Female Merchant

Rhianni Verdani's page

807 posts. Alias of Deevor.


Full Name

Rhianni Verdani

Race

Human (Varisian)

Classes/Levels

Bard 1/Sorcerer 9

Spoiler:
HPs: 59/66 AC:13/T11/F12 Fort+4 Ref+5 Will+8(+10 illusions) Init +7, Perc +5

Gender

Female

Languages

Common, Varisian

Strength 7
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 21

About Rhianni Verdani

Daily Allocations:

(used today/max for day)
Bardic Performance (standard action) (9 rounds/day) - 0/9
Sorcerer spells (spell slots used today/max slots per day)
4th level spells - 0/4
3rd level spells - 0/6
2nd level spells - 1/8 (invis)
1st level spells - 0/8
Bard Spells
1st level spells - 0/3
Daze (3/day) (Sp) - 0/3
Lullaby (8/day) (Sp) - 0/8

Consumables:

Wand of CL3 Magic Missile 14/50 charges left (2xd4+2)
Wand of CLW 50 charges (1d8+1)
Wand of Knock (? charges)
Scroll of sleep
Scroll of minor image
Scroll of See Invisibility
Potion of cure light wounds
Scroll of Whispering Wind
Scroll of Comprehend Languages
Rod Metamagic Merciful(Lesser) 3/3
Antitoxin 2
Tanglefootbag 2
Caltrops 5
Crosbow Bolts 45
5 x Alchemist's Fire (flask of)
2 x Antitoxin
2 x Antiplague
Scroll Create Pit x2
Scroll Levitate x2
Scroll Lesser Restoration x4 (she can't actually use this scroll, but can be used by anyone/cleric that can cast it)
Scroll Spectral Hand
Scroll Touch of Idiocy

HL 10th Level:

Rhianni Verdani
Human (Varisian) bard 1/sorcerer 9
CG Medium humanoid (human)
Init +7; Senses Perception +7
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 armor, +1 deflection, +1 Dex)
hp 66 (10 HD; 9d6+1d8+22)
Fort +5, Ref +6, Will +8; +2 trait bonus vs. illusion
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk whip +3 (1d3-2 nonlethal) or
. . rapier +2 (1d6-2/18-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate [DC 16], inspire courage +1)
Spell-Like Abilities (CL 10th; concentration +16)
. . 3/day—daze (DC 17)
Bloodline Spell-Like Abilities (CL 9th; concentration +15)
. . 9/day—lullaby
. . 1/day—dreamshaper
Bard Spells Known (CL 1st; concentration +7)
. . 1st (3/day)—cure light wounds, hideous laughter (DC 18)
. . 0 (at will)—detect magic, know direction, message, read magic
Sorcerer Spells Known (CL 9th; concentration +15)
. . 4th (5/day)—arcane eye, dimension door, divination
. . 3rd (7/day)—beast shape I, deep slumber (DC 20), fly, haste, mad monkeys, stinking cloud (DC 19)
. . 2nd (8/day)—augury, blindness/deafness (DC 18), glitterdust (DC 18), gust of wind (DC 18), invisibility, mirror image, web (DC 18)
. . 1st (8/day)—ant haul[APG] (DC 17), charm person (DC 18), enlarge person (DC 17), grease, hydraulic push[APG], mount, obscuring mist, protection from evil, shield, sleep (DC 18), touch of the sea[APG] (DC 17)
. . 0 (at will)—detect poison, disrupt undead, drench[UM] (DC 16), ghost sound (DC 16), light, mage hand, mending, prestidigitation, root[UM]
. . Bloodline Dreamspun
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 14, Int 10, Wis 10, Cha 22
Base Atk +4; CMB +2; CMD 14
Feats Alertness, Eschew Materials, Expanded Arcana[APG], Expanded Arcana[APG], Extend Spell, Improved Initiative, Spell Focus (enchantment), Varisian Tattoo[ISWG]
Traits skeptic
Skills Bluff +13, Diplomacy +10, Disguise +10, Escape Artist +5, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +5, Knowledge (religion) +1, Linguistics +4, Perception +7, Perform (oratory) +10, Profession (fortune-teller) +4, Sense Motive +6, Spellcraft +13, Use Magic Device +19
Languages Common, Thassilonian, Varisian
SQ bardic knowledge +1
Combat Gear scroll of comprehend languages, scroll of create pit, create pit, scroll of lesser restoration, lesser restoration, lesser restoration, lesser restoration, scroll of levitate, levitate, scroll of minor image, scroll of see invisibility, scroll of sleep (CL 2nd), scroll of spectral hand, scroll of touch of idiocy (CL 4th), scroll of whispering wind, wand of cure light wounds (50 charges), wand of magic missile (50 charges); Other Gear armored kilt, crossbow bolts (20), light crossbow, mwk whip, rapier, smoke arrows[APG], ring of protection +1, 6 pp, 3 gp
--------------------
Tracked Resources
--------------------
Bardic Performance (standard action, 10 rounds/day) - 0/10
Crossbow bolts - 0/20
Daze (3/day) - 0/3
Dreamshaper (1/day, DC 20) (Sp) - 0/1
Lullaby (9/day) (Sp) - 0/9
Smoke arrows - 0/1
Wand of magic missile (50 charges) - 15/50
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Dreamshaper (1/day, DC 20) (Sp) Modify Memory or Speak with Dead
Dreamspun When you cast a spell at a single creature, gain +1/2 spell level AC and saves vs. that creature for 1r.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Lullaby (9/day) (Sp) As lullaby but no concentration and penalty is -4.
Skeptic +2 save vs. illusion.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Enchantment) Spells from chosen school gain +1 caster level.

