5), belt pouch (1/0.5), +2 sap (4,301/1), sap (1/1), dagger (2/1), cold iron dagger (4/1), sling with 10 bullets (0.1/5), spell component pouch (5/2), thieves’ tools (30/1), trail rations for 2 days (1/2),waterskin (1/4)

Encumbrance
Str 12 Light=43 lbs. or less; Medium=44–86 lbs.; Heavy=87–130 lbs.
Str 13 Light=50 lbs. or less; Medium=51–100 lbs.; Heavy=101–150 lbs.

Total Encumbrance 38.5

Gold 0.9 gp (not yet updated)
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APPEARANCE
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Height 5’1”
Weight 100 lbs.
Eye Color Blue
Hair Color Black
Region of Origin Istivin, Sterich
Parents Regions of Origin Istivin, Sterich
Deity none yet

Appearance Vesica is a short, slim lass with shoulder-length black hair and a pretty face—one that is marred by the lack of an eye. Vess wears an ornate and decorative combination headband and eyepatch to hide her empty eye socket, but the unusual accoutrement also gives her an air of intrigue and mystery.

Personality Vesica is very gregarious, upbeat, and understanding toward those she crosses paths with. Unfortunately, the teen is a con woman who uses lies to steal from and misdirect others with her seemingly kind and wise words. She is genuinely pleasant to be around…as long as she’s getting what she wants. Although selfish, Vess has a kind streak that occasionally shines through: once she has enough wealth to keep herself comfortable, she’ll do the occasional good deed for someone else…occasionally even free of charge!

Background Vesica was born in the city of Istivin in Sterich to a young couple with ties to the local criminal underground. Her parents ticked off the wrong people once too often and were killed. Vesica was claimed by the thieves’ guild as “payment” for her parents’ unresolved debt. There she learned the art of being a pickpocket and thief, but any loot she was owed instead went to the guild to pay off her family’s debt. Angered and frustrated by her station in life, the teen slipped away one night, intending to head east alone. Instead, she immediately fell afoul of a secret cult dedicated to Vecna. The ordeal cost her an eye, but the resourceful girl escaped and fled east, with almost nothing to her name.

To keep her belly filled and a roof over her head, Vess began to earn meals, board, and even a few coins for herself by telling stories and tall tales at inns. This earned her the nickname “Tavern Tale,” which she accepted thankfully since she didn’t want to give her real name lest some hunter from Istivin track her down.

Living her whole life in Istivin, Vesica had absorbed some of the dark nature that permeates the City of Shadows. This manifested itself in her predilection for skullduggery and theft, as well as her penchant for telling believable lies. Now, on the run and fearful for her life, young Vesica has become a serial liar, afraid that speaking too much truth will help her enemies from Istivin find her. With little more to her name than a suit of armor, a few weapons, her thieves’ tools, and a waterskin, Vess has fallen in with a band of adventurers who are, at least temporarily, heading south to a village called Orlane.

Brazen Deceiver Archetype:

Source Adventurer's Guide pg. 50
Where other thieves use stealth or intimidation to achieve their goals, the brazen deceiver depends on lies. The Council of Thieves often sends brazen deceivers to acquire blackmail materials, arrange the release of incarcerated agents, or otherwise manipulate events in the Council’s favor. Brazen deceivers’ techniques come from a dark source. During the reformation of the Council, Sabriune and Aspexia acquired the shattered fragments of an ancient relic called the Totemrix, which belonged to the long-deceased demon lord of shadows, Vyriavaxus. This particularly intrigued Sabriune, for it was her demonic patron Nocticula who slew Vyriavaxus. Drawing upon Sabriune’s heretical faith, Aspexia’s psychometric mastery, and Westcrown’s lingering psychic trauma from an oppressive shadow curse that plagued its nights for many years, the Council leaders were able to coax remnants of power from the broken artifact. All brazen deceivers are imbued with a fragment of that power during their initiation—not enough to damn a soul or shift alignment, but just enough to give these bards access to the sinister energies they need to deceive.

Deceptive Tale (Su): A brazen deceiver learns the deceptive tale bardic performance, allowing him to weave magic into his lies and imbue the most fantastic claims with the appearance of truth. While the brazen deceiver maintains this performance, he takes half the normal penalty on Bluff checks for unlikely lies (rounding down to –2). At 5th level, this effect also applies to Bluff checks for far-fetched lies, and at 11th level, it applies to Bluff checks for impossible lies. Deceptive tale relies on audible components. This replaces the countersong and distraction bardic performances.

Shameless Scoundrel (Ex): A brazen deceiver adds half his level (minimum +1) on Bluff, Disguise, and Stealth checks. This ability replaces bardic knowledge.

Blatant Subtlety (Ex): At 2nd level, a brazen deceiver has mastered the art of using magic without being detected. The brazen deceiver gains Spellsong as a bonus feat. Observers do not automatically recognize his bardic performances as anything other than ordinary speech or performance. Those specifically looking for abnormal effects must succeed at a Sense Motive check (DC = 10 + half the brazen deceiver’s bard level + the brazen deceiver’s Charisma modifier) to detect his performances.
This ability replaces well-versed.

Invoke Vyriavaxus (Ex): Westcrown suffered under the shadow curse for many years, and a brazen deceiver has a tiny piece of that darkness lodged in his soul; as his skills increase, he learns to command this shadowy power. A brazen deceiver adds the following spells to his bard spells known at the listed class levels. At 2nd level, the brazen deceiver adds bleed and touch of fatigue to his 0-level bard spells known. At 6th level, the brazen deceiver adds darkness and darkvision to his 2nd-level bard spells known. At 10th level, he adds shadow conjuration and shadow step to his 4th-level bard spells known. At 14th level, he adds shadow evocation and shadow walk to his 5th-level bard spells known. At 18th level, he adds shadow conjuration, greater and greater shadow evocation to his 6th-level bard spells known. This ability replaces versatile performance.

Devil’s Tongue (Ex): At 5th level, a brazen deceiver beguiles others with astonishing skill. This functions as the lore master ability, but its effects apply to Bluff checks instead of Knowledge skill checks. This ability replaces lore master.