Jirelle

Ziera's page

403 posts. Alias of Zanbabe.


Full Name

Ziera

Race

Aasimar

Classes/Levels

Inactive

Gender

Map Female

Size

Medium

Age

25

Alignment

Chaotic Good

Deity

Besmara

Languages

Ancient Azlanti, Celestial, Common (Taldane), Draconic, Elven, Giant, Goblin, Hallit, Orc, Thassalonian, Varisian

Strength 14
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 13
Charisma 18

About Ziera

Studious Librarian / Negotiator Bard 7 | HP 43/43 | AC 16 / T 12 / FF 14 | Fort +3 / Ref +7 / Will +6 | CMB 7 / CMD 19 | Initiative +2 | Diplomacy +21 / Perception +11 | Bardic Performance 16/16 | Active Effects: Halo

=== Basics ===
STR 14 (+2) [as rolled]
DEX 14 (+2) [as rolled]
CON 13 (+1) [as rolled]
INT 14 (+2) [as rolled]
WIS 13 (+1) [11 rolled, +2 racial]
CHA 18 (+4) [15 rolled, +2 racial, +1 4th level bonus]

BAB +5 | Speed 30 feet

=== Resistances ===
+2 on saves v becoming blinded or dazzled.
+4 on saves v bardic performance, sonic, and language-dependent effects.

=== Weapons ===
Melee
Longsword
Attack +7 | Damage 1d8+2 | 19-20/x2 Critical | S

Ranged
+1 Adaptive Composite Shortbow
Attack +8 | Damage 1d6+2 | x3 Critical | P | Range 70 feet
(+1/+1 within 30 feet)
(Bullseye Shot: can use move action to get a +4 on one shot in the same round)

Traits and Feats:

=== Traits ===
Extremely Fashionable (equipment trait) [+1 trait bonus on Bluff, Diplomacy, and Intimidate checks if wearing at least 150 gold worth of clothing / jewelry]
Innocent (race trait) [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.]
Paranoid (drawback) [Attempts to aid me are at DC 15 rather than DC 10]
Two-World Magic [Zero level spell from another class]

=== Feats ===
Bullseye Shot [use a move action to get a +4 on ranged attack]
Point-Blank Shot [+1/+1 within 30 feet]
Precise Shot [No negatives for shooting into melee]
Scribe Scroll (bonus from Studious Librarian)

Special Abilities:

Guileful Polyglot (Rogue Talent from Negotiator) [+4 languages]
Halo [Light SLA and +2 on intimidate and saves v evil]
Hard Bargainer [Gives bonuses to skills (replaces Bardic Knowledge)]
Master of Rhetoric (Ex) [can take 10 on any Bluff, Diplomacy, Intimidate, Knowledge (local), or Sense Motive check. (Can choose not to take 10 and can instead roll normally. Can take 20 on one of those skill checks 1/day at 5th level]
Rogue Talents [Get a Rogue Talent every 5 levels or so.]
Scribe Scroll [free bonus feat]
Snap Shot [Rogue Talent: 20 initiative in surprise round]
Well-Versed (Ex) [+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects]
Comparative Arcane Studies (Su) [Once per day, can cast any spell from the bard, sorcerer/wizard, or witch spell lists from a scroll or spellbook in hand as if it were one of his bard spells known, expending a bard spell slot of the same spell level. Casting a spell from a scroll this way does not cause the spell to vanish from the scroll.)]

8th level--Critical Research Focus (Ex)
10th level--Advanced Talents [allows advanced rogue talents]
19th level--Perfect Recollection (Ex)
20th level--One with the Library (Ex)

Skills:

78 skill points [6 +2 int +1 favored class +2 background = 11 per level] (+1 free one-time profession/craft skill at level one)