HL 9th Level:

Rhianni Verdani
Human (Varisian) bard 1/sorcerer 8
CG Medium humanoid (human)
Init +7; Senses Perception +5
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 armor, +1 deflection, +1 Dex)
hp 60 (9 HD; 8d6+1d8+20)
Fort +4, Ref +5, Will +8; +2 trait bonus vs. illusion
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk whip +3 (1d3-2 nonlethal) or
. . rapier +2 (1d6-2/18-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate [DC 16], inspire courage +1)
Spell-Like Abilities (CL 9th; concentration +15)
. . 3/day—daze (DC 17)
Bloodline Spell-Like Abilities (CL 8th; concentration +14)
. . 9/day—lullaby
Bard Spells Known (CL 1st; concentration +7)
. . 1st (3/day)—cure light wounds, hideous laughter (DC 18)
. . 0 (at will)—detect magic, know direction, message, read magic
Sorcerer Spells Known (CL 8th; concentration +14)
. . 4th (4/day)—Arcane eye
. . 3rd (6/day)—beast shape I, deep slumber (DC 20), haste, mad monkeys
. . 2nd (8/day)—augury, blindness/deafness (DC 18), glitterdust (DC 18), gust of wind (DC 18), invisibility, mirror image
. . 1st (8/day)—ant haul[APG] (DC 17), charm person (DC 18), enlarge person (DC 17), grease, hydraulic push[APG], mount, obscuring mist, protection from evil, shield, sleep (DC 18), touch of the sea[APG] (DC 17)
. . 0 (at will)—detect poison, disrupt undead, drench[UM] (DC 16), ghost sound (DC 16), light, mage hand, mending, prestidigitation, root[UM]
. . Bloodline Dreamspun
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 14, Int 10, Wis 10, Cha 22
Base Atk +4; CMB +2; CMD 14
Feats Alertness, Eschew Materials, Expanded Arcana[APG], Expanded Arcana[APG], Extend Spell, Improved Initiative, Spell Focus (enchantment), Varisian Tattoo[ISWG]

Traits skeptic
Skills Bluff +12, Diplomacy +10, Disguise +12, Escape Artist +5, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +5, Knowledge (religion) +1, Linguistics +4, Perception +7, Perform (oratory) +10, Profession (fortune-teller) +4, Sense Motive +6, Spellcraft +12, Use Magic Device +18
Languages Common, Thassilonian, Varisian
SQ bardic knowledge +1
Combat Gear scroll of comprehend languages, scroll of create pit, create pit, scroll of lesser restoration, lesser restoration, lesser restoration, lesser restoration, scroll of levitate, levitate, scroll of minor image, scroll of see invisibility, scroll of sleep (CL 2nd), scroll of spectral hand, scroll of touch of idiocy (CL 4th), scroll of whispering wind, wand of cure light wounds (50 charges), wand of magic missile (50 charges); Other Gear armored kilt, crossbow bolts (20), light crossbow, mwk whip, rapier, smoke arrows, ring of protection +1, 6 pp, 3 gp
--------------------
Tracked Resources
--------------------
Bardic Performance (standard action, 10 rounds/day) - 0/10
Crossbow bolts - 0/20
Daze (3/day) - 0/3
Lullaby (9/day) (Sp) - 0/9
Smoke arrows - 0/1
Wand of magic missile (50 charges) - 15/50
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Dreamspun When you cast a spell at a single creature, gain +1/2 spell level AC and saves vs. that creature for 1r.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Focused Spell You can cast a spell that gains +2 DC against one of its multiple targets.
Lullaby (9/day) (Sp) As lullaby but no concentration and penalty is -4.
Skeptic +2 save vs. illusion.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Enchantment) Spells from chosen school gain +1 caster level.

