Canasta Emeraldas (Artur Hawkwing)

__NOTOC__
===Basic Information===
 Race: Human
 Class: Bard
 Level: 1
 Experience: 0 XP (1,300 TNL)
 Alignment: Neutral Good
 Languages: Common, Dwarven
 Deity: Thalina
 First Seen: URL to introduction appearance at DWI
 Location: URL-new-post.html to current game
 Background: Open
===Abilities===
* Please indicate Racial and Level Adjustments
STR: 13 +1 (3 pts)
DEX: 13 +1 (3 pts)
CON: 13 +1 (3 pts)
INT: 12 +1 (2 pts)
WIS: 12 +1 (2 pts)
CHA: 17 +3 (7 pts) +2 Racial
===Combat Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
(Max-2) HP: 9 = [1d8 + CON (1) + FC (0)] (Bard 1)
 [0d0 + CON (0) + FC (0)] (Class 2)
 AC: 14 = [10 + DEX (1) + Armor (2) + Shield (0) + Natural (0)
 + Size (0) + Dodge (1)]
 AC Touch: 12 = [10 + DEX (1) + Size (0) + Dodge (1)]
 AC Flatfooted: 13 = [10 + Armor (2) + Shield (0) + Natural (0)
 + Size (0) + Dodge (1)]
 INIT: +3 = [DEX (1) + Reactionary (2)]
 BAB: +0 = [Bard (0) + Class 2 (0)]
 CMB: +1 = [BAB (0) + STR (1) + Misc (0)]
 CMD: 12 = [10 + BAB (0) + STR (1) + DEX (1) + Misc (0)]
 Fortitude: +1 = [Bard (0) + CON (1) + Misc (0)]
 Reflex: +3 = [Bard (2) + DEX (1) + Misc (0)]
 Will: +3 = [Bard (2) + WIS (1) + Misc (0)]
 Speed: 30'
Damage Reduction: 00/Any
Spell Resistance: 00
 Spell Failure: 00
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
Melee:
 Shortsword: Attack: +1 = [BAB (0) + STR (1) + Misc (0) + Magic (0)]
 Damage: 1d06+1, Crit: 19-20/x2, Special: Piercing
Ranged: 
Shortbow: Attack: +1 = [BAB (0) + DEX (1) + Misc (0) + Magic (0)]
 Damage: 1d06+0, Crit: 20/x3, Special: Piercing
===Racial Features===
 Ability Adjustments: +2 (Charisma)
 Size: Medium
 Speed: 30'
 Favored Class: Bard (Skill Point 1)
 Additional FC Option: 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. (take zero times)
 Ability Score: +2 racial bonus to one ability score at creation (Charisma)
 Languages: Common
 Bonus Feat: Humans get one extra feat at 1st Level
 Skilled: Humans gain an additional skill rank at 1st level and one
 additional rank whenever they gain a level.
===Class Features===
Bard
Armor/Weapons: A bard is proficient with all simple weapons, plus
 the longsword, rapier, sap, shortsword, shortbow, and whip. 
 Bards are also proficient with light armor and shields (except 
 tower shields). A bard can cast bard spells while wearing light 
 armor and using a shield without incurring the normal arcane spell
 failure chance. Like any other arcane spellcaster, a bard wearing
 medium or heavy armor incurs a chance of arcane spell failure 
 if the spell in question has a somatic component. A multiclass 
 bard still incurs the normal arcane spell failure chance for 
 arcane spells received from other classes.
 
Bardic Knowledge: A bard adds half his class level (minimum 1) to 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
 (7). 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.
 
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.
 
Countersong: 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: 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: 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: 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. 
 (+1 at Level 1)
Class 2
Armor/Weapons: Proficiencies
 Feature Name: Mechanics
 Feature Name: Mechanics
===Feats===
Dodge (Creation 1st Level): You gain a +1 dodge bonus to your AC.
 A condition that makes you lose your 
 Dex bonus to AC also makes you lose 
 the benefits of this feat.