+Acrobatics +6 |+2 Dex +1 rank +3 class skill
+Appraise +6 |+2 Int +1 rank +3 class skill
+Artistry +6 |+2 Int +1 rank +3 class skill
+Bluff +22/+27 |+4 Cha +7 rank +3 class skill +1 Extremely Fashionable +3 Hard Bargainer +3 Circlet of Persuasion [+5 if lie is believable or unlikely (Innocent trait)]
+Climb +6 |+2 Str +1 rank +3 class skill
+Craft +6 |+2 Int +1 rank +3 class skill
+Diplomacy +21 |+4 Cha +7 rank +3 class skill +1 Extremely Fashionable +3 Hard Bargainer +3 Circlet of Persuasion
Disable Device* +6 |+2 Dex +4 rank
+Disguise +13 |+4 Cha +1 rank +3 class skill +3 Circlet of Persuasion +2 from Disguise Kit
+Escape Artist +6 |+2 Dex +1 rank +3 class skill
Fly +2 |+2 Dex
Handle Animal* -- |+4 Cha +3 Circlet of Persuasion untrained
Heal +1 |+1 Wis
+Intimidate +21/+23 |+4 Cha +7 rank +3 class skill +1 Extremely Fashionable +3 Hard Bargainer +3 Circlet of Persuasion [+2 v Evil (Halo)]
+Knowledge: Arcana* +6 |+2 Int +1 rank +3 class skill
+Knowledge (Dungeoneering)* +6 |+2 Int +1 rank +3 class skill
+Knowledge (Engineering)* +6 |+2 Int +1 rank +3 class skill
+Knowledge Geography* +6 |+2 Int +1 rank +3 class skill
+Knowledge History* +6 |+2 Int +1 rank +3 class skill
+Knowledge Local* +9 |+2 Int +1 rank +3 class skill +3 Hard Bargainer
+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* +10/+12 |+2 Int +5 rank +3 class skill [+2 if making forgeries (Forger's Kit)]
+Lore +2 |+2 Int +1 rank +3 class skill
+Perception +11 |+1 Wis +7 rank +3 class skill
+Perform: Oratory +11 |+4 Cha +1 rank +3 class skill +3 Circlet of Persuasion
+Perform: Dance +7 |+4 Cha +3 Circlet of Persuasion
+Profession: Spy +11 |+1 Wis +7 rank +3 class skill
Ride +2 |+2 Dex
+Sense Motive +14 |+1 Wis +7 rank +3 class skill +3 Hard Bargainer
+Sleight of Hand* +6/+8 |+2 Dex +1 rank +3 class skill [+2 to hide nature of Thieves' Ring]
+Spellcraft* +6 |+2 Int +1 rank +3 class skill
+Stealth +12 |+2 Dex +7 rank +3 class skill
Survival +2 |+2 Wis
Swim +2 |+2 Str
+Use Magic Device* +8 |+4 Cha +1 rank +3 class skill

Background Skill details:

Skill Points Applied to Background Skills:
Appraise 1
Artistry 1
Craft 1
Handle Animal 0
Knowledge (engineering) 1
Knowledge (geography) 1
Knowledge (history) 1
Knowledge (nobility) 1
Linguistics 3
Lore 1
Perform 1
Profession 1
Sleight of Hand 1
Total = 14
Total Required (Level 5) = 10
(This also fulfills the requirement for the DM-granted single point given for a profession or craft skill at level 1.)

Spells:

Caster Level 7 | Concentration +11 (Caster level + ability mod)
Spells known: 6/5/4/2

=== Spell-Like Abilities ===
Light (Halo) [at will]

=== Zero Level === (DC 14)
Acid Splash (Two-World Magic)
Detect Magic
Mending
Message
Open / Close
Prestidigitation
Read Magic

=== First Level === (DC 15)
Spells per day: 5 (1 bonus)

Cure Light Wounds
Heightened Awareness [+2 competence bonus on Perception checks and on all Knowledge checks for 10 minutes/level]
Memorize Page
Solid Note
Unseen Servant
Vocal Alteration

=== Second Level === (DC 16)
Spells per day: 4 (1 bonus)

Cure Moderate Wounds
Invisibility
Silence

=== Third Level === (DC 17)
Spells per day: 2 (1 bonus)

Clairaudience-Clairvoyance [See what is going on at a distance (known place).]
Cure Serious Wounds (need to get, but not yet)
Witness [Use someone else's senses, see and hear as them.]