HL 8th Level:

Rhianni Verdani
Human (Varisian) Bard 1/Sorcerer 7
CG Medium humanoid (human)
Init +7; Senses Perception +5
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 deflection)
hp 54 (1d8+7d6+18)
Fort +4, Ref +5, Will +7; +2 trait bonus vs. illusion
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork whip +2 (1d3-2 nonlethal) and
. . rapier +1 (1d6-2/18-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Spell-Like Abilities (CL 8th; concentration +14)
. . 9/day—lullaby
. . 3/day—daze (DC 17)
Bard Spells Known (CL 1st; concentration +7):
. . 1st (3/day)—cure light wounds, hideous laughter (DC 18)
. . 0 (at will)—detect magic, know direction, message, read magic
Sorcerer Spells Known (CL 7th; concentration +13):
. . 3rd (5/day)—beast shape i, deep slumber (DC 20), haste
. . 2nd (8/day)—augury, blindness/deafness (DC 18), create pit{super}APG{/super} (DC 18), glitterdust (DC 18), gust of wind (DC 18), invisibility
. . 1st (8/day)—ant haul{super}APG{/super} (DC 17), charm person (DC 18), enlarge person (DC 17), feather fall, grease, hydraulic push{super}APG{/super}, mount, obscuring mist, protection from evil, shield, sleep (DC 18)
. . 0 (at will)—detect poison, disrupt undead, drench{super}UM{/super} (DC 16), ghost sound (DC 16), light, mage hand, prestidigitation, root{super}UM{/super}
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 14, Int 10, Wis 10, Cha 22
Base Atk +3; CMB +1; CMD 13
Feats Deceitful, Eschew Materials, Expanded Arcana[APG], Expanded Arcana[APG], Improved Initiative, Spell Focus (enchantment), Varisian Tattoo[ISWG]
Traits skeptic
Skills Bluff +14, Diplomacy +10, Disguise +12, Escape Artist +5, Intimidate +10, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +5, Knowledge (religion) +1, Linguistics +4, Perception +5, Perform (oratory) +10, Profession (fortune-teller) +4, Sense Motive +4, Spellcraft +11, Use Magic Device +15
Languages Common, Thassilonian, Varisian
SQ bardic knowledge +1, bloodlines (dreamspun), expanded arcana 2nd spell, expanded arcana 2nd spell, human sorcerer
Combat Gear scroll of comprehend languages, scroll of create pit, create pit, scroll of levitate, levitate, scroll of minor image, scroll of restoration, lesser, restoration, lesser, restoration, lesser, restoration, lesser, scroll of see invisibility, scroll of sleep (CL 2nd), scroll of spectral hand, scroll of touch of idiocy (CL 4th), scroll of whispering wind, wand of cure light wounds (50 charges), wand of magic missile (50 charges); Other Gear armored kilt, crossbow bolts (20), light crossbow, masterwork whip, rapier, smoke arrows, ring of protection +1, 6 pp, 3 gp
--------------------
TRACKED RESOURCES
--------------------
Bardic Performance (standard action, 10 rounds/day) - 0/10
Crossbow bolts - 0/20
Daze (3/day) - 0/3
Lullaby (9/day) (Sp) - 0/9
Smoke arrows - 0/1
Wand of magic missile (50 charges) - 15/50
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Dreamspun When you cast a spell at a single creature, gain +1/2 spell level AC and saves vs. that creature for 1r.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Lullaby (9/day) (Sp) As lullaby but no concentration and penalty is -4.
Scroll of comprehend languages Add this item to create a scroll with spells on it.
Scroll of create pit, create pit Add this item to create a scroll with spells on it.
Scroll of levitate, levitate Add this item to create a scroll with spells on it.
Scroll of minor image Add this item to create a scroll with spells on it.
Scroll of restoration, lesser, restoration, lesser, restoration, lesser, restoration, lesser Add this item to create a scroll with spells on it.
Scroll of see invisibility Add this item to create a scroll with spells on it.
Scroll of sleep (CL 2nd) Add this item to create a scroll with spells on it.
Scroll of spectral hand Add this item to create a scroll with spells on it.
Scroll of touch of idiocy (CL 4th) Add this item to create a scroll with spells on it.
Scroll of whispering wind Add this item to create a scroll with spells on it.
Skeptic +2 save vs. illusion.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Enchantment) Spells from chosen school gain +1 caster level.
Wand of magic missile (50 charges) Add this item to create a wand of a chosen spell.

HL 7th Level:

