Ganzi

Zenjaya's page

115 posts. Organized Play character for Jessica Catalan (Organized Play Line Developer).


Full Name

Zenjaya

Race

| HP: 15/15 | AC 16 (T12, FF 14) | CMB: +4 CMD: 16 | F:+1 R:+4 W:+1 | Resistance: Fire 5 | Init +3 | Perc -1, SM -1, Social +3

Classes/Levels

| Speed 35 ft. | Spells: 1st: 3/3, Burning Hands: 1/1 | Bardic Performance: 12/12 | Active Conditions: None

Gender

Female Ifrit Bard

Alignment

CN

Languages

Common, Ignan, Polyglot

Strength 16
Dexterity 15
Constitution 12
Intelligence 10
Wisdom 8
Charisma 16

About Zenjaya

Statistics:

PFS # 276820-16
Faction: Grand Lodge
Experience 5
Fame 9, Prestige Points 7

Zenjaya
Female Ifrit Bard (fire dancer, flamesinger) 2
CN Medium Outsider (native)
Init +3; Senses Darkvision 60 ft., Perception -1

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DEFENSE
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AC 16, touch 12, flat-footed 14 (+3 armour, +2 Dex, +1 shield)
hp 15 (2d8+2)
Fort +2, Ref +5, Will +2
Resistance Fire 5

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OFFENSE
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Speed 35 ft.
Melee masterwork longsword +5 (1d8+3/19-20)
Ranged dart +3 (1d4+3) (30 ft.)

Spells Known (CL 2nd, Concentration +6)
1st—3/day— cure light wounds, ear-piercing scream (DC 14/15), feather fall
0—At Will—detect magic, light, prestidigitation, read magic, spark
Spell-like Abilities (CL 2nd, Concentration +6)
1/day—burning hands (DC 15)

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STATISTICS
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Str 16, Dex 15, Con 12, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +4; CMD 16
Traits arcane temper, maestro of the society (+3 rounds)
Feats Elemental Focus (fire), Fire Music
Proficiencies A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields).
Skills Acrobatics (dance), Fly (dance), Knowledge (arcana) +5, Knowledge (nature) +5, Knowledge (planes) +5, Linguistics +5, Perform (dance) +8, Spellcraft +5, Survival +4
+1 on all knowledge checks while in the Grand Lodge
(7 points; 6 class, 0 INT, 0 race, 1 favoured class)
Abilities bardic performance (blazing blades, distraction, fascinate, fire dance), cantrips, energy resistance, fire insight, fire music, versatile performance
Languages Common, Ignan, Polyglot

Special Abilities:

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SPECIAL ABILITIES
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Bardic Performance: 12 rounds/day, standard action to start, free to maintain
- Blazing Blades (Su): The flamesinger’s song causes allies’ weapons to burst into flames. To be affected, an ally must be able to hear the bard perform and be within 30 feet. An affected creature’s successful attacks with manufactured or natural weapons deal 1d4 additional points of fire damage. These flames do not harm the weapon or its wielder. This damage stacks with other sources of fire damage, such as the flaming special weapon ability. At 5th level and every 6 bard levels thereafter, this bonus fire damage increases by 1d4 (to a maximum of 4d4 at 17th level). This is a fire effect that relies on audible components. (+1d4 fire). This replaces inspire courage.

- Distraction (Su): 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

- Fascinate (Su): 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 this ability from working. For every three levels the 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=Will DC 1?) 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 all 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. This is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

- Fire Dance (Su): At 1st level, a fire dancer learns to protect himself and others from the pain of fire, and discovers how to control the flame while enduring its heat. Each round of the fire dance, he rolls a Perform (dance or sing) check. Any ally within 30 feet of the bard that has caught on fire or is affected by a fire effect or extreme heat can use the bard’s Perform check result in place of its saving throw against that fire. Any ally within 30 feet of the bard who is suffering from heatstroke can ignore the fatigue from heat exposure so long as the bard maintains this performance. Fire dance relies on audible or visual components. This ability replaces countersong.

Fire Insight Ifrit spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them. Summon monster and summon nature’s ally spells that the ifrit casts last 2 rounds longer than normal when used to summon creatures with the fire subtype. This racial trait replaces fire affinity.

Fire Music A flamesinger gains Fire Music as a bonus feat at 1st level (without needing the meet the normal prerequisites). At 4th level (when she gains access to 2nd-level spells), she adds summon monster I and summon monster II to her bard spells known; every 3 levels thereafter she gains the next level of summon monster, until she adds summon monster VI to her spells known at 16th level. The flamesinger must apply the Fire Music feat’s effect when casting these spells. This ability replaces bardic knowledge and lore master.