Spellbook:

(Will need a spellbook for my Comparative Arcane Studies ability at level 6, so starting it now.)

Spells in the book:

Bardic Performances:

Bardic Performances 16 (4 +4 cha mod base +2 per level after 1)

Counterargument (Su) [counter magic effects that depend on sound]
Fast Talk (Su) [give people –2 against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a -2 penalty on Appraise checks. A target that fails its Appraise check believes that the object in question is worth 20% more or less (negotiator’s choice) than its actual value.]
Fascinate (Su) [Cause one or two creatures within 90 feet to become fascinated]
Inspire Competence (Su) [+2 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.]

9th level--Binding Contract (Sp)
12th level--Soothing Performance (Su) [mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance]
14th level--Frightening Tune (Sp) [Cause fear. Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours]
15th level--Inspire Heroics (Su) [+4 morale bonus on saving throws and a +4 dodge bonus to AC]

Equipment:

+1 Adaptive Composite Shortbow [3075 gold]
Backpack [2 gold]
Bandolier (2) [1 gold]
Bedroll [1 silver]
Belt Pouch [1 gold]
Blanket (2) [1 gold]
Canteen [2 gold]
Circlet of Persuasion (party item)
Dagger
Disguise Kit
Mithral Chain Shirt [1,100 gold]
Elixir of Truth (5) [2500 gold] (one used on guy in sewer, one given to Edmund)
Explorer's Outfit [free starting outfit]
Forger’s Kit [200 gold]
Grooming Kit [1 gold]
Honeytongue Elixir (1) [750 gold]
Infiltration Kit [140 gold] (includes Disguise Kit)
Ink [8 gold]
Inkpen [1 silver]
Ioun Torch [75 gold]
Journal [10 gold]
Longsword [15 gold]
Masterwork Manacles [50 gold]
Mess Kit [2 silver]
Quiver with 60 blunt arrows [6 gold]
Quiver with 60 regular arrows [3 gold]
Scroll Case [1 gold]
Silk rope (100 feet) [20 gold]
Sleeves of Many Garments [200 gold]
Spellbook [15 gold]
Spell component pouch [5 gold]
Spells scribed into spellbook []
Thieves’ Ring [300 gold] (contains lockpicks)
Traveler's Any Tool [250 gold]
Waterproof bags (2) [1 gold]

[minus 50 gold given to Morgrim]

Party Treasure:
bracers of armor +1
-
-Incense of Meditation
-handy haversack
-Wand of Detect Magic (39 / 50 charges)
-Lacquered Wooden Medallion set with Carnelian (600 gp)
-2 potion of cure light wounds,
-2 scrolls of bull’s strength
-scroll of fog cloud
-scroll of floating disk
-scroll of protection from evil
-Scroll of protection from law
-scroll of owl's wisdom
1025 gold
jewelry and clothing worth 712 gp

Current Wealth: 1,017.6 gold

Starting Wealth: 10,500 gold
Total Starting Equipment: 9,432.4 gold

Text of Archetypes:

=== Negotiator ===

Bards are experts at manipulating the emotions and perceptions of others. Negotiators are those bards who take the skills of a performer and apply them to the realms of business and law.

Hard Bargainer: A negotiator adds half his class level (minimum 1) on Bluff, Diplomacy, Intimidate, Knowledge (local), and Sense Motive checks.

This ability replaces bardic knowledge.

Bardic Performance

A negotiator gains the following types of bardic performance.

Counterargument (Su) This performance acts as countersong, except a negotiator can use only Perform (act, comedy, oratory, or sing) to perform a counterargument.

Fast Talk (Su) At 1st level, a negotiator can use performance to affect the perceptions of any number of targets that can hear him. While the negotiator performs, these targets take a –1 penalty on saving throws against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a penalty on Appraise checks equal to half the negotiator’s level (minimum –1). A target that fails its Appraise check believes that the object in question is worth 10% more or less (negotiator’s choice) than its actual value. At 5th, 11th, and 17th levels, the saving throw penalty increases by 1 and the shift in an object’s perceived value increases by 10%. Fast talk is a language-dependent, mind-affecting ability that uses audible components.

This performance replaces inspire courage.