Rhianni Verdani
Human (Varisian) Bard 1/Sorcerer 6
CG Medium humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 armor, +1 Dex, +1 deflection)
hp 48 (1d8+6d6+16)
Fort +4, Ref +5, Will +7; +2 trait bonus vs. illusion
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork whip +2 (1d3-2 nonlethal) and
. . rapier +1 (1d6-2/18-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Spell-Like Abilities (CL 7th; concentration +12)
. . 8/day—lullaby
. . 3/day—daze (DC 16)
Bard Spells Known (CL 1st; concentration +6):
1st (3/day)—cure light wounds, hideous laughter (DC 17)
0 (at will)—detect magic, know direction, message, read magic
Sorcerer Spells Known (CL 6th; concentration +11):
3rd (4/day)—haste
2nd (6/day)—augury, blindness/deafness (DC 17), glitterdust (DC 17), invisibility
1st (8/day)—ant haul (DC 16), charm person (DC 17), enlarge person (DC 16), grease (DC 16), hydraulic push, mount, obscuring mist, protection from evil, shield, sleep (DC 17)
0 (at will)—detect poison, disrupt undead, drench (DC 15), ghost sound (DC 15), light, mage hand, prestidigitation (DC 15), root
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 14, Int 10, Wis 10, Cha 21
Base Atk +3; CMB +1; CMD 13
Feats Eschew Materials, Expanded Arcana, Expanded Arcana, Improved Initiative, Spell Focus (enchantment), Varisian Tattoo
Traits skeptic
Skills Bluff +10, Diplomacy +9, Disguise +9, Escape Artist +5, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +5, Knowledge (religion) +1, Linguistics +4, Perception +5, Perform (oratory) +9, Profession (fortune-teller) +4, Sense Motive +4, Spellcraft +10, Use Magic Device +14
Languages Common, Thassilonian, Varisian
SQ bardic knowledge +1, bloodlines (dreamspun)
Combat Gear scroll of comprehend languages, scroll of create pit, create pit, scroll of levitate, levitate, scroll of minor image, scroll of restoration, lesser, restoration, lesser, restoration, lesser, restoration, lesser, scroll of see invisibility, scroll of sleep (CL 2nd), scroll of spectral hand, scroll of touch of idiocy (CL 4th), scroll of whispering wind, wand of cure light wounds (50 charges), wand of magic missile (50 charges); Other Gear armored kilt, crossbow bolts (20), light crossbow, masterwork whip, rapier, smoke arrows, ring of protection +1, 6 pp, 3 gp
--------------------
TRACKED RESOURCES
--------------------
Bardic Performance (standard action) (9 rounds/day) - 0/9
Crossbow bolts - 0/20
Daze (3/day) - 0/3
Lullaby (8/day) (Sp) - 0/8
Smoke arrows - 0/1
Wand of magic missile (50 charges) - 15/50
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (9 rounds/day) Your performances can create magical effects.
Dreamspun When you cast a spell at a single creature, gain +1/2 spell level AC and saves vs. that creature for 1r.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Lullaby (8/day) (Sp) As lullaby but no concentration and penalty is -4.
Scroll of comprehend languages Add this item to create a scroll with spells on it.
Scroll of create pit, create pit Add this item to create a scroll with spells on it.
Scroll of levitate, levitate Add this item to create a scroll with spells on it.
Scroll of minor image Add this item to create a scroll with spells on it.
Scroll of restoration, lesser, restoration, lesser, restoration, lesser, restoration, lesser Add this item to create a scroll with spells on it.
Scroll of see invisibility Add this item to create a scroll with spells on it.
Scroll of sleep (CL 2nd) Add this item to create a scroll with spells on it.
Scroll of spectral hand Add this item to create a scroll with spells on it.
Scroll of touch of idiocy (CL 4th) Add this item to create a scroll with spells on it.
Scroll of whispering wind Add this item to create a scroll with spells on it.
Skeptic +2 save vs. illusion.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Enchantment) Spells from chosen school gain +1 caster level.
Wand of magic missile (50 charges) Add this item to create a wand of a chosen spell.

HL 6th Level:

Rhianni Verdani
Human (Varisian) Bard 1 Sorcerer 5
CG Medium Humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 42 (1d8+5d6+14)
Fort +3, Ref +4, Will +6; +2 trait bonus vs. illusion
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Whip +1 (1d3-2/x2) and
. . Rapier +0 (1d6-2/18-20/x2)
Ranged Light crossbow +3 (1d8/19-20/x2)
Special Attacks bardic performance (standard action) (9 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 15), bardic performance: inspire courage +1
Spell-Like Abilities Daze (3/day), Lullaby (8/day)
Bard Spells Known (CL 1):
1 (3/day) Cure Light Wounds, Hideous Laughter (DC 17)
0 (at will) Know Direction, Read Magic, Message, Detect Magic
Sorcerer Spells Known (CL 5):
2 (5/day) Glitterdust, Blindness/Deafness (DC 17), Augury
1 (8/day) Protection from Evil, Shield, Sleep (DC 17), Charm Person (DC 17), Grease (DC 16), Hydraulic Push, Obscuring Mist, Ant Haul (DC 16), Mount
0 (at will) Mage Hand, Detect Poison, Light, Prestidigitation (DC 15), Ghost Sound (DC 15), Drench (DC 15)
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 14, Int 10, Wis 10, Cha 21
Base Atk +2; CMB +0; CMD 11
Feats Eschew Materials, Expanded Arcana (Sorcerer), Improved Initiative, Spell Focus (Enchantment), Varisian Tattoo (Enchantment)
Traits Skeptic
Skills Acrobatics -2 (-6 jump), Bluff +10, Climb -5, Diplomacy +9, Disguise +9, Escape Artist +2, Fly -2, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +5, Knowledge (religion) +1, Perception +5, Perform (oratory) +9, Profession (fortune-teller) +4, Ride -2, Sense Motive +4, Spellcraft +9, Stealth -2, Swim -5, Use Magic Device +13
Languages Common, Varisian
SQ bardic knowledge, bloodlines (dreamspun)
Combat Gear Scroll of Comprehend Languages, Scroll of Create Pit, Create Pit, Scroll of Levitate, Levitate, Scroll of Minor Image, Scroll of Restoration, Lesser, Restoration, Lesser, Scroll of See Invisibility, Scroll of Sleep, Scroll of Spectral Hand, Scroll of Touch of Idiocy, Scroll of Whispering Wind, Wand of Cure Light Wounds, Wand of Magic Missile; Other Gear Armored kilt, Crossbow bolts (20), Light crossbow, Masterwork Whip, Rapier, Smoke arrows, 200 PP, 63 GP
--------------------
TRACKED RESOURCES
--------------------
Bardic Performance (standard action) (9 rounds/day) - 0/9
Crossbow bolts - 0/20
Daze (3/day) (Sp) - 0/3
Lullaby (8/day) (Sp) - 0/8
Smoke arrows - 0/1
Wand of Magic Missile - 15/50
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (9 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Dreamspun When you cast a spell at a single creature, gain +1/2 spell level AC and saves vs. that creature for 1r.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Lullaby (8/day) (Sp) Lullaby as a spell-like abilty.
Skeptic +2 save vs. illusion.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Enchantment) Spells from chosen school gain +1 caster level.

