Vendria

Zendara's page

934 posts. Alias of Zanbabe.


Full Name

Zendara

Race

Aasimar Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6

Classes/Levels

| HP 27/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 13/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Gender

Map / Loot CG Female

Size

Medium

Alignment

Chaotic Good

Deity

Thorn

Languages

Common, Elven, Dwarven, Marin (language of the ancients--granted by chip)

Occupation

Airship Sailor

Strength 12
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 12
Charisma 18

About Zendara

Gestalt Divine Marksman Ranger Arrowsong Minstrel Bard 6 | HP 45/45 | AC 19 / T 14 / FF 15 | Fort +6 / Ref +9 / Will +6 | Initiative +4 | CMB +7 / CMD +20 | Perception +15 | Diplomacy +15 | Bardic Performance 18/18 | Spells 1st 4/4 2nd 3/3 | Darkvision 60 feet | SR 8 vs. Evil | Active Effects: None

Str 12 +1 [2 points]
Dex 18 +4 [10 points, +2 belt]
Con 12 +1 [2 points]
Int 14 +2 [3 points, +1 level 4 increase]
Wis 12 +1 [-2 points, +4 racial (rolled variant ability)]
Cha 18 +4 [10 points, +2 racial]

BAB +6/+1 | 30 Movement
HP Method: Average (half +1)

45 HP [10 base + 7/level (half+1 +1 Con)]

=== Scores ===

Fort Save +6 [+5 base +1 Con]
Reflex Save +9 [+5 base +4 Dex]
Will Save +6 [+5 base +1 Wisdom]
CMB +7 [+6 BAB +1 Str]
CMD +20 [10 +6 BAB +1 Str +3 Dex]

=== Resistance ===

SR 5 + level vs. spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders.

REM +4 on Con and Fort checks involving Endurance.

=== Weapons ===
Note: free proficiency with Null Blade, Laser and Arc weapons (from doing the simulation).

Melee:
Cold Iron Morningstar
Attack +7 | Damage 1d8+1 | x2 Critical | B & P

Favored enemy: +4 vs Humanoid (human) and +2 vs Outsider (evil)

Masterwork Silversheen Longsword
Attack +8 | Damage 1d8+1 | 19-20/x2 Critical | S

Favored enemy: +4 vs Humanoid (human) and +2 vs Outsider (evil)

[Not owned... only placed here for the sim, and left her in case I practice enough to be able to use one of the ones that Vesta provided (out of character until I can afford it in my wealth-by-level)] +1 (+2 with charges) Null Blade (comes with proficiency... uses highest of str or dex for attack and damage)
Attack +9 (+10) | Damage 1d10+3 | 19-20/x2 Critical | S | Capacity 10; Usage 1 charge/round

Favored enemy: +4 vs Humanoid (human) and +2 vs Outsider (evil)

[A null blade is a +1 construct-bane bastard sword— using it in this capacity does not consume any charges. The blade’s strange alloy penetrates hardness as if it were made of adamantine. The blade can be activated as a swift action. While it’s active, a shimmering field of green energy wraps around the blade, disrupting magic and technology alike, and the weapon’s enhancement bonus increases to +2. In addition, the first time in a round that an activated null blade strikes a creature or object, it consumes an additional charge and targets the creature or object struck with dispel magic and discharge. If a technological item damaged by a null blade is used in the same round it took damage, it glitches as if it were timeworn.]

Ranged:
+1 Composite (+1) Longbow
Attack +13/+8 (+1 within 30 feet)(+2 vs humanoid) | Damage 1d8+4 (2d6+4 with gravity bow)(+3 within 30 feet)(+2 vs humanoid) | x3 Critical | P | Range 110 feet

+2/+2 with inspire courage
+2/+2 vicious aim (already added in)
+1/+1 attack/damage within 30 feet (point-blank)
+2 to damage within 30 feet (focused shot) [varies by int mod]
Manyshot: When making a full-attack action with a bow, your first attack fires two arrows.
Rapid Shot: One extra attack at full bonus with all attacks at -2 (full round action only)
+4 attack/damage vs Humanoid (Human) enemies (does not stack with vicious aim), so just +2/+2 on top of that
+2 vs. Outsider (evil), but doesn't stack with vicious aim, so just the same. Only noting it in case the bonus goes up.
+4 bonus on attack roll if using a move action to steady the shot (bullseye)
Also remember move action for hunter's bond... give 1/2 favored enemy bonus to allies within 30 feet), the Inspire Courage bonuses [+2/+2 5th level] which you can control, as well as Gravity Bow and True Strike when needed.

