Occultist

Cup's page

1,004 posts. Organized Play character for Hmm.


Full Name

Calpurnia Underhall Poshkettle

Race

| HP 72/59 | AC 18 (21), T 13, FF 16 | CMD 15 | F +5 R +9 W +7 | Init +5 | Per +20, SM +20

Classes/Levels

| Speed 20 ft | Bard Song 23/23 | Spells 1st 6/6, 2nd 5/5, 3rd 4/4 | Active Conditions: Unseen Servant, Lucky Number 5, +1 Perform Sing

Wand charges:
CLW 41/50; KP 39/50; LN 36/50; SN 47/50; ToS 50/50

Gender

820-10 | "Lady Calpurnia Underhall Poshkettle of House Al-Hadir" | Female NG Gnome Studious Librarian Bard 8

About Cup

Cup has been raised by a lovely family of halflings, the Underhalls. The Underhalls adopted Cup when they took over her father's family business in the Ivy District of Absalom, 'The Posh Kettle'.

Her Adopted Family:
'Ma' -- Pollyanna Underhall
'Pa' -- Roger Underhall
Cham -- Chamomile Underhall (sister)
Echin -- Echinacious Underhall (brother)

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Deceased Gnomish Parents:
Algiers Poshkettle
Bellona Poshkettle

____

Pets:
Oolong the Riding Puppy
Longjing the parrot "Dragon"

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"Cup" or Calpurnia Underhall Poshkettle
"Lady Calpurnia Underhall Poshkettle of House Al-Hadir"

Female traveler gnome bard (studious librarian) 8 (Pathfinder Campaign Setting: Inner Sea Intrigue 46)
NG Small humanoid (gnome)
Init +5; Senses low-light vision; Perception +20

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Defense
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AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 59 (8d8+16)
Fort +5, Ref +9, Will +7; +1 Poisons & Diseases , +2 bonus vs. [language-dependant], glyph, symbol or writing-related spells, +4 vs. bardic performance, language-dependent, and sonic

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Offense
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Speed 20 ft. (15 ft. in armor)
Melee cold iron dagger +9/+4 (1d3-1/19-20) or
. . silver light mace +9/+4 (1d4-1) or
. . whip +9/+4 (1d2-1 nonlethal)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks bardic performance 23 rounds/day (move action; countersong, fascinate [DC 19], inspire competence +3, inspire courage +2)

Spell-Like Abilities (CL 8th; concentration +13)
. . 1/day—arcane mark, comprehend languages, message, read magic
Bard (Studious Librarian) Spells Known (CL 8th; concentration +13)
. . 3rd (3/day)—charm monster (DC 18), displacement, good hope
. . 2nd (5/day)—glitterdust (DC 17), heroism, mirror image, tongues
. . 1st (6/day)—grease, saving finale[APG] (DC 16), share language[APG] (DC 16), silent image (DC 16), unseen servant
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 15), mage hand, message, prestidigitation

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Statistics
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Str 8, Dex 14, Con 15, Int 14, Wis 10, Cha 21
Base Atk +6; CMB +4; CMD 16

Feats Alertness, Breadth Of Experience[APG], Eldritch Heritage[UM], Improved Familiar, Skill Focus (Knowledge [planes]), Skill Focus (Linguistics), Weapon Finesse
Traits adopted, excitable, helpful

Skills Acrobatics +18 (+10 to jump), Bluff +20, Diplomacy +20, Disguise +8, Intimidate +12, Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +15, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +23, Knowledge (religion) +12, Linguistics +16, Perception +20, Perform (dance) +18, Perform (sing) +20, Profession (librarian) +6, Sense Motive +20, Spellcraft +13, Stealth +7, Use Magic Device +15; Racial Modifiers +2 Perception
Racial Modifiers +2 Perception

Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Elven, Gnome, Goblin, Halfling, Ignan, Infernal, Shoanti, Sylvan, Terran, Thassilonian, Tien, Undercommon, Varisian, Vudrani, Wayang
SQ bardic knowledge +4, comparative arcane studies, critical research focus, lore master 1/day, magical linguist[APG], versatile performances (dance, sing)

Combat Gear feather token (whip), 5-Pack Scrolls of Aram Zey's Focus, wand of bless weapon (10 charges), wand of cure light wounds, ]wand of daylight, wand of ill omen, wand of kreighton's perusal (39 charges), wand of lesser restoration (17 charges), wand of lucky number (50 charges), wand of solid note (50 charges), alchemist's fire, antiplague[APG], antitoxin, smelling salts[APG];

Other Gear +1 mithral chain shirt, cold iron dagger, silver light mace, whip, circlet of persuasion, cloak of resistance +1, cracked dusty rose prism ioun stone, eyes of the eagle, headband of alluring charisma +2, traveler's any-tool[UE], winged boots, inkpen, masterwork tool, spell component pouch, spellbook, vial, wrist sheath, spring loaded (2), riding dog, alchemist's fire, Blotter (0.2 lb), buoyant balloon, impact foam, Knife for cutting quills into pens (0.5 lb), pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicles, volume 14, Pen nibs, Pigment for making ink (0.2 lb), riding saddle, Ruler, small (0.1 lb), saddlebags, silk rope (50 ft.), tea ceremony set, tome of epics, 2,090 gp