Binding Contract (Sp) At 9th level, the negotiator can bind another creature’s promise to the negotiator with a geas. This acts as lesser geas, except the creature must have Hit Dice equal to or less than the negotiator’s level. The target can negate this effect with a successful Will save (DC = 10 + 1/2 the negotiator’s level + the negotiator’s Charisma modifier). The geas is discharged if the negotiator breaks his end of the bargain. Using this ability requires 3 rounds of continuous performance, and the target must be able to see and hear the bard throughout the performance. At 18th level, this effect acts as geas/quest (no HD limit, and the target cannot attempt a saving throw). Binding contract is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.

This performance replaces inspire greatness.

Rogue Talents

At 2nd level, a negotiator gains a rogue talent, as the rogue class feature of the same name. At 6th level and every 4 levels thereafter, the negotiator gains an additional rogue talent. A negotiator cannot select a rogue talent that modifies the sneak attack ability.

This ability replaces versatile performance.

Master of Rhetoric (Ex)

At 5th level, the negotiator can take 10 on any Bluff, Diplomacy, Intimidate, Knowledge (local), or Sense Motive check if he has ranks in that skill.

A negotiator can choose not to take 10 and can instead roll normally. In addition, the negotiator can take 20 on one of those skill checks (without spending any additional time). The negotiator can do this once per day at 5th level, twice per day at 11th level, and three times per day at 17th level.

This ability replaces lore master.

Advanced Talents

At 10th level and every 4 levels thereafter, a negotiator can select an advanced rogue talent in place of a rogue talent. A negotiator cannot select an advanced talent that modifies the sneak attack ability.

=== Studious Librarian ===
Studious librarians are bards that have studied long in great libraries.

Scribe Scroll

A studious librarian gains Scribe Scroll as a bonus feat.

This ability replaces distraction.

Comparative Arcane Studies (Su)

At 6th level, the studious librarian is exposed to a wide variety of magical writing, and can use his own magic to duplicate spells from other classes’ spell lists.

Once per day, a studious librarian can cast any spell from the bard, sorcerer/wizard, or witch spell lists from a scroll or spellbook in hand as if it were one of his bard spells known, expending a bard spell slot of the same spell level to cast the desired spell. Casting a spell from a scroll this way does not cause the spell to vanish from the scroll. A spell cast in this way cannot be modified by metamagic. The studious librarian gains one additional daily use of this ability at 10th level and again every 4 bard levels thereafter, to a maximum of four times per day at 18th level.

This ability replaces suggestion and jack-of-all-trades.

Critical Research Focus (Ex)

At 8th level, the studious librarian threatens a critical hit on a Research check with a roll of 18, 19, or 20. He gains a +4 bonus on Research checks to confirm a critical hit.

This ability replaces dirge of doom.

Perfect Recollection (Ex)

At 19th level, the studious librarian can always take 20 on Knowledge checks.

This ability replaces mass suggestion.

One with the Library (Ex)

At 20th level, the studious librarian can replace one of her spells known with any bard spell from a scroll once per day by studying the scroll for 1 hour. Doing so erases the spell from the scroll.

This ability replaces deadly performance.

Background:

Ziera was born an Aasimar to a former member of the Vernai. Though Ziera could pass for a half-elf normally, at birth she could not control the manifestation of her halo, and it would blink on and off with her mood. Her mother, seeing the little obviously angelic baby, knew that she would never fit in on the island, and might even be killed by her sisters, but as tough and ruthless as she was in so many other ways, she could not bear to kill her own child, so she sent the baby, unnamed and unweaned, away with the father, and killed the other witnesses. She had spent most of the pregnancy in seclusion so as not to appear weak to her competitors, and for the few that knew, she explained that there had been an "accident" without elaborating, which to her friends needed no other explanation. They assumed that the father and child were dead along with everyone else associated with the birth. A small deception that was unlikely to interfere with her life, and a small satisfaction in some part of her soul where there might still be a spark, that her daughter was alive.

Ziera knows nothing of this. Her father, a CN elf Wizard and former Pirate (he was famous, but hasn't been near a ship since fleeing with his daughter), usually did not speak of her mother except to say that she was amazing and talented and knowledgeable (he was clearly in love with her), always in the past tense.