Mobility (Human 1st Level Bonus Feat): You get a +4 dodge bonus
 to Armor Class against attacks of 
 opportunity caused when you move out 
 of or within a threatened area. A 
 condition that makes you lose your 
 Dexterity bonus to Armor Class (if
 any) also makes you lose dodge bonuses.
 Dodge bonuses stack with each other, 
 unlike most types of bonuses.
===Traits===
Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
Focused Mind (Magic): You gain a +2 trait bonus on concentration checks.
===Skills===
* Please specify the nature of Miscellaneous or Special Adjustments.
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 8 = [Base (6) + INT (1)/Level; FC (0), Human (1)] (Bard)
 = [Base (0) + INT (0)/Level; FC (0), Human (0)] (Class 2)
Skills Total Rank CS Ability ACP Misc
Acrobatics 1 0 * 1 -0 +0
Appraise 1 0 * 1 +0
Bluff 7 1 3 3 +0
Climb 1 0 * 1 -0 +0
Craft ( ) 1 0 * 1 +0
Diplomacy 7 1 3 3 +0
Disable Device 0 0 1 -0 +0
Disguise 7 1 3 3 +0
Escape Artist 1 0 * 1 -0 +0
Fly 1 0 0 1 -0 +0
Handle Animal 0 0 3 +0
Heal 1 0 0 1 +0
Intimidate 3 0 * 3 +0
Knowledge (Arcana) 6 1 3 1 +1
Knowledge (Dngnrng) 2 0 * 1 +1
Knowledge (Engnrng) 2 0 * 1 +1
Knowledge (Geography) 2 0 * 1 +1
Knowledge (History) 2 0 * 1 +1
Knowledge (Local) 2 0 * 1 +1
Knowledge (Nature) 2 0 * 1 +1
Knowledge (Nobility) 2 0 * 1 +1
Knowledge (Planes) 2 0 * 1 +1
Knowledge (Religion) 2 0 * 1 +1
Linguistics 1 0 * 1 +0
Perception 5 1 3 1 +0
Perform ( Sing ) 7 1 3 3 +0
Perform (Wind Inst.) 7 1 3 3 +0
Profession ( ) 0 * 1 +0
Ride 1 0 0 1 -0 +0
Sense Motive 1 0 * 1 +0
Sleight of Hand 0 * 1 -0 +0
Spellcraft 0 * 1 +0
Stealth 1 0 * 1 -0 +0
Survival 1 0 0 1 +0
Swim 1 0 0 1 -0 +0
Use Magic Device 7 1 3 3 +0
* = untrained class skill
===Spell Lists (Known)===
0 Level Level 1 
* Dancing Lights * Charm Person 
* Detect Magic * Cure Light Wounds 
* Mage Hand
* Prestidigitation
* Read Magic
===Spell Lists (Prepared)===
0 Level Level 1 
* Spells Per Day: * * Spells Per Day: 2 
* Spells Used Today: * * Spells Used Today: 0
Concentration Check: +6 = CL (1) + CHA (3) + Focused Mind Trait (2)
* - See Bard Ability "Cantrips" 
===Equipment===
Equipment Cost Weight
Explorer's Outfit -- -- lb
Armor, Leather 10 gp 15 lb
Shield (None) 0 gp 0 lb
Dagger 2 gp 1 lb
Shortsword 10 gp 2 lb
Shortbow 30 gp 2 lb
Bedroll .5 gp 5 lb
Quiver
 Arrows, Common (40) 2 gp 6 lb
Backpack (e.g. Backpack) 2 gp 2 lb
 Flute 5 gp 3 lb
 Pipes 5 gp 3 lb
 Silk Rope 10 gp 5 lb
 Item 0.00 gp 0 lb
 CLW Potion 50 gp 1 lb
 ======== ======
 Totals: 126.50 gp 45 lb
 Light Medium Heavy 
Max Weight: 0-50 51-100 101-150
Consumed or Destroyed Items 
 (none yet) 0 gp
 ======
 Total Consumed: 0 gp
===Finances===
 PP: 0 Initial Character Money +150 gp
 GP: 23.5 earned on first adventure: +0 gp
 SP: 0 ==========
 CP: 0 Career Earnings: 150 gp
 Carried Inventory: -126.5 gp
 consumed or destroyed items: -0 gp
 Gems/Jewelry/Other: living accommodations: -0 gp
 0000 ==========
 Coinage: 23.5 gp
===Details===
 Size: Medium
 Gender: Female
 Age: 17
 Height: 5' 2"
 Weight: 108lbs
Hair Color: Black
 Eye Color: Blue
Skin Color: White/Tan
Appearance: From her lack of height and slender frame, one might assume this
 simple human girl was just another urchin from the street or just
 another girl. That is until spying her face. The gentle set of her
 cheeks and jaw might well come from an Elf, her eyes, bright and
 lively sapphire blue, dance with the light of merriment. Her nose
 is a gentle slope of flesh that seems to connect the eyes to the 
 slim yet not out of place lines of her lips, which are usually 
 either in a smile or a line of careful attention. Her black hair
 is shoulder length and straight until it hits her shoulders, where