Fire Music (feat): When you cast a bard spell that deals damage, you may replace the spell’s normal damage with fire damage or split the spell’s damage so that half of it is the normal damage type and half is fire damage. If you cast a summon monster spell as a bard spell, you may choose to give the summoned creature a fiery appearance, which gives it fire resistance 5 and adds +1 fire damage to all of its natural attacks. The creature sheds dim light in a 5-foot radius. This aspect of the feat has no effect if the creature already has the fire subtype. When you use this feat, the affected spell gains the fire descriptor.

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.
...The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Wildfire (Ex): Like a raging wildfire, a flamesinger moves with blistering speed. At 2nd level and every 4 levels thereafter, the flamesinger gains a +5-foot enhancement bonus to her base speed (to a maximum of +25 feet at 18th level).

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear masterwork longsword, dart (6), alchemist’s fire (2), holy water (2), potion of cure light wounds (4), wand of cure light wounds (CL 3, 8 charges), wand of burning hands (CL 3, 4 charges)
Possessions hide shirt, light wooden shield, backpack, bedroll, belt pouch, charcoal, mess kit, rations (2), spell-component pouch, waterskin, wayfinder, whetstone

Carrying Capacity
Light 0-76 lb. Medium 77-150 lb. Heavy 151-230 lb.
Current Load Carried 46.5 lbs.
Money 537 GP 1 SP 8 CP

Temporary Gear:

Boons:

A Torch in the Dark [Legacy] Your efforts to peel back the mists of time and learn the truth about the early days of the Decemvirate has uncovered certain disturbing truths. While some would prefer these truths stay hidden, you actions have paved the way for a stronger Society and higher accountability from the members of the Decemvirate. Keep this Chronicle sheet, as this book will have certain benefits in the new organized play campaign for the Pathfinder RPGs second edition.

[] [] [] Champion of the Farheavens: Once again the Pathfinders have proven themselves to be the Farheavens’ greatest allies. You can check a box next to this boon as a standard action to conjure a small feathered bear to aid you use the statistics for a dire badger as though casting summon monster II with a caster level equal to your character level).

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

[] [] Firebreaker: You not only stopped the flames raging around Mishkar, but you also put a top to simmering regional conflucts that had long targeted the local Dragonskull goblin tribe. One of the Dragonskull goblins has decided to follow you back to the Pathfinder Society to help you in your journeys. When you would fail a skill check or ability check related to putting out a fire , or a saving throw against an effect that deals fire damage, you can check a box that precedes this boon to preroll the check. This reroll represents the goblin rushing to your aid.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

[][][] Guardians of the Farheavens: You successfully reunited Dolok Darkfur with the lost god caller of the Farheavens, earning the gratitude of the mighty eidolon. You can check one of the boxes that precede this boons a standard action to affect a single bear or owl bear with a charm monster effect (DC 19; CL 8th). Alternatively, you can check a box that precedes this boon as a standard action to use bear’s endurance as a spell-like ability with a caster level equal to your character level.

Impressive Find: The Pathfinder Society is impressed with your efforts in uncovering the truth behind Eylysia’s long ago conflict with the early members of the Decemvirate. Once you earn 12 or more Fame, your superiors award you 1 additional prestige point (but not Fame) in recognition of your excellence. When you use this boon, cross it off your chronicle sheet.

[] [] [] Piercing the Veil: You have seen the deceptions that the powerful hide behind and have broken through them, restoring truth to the Society’s history and vindicating the unjustly persecuted former Pathfinder Eylysia. At the start of any adventure, you may check a box next to this boon to gain a +1 bonus on all Perception and Sense Motive checks, as well as all Will saving throws made to resist or disbelieve illusions, for the duration of the adventure.

Background:

Appearance and Personality:

Zenjaya is a wild and brash woman with dark brown skin that shines red in bright light, and a thick mass of orangey-red curls. Her hair is particularly bouncy, and is constantly swaying and moving. Under her hair are two short, glossy black horns, although they rarely peek through her hair. Her eyes are ringed in bright red -- an eerie sight to most, hinting at otherworldly heritage. She wears a simple bright yellow cotton dress, with leaves on her shoulders like cauldrons and high slits up her legs. She goes barefoot, and has a lot of anklets around her ankles and bracelets around her wrists. White paint runs along her upper arms in a wavy design. She carries a longsword and a few vials on her wide hips, and has a brightly painter buckler strapped to one arm.

Completed Scenarios:

#5-08 - The Confirmation
#6-01: Trial by Machine
#9-18: Scourge of the Farheavens
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#10-16: What the Helms Hide
#10-12: Breath of the Dragonskull
IN PROGRESS - None