Her father raised her largely in the city of Logas, and encouraged her to be good, thinking that it was her nature as an Aasimar, but not being all that good himself, didn't set an altogether perfect example. She grew up learning the ideals of a pirate, including mistrust, the occasional fervent prayer to Besmara, petty larceny, a good bluff, and a taste for the finer things. She is good at her core, but she protects that part of herself with a brash exterior and a somewhat cynical / realist outlook.

Intrigued ever since she was a child with the mystery of her birth as an Aasimar and her missing mother that she only could get scant hints about, she grew up to became a researcher and a librarian. Her beauty and personality made her a skilled negotiator as well, which she often used to help her father in legal and illegal ways (though nothing either of them considered to be evil).

It wasn't until several years after starting her career that she discovered that all was not as it seemed with her father. She pieced together from hints that her father had dropped that the Red Mantis had killed her mother. [Obviously completely incorrect, but this is what she believes.] She confronted him about it. He did not confirm or deny, but merely told her to stop researching the subject. He told her that if the Red Mantis knew that either of them were alive, they would kill them both. She became paranoid, watching for the stealthy assassins everywhere. Unfortunately, disaster struck in a much more obvious and implacable way. She received word that her father had gotten involved with the Molthune Armsrunners, and on a run into Cheliax had been captured and summarily executed by the order of Alana Thrune.

Her paranoia and other talents then found common ground, and she seethed with anger against house Thrune and specifically Alana as the epitome of everything that was wrong with the world--rigid lawfulness with no thought of mercy, and pure evil. She determined to find and help whatever would stand against that awful woman, just as she had helped her father, and she packed up and stored all of her father's things, locked up the house, and headed for nearby Tadloton to join the mercenaries in fighting against the Thrune corruption.

Appearance:

Ziera has short dark hair, bright green eyes, and ears that seem like they could be elven, sylvan, or outsider. She is 5'9" and most people think that she is a half-elf, but if she uses her halo, it is relatively easy to see that she isn't. There are a few other indicators as well... she doesn't sweat, and she always seems clean, even when she just got splashed with mud. Her hair also turns silver if she stands in moonlight. ... Most people don't notice those things, so it doesn't come up, but if it does, she is fine telling people that she is an Aasimar... she just doesn't mention it because she doesn't think that it matters.

Notes:

Known Associates:

Morgrim Igmar, gnome, unaffiliated: low-level information dealer, specializes in people, relationships, and house politics

Stur, gnome, unaffiliated: low-level information dealer, specializes in trade and economics

Jamie West, human, unaffiliated: attorney, often helps members with contract language for mercenary work or similar

Quoben, human, House Henderthane: Blacksmith and arms dealer, can get us slight discounts or hard to procure weapons

Wither Celtai, halfling, House Jeggare: Helps with banking and money security.

Rantin also notes that these individuals do not know about Tiashan, they provide these services to other entities as well. They can be trusted to an extent, but certainly don't inform them of anything they don't need to know.

------------

Roles:

Antonio: Information gathering and social presence (nobility)

Alden: information gathering and social presence (nobility)

Erasmus: social presence (nobility) muscle/frontline

Vince: Mercenary presence and contacts, combat tactics, frontline

Ziera: Information gathering (any) negotiation, cell leader

Payk: Information gathering and social presence, nobility, targeted attacks, rogue work

Glifdore: Leadership, buffs, cell leader

Tarken: information gathering (religion), religious presence, healing

Sydney: Information gathering (any), interrogation, infiltration, healing

Adrien: infiltration, targeted attacks, rogue work

Irene: information gathering (any), arcane, DPS

Dante: Mercenary presence and contacts, combat tactics, frontline, cell leader

Gray: Information gathering (any), interrogation, infiltration

Sydney confirms that Tarken did heal the mercenaries after we left--almost certainly a traitor.

Memories are stored in animagi, construct built by the houses to guard their founding contracts. Eliminate the animagi and your memories should return.

Animagi guard founding contracts: need to find Dice Drem to find the contracts.