Aasimar

Zoja Jadwiga Betyrina's page

22 posts. Alias of rdknight.


Full Name

Zoja Jadwiga Betyrina

Race

Aasimar (Musetouched)

Classes/Levels

Bard (Sound Striker) 1

Gender

Female

Size

Medium

Age

19

Alignment

CN

Deity

Calistria

Location

Riddleport

Languages

Taldane, Varisian

Occupation

Singer / Thief / What Do You Need?

Homepage URL

Zoja Portrait

Strength 13
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

About Zoja Jadwiga Betyrina

Statistics:
Female Aasimar (Musetouched) Bard (Sound Striker) 1
N Medium Native Outsider / Humanoid

Init +3; Senses Perception +4
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 dex, +1 buckler)

hp 11

Fort +2, Ref +5, Will +2 (+5 vs Charm/Compulsion)
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OFFENSE
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Speed 30 ft.

Melee +1

Ranged +3
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STATISTICS
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Str 13, Dex 16, Con 14, Int 12, Wis 10, Cha 16

Base Atk +0; CMB +1; CMD 14
.
.
Traits

Optimistic Gambler
You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your spirit.
Benefit: Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.

Criminal
You spent your early life robbing and stealing to get by.
Benefits: Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Irrepressible
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind.
Benefit: You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Drawback

Hedonistic:
You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Feats

Point Blank Shot:
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Skills (9 points; 6 class, 1 INT, 1 Favored Class, 2 Background)
ACP -2

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Acrobatics* +3 = DEX 3+0+0
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Appraise +1 = INT 1+0+0
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Bluff +7 = CHA 3+1+3
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Climb* +1 = STR 1+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +9 = CHA 3+1+3+2 (+2 Aasimar)
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Disable Device*† +8 = DEX 3+1+3+1 (+1 Criminal)
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Disguise +3 = CHA 3+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +3 = CHA 3+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +7 = CHA 3+1+3
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K (Arcana)† +2 = INT 1+0+0+1
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K (Dungeoneering)† +2 = INT 1+0+0+1
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K (Engineering)† +2 = INT 1+0+0+1
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K (Geography)† +2 = INT 1+0+0+1
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K (History)† +6 = INT 1+1+3+1 (+1 Background)
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K (Local)†+6 = INT 1+1+3+1
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K (Nature)† +2 = INT 1+0+0+1
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K (Nobility)† +2 = INT 1+0+0+1
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K (Planes)† +2 = INT 1+0+0+1
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K (Religion)† +2 = INT 1+0+0+1
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Linguistics† +1 = INT 1+0+0
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Perception +4 = WIS 0+1+3
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Perform (Sing) +9 = CHA 3+1+3+2 ( +1 Background) (+2 Aasimar)
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Profession† +0 = WIS 0+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +4 = WIS 0+1+3
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +1 = INT 1+0+0
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Stealth* +7 = DEX 3+1+3
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Survival +0 = WIS 0+0+0
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Swim* +1 = STR 1+0+0
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Use Magic Device† +3 = CHA 3+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses

Aasimar (Musetouched): +2 Diplomacy, +2 Perform
Criminal Trait: +1 Disable Device & In Class
Bard: +1/2 per Level All Knowledge Skills

Languages Taldane, Varisian

Special Abilities:

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SPECIAL ABILITIES
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Aasimar (Azata-Blooded)

+2 DEX, +2 CHA

Darkvision: 60'

SLA: Glitterdust 1/day, caster level = class level

Celestial Resistance:
acid resistance 5, cold resistance 5, electricity resistance 5

Scion of Humanity:
Some aasimars’ heavenly ancestry is extremely distant. 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. This racial trait replaces the Celestial language and alters the native subtype.

Bard (Sound Striker):

Bardic Knowledge (Ex):
A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained.

Bardic Performance:
A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

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 noninstantaneous 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 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):
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 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) 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.

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.