 it gives a youthful curling sweep back up, where the tips of her
 hair actually hang over the back of her shoulders. From her ears a
 simple pair of small golden ear studs gleam. She walks with fluid, 
 graceful motion one might expect from a child of a house of some
 considerable influence, yet her demeanor, and choice of words, 
 would more than counter that perception. A slight scar adorns her
 left cheek, actually enhancing her beauty. Her body, though slender
 is not exactly soft or fragile, though her clothing usually doesn't
 show much of her person, these clothes being simple brown or blue 
 and usually about half a size too big for her. Only her brown boots
 seem to have been custom fit to her. 
 Demeanor: Canasta is an engaging sort, a bit outgoing and full of humor. She 
 is always quick to pipe out a happy tune on her flute or sing with 
 her melodious higher alto singing voice. Her wit is quick, but so
 is her attention to what is around her. 
===Background===
Canasta Emeraldas was born on a farm near Tritower. Her family raised animals
for consumption for Tritower and its surrounding area. It was during a trip
into the city that she, at the age of 13, walked into her favorite tavern to
get a cold glass of juice and her favorite, a meat pie. She sat at her usual
spot in the Tavern and saw a man sitting at the bar. His green, red and gold
garb caught her eye, and identified him as a foreigner. The only adornment on him was a small pin of white, in the form of a cat, seated, with small wings coming from it's back. She watched him as she
munched upon her meat pie, he seemed to flow from conversation to conversation
as a brook follows its channel. She was finishing her glass of juice when she 
realized things had gotten louder around her. A call was going out for this
strange man to play the stringed instrument on his back. After a few polite
declinations, the man finally agreed and pulled the travel worn harp around.
She was suddenly entranced, like most of the others in the Tavern, by the
song and story the man told. It was a story she knew and made her smile, 
the story of a young lad, lost and afraid, who is guided to safety by a
female voice that provides him with courage and strength to find his way
home to his loving family. The man's story ended as she remembered from 
her youthful tales and the place exploded into a round of cheers for him.
He identified himself as DeBurgh, a Bard of the Harp and follower of the
legend of Thalina. He noted he would be at the shrine of Thalina for a bit
that evening if anyone wanted to come and hear him perform more and perhaps
offer some support to a local orphanage.
That evening Canasta went to the Shrine, disappointed to find no one else
was there from the Tavern. A small shrine though it might be, it was 
well and carefully cared for. She approached the man and introduced herself
and found him very easy to talk to and open up to. He quickly detected her
fondness for stories and music and, as no one else came that evening, spent
his time with her, letting her play the time marked old metal flute he carried
with him. She surprised him with an almost natural talent at playing and 
he taught her a little of singing, nodding at the sound of her voice. A pair
of clerics hovered nearby listening to the pair for a while, finally moving on
when Canasta spotted them, blushed and began to withdraw. DeBurgh told her 
that she could be a major success as a Bard if she could overcome that one
instinct. She nodded and promised to work on that. He said he had to travel
away for a couple of months, but he would like her to come see him when he
returned.
