Syntira

Pai "The Six-Stringed Sunset"'s page

24 posts. Alias of CaptMadJaq.


Full Name

Pai

Race

Gnome

Classes/Levels

Bard 1 (AC: 14 T: 12 FF: 13 | HP: 9/9 | F: +1 R: +3 W: 4 | Init: +1 | Per: +7)

Gender

Female

Size

Small Spd 20

Age

56

Special Abilities

Gnome Magic

Alignment

Chaotic Good

Location

TBA

Occupation

Bard

Strength 10
Dexterity 13
Constitution 13
Intelligence 14
Wisdom 12
Charisma 17

About Pai "The Six-Stringed Sunset"

Why she became an adventurer:

Pai is a tricky gal. Always getting in trouble with the law for one of her schemes, she thinks is legit but usually isn’t.
Her specialties are in performing, ffiitting for a bard, I know, but for her she takes it to the extreme. Her last endeavor was a travelling burlesque and bordello. It sailed from port to port, and It went well until the wives of the gentlemen frequenting her establishment had something to say about it and burned down her ship, ruining her fiFinancially. Fortunately, for her, she’s bright cheery and a positive thinker. Above all else, she’s gorgeous. She’ll recover quickly. Unfortunately, she will have to do it somewhere else., likely on a ship. But for this gnome lass, she is no stranger to the sea and is quite fascinated with its mysteries.
Bright and Fiery, this red headed gnome can wow audiences with her large jewel-like eyes and brilliant smile. she’s the life of any soiree and will steal the show. Plainly put, she’s fun and beautiful; Buxom with swinging hips, and a slim waist. As for clothing, she enjoys wearing lavish costumes that borders on garish. It suits her boisterously colorful attitude.
A piccy

Name: Pai
Alignment: Chaotic Good
Race:Gnome
Class:Bard
Age: 56
Height: 3’3”(small)
Weight: 35 lbs.
Hair: With all the colors of a sunset
Eyes: Heterochromatic; Left Blue, Right Green
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Abilities:
[2]Strength: 10 +0
[3]Dexterity: 13 +1
[1]Constitution:13 +1
[5]Intelligence:14 +2
[2]Wisdom: 12 +1
[7]Charisma: 17 +4
(Costs on the left. Gnomes: -2str, +2con, +2cha)
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Skills:
Appraise 6, Bluff 11, Diplomacy 10, Perception 7, sense motive 5, perform 8(singing), perform 8(strings), Knowledge(local) 6, Survival 5,

Racial skill mods:

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.


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AC:14
Touch:12
Flat-Footed:13
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Attack Bonuses and Saves
BAB: 0
CMB: -1
CMD: 10

Fortitude: 1
ReflFlexes: 3
WILLPOWER: 4
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Feats and Traits
Feats:
Weapon Finesse

Traits:
Charming,Fast Talker

Exchange Agent:

Exchange Agent: Although you’re a relative newcomer
to Magnimar, you’re not some naive stranger. You’ve been
sent by the Pathfinder Society lodge in your home country
to learn more about Varisia by experiencing the frontier
firsthand. After arriving, you reported to the Magnimar
lodge and placed your expertise at the venture-captain’s
disposal. To represent your experience in distant lands,
choose a country other than Varisia as your homeland
and gain one of the languages spoken in that country as
a bonus language (see Pathfinder Campaign Setting: The
Inner Sea World Guide). Additionally, choose one of
the following skills: Handle Animal,
Knowledge (geography), Linguistics,
or Survival. You gain a +1 trait bonus
on checks made with this skill and it is
always a class skill for you.

I will choose Survival


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Spells:
0 lvl
Lullyby:


School enchantment (compulsion) [mind-affecting]; Level bard 0
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Area living creatures within a 10-ft.-radius burst
Duration concentration + 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes

Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Perception checks and a –2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.

Mend:


School transmutation; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0
Casting Time 10 minutes
Components V, S
Range 10 ft.
Target one object of up to 1 lb./level
Duration instantaneous
Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Message:


School transmutation [language-dependent]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)
Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no

You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Detect magic

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1 lvl
Charm Person:


School enchantment (charm) [mind-affecting]; Level bard 1, sorcerer/wizard 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes

This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.


Cure light wounds :


School conjuration (healing); Level bard 1, cleric 1, druid 1, paladin 1, ranger 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

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Weapons & armor
Small Rapier: 1d4 critical 18-20 X 2
Leather Armor(obviously): +2AC, MDB 6, ACP 0,
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Equipment:
7 candles,1 chalk,1 silk rope, 1 traveler’s outfit, 1 courtier's outfit, 1 entertainment costume, 1 flint&steel, 1 water skin, 7 rations, a guitar

Bard Stuff:

Bardic knowledge, bardic performance, cantrips,countersong, distraction, fascinate, inspire courage +1

Racial Traits:

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.

Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.