HL 5th Level:

Rhianni Verdani
Human (Varisian) Bard 1 Sorcerer 4
CG Medium Humanoid (human)
Init +8; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 36 (1d8+4d6+10)
Fort +3, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork Whip +1 (1d3-2/x2) and
Rapier +0 (1d6-2/18-20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2)
Special Attacks Bardic Performance (standard action) (9 rounds/day, Bardic Performance: Countersong, Bardic Performance: Distraction, Bardic Performance: Fascinate (1 targets) (DC 15), Bardic Performance: Inspire Courage +1
Spell-Like Abilities Daze (3/day), Lullaby (8/day)
Bard Spells Known (CL 1, +0 melee touch, +3 ranged touch):
1 (3/day) Cure Light Wounds (DC 16), Hideous Laughter (DC 17)
0 (at will) Know Direction, Read Magic, Message, Detect Magic
Sorcerer Spells Known (CL 4, +0 melee touch, +3 ranged touch):
2 (4/day) Glitterdust
1 (8/day) Protection from Evil (DC 16), Shield, Sleep (DC 17), Charm Person (DC 17), Obscuring Mist, Grease (DC 16), Mount
0 (at will) Mage Hand, Detect Poison, Light, Prestidigitation (DC 15), Ghost Sound (DC 15), Drench (DC 15)
--------------------
Statistics
--------------------
Str 7, Dex 12, Con 14, Int 10, Wis 10, Cha 21
Base Atk +2; CMB +0; CMD 11
Feats Bard Weapon Proficiencies, Eschew Materials, Expanded Arcana (Sorcerer), Improved Initiative, Spell Focus (Enchantment), Varisian Tattoo (Enchantment)
Traits Exile, Skeptic
Skills Acrobatics -2, Bluff +9, Climb -5, Diplomacy +9, Disguise +9, Escape Artist +2, Fly -2, Knowledge (arcana) +5, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +5, Knowledge (religion) +1, Perception +5, Perform (oratory) +9, Profession (fortune-teller) +4, Ride -2, Sense Motive +4, Spellcraft +8, Stealth -2, Swim -5, Use Magic Device +12
Languages Common, Varisian
SQ Bardic Knowledge +1, Dreamspun
Combat Gear Armored Kilt, Arrow, Smoke, Bolts, Crossbow (20), Crossbow, Light, Masterwork Whip, Rapier; Other Gear Scroll of Comprehend Languages, Scroll of Create Pit, Create Pit, Scroll of Levitate, Levitate, Scroll of Minor Image, Scroll of Restoration, Lesser, Restoration, Lesser, Restoration, Lesser, Restoration, Lesser, Scroll of See Invisibility, Scroll of Sleep, Scroll of Spectral Hand, Scroll of Touch of Idiocy, Scroll of Whispering Wind, Wand of Cure Light Wounds, Wand of Magic Missile
--------------------
TRACKED RESOURCES
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Arrow, Smoke - 0/1
Bardic Performance (standard action) (9 rounds/day) - 0/9
Bolts, Crossbow - 0/20
Daze (3/day) (Sp) - 0/3
Lullaby (8/day) (Sp) - 0/8
Wand of Magic Missile - 15/50
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Special Abilities
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Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (9 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Dreamspun When you cast a spell at a single creature, gain +1/2 spell level AC and saves vs. that creature for 1r.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Lullaby (8/day) (Sp) Lullaby as a spell-like abilty.
Skeptic +2 save vs. illusion.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Varisian Tattoo (Enchantment) Spells from chosen school gain +1 caster level.