Four months past and Canasta feared her new found friend had left for good, 
but she kept her word to him to work on her music, singing and also on her
shyness. Her family was very supportive of her, considering that she had 
four brothers whose help around the farm left her with only chores to help 
her mother and older sister. She felt herself emboldened by her family
looking forward to listening to her play and sing at night. It got to the
point their friends would also come over in the evenings sometime. Shortly
after her 14th Birthday, at which she was gifted a flute by her family, she
was sitting on a rock near one of the fences of the family farm, playing the
tune her missing friend had taught her, when she heard his baritone, or
thought she did, singing in response. She stopped playing and turned and there
about twenty feet or so down the fence on the outside, stood DeBurgh. He
smiled at her and the two caught up on what happened over the past months.
She invited him in and her family greeted him warmly. He mentioned after
dinner that he had made it a point to pass back by Tritower on his way through
to look for his young friend and to see if she might be willing and available
to travel with him so he could teach her more, if she were interested. He was
spending the week in Tritower and would ask for an answer before departing. 
Her family debated for four days before they agreed to gather some money and
take Canasta to the city and get her what gear and supplies they could forsee
her needing and allowing her to follow her heart, which was to the music.
For 2 and a half years the duo traveled the countryside, pausing at farms and
inns, trading their duets and performances for meals and lodging and the 
occasional offering of copper, silver or even gold for their skill. DeBurgh
was serious about the teaching of his student and she serious of her will
to learn all he could teach her. He taught her to perform tricks, using 
all sorts of methods, including magic he told her was more a gift to her
in return for her beautiful voice and musical skill. She became adept at
her favorite trick, summoning small balls of light that danced and twirled
to her music. DeBurgh approved of this, encouraging her to try all different
kinds of tunes and learning to control the lights dancing.
At the end of this 2 and a half year trek, the pair passed through the gates
of Venza. They made their way from tavern to tavern, playing a little here
and there to gain meals, lodging or even some tips from those passing by. 
One night, DeBurgh came to her room and told her that he had enjoyed traveling
with her and that she was easily the best student he had ever trained. However
for him it was time to travel alone. Something that had to be done by himself
was before him. She tried to argue with him, that she would not let her best
friend venture into what sounded like danger alone. He laughed, and told her it
was nothing of the sort. He had to visit with his own mentor, who had taken ill
of health, and he needed to get there quickly. Someday he hoped they would have
a chance to perform together again. He pulled a small bit of cloth from his pocket and offered it to her, telling her she should wear the item inside proud. She unwrapped the gift and found an identical white pin to that DeBurgh himself wore, identifying him as a follower of Thalina. She set the pin aside and threw her arms around he man's neck and huged him. She stepped back and retrieved the pin and cliped it to her shirt. She smiled and he nodded, noting it was only outshone in beauty by she, herself. They then said their goodbyes.
She headed 
downstairs the following morning alone. Her own skills were enough to allow her
to keep her room and board and even make a little coin for herself, but she
missed her friend. She did, however, meet a great many good and fine people in
Venza, and a few not so much as well. Half a year since her mentor's
departure from Venza, the need to travel again settles in Canasta. A talk with
the barmaid, who envied her looks and skill, but had learned to dance and
twirl while serving customers as Canasta played, revealed that if she wanted to
travel but keep her base here in the City, she would be best served to head
toward the docks, to a place called the Dunn Wright Inn....
===Adventure Log===
[link=Twist Tree adventure here]
 Replacing Retired Character: Audra Frost who was sixth level, but yet 
 sacrificing all that XP and gold to start
 fresh and new. A+ for effort.
 XP Received: 0 XP
 Treasure Received: 150 GP
===Level Ups===
 Level 2:
 Class: Class
 BAB: +0 to +0
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +0 to +0
 Feat: Feat
 Features: Class Features
 HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) 
 +1 (FC Bonus if Chosen) = 00 (New Total)
 
Level 2 to Level 3 Next, and so on . . .
===Approvals===
*Approval (March 6th, 2013) (Satin Knights - Judge) level 1
*Approval (March 7th, 2013) (Grayn) level 1
Category:Approved Characters