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Vendra Loaggri

Kara's page

292 posts. Alias of Count Buggula.


Full Name

Kara Sangati

Race

Halfling

Classes/Levels

Bard (Dervish Dancer) 4 - HP:22/29 AC:18/14/15 CMD:16 F:3 R:8 W:4 P:7 Init:+3

Gender

Female

Size

2'10"

Age

21

Special Abilities

Traits: Earning Your Freedom, Charming

Alignment

Neutral

Deity

Shelyn

Location

Katapesh

Languages

Common, Gnome, Halfling, Gnoll

Occupation

Dancer/Entertainer

Strength 12
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 8
Charisma 16

About Kara

Appearance

Kara is a slender, graceful halfling in early adulthood. She has smallish, clean shaven feet, and could easily pass as a gnome. Her dark eye makeup draws even more attention to her large blue eyes, and she flashes her long eyelashes just right to lock your gaze.

A revealing yet simple brightly colored gown serves as both costume and casual wear, yet is clean and free of any signs of wear. Simple copper bracelets adorn her wrists, and several beaded necklaces draw your eyes down the plunging neckline of her dress, somehow making her look glamorous, refined, and desirable.

Background

Spoiler:

I have no memory of my parents. I’m sure I have some, somewhere, but families don’t last long among slaves. Sold from master to master, I landed finally in the care of a kindly human who treated me as a person and not a thing. For a time I became infatuated with him, intoxicated by his goodness, but he had a dark secret, and one morning was found murdered in his study. After that I learned quickly not to get too close to anyone, as the pain from the inevitable separation became unbearable.

My earliest memories are of the reckoning, as we slaves called it – the day our life is chosen for us. Some of my fellows were sent to be cooks or household servants, while some of the stronger men were picked for labor or to be sailors on a slave galley. Halflings were especially popular picks for sailors because their sleeping quarters could be half the size of humans’, leaving more room for merchandise. I often wonder how my life might have been had I been sent to sail the seas, but that was not to be. Someone early in my life said I was pretty, so I became an entertainer.

They taught me to dance and sing, but my teachers were cruel and demanding. They bound my feet to hide my Halfling heritage – it seems gnomes are more exotic and often fetch a higher price in certain markets. As soon as I discovered the usefulness of my new skills in pleasing men and avoiding their wrath, I doubled my efforts and mastered the art of seduction. I was passed around to dance in nearly every seedy tavern in the dark corners of Katapesh, occasionally catching the eye of some wealthy merchant who took me in as his personal entertainer until he tired of me and I was sold yet again.

In those dark days I came to know the true nature of man – the seeds of greed, selfishness, lust, anger, deceit, and corruption lie in the hearts of everyone, no matter how pretty, kind, or honest they appear. Politicians, peasants, and clerics all frequented the pubs to watch me dance, and their leering and lustful eyes sickened me. Ever will I play this twisted game; ever will I hide my hate for them.

When my last master fell on hard times, I was sold yet again, but this time to the city government, where I was put in a holding cell to await a trip to the slave market and another new master. Then one morning I was woken early and sent to a courtyard with many other slaves. An official looking human called for silence and announced that we were being sent to fight with a band of mercenaries and guards in an assault to retake the village of Kelmarane. If we were successful, he promised, we would be free.

Of course nobody ever frees slaves, so I fully expect this to be a suicide mission, but even death would be better than this hell I’ve been living, so I wrapped a small dagger and darts to my thigh, gathered my few belongings, and set off for my doom.

Stats

Spoiler:

Init +3 ; Senses Perception +7, Keen Senses
==DEFENSE==
AC 18, touch 14, flat-footed 15 (+4 armor, +3 dex, +1 size)
hp 29
Fort +3, Ref +8, Will +4
Defensive Abilities Fearless
==OFFENSE==
Spd 20 ft/x4 (30' during battle dance)
Melee Kukri +7 1d3+1 18-20/x2
Ranged Dart +7 1d3+1 20/x2
==STATISTICS==
Str 12, Dex 17, Con 12, Int 12, Wis 7, Cha 16
Base Atk +3, Cmb +3Cmd +16
Feats Weapon Finesse, Spell Focus (enchantment), Two-Weapon Fighting
Skills Acrobatics +7(12), Diplomacy +10, Knowledge (Local) +5, Knowledge (Geography) +5, Knowledge (History) +5, Knowledge (Nobility) +8, Linguistics (Gnoll) +5, Perception +7, Perform (dance) +12, Perform (sing) +7, Profession (courtesan) +3, Sense Motive +5, Stealth +12
Skills (untrained) Jump +3, Appraise +1, Bluff +3, Climb +1, Disguise +3, Escape Artist +3, Heal -1, Intimidate +3, Ride +1, Swim -1
Weapon Proficiency All simple weapons, plus the butterfly sword, fighting fan, iron brush, kukri, sai, scimitar, shortbow, and shuriken.
Languages Common, Gnome, Halfling, Gnoll
Combat Gear Kukri, Dart, Leather, Chain Shirt

Traits:
• Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
• Earning Your Freedom: Choose one of the three categories of saving throw; you gain a +1 trait bonus on all saving throws of that type. (will)

Battle Dance (13 rounds/day) - Start as move action, maintain with free action. Speed increases to 30' while under effect.
- Inspire Courage +1
- Inspire Competence +2

Enrapturing Performance - effect of bardic performance affects only a single other target. Start as standard action. Add +1 to any bonuses.

Special Qualities
Distraction (Su)
 - You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your 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 your 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)
 - You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 16) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue 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.
Versatile Dance (Ex)
- At 2nd level, a dervish dancer gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics. This ability replaces versatile performance.

Bard Spells
Per day - *,4,2
0th - daze(DC 14), Know Direction, lullaby (DC 14), message, resistance, Unwitting Ally (DC 14)
1st - Charm Person(DC 15), unnatural lust(DC 15), cure light wounds, Lock Gaze(DC 15)
2nd - Reckless Infatuation(DC 16), Suggestion(DC 16)

Achievements
Gifted Mesmerist - 0/25
History of Scars - 0/1,000


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