Old General Stats:

XP: 5000 Next Level: 8000?
Current HPs 30
Damage: 0 Non-Lethal 0
HP: 30 Speed: 30ft Weight limits: 30/60/90
HP rolls 18+6 = 10, 4, 4, 4 (+2 per lev Con bonus) (2pts Favored Class)
Money 1081 gp
Initiative [dice]1d20+8[/dice] (1 dex, 3 trait, 4 feat)
Concentration [dice]1d20+8[/dice] ( 3 caster level + 5 cha mod )
Perception [dice]1d20+5[/dice]
[\\--/spoiler]

[spoiler=Daily Allowances & other stuff remaining]
Allowances are shown as: Number of uses left/Total number of uses per day
Spells(Bard): 1 3/3
Spells(Sorcerer): 1 7/7
Spell DC 0=15, 1=16 (enchantment school +1)
Bardic Performance: 9/9 (DC=16)
Lullaby 8/8
Daze 2/2
Wand of CL3 Magic Missile 35 charges left (2xd4+2)
Wand of CLW 50 charges (1d8+1)
Scroll of sleep
Scroll of minor image
Scroll of See Invisibility
Potion of cure light wounds
Scroll of Whispering Wind
Scroll of Comprehend Languages
Rod Metamagic Merciful(Lesser) 3/3
Antitoxin 2
Tanglefootbag 2
Caltrops 5
Crosbow Bolts 45
5 x Alchemist's Fire (flask of)
2 x Antitoxin
2 x Antiplague
[---/spoiler]

[spoiler=Defense]
AC 12 = 10 + 1 + 0 + 1 + 0 + 0 + 0 + 0
Touch(11) Flatfooted(11)
Armoured Kilt AC +1, Mx Dex +6, AC Pen +0, Spell Failure 0%
CMD 10 = 10 + 1 + -2 + 1 + 0
[/--spoiler]
[spoiler=Attack]
CMB [dice]1d20+-1[/dice] = 1 + -2 + 0
Base Attack +1
Melee Attack bonus -2
Actual melee attack -1


  • Rapier attack [dice]1d20-1[/dice]
  • Rapier damage [dice]1d6-1[/dice]
  • Rapier crit range 18-20 x2
  • Dagger attack [dice]1d20-1[/dice]
  • Dagger damage [dice]1d4-1[/dice]
  • Dagger crit range 19-20x2
  • M/Wrk Whip attack [dice]1d20[/dice]
  • M/Wrk Whip damage [dice]1d3-2[/dice]
  • M/Wrk Whip crit range x2 + disarm, non-lethal, reach, trip

Base Attack +1
Ranged Attack bonus +1
Actual Ranged attack +2

  • Ray attack [dice]1d20+2[/dice]
  • Light Crossbow attack [dice]1d20+2[/dice]
  • Light Crossbow damage [dice]1d8[/dice]
  • Light Crossbow crit range 19-20 x2

[/--spoiler]
[spoiler=Saves]
  • Fort save [dice]1d20+3[/dice] = (1+2+0)
  • Reflex save [dice]1d20+4[/dice] = (3+1+0)
  • Will save [dice]1d20+5[/dice] = (5+0+0) +2 bonus against illusions

[/--spoiler]
[spoiler=Spells]
Concentration = [dice]1d20+8[/dice] = (3 caster level + 5 cha mod)

Known Spells
Bard 0/4,1/2


Sorcerer 0/5,1/3+sleep

[/--spoiler]

[spoiler=Bard abilities]


  • Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, 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.
  • Cantrips: Bards learn a limited number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
  • Bardic Knowledge (Ex): 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(5). 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% change 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 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 (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 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 (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 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 (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.

[/--spoiler]

[spoiler=Sorcerer abilities]


  • Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
    Spells
  • Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.
  • Cantrips: Sorcerers learn a limited number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
  • Class Skill: Sense Motive
  • Bloodline: Dreamspun
    Bonus Spells: 3rd—sleep, 5th—augury, 7th—deep slumber, 9th—divination, 11th—dream, 13th—shadow walk, 15th—vision, 17th—moment of prescience, 19th—astral projection.
  • Bonus Feats Alertness, Blind-Fight, Combat Expertise, Decietful, Heighten Spell, Improved Feint, Persuasive, Skil Focus(Sense Motive)
  • Bloodline Arcana Whenever you target a single creature with a spell, you gain an insight bonus equal to half the spells level (minimum +1) for 1 round to your AC and saving throws against any spell or attack made by that creature
  • Bloodline Powers
  • Lullaby(Sp): At 1st level, you can use lullaby as a spell-like ability a number of times per day(8) equal to 3 + your charisma modifier(5). This effect lasts for 1 minute and does not require concentration. The penalty saves vs sleep effect increases to -4.
  • Combat Precognition(Su): Your insight into the future grants you an advantage in combat. At 3rd level and every 4 levels thereafter, you gain a +1 insight bonus on initiative checks.
  • Dreamshaper(Sp): TBD
  • Eye of Somnus(Sp): TBD
  • Solipsism(Ex): TBD

