Elessia

Zatsa Seastar's page

335 posts. Alias of Gramork.


Full Name

Zatsa Seastar

Race

HP:31/31 l AC: 20 T: 15 FF: 16 l Fort: +6, Ref: +9, Will: +7 l CMB: +5/8, CMD: 19 l Dark vision 60ft, Perception +8, Sense Motive +12, Initiative

Classes/Levels

Bardic Performance 13/13, Spells per Day: 4/4(Level 1), 2/2 (Level 2) Bolts:29

Gender

Female

Size

Medium

Age

47

Alignment

Chaotic Neutral

Deity

Sarenrae

Languages

Common, Celestial, Elven, Taldan, Chelaxian.

Occupation

Singer, Dancer, Bard and Privateer.

About Zatsa Seastar

Female Aasimar (Musetouched)
Bard (Dervish of Dawn)/4
CG Medium Outsider (Native)
Initiative +5; Senses:Perception +7, Sense Motive +11, Dark Vision 60.
Age:47, Length:5'9'', Weight:125 lbs

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DEFENSE
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AC 20, Touch 15, Flat-footed 16 (+4 Armour, +1 Attunement, +4 Dex, +0 Shield, +0 Natural Armour, +1 Deflection)
Health Points 31 (4d8+8)

Fort +6 =+1 (class) +2 (con) +2 (Feat) +1 (Resistance)
Refl +9 =+4 (class) +4 (dex) +1 (Resistance)
Will +7 =+4 (class) +1 (Wis) +1 (Trait) +1 (Resistance)
Resistances: Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5, +2 to will saves vs charm and compulsions,+4 to saves vs bardic performance, sonic and language effects.

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OFFENSE
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Speed
Land 30

Melee Attacks
+1 Scimitar +8 (1d6+5, 18-20/x2, S)
Alchemical Silver Dagger +7 (1d4+1, 19-20/x2, S/P)
Cold Iron Dagger +7 (1d4+2, 19-20/x2, S/P)
Sap +5 (1d6+2, 20/x2, B, non-lethal)

Ranged Attacks
Mst Light Crossbow +8 (1d8 19-20/x2, P) 9 bolts. 80ft
2 Acid Flasks +7 (1d6, +1 to adjacent targets) 10 ft.

Bard Spells(CL 4; Concentration +8)

2nd 2/day: Allegro, Glitter Dust.
1st 4/day: Charm Person, Grease, Hideous Laughter, Silent image, Vanish.
0: Daze, Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, Read Magic.

Special Attacks

Battle Dance: Start dance as a move action, maintain as free. Bonus are doubled but only for user.
Countersong: Use perform check instead of save for language-based or Sonic magical attacks.
Distraction: Use Bard's perform check in place of save for Illusion spells (figment and patterns). If already under effects of illusion gain a new spell. Must be within 30 feet and able to hear bard.
Fascinate: Fascinate one target within 90 feet. Target and bard must be able to see and hear each other. Nearby combat negates effect.
Inspire Courage: +1 competence bonus on attack and weapon damage and +1 morale to saves vs charms and Fear.
Inspire Competence: One ally within 30 feet gains +2 competence bonus to a particular skill as long as performance lasts.
Blade of Mercy: When using a slashing weapon to do non-lethal dmg, gain a +1 to dmg rolls and no penalty to attack rolls.
Enforcer: When you inflict NL dmg, perform an intimidate check to demoralize as a free action. Foe is shaken for turns=dmg dealt. On a crit they are also frightened for 1 turn.

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STATISTICS
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Str 14, Dex 18, Con 14, Int 14, Wis 12, Cha 16
Base Atk +3; CMB +5 (+8 with Scimitar) CMD:19

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
Pride: -2 to diplomacy and sense motive checks if insulted until an apology is received.

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
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.

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.
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Skills
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6 +2(Int) +1(trait)/Level +3 (FCB)

+8/10 Acrobatics 2 +4 (dex) +3 (class) +2 (Exp Boarder)
+12* Bluff 0 +12 (Perform:Sing)
+7/9 Climb 3 +2 (Str) +3 (class) +2 (Exp Boarder)
+13 Diplomacy 4 +3 (cha) +3 (Class) +1 (trait) +2 (Racial)
+5 Disable Device 1 +4 (dex)
+7 Disguise 1 +3 (cha) +3 (Class)
+7 Escape Artist 1 +4 (Dex) +3 (Class)
+10 Intimidate 3 +3 (cha) +3 (Class) +1 (trait)
+7 Knowledge Arcana 2 +2 (Int) +3 (class)
+6 Knowledge Dungeoneering 1 +2 (Int) +3 (class)
+8 Knowledge Local 3 +2 (Int) +3 (class)
+7 Knowledge Nature 2 +2 (Int) +3 (class)
+6 Knowledge Planes 1 +2 (Int) +3 (class)
+7 Knowledge Religion 2 +2 (Int) +3 (class)
+8 Perception 4 +1 (Wis) +3 (class)
+12* Sense Motive 0 +12 (Perform:Sing)
+7 Spellcraft 3 +2 (Int) +3 (class)
+10 Stealth 4 +4 (dex) +3 (Class)
+8 Use Magic Device 2 +3 (Cha) +3 (class)