[dice=Attack (Laser Rifle)]1d20+10+1[/dice] (point blank)

[dice=Damage (Fire)]2d6+2+1+2[/dice] (point blank, focused shot)

[Not owned... only placed here for the sim, and left her in case I practice enough to be able to use one of the ones that Vesta provided (out of character until I can afford it in my wealth-by-level)]Laser Rifle (comes with proficiency)
Attack +10 (+1 within 30 feet)(+2 vs humanoid) | Damage 2d6+2 (3d6+2 with gravity bow)(+3 within 30 feet)(+2 vs humanoid) | x2 Critical | P | Range 50 feet

+2/+2 with inspire courage
+2/+2 vicious aim (already added in)
+1/+1 attack/damage within 30 feet (point-blank)
+2 to damage within 30 feet (focused shot) [varies by int mod]
Rapid Shot: One extra attack at full bonus with all attacks at -2 (full round action only)
+4 attack/damage vs Humanoid (Human) enemies (does not stack with vicious aim), so just +2/+2 on top of that... also group gets half through hunter's bond if I use a move action.
+2 vs. Outsider (evil), but doesn't stack with vicious aim, so just the same. Only noting it unless the bonus goes up, or for hunter's bond where my group gets half.
+4 bonus on attack roll if using a move action to steady the shot (bullseye)
Also remember move action for hunter's bond... give 1/2 favored enemy bonus to allies within 30 feet), the Inspire Courage bonuses [+2/+2 5th level] which you can control, as well as Gravity Bow and True Strike when needed.

[the one on the ship] Heavy Ballista
Attack +5 (includes -4 for non-proficient) | Damage 4d8+3 | 19-20x2 Critical | P | Range 180 feet (80 feet for grappling) | Crew: 3 possible | Aim: 2 rounds | Load: 2 rounds

=== Armor ===

+1 Mithril Chain Shirt (+5 armor) [AC = 19 [10 +5 Armor +4 Dex Modifier] / Touch 14 / Flat-Footed 15]

=== Traits ===

Deadeye Bowman [If only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.]
Innocent [When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely.]

=== Feats ===

Bullseye Shot (bonus from Divine Marksman) [You can spend a move action to steady your shot. When you do, you gain a +4 bonus on your next ranged attack roll before the end of your turn.]
Endurance (class bonus) [+4 bonus on Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.]
Fast Learner [Gives an extra favored-class like bonus per level.]
Focused Shot (Ranger Combat feat) [As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.]
Manyshot
Point-Blank Shot
Precise Shot (bonus from Arrowsong Minstrel) [You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.]
Rapid Shot
Technologist (Bonus from chip in head) [You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.]

8th level -- Weapon Focus, Longsword (bonus from Divine Marksman)
11th level -- Pinpoint Targeting (bonus from Divine Marksman)

Special Abilities:

Arcane Archery [Makes some Sorcerer spells into Bard spells, allows somatic components even when using a bow in both hands]
Arrowsong Strike (Su) [An Arrowsong minstrel can use spellstrike (as per the magus class feature) to cast a single-target ranged touch attack spell and deliver it through a ranged weapon attack. Even if the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. She cannot use spellstrike with normal touch attacks or melee attacks. At 18th level, an Arrowsong minstrel using a multiple-target spell with this ability can deliver one ray or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell (in the case of ray effects). Any effects not used in the round the spell is cast are lost. This ability replaces suggestion and mass suggestion.]
Diminished Spellcasting [removes one spell/day per level]
Exalted Resistance [Spell resistance (SR) equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance.]
Favored Enemy +4 against Humanoid (Human), +2 Outsider (evil)
Favored Terrain (Ex) [Air - normal zone]
Human Favored Class Option [Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.]
Hunter's Bond (Ex) [This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.]
Precise Minstrel (Ex) [Precise Shot bonus feat. In addition, any creature that is affected by bardic performance does not provide soft cover to enemies against ranged attacks.]
Scion of Humanity [An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill.]
Vicious Aim (Ex) [Adds half of the highest favored enemy bonus to all attack rolls and damage rolls for attacks made with ranged weapons. This does not stack with his normal favored enemy bonus when targeting a creature that qualifies as a favored enemy. This ability replaces all spellcasting, and the marksman is not considered to have a caster level.]
Weapon Proficiency [Bard: Can cast bard spells while wearing light armor without spell failure.]

Bardic Performances:

Countersong (Su)
Inspire Courage (Su) [Performance grants +2 [went up at 5th] 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. Inspire courage can use audible or visual components. The bard must choose which when starting his performance.]