[/--spoiler]

[spoiler=Skills]
Skills per level 7 = 6 + 0 + 1 (Bard)
Skills per level 3 = 2 + 0 + 1 (Sorcerer) Total Favoured Class Points 1)
Total - Skill = Ability Mod + Ranks + Skill additions


  • Acrobatics [dice]1d20+1[/dice] = 1 + 0 + 0
  • Appraise [dice]1d20+0[/dice] = 0 + 0 + 0
  • Bluff [dice]1d20+9[/dice] = 5 + 1 + 3
  • Climb [dice]1d20-2[/dice] = -2 + 0 + 0
  • Diplomacy [dice]1d20+9[/dice] = 5 + 1 + 3
  • Disguise [dice]1d20+11[/dice] = 5 + 1 + 5 (Disguise Kit 20)
  • Escape Artist [dice]1d20+5[/dice] = 1 + 1 + 3
  • Fly [dice]1d20+1[/dice] = 1 + 0 + 0
  • Heal [dice]1d20+0[/dice] = 0 + 0 + 0
  • Intimidate [dice]1d20+5[/dice] = +5 + 0 + 0
  • Knowledge(any) [dice]1d20+1[/dice] = 0 + 0 + 1 (Bardic ability, knowledge checks untrained))
  • Knowledge(arcana) [dice]1d20+5[/dice] = 0 + 1 + 4
  • Linguistics [dice]1d20+1[/dice] = 0 + 1 + 0 (Varisian)
  • Perception [dice]1d20+4[/dice] = 0 + 1 + 3
  • Perform(any) [dice]1d20+5[/dice] = 5 + 0 + 0
  • Perform(oratory) [dice]1d20+9[/dice] = 5 + 1 + 3
  • Profession(Fortune Teller) [dice]1d20+6[/dice] = 0 + 1 + 5 (M/Wrk FT Deck)
  • Ride [dice]1d20+1[/dice] = 1 + 0 + 0
  • Sense Motive [dice]1d20+4[/dice] = 0 + 1 + 3
  • Spellcraft [dice]1d20+7[/dice] = 0 + 4 + 3
  • Stealth [dice]1d20+1[/dice] = 1 + 0 + 0
  • Survival [dice]1d20+0[/dice] = 0 + 0 + 0
  • Swim [dice]1d20-2[/dice] = -2 + 0 + 0
  • Use Magic Device [dice]1d20+11[/dice] = 5 + 3 + 3

[/--spoiler]

[spoiler=Feats and Traits]
Feats


  • Eshew Materials: You can cast many spells without needing to utilize minor material components. Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
  • Spell Focus(Enchantment): Choose a school of magic. Any spells you cast of that school are more difficult to resist.
    Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
    Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
  • Varisian Tattoo: You bear intricate tattoos which inspire and empower your natural magical ability. These tattoos mark you as a worker of the ancient traditions of Varisian magic. A Varisian tattoo typically consists of a long string of characters in Thassilonian, the language found on the ancient monuments of the land. Most are quite complex, running the entire length of an arm or leg.
    Prerequisites: Spell Focus in matching school.
    Benefit: Select a school of magic other than divination in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you can cast a single cantrip as a spell-like ability a number of times per day equal to your Constitution modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma-based). The spell-like ability gained (and its Varisian name) are as follows:
    abjuration (avidais): resistance.
    conjuration (idolis): acid splash.
    enchantment (carnasia): daze.
    evocation (ragario): dancing lights.
    illusion (vangloris): ghost sound.
    necromancy (voratalo): touch of fatigue.
    transmutation (avaria): mage hand.
  • Improved Initaitive: Your quick reflexes allow you to react rapidly to danger.
    Benefit: You get a +4 bonus on initiative checks.

Character Traits

  • Skeptic: Growing up, you were always around magical effects to the extent that you realized that much of it was smoke and mirrors. You gain a +2 trait bonus on all saving throws against illusions.
  • Exile: For whatever reason, you were forced to f lee your homeland. Chance or fate has brought you to Sandpoint, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. Benefit: You gain a +2 trait bonus on Initiative checks.

