About Zatsa SeastarFemale Aasimar (Musetouched)
------------------------------
Fort +6 =+1 (class) +2 (con) +2 (Feat) +1 (Resistance)
------------------------------
Speed
Melee Attacks
Ranged Attacks
Bard Spells(CL 4; Concentration +8) 2nd 2/day: Allegro, Glitter Dust.
Special Attacks Battle Dance: Start dance as a move action, maintain as free. Bonus are doubled but only for user.
------------------------------
Traits Arcane Temper: +1 trait bonus to initiative and concentration checks. Blade of Mercy: With a slashing weapon no penalty to NL attacks and +1 trait bonus to such dmg rolls. Child of Two People (adopted): Your parents are Taldan and Chelaxian, you know both racial languages and gain a +2 trait bonus to will saves vs charm and compulsion. Extremely Fashionable: +1 to Bluff, diplomacy and intimidate checks. Freed Slave: +1 to Will Saves Quick Learner: +1 skill points per level. Drawback
Feats Additional Traits: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose. Enforcer: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt. Bonus Feats
Dervish Dance: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand. Expert Boarder: Climb and Acrobatics are class skills. +2 to climb and acrobatics when involving rope or ship rigging, do not provoke AoO when on rope or ship rigging.
+8/10 Acrobatics 2 +4 (dex) +3 (class) +2 (Exp Boarder)
Background Skills
+2 Appraise 0 +2 (Int) +3 (class)
ACP:-1
Mst Chainshirt 25 lbs.
Black choker+ Purple Gem
1 wand of CLW w/34 charges
Bandolier 2:
Masterwork Back Pack 4 lbs.
Mess Kit 1 lb.
Fine Wine 1 1/2 lbs.
Battleaxe
Coin pouch: 291gp, 5sp and cp Carrying Capacity:
------------------------------
Class Features:
------------------------------ Spells (Su) :
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. Cantrips: Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Battle Dance : Dervishes of dawn are trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish to stop the previous performance and start the new one as a move action. Like a bard, a dervish of dawn’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish of dawn cannot perform more than one battle dance at a time. At 10th level, the dervish can start a battle dance as a swift action instead of a move action. When a dervish of dawn uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability. Dervish Dance (Ex)
Versatile Performance (Ex)
Sing(Bluff and Sense Motive) Well-Versed(Ex)
Bardic Performances:
Countersong (Su)
Distraction (Su)
Fascinate (Su)
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 Courage (Su)
Inspire Competence (Su)
Racial Features:
Base Speed: Aasimars have a base speed of 30 feet. DarkVision
Celestial Resistance :
Skilled:
Additional Dexterity:
Background:
Zatsa Seastar was born just a few short months before Andoran would throw off its Cheliax shackles and become a nation governed by common rule. She was born to a pair of human nobles, they were good people but feared this new political system would see them stripped of all their titles and wealth so they fled via ship hoping to start anew in some other land. Their ship was captured by pirates however and her father lost his life trying to fight off the pirates. She and her mother were made slaves aboard the ship. Zatsa’s mother was unused to such hardship and only survived four years before her spirit gave out and she died. Zatsa would spend another twelve years as a slave to the ship vicious captain, until he and his crew were cutdown by abolitionists from the very nation her family had fled when she was still a newborn. One of her rescuers was an Andoran man named Jax. A spellsword devoted to The Dawnflower, he took in young Zatsa and raised her until she was a woman grown. Whether it was his original intention or not Zatsa became quite taken with the worship of Sarenrae and it was he who taught her the way of the scimitar. They lived a modest life on the money he made from the bar he owned, while she sang and danced in the bar during the evening when she was little older. When she came fully of age she left the home of the only father she had ever known to see the world. She spent a few years working as part of a band of sellswords and as an entertainer in the courts of minor lords. She returned to Andoran after being away for five years and decided to hone her skills with the scimitar and swear an oath of loyalty to Sarenrae the Goddess of healing and redemption. She had found that killing was not to her liking even if fighting was and serving the patron of the man that saved her seemed a good way to honor her adoptive father and his Goddess. Appearance and Personality:
Zatsa is an Aasimar, born to two human parents. She never learned where exactly the angelic blood came from but she favors her mother and suspects that is where it originated. She is tall by human female standards and very muscular. It does not detract from her beauty however. She has shoulder length dark brown hair and bright eyes one green the other a reddish-brown.Her hair turns silver under the light of the moon and her nails are a metallic silver color. Interestingly her shadow has always appeared winged and her breathing sounds like the ocean waves. She has a small unicorn horn growing out of her forehead which she hides beneath her tricorn, as she finds it horrifying. She wears a red shirt with yellow highlights that resembles the color of flames. Her shirt is cut short to bare a bit of her stomach and a little bit of her chest. With it she wears dark trousers and leather boots. Above it all she sports a dark waist length coat, a treasured gift from Jax. She wears a signet ring on her left hand that belonged to her father and black choker with a purple jewel that was once her mother’s. Zatsa’s personality is a product of her upbringing. Like most who have tasted slavery and its cruel whip, she has a very healthy respect for personal freedom. She has a happy and friendly demeanor but beneath the surface is someone with strong opinions and a sharp tongue. She does not hold much stock in authority or station as long as she feels she is being treated fairly and respectfully. She is somewhat prideful however and this can get her into trouble. She hates slavery and those who practice it and has a sour outlook on piracy. Personally she believes that they should all be put to the sword but of course that is not the Dawnflower’s way. She gets along well with people but hates arrogant people, despite her own streak of pride. Motivations:
Ever since Zatsa was a young girl she has had dreams of tapping into her angelic blood and becoming more than just an Aasimar. She longs to one day have wings of her own and soar all about as free as a bird. She wishes to have her own ship one day and sail the seas, to help rid the world of as many pirates as she can. Her plan is to amass enough wealth one day that she can reopen Jax’s old bar in his honor. She will serve drinks and sing and dance so that no one will ever leave her establishment with a sour face or an empty stomach.
Favorite Color:
Her favorite colors are red, black and purple. Favorite meal:
Her favorite meal is grilled fish, with baked potatoes and a glass of fine wine. |