Skills:

60 skill points (6 base +1 Int +1 Favored Class +2 background = 10/level)

+Acrobatics +8 |+4 Dex +1 rank +3 class skill
+Appraise +6 |+2 Int +1 rank +3 class skill
+Bluff +13/+18 |+4 Cha +6 rank +3 class skill [+5 if believable or unlikely (Innocent trait)]
+Climb +5 |+1 Str +1 rank +3 class skill
+Craft +6 |+2 Int +1 rank +3 class skill
+Diplomacy +15 |+4 Cha +6 rank +3 class skill +2 race
Disable Device* +14 |+4 Dex +6 rank +2 Skillchip +2 white E-pick
+Disguise +8 |+4 Cha +1 rank +3 class skill
+Escape Artist +8 |+4 Dex +1 rank +3 class skill
Fly +3 |+3 Dex
+Handle Animal* +8 |+4 Cha +1 rank +3 class skill
+Heal +1 |+1 Wis +1 rank +3 class skill
+Intimidate +8 |+4 Cha +1 rank +3 class skill
+Knowledge: Arcana* +6 |+2 Int +1 rank +3 class skill
+Knowledge: Dungeoneering* +7 |+2 Int +2 rank +3 class skill
+Knowledge: Engineering* +15 |+2 Int +2 rank +3 class skill +4 Chip [inherent bonus (gained at level 5, increases by 1 every odd level)][+10 Technomancy when used to identify the properties of technological items]
+Knowledge: Geography* +6 |+2 Int +1 rank +3 class skill
+Knowledge: History* +6 |+2 Int +1 rank +3 class skill
+Knowledge: Local* +6 |+2 Int +1 rank +3 class skill
+Knowledge: Nature* +6 |+2 Int +1 rank +3 class skill
+Knowledge: Nobility* +6 |+2 Int +1 rank +3 class skill
+Knowledge: Planes* +6 |+2 Int +1 rank +3 class skill
+Knowledge: Religion* +6 |+2 Int +1 rank +3 class skill
+Linguistics* +6 |+2 Int +1 rank +3 class skill
+Perception +15 |+1 Wis +5 rank +3 class skill +2 race +2 Skillchip +2 Veemod goggles
+Perform: Oratory/Sing +8 |+4 Cha +1 rank +3 class skill
+Profession: Airship Sailor +10 |+1 Wis +6 rank +3 class skill
+Ride +4 |+4 Dex
+Sense Motive +5 |+1 Wis +1 rank +3 class skill
+Sleight of Hand* +8 |+4 Dex +1 rank +3 class skill
+Spellcraft* +6 |+2 Int +1 rank +3 class skill
+Stealth +12 |+4 Dex +5 rank +3 class skill
+Survival +5 |+1 Wis +1 rank +3 class skill
+Swim +1 |+1 Str [+4 to resist nonlethal damage from exhaustion (Endurance)]
+Use Magic Device* +8 |+4 Cha +1 rank +3 class skill

Spells:

Caster Level 6 | Concentration +10 (Caster level + ability mod)
Spells known: 6/4/4 (plus bonus spells from Arcane Archery and Fast Learner Bonus)

=== Spell-Like Abilities ===

(none, traded out for different race options)

=== Zero Level === (DC 14)

Detect Magic
Light
Mage Hand
Mending
Message
Prestidigitation [Fast Learner]
Read Magic [Fast Learner]
Spark [Fast Learner]

(if you can figure out how to get acid splash, that would also work with spellstrike)

=== First Level === (DC 15)
Spells per day: 4 [Diminished Spellcasting -1 and Ability Score Bonus +1]

Animate Rope [Fast Learner]
Comprehend Languages [Fast Learner]
Cure Light Wounds
Feather Fall
Gravity Bow (Arcane Archery)
Snowball (Arcane Archery) **works with spellstrike**
Summon Minor Monster
Technomancy [Fast Learner]
True Strike (Arcane Archery)
Unseen Servant

=== Second Level === (DC 16)
Spells per day: 3 [Diminished Spellcasting -1 and Ability Score Bonus +1]

Acid Arrow (Arcane Archery) **works with spellstrike**
Cure Moderate Wounds
Invisibility
Silence
Tongues

=== Third Level === (DC 17)

Diamond Spray (Arcane Archery)
Fireball (Arcane Archery)

Equipment:

+1 Composite (+1) Longbow [500 gold +2000 to add the +1]
+1 Mithril Chain Shirt [1100 gold + 1000 to add +1]
Backpack [2 gold]
Bandolier [.5 gold]
Bedroll [.1 gold]
Belt of incredible Dexterity +2 [4,000 gold]
Blankets [1 gold]
Canteen [2 gold]
Electronic lockpick (can break into/disable technological things, and includes competence bonus on disable device): white [400 gold]
Explorer's Outfit [free]
Grappling Arrow [1 gold]
Hat of Disguise [1,800 gold]
Ink [8 gold]
Ion Tape (3 rolls) [300 gold]
Ioun Torch [75 gold]
Journal [10 gold]
Cold Iron Morningstar [16 gold]
Mark I skillchips (enhancement bonus): disable device, perception [800 gold]
Masterwork Silversheen Longsword [765 gold]
Quiver with blunt arrows (100) [10 gold]
Quiver with cold iron arrows (100) [10 gold]
Quiver with regular arrows (100) [5 gold]
Scrivener's Kit (2 gold)
Silk Rope (100 feet) [20 gold]
Sleeves of Many Garments [200 gold]
Spell component pouch [5 gold]
Traveler's Any Tool [250 gold]
Veemod goggles with black module (+2 competence bonus perception) [1,400 gold]
Vials (2) [2 gold}
Waterproof bag (2) [1 gold]
Zipstick [20 gold]