[/--spoiler]

[spoiler=Equipment]
0050 Masterwork backpack
0010 Tent(small)
0002 Waterskin x2
0001 Flint and Steel
0001 Bedroll & Warm Blanket
0005 Caltrops x5
0100 Harrow Card Deck
0020 Misc items for writing
0020 False jewelry
0003 Entertainer's Outfit
0001 Traveller's Outfit
0075 Horse(Light)
0010 Saddle(Riding)
0004 Saddlebags
0100 Anti-toxin x2
0100 Tanglefoot Bag x2
0100 Diguise Kit x2
0050 Masterwork Fortune Tellers Deck
0004 Dagger x2
0020 Rapier
0301 Masterwork Whip
0035 Crossbow, Light
0005 10 Bolts x5
0020 Armoured Kilt
1500 Rod Metamagic Merciful(lesser)
-----
2397
----
0056 = 2500 - 2344

[/--spoiler]

[spoiler=Treasure and stuff]
Keys found in workshop
Taken from Mage with Orik.
Wand of CL3 Magic Missile 38 charges left (2xd4+1)
Scroll of sleep
Scroll of minor image
Scroll of See Invisibility
Potion of cure light wounds
Scroll of Comprehend Languages
Scroll of Whispering Wind
Wand of CLW - full.
5 x Alchemist's Fire (flask of) = 100gp
2 x Antitoxin = 100gp
2 x Antiplague = 100gp

Background:

Originally from lands west of Nybor down to the Yondatakari River her nomadic gypsy people were led through the divine and mystical powers of her mother Juinahia. Her mother, a sorceress/cleric who read the dreams and fortunes of her people, passed down her knowledge, or all that she could to her only daughter Rhianni. But Rhianni's fate like the destiny of many, led by her dreams to make her way for Sandpoint, where the either she will meet with greatness or die in the trials and challenges she will face. Her mother has given her a silver charm, which she wears around her neck for luck and to remind her of the family and people she left behind. She plans to best the challenges she will face and once she has proved herself, will return to her people and take up her mother's place. In doing this, it will allow her mother to seek peace with the spirits of the world and death, before passing trough to the other world. This is the circle that bring all things to peace and fulfilment, so the sages say. The Rhianni will complete her circle and guide her people, giving them hope and connection with the worlds within and without.
Both she and her mother know the power of dreams, and manipulate the destiny of their people through them, or through moulding the dreams of others. As it was fortold, her father died shortly after she was born and the families of her nomadic people provided for both her and her mother, as was right and proper. It is the way with the customs of the people. It too will be Rhianni's fate, when the time to choose a mate is upon her.

Currently Rhianni is making her way in Sandpoint by telling fortunes, and otherwise entertaining people. She has a small stall close to the Sandpoint Theatre, where she makes small money by reading the palms of the theatre goers before they enter for their nights entertainment. Though most of what she does is a sham, the people of Sandpoint enjoy the diversion from their normal lives. Rhianni will also read the stars, the crystal ball or even cards when the price is right. Though most might be wishful thinking on the part of her patrons, sometimes when Rhianni feels, sees or reads their dreams or communes with the stars, the fortunes are predicted with some accuracy.

She will have either an association with Cyrdak Drokkus as she sees him quite a lot going to and from the theatre. She may well have given fortune readings to either Ameiko Kaijitsu or Ethram Valdemar and thereby got to know them a bit better, as she has foretold the truth to them about some events in their life. A similar meeting/event could have occurred to meet the current members of the group, but I'll play whatever as an intro into the campaign.

Appearance/Personality:

A tall woman enters the Rusty Dragon, her blue, purple and black cloak wafts along behind her as she swiftly moves through the crowd, as though following a thread of cotton that weaves through the mass of customers socializing there. She reaches the a table close to the entrance to the kitchen and the private rooms of the Inn. Sitting down, a clay goblet of wine appears on her table, a smile from the young lady who serves her.

Removing her hood, long auburn hair cascades down over her shoulders, framing a pretty delicate porcelain like face, with large dark brown eyes blinking at the scene of merriment in the Inn. Long white elegant fingers enter the drooping purple sleeves with silver patterns of stars and clouds, then she brings out the tools of her trade. On the table she lays some cards and clear crystal ball, her hands make intricate patterns over the ball, and her eyes look deep into its centre. For 30 seconds maybe a minute, this ritual continues, before the serious look of concentration and intensity relaxes and a smile comes over her red painted lips.

Motivations:

character creation notes:

Starting abilities
Str -8, Dex 12, Con, 14, Int 10, Wis 10, Cha 18
+2 Cha
1st Level Bard, 2nd level and after Sorcerer

2nd level Sorcerer changes;
HP increase 6 = (3+1) +2 Con +0 Fav Class
BAB+1, Will Save +1, +1 1st level spells cast per day.
+2 skills, +1 Fav Class: Sense Motive, Spellcraft, Use Magic Device.
Feats Improved Initiative +4 Init.
New 0-Level spell...Message
1 extra 1 level spell use per day.

3rd level Sorcerer changes:
New 1-level Spell Charm Person.
New spell from Dreamsworn - Sleep .. add more laters

Look to buy rod of metamagic(focused), also persistant, reach, ectoplasmatic,

4th level Sorcerer(3)

5th level Sorcerer (4)
Swap Vanish for Prot from Evil.