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Vendra Loaggri

Kara's page

89 posts. Alias of Count Buggula.


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Full Name

Kara Sangati

Race

Halfling

Classes/Levels

Bard 1

Gender

Female

Size

2'10"

Age

21

Special Abilities

Traits: Earning Your Freedom, Charming

Alignment

Neutral

Deity

Shelyn

Location

Katapesh

Languages

Common, Gnome, Halfling

Occupation

Dancer/Entertainer

Strength 12
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 7
Charisma 16

About Kara

Malvoisin's Legacy of Fire PbP
Malvoisin's Legacy of Fire Discussion

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:

Experience 265
Init +4

==DEFENSE==

AC 17, touch 15, flat-footed 13 (+2 armor, +4 dex, +1 size)
hp 10 (1d8+2)
Fort +2 (temp -1), Ref +7, Will +2
Defensive Abilities Fearless (+2 saves vs fear)
Combat Maneuvers: 14 (+1 str, +4 dex, -1 size)

==OFFENSE==

Spd 20 ft./x4
Melee Dagger, melee +5 1d3+1 19-20/x2
Ranged Dart +5 1d3+1 20/x2
Combat Maneuver Bonus: +0

==STATISTICS==

Base Atk +0,
Feats Armor Proficiency (Light) (PFB 82), Shield Proficiency (PFB 94), Weapon Finesse (PFB 97)

Skills
Acrobatics_______+10 (4+1+5)
Appraise________+1 (1+0+0)
Bluff____________+3 (3+0+0)
Climb___________+3 (1+0+2)
Diplomacy_______+7 (3+1+3)
Disguise________+3 (3+0+0)
Escape Artist____+4 (4+0+0)
Intimidate_______+3 (3+0+0)
Perception______+4 (-2+1+5)
Perform (dance)__+7 (3+1+3)
Perform (sing)____+7 (3+1+3)
Ride___________+4(4+0+0)
Sleight of Hand__+8 (4+1+3)
Stealth_________+12 (4+1+7)
Swim___________+1 (1+0+0)

Favored Class Bard

Languages Common, Gnome, Halfling

SQ Countersong, Distraction, Fascinate, Inspire Courage

Combat Gear 8 Darts, Dagger, Leather Armor
Other Gear Copper bracelets, Beaded necklaces, Entertainer's outfit, Belt pouch containing: candle, chalk, ink, inkpen, oil, sewing needle, soap, razor blade, a small piece of polished metal (mirror), and common cosmetics.
Total Weight Carried 14 lbs.
Weight Allowance
Light-32, Medium-65, Heavy-97

Class Abilities
• BARD CANTRIPS - The bard can cast known 0-level spells without limit.
• BARD SPELLS - Arcane spells drawn from the bard spell list. Spontaneous caster. Every bard spell has a verbal component (singing, reciting, or music).
• BARD WEAPONS AND ARMOR - All simple weapons, longsword, rapier, sap, short sword, shortbow, and whip, light armor and shields (except tower shields). No arcane spell failure in light armor.
• BARDIC KNOWLEDGE - the bard adds 1 to all Knowledge skill checks and may make such checks untrained.
• BARDIC PERFORMANCE - She can use this ability for 7 rounds per day. Starting a bardic performance is a standard action, but it can be maintained each round as a free action.
• COUNTERSONG - 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.
• DISTRACTION - 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.
• FASCINATE - Up to 1 creature within 90 ft. able to see and hear the bard, and able to pay attention to him (i.e., in no danger). The bard must also be able to see the creature. The creature makes a Will save vs. DC 13. If a creature succeeds, it immune for 24 hours. If it fails, the creature sits quietly and listens, for as long as the bard continues to play and concentrate (up to bard’s level in rounds) and takes -4 on skill checks like Perception.
• INSPIRE COURAGE - +1 morale bonus on saves vs. charm and fear and +1 morale bonus on attack and weapon damage rolls to allies who can hear for 5 rounds after it stops. Mind-affecting.

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.

Bard Spells
Per day - 2
0th (DC 13) - daze, lullaby, message, resistance
1st (DC 14) - charm person, lesser confusion

Achievements
Gifted Mesmerist - 1/25
History of Scars - 2/1,000



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