Spells:

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Spells
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Cantrips (at will):

Ghost Sound
Message
Prestidigitation
Read Magic

1st (2/day):

Cure Light Wounds
Grease

Gear/Possessions:

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GEAR/POSSESSIONS
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Short Bow
Arrows (20)
Dagger
Club
Studded Leather Armor
Buckler
Backpack
Pathfinder's Kit
Grooming Kit
MIrror
50' Hemp Rope
Water Skin
Bottle of Wine

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 32 GP 5 SP 0 CP

Background:

Zoja Jadwiga Betyrina bears the name she does because, according to family lore, her family originated in Irrisen. As the story goes, Zoja’s family was part of Irrisen’s Jadwiga ruling class. At some point her particular line became embroiled in a conflict with members of the newly ascended Queen’s entourage. The details have been lost over the generations since, but it must have been a deathly serious feud for them to leave the comforts of Irrisen behind and flee.

Her branch of the family settled in Riddleport some time later, when it was still a young city, and it has remained there for the generations since. Riddleport has not been particularly kind to them. What started as a small Jadwiga enclave of modest means has been reduced now to only Zoja and Helka, her maternal grandmother. Helka has given Zoja a stable, if not a comfortable home while she was growing up. Helka can not bear the thought of leaving the Leeward District, where the family had always lived, even though they can no longer really afford it. Zoja and Helka live in the shabbiest of tenements in the worst part of Leeward. They would likely have done better simply moving to the slums, but Helka will not suffer the indignity.

Helka scrapes by telling fortunes and selling some herbal medicines. When Zoja was a teen she began to contribute by singing, she turned out to have a very fine voice, and some opportunistic thievery. It was in Zoja’s teens that she and Helka began to experience friction in their relationship. Helka began to see things about Zoja that reminded her of her daughter, Zoja’s mother, and not in a good way. In particular Zoja began showing a weakness for boys, and an indifference to legal niceties. Zoja’s mother Lenuta had done bookkeeping for an affiliate of one of the city’ crimelords. Her father was a gangster who came and went rather quickly. When Zoja was still a toddler, her mother was the victim of an alleyway robbery that ended with her stabbed to death. Or, at least that’s what it seemed to be. There were plenty of whispers in the neighborhood that Lenuta was actually targeted for murder. It was because she had been found out embezzling money, or because she had overheard something she shouldn’t have, or because she had broken things off with a jealous secret lover. It was all just rumormongering of course, but nobody could deny that Lenuta had been stabbed quite a few times more than was strictly necessary for a violent robbery.

Helka put some stock in the rumors, and always thought something more than a robbery was involved. It troubled her to see some of the same behaviors in Zoja as she’d seen in Lenuta. Helka always believed there was something special about Zoja as well. She didn’t look very much like the rest of the family, at least the recent members. Zoja was tall, very fair-skinned, blonde, almost like the family of old, straight out of Irrisen. The Jadwiga Betyrina clan in Riddleport had not bred true by any means over the generations, there just weren’t enough of them. At some point they were more Varisian than Jadwiga. But one would never guess that of Zoja. There were other things too.

Helka once saw Zoja pick up a red-hot pot off the stove and carry it to the table with her bare hands without burning herself. Zoja did not even notice it she was so busy bickering with her boyfriend at the time. Helka remains convinced there is something sorcerous about Zoja, and that she will be capable of great things if she doesn’t screw her life up first. Helka would keep her on the right path, if only she weren’t such a headstrong and difficult child…

Zoja sees things very differently of course. While she dotes on her grandmother, there are also things about her she can’t stand. Helka is always looking to the past. But really, if you have to reach back more than 100 years to find anything worth telling about the family, and that was fleeing a place after losing a power struggle because they were already on their way to becoming has-beens, what’s the point? If Helka is a preserver, Zoja is a builder she thinks. She wants to make a name for herself as a singer. It’s true that Zoja has dabbled in robberies, but she’s no fool. Zoja has only done it when the opportunity was ripe and risks were low. She’s not foolish enough to link up with any of the gangs. She knows once you’re a member you’re pretty much owned, and it’s a long wait of being expendable with little reward before it leads to anything.

Zoja doesn’t see much of her mother in herself. Admittedly she only knows her mother through what her grandmother has told her, but Zoja sees big differences. While her mother was fairly smart but naïve, Zoja is streetwise and good with people. Zoja has a forceful personality and is skilled in bending people to her will. Zoja’s mother was attracted to a more thuggish type of man because she wanted to feel protected. Zoja can take care of herself just fine, and prefers some smarts and charm. Musicians and other clever types are her thing.