Background Skills
2/Level, +1(Perform Dance)

+2 Appraise 0 +2 (Int) +3 (class)
+2 Craft 0 +2 (Int) +3 (class)
+2 Knowledge Engineering 0 +2 (Int) +3 (class) Untrained
+2 Knowledge Geography 0 +2 (Int) +3 (class)Untrained
+6 Knowledge History 1 +2(Int) +3 (class)
+6 Knowledge Nobility 1 +2 (Int) +3 (class)
+2 Linguistics 0 +2 (Int) +3 (class)
+10 Perform Dance 4 +3 (Cha) +3 (class)
+12 Perform Sing 4 +3 (Cha) +3 (class) +2(Racial)
+5 Profession (Sailor) 1 +1(Wis) +3 (class)
+7 Sleight of Hand 1 +4(Dex) +3 (class)

ACP:-1
*Non-Standard Skill Bonus: Bluff and Sense motive checks made with Perform:Sing.
Languages:Common, Celestial, Elven, Taldan and Chelaxian.
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GEAR/POSSESSIONS
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Mst Scimitar 4 lbs.
Alchemical Silver Dagger 1 lb.
Cold Iron Dagger 1 lb.
Sap 2 lbs.
Mst Light crossbow 5 lbs.
29 Bolts

Mst Chainshirt 25 lbs.
Explorer's Outfit 8 lbs.
Spring wrist sheath 1 lb.
Cold Iron Dagger
Spring wrist sheath 1 lb.
Wand of Cure Light Wounds
Spring Scroll Case 1 lb.
Scroll of Cause Fear
Spring Scroll Case 1 lb.

Black choker+ Purple Gem
Signet Ring
Gold Ring w/Ruby (150g)
Belt Pouch 1/2 lb.
5 chalk
Spell Comp Pouch 2 lbs.
Mirror 1/2 lb.

1 wand of CLW w/34 charges
Scroll Box: 1 lb.
2 Scrolls of Cause Fear
Bandolier 1:
3 Potions CLW
2 potions CMM
2 Potions Touch of the sea
2 Potions of Invisibility
1 Potion Protection from Evil
1 Priest in a bottle (Ale of CLW)
1 Potion of Eagle Splendor

Bandolier 2:
2 acid flasks 2 lbs.
2 alchemist's fire 2 lbs.
1 Alchemist Kindness
3 Sunrods 3 lbs.
2 Smokesticks 1 lb.
Feather Token (Anchor)

Masterwork Back Pack 4 lbs.
1 Tanglefoot bag 4 lbs.
Bedroll 5 lbs.
Courtier's Outfit 6 lbs.
Waterskin 4 lbs.
Water Proof Bag 1/2 lb.
Sack 1/2 lb.
Flask 1/2 lb.
50 ft Silk rope 5 lbs.
Flint and steel
Tindertwigs
Whetstone 1 lb.
Perfume 10 uses
Deck of Cards
Dice

Mess Kit 1 lb.
Grooming Kit 2 lbs.

Fine Wine 1 1/2 lbs.
4 Trail Rations 4 lbs.

Battleaxe
Spear
Masterwork Rapier
Masterwork Short Sword
Masterwork Hand crossbow
Masterwork Buckler
Buckler
Heavy Shield
+1 Studded leather Armor
2 leather armor
Mst Hide Armor
Mst Comp Longbow (+4str)
Longbow
40 arrows
Cloak of Resistance +1

Coin pouch: 291gp, 5sp and cp

Carrying Capacity:
Light 66 lbs. Medium 133 lbs. Heavy 200 lbs.
Current Load worn:63 lbs
Total weight Carried:99.5 lbs
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Other Information
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Favored Class Bonus
1st:Skill
2nd:Skill
3rd:Skill
4th:Bonus Level 1 Spell Known
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Class Features:

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Spells (Su) :
A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

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)
A dervish of dawn gains the Dervish Dance feat as a bonus feat.

Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

Sing(Bluff and Sense Motive)

Well-Versed(Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Bardic Performances:

Countersong (Su)
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Distraction (Su)
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su)
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

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)
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su)
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Racial Features:

Base Speed:

Aasimars have a base speed of 30 feet.

DarkVision
Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Celestial Resistance :
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled:
Aasimar have a +2 racial bonus on Diplomacy and Perform(Sing) checks.

Additional Dexterity:
Gain an additional +2 racial bonus to 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.
Finally through deed or wealth or power she wishes to bring the Seastar name back to its former glory, not as the aristocracy of old but as a wealthy merchant, who one day will sit on the People’s council.

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.