Griffon figurine [When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette.]

a paper printout of an engineering map of the city of vesta, showing the location of network cables and power conduits. Originally it was vast and much of the grandeur the map hinted at had been obliterated by the builder's sun, but she was able to find the portion that charted their current location and spotted a repair shop a few blocks away that was part of the Technological University of Vesta. If anywhere was to her indrium amplifier, as a bonus the map suggests the facility has an ample power supply.

Collection of silverdisks (batteries).

You find 5472 gold in various denominations. A curious looking golden rod inlaid with platinum. Spellcraft DC 25
Spoiler:

There's also a large ledger with a great many pages written in dense handwriting in a language none of you recognise... Feel free to make appropriate knowledge / linguistics rolls.

Current Wealth = 9807.4 gold (adjusted up to wealth by level March 2024 ... should be level 7, but haven't leveled yet. WBL is 23,500, cybernetics can be 1/3 of that.)
Starting Wealth = 3000 gold

Background:

Zendara was born to a very poor human family in servitude to the local lord in a plains settlement [the Core]. Her parents knew she was different right away because of her colorful tears, but didn't share the information that she was an Aasimar for fear that she would be taken away from them, for, at least in their community, Aasimars were valued by the upper class and often purchased or stolen from the lower class, because everyone wanted the perfect child.

This worked until she was old enough to start playing with other children, and of course, inevitably, one of them made her cry and discovered her secret, and as word spread, eventually it spread to the governor of their small community, and he asked to see the child. Her parents obediently brought her, and after seeing the amazing gigantic house and all the food and a puppet show that had been prepared for her visit, Zendara readily agreed when asked whether she would like to live there.

Her parents were offered quarters on the grounds, so their lives also improved, being closer to work, and they were allowed to watch their child grow up, although now her primary bond was becoming her "Uncle" Kerk, who could apparently give her anything.

When she was old enough, she was sent to the Academy which was another big transition for her similar to the one from her impoverished beginnings. All that was available to her in this new world was so much bigger and better than anything else where she had come from, and she was again determined to stay, having learned from her childhood that change was good, and having always felt that there was something she was missing in her life, perhaps the non-human part of herself yearning for a home that she had never seen.

While she was away at school she received word that both her parents and her "uncle" Kerk died during a pointless landgrab by a more powerful local warlord. Mourning was hard, because going home would be seen as claiming Kerk's title. He had left everything to her, but "everything" wasn't very much since his houses and lands were possessed by others now. In some ways having them all buried without her was a relief, to not have to confront her grief or her regrets, or her anger.

Zendara was able to stay at school long enough to graduate only by supplementing her income with bardic performances at the local inns and by taking weekends to hunt for food and for bounties. Neither of these were her dreams, for she was drawn to the air, studying to work on an airship, and maybe someday even become an airship pilot.

Unfortunately, no matter how much she worked, she realized that she was going to be unable to afford a commission, which were in high demand and too expensive, and so after graduation, she decided to follow her dream the only way she knew how and joined up with a pirate crew. The mostly-student crew were recruited for their adolescent ideals, and became kind of a "Robin Hood" outfit, working the ships and improving their expertise, but also helping with stealing cargo, freeing slaves, and generally fighting the corruption that they saw elsewhere in society. After seeing someone she hit fall overboard, Zendara quickly cast Feather Fall, and thereafter recruited the Mercy League, which were students she taught Feather Fall to, and they would keep watch so that when people (including the enemy) were knocked overboard, they would cast Feather Fall on them to save their lives. They wore patches with a feather emblem on their uniforms, and people would know that they weren't there to kill. After making sure (at least in her mind) that they were doing good and not evil, Zendara became very good at bonding with her fellow sailors, and finding more ways to improve efficiency.

After one of her students let her know about the expedition to the newly discovered Xunlai archipelago, she went to talk to Doctor Munroe, who she knew from her student days, and asked to join the crew, thinking that maybe this was a chance at proving herself and making her way into a legitimate career instead of piracy.

Appearance:

Height 5'10"
Hair Red, Eyes Green

Though she is an Aasimar, she can pass for a human. The only things that set her apart are hard to spot. She doesn't sweat, she is unusually graceful, and if you were ever to see her crying, her tears are multicolored.