Just like her grandmother, Zoja is sure she’s destined for something great. Zoja looks to her budding career as an entertainer for evidence of this though. She doesn’t really think very much about her odder abilities because she can’t figure out how they would advance her ambitions. That same night when her grandmother saw the pot not burn her, Zoja experienced something she certainly did notice. A few minutes later, in another room where Helka didn’t see, Zoja punched her boyfriend in the face, frosting his eyebrows and that wispy thing he insisted was a mustache. The cold on his face surprised Zoja as much as him (and sealed the breakup slightly earlier than it would have happened otherwise). Over the intervening year or so, Zoja has learned to use her odd talent on command, and in other ways than just freezing things though cold seems easiest and most comfortable to her. But, aside from a neat parlor trick or three, she considers it just a curiosity.

Neither Zoja nor Helka have the slightest inkling that Zoja is anything other than an unusual human. Really there is no reason why they would. Zoja is spontaneously a Suli (unless there was more to her father than met the eye). It could be a result of her Jadwiga lineage, as Helka believes, finally manifest after so many generations. If this is true, it might cast some light on what her ancestors in Irrisen were up to. Perhaps trying to augment their powers through a program of elemental breeding? Such a thing would surely have been looked upon by the ruling Jadwiga lineage with extreme prejudice. It is also possible Zoja’s Varisian ancestors are responsible, but nothing is really known about them. Perhaps both came together in just the right way in Zoja’s case? It is a mystery Zoja is not at this point interested in pursuing.

Appearance and Personality:

Height: 5'9" | Weight: 135 | Hair: Platinum Blond | Eyes: Ice Blue

Zoja is an attractive, well-built young woman. Most people in Riddleport who do not know her would probably assume she is Ulfen. Her complexion is pale, her hair platinum white blonde. Zoja’s eyes are very prominent. They are an icy pale blue, with her irises seeming to be larger than normal. Her eyes seem to darken to a deeper, flashing blue when she experiences strong emotions, which is often.

Ulfen people would not be so easily mislead. While her skin is pale, it lacks the ruddiness of Ulfen people, being more milky or creamy. Zoja is tall, and proportionately sized rather than willowy. If anyone in Riddleport had ever actually seen a winter witch before, they would find her a near perfect match for the type, except in lacking their usual slenderness.

If Zoja could afford to, she would dress in fine clothing. As things are though she is usually in trousers and tunic for daily wear. Riddleport’s streets being as they are, Zoja usually wears her studded leather jerkin as well. She does have one fine dress, which she treats carefully and saves for special occasions or important (meaning those at slightly classier establishments) performances.

Zoja is audacious and magnetic. Her outgoing nature and vast self-confidence make it easy for her to meet and charm people. While she is ambitious and determined, in the day-to-day emotions tend to trump her rational thinking. Zoja is mercurial and has difficulty reining in her impulses. She loves and hates with zest. She is tenderhearted and vengeful.

Although she has not been above thievery herself, on several occasions she has been so upset that a neighbor or impoverished person in her neighborhood has been robbed or cheated that she has tracked the person responsible down and thrashed what was stolen out of them. Although such acts have given her minor do-gooder status among some in her neighborhood, Zoja isn’t moved by a sense of justice or wrongs needing to be righted. It’s the personal tragedy of a person she knows that sets her off.

Zoja’s grandmother Helka is correct about her taste in men, it’s absolutely terrible. All those exes would attest to a repeated pattern. At first Zoja adored them, but soon enough they do some wrong to her, real (usually) or imagined. There is no coming back from it. All the neighbors know when they overhear the shouting and breaking of crockery that the cycle is about to end, then begin again with someone new.

Zoja isn’t terribly bright, but what she lacks in mental acuity she makes up for with street cunning. She can read people well enough to avoid bad situations usually. She is a free-spender. Half of all Zoja earns is given immediately to Helka for household expenses, and the remainder is quickly frittered away. Zoja has even gone in debt to moneylenders a time or two. Having just paid off such a debt, Zoja is feeling pretty good. She’s ahead money-wise, and swears she’s learned her lesson. What better way to avoid having to borrow ever again than by taking her extra cash and winning big at gambling?