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Special Abilities
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Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Bardic Performance (move action, 23 rounds/day) Your performances can create magical effects.
Comparative Arcane Studies (1/day) (Su) Expend a bard spell slot to cast bard/sor/wiz/witch from scroll or spellbook as if spell known.
Critical Research Focus (Ex) Threaten crit on Research check of 18, 19, 20. +4 to confirm
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Linguist +1 effective level for [language-dependent], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Versatile Performance (Dance) +18 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Performance (Singing) +20 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks

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Cup's Traveling Library
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Quick reference materials on Cup:

Pathfinder Chronicle: Kn Arcana

Pathfinder Chronicle: Kn Dungeoneering

Pathfinder Chronicle: Kn History

Pathfinder Chronicle: Kn Local

Pathfinder Chronicle: Kn Nature

Pathfinder Chronicle: Kn Religion

Pathfinder Chronicle, Vol 14
• Deliver dirty jokes (Perform [comedy] +2)
• Identify demons and other outsiders native to the Abyss (Knowledge [planes] +2)
• Navigate the immense City of Brass and surrounding areas (Knowledge [geography] +2)

Tome of Epics
• Perform Sing +2

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Mount
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Oolong the Riding Puppy:

Oolong
Riding dog (Pathfinder RPG Bestiary 87)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 40 ft.
Melee bite +3 (1d6+3)

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Statistics
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Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +6 (+18 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ combat riding
Combat Gear alchemist's fire (2), buoyant balloon[UE], impact foam[UE]; Other Gear riding saddle, saddlebags, silk rope (50 ft.), tea ceremony set[UE]

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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Previous Adventures
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Cup's Scenarios:

Stolen Heir
Phantom Phenomena
Consortium Compact
Gallows of Madness: A Foul Breed
Gallows of Madness: What Lurks in the Woods

Boons on Cup:

Draw from the Deck: You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet.

Impressive Find: A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.

Well-Earned Reward: Dr. Quolorum's principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5,000 gp), necklace of fireballs (300 gp), and robe of useful items (2,500 gp).

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Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid's Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

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Dependable Drummady's (Rescued Pavolus Laterna): Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When would purchase magic item that occupies the feet slot, you may apply enchantment directly to these shoes, reducing the price by the shoe's value. These shoes count as jewelry for the purposes of accessorizing a courtier's or noble's outfit.

Gunty's Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.

Petrello's Haberdashery (rescued Betrona Pindlion): Although Peterello Pindlion's skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier's outfit. If you apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble's outfit.

Pricknettle's Potions and Poultices (rescued Gellion Vazarro): You only receive this boon if Gellion survives to the end of the adventure and you speak on his behalf to Mayor Trinelli. You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 10% discount. This discount increases to 20% if you apply credit for two chapters of Gallows of Madness to this character, or 30% if you apply credit for all three chapters to this character.

Temple of Erastil (rescued Nolaria Wintren): The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk's antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character.

Additionally, Nolaria provides you with the following benefits during the other chapters of Gallows of Madness. If you play “What Lurks in the Woods”, she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you with information about these creatures as if you had rolled a 40 on your Knowledge check to identify them.

If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description of the layout of the areas labeled K1-K17 before you leave Saringallow in their direction.

Witch's End Tavern (Rescued Morvinarr Albusin): The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.

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Courageous Recruit: You rescued Nixa Volsetti, a new recruit to Isger's army, from Mezodarath's prison. During “A Foul Breed,” Nixa grants you a +2 circumstance bonus on Diplomacy checks to gather information. During “The Festering Blot,” you gain a +2 circumstance bonus on skill checks pertaining to searching or performing research in libraries. Additionally, Nixa provides you with one additional rumor about Saringallow.

Goblin Slayer: You defeated the goblins who were terrorizing the Escoro family and other local shepherds. You may check off the box before this boon to gain a +1 bonus on Bluff, Knowledge, Sense Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack and damage rolls against them. If you have the favored enemy class feature and chose golbinoid as one of your favored enemies, increase your favored enemy bonus against golbinoids by +2 instead. Activating this boon is a free action, and these benefits last for 1 minute.

Repurposed Trap: On your way up to Highfort, you encountered a trap made of bottled brown mold. You recovered some these jars for your own future use; immediately check one of the boxes that precede this boon if you did not disable the trap. So long as you carry a jar with you, you gain the benefits of endure elements in in hot environments and take a –2 penalty on saving throws against environmental cold.

Check one of the boxes that precede this boon to throw a jar at a square as a ranged attack roll against an AC of 5 (range increment 10 feet). If you miss, use the rules for missing with a thrown splash weapon to determine where the jar lands (Pathfinder RPG Core Rulebook 202). When the jar hits the ground, it splits open, filling the square with brown mold. The mold deals 2d6 points of nonlethal cold damage per round to anyone it its square. Unlike typical brown mold, it does not expand when fire is nearby—the jarred samples have become somewhat sickly from their long confinement. After you check the second box, cross this entire boon off your Chronicle sheet.

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☐ ☐ Magic Boon: As a standard action, you may recall a spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability twice. On using this ability, check one of the boxes. When all the boxes have been checked, cross this boon off your chronicle sheet.

Bot Cup!:

Cup’s a simple soul. If going through the warehouse, she’ll run her unseen servant and dancing lights to help the party explore.

If combat breaks out, she’ll inspire courage in the first round and try to identify monsters.

In the second round, she’ll whip bad guys if she can to give a +4 aid another to one of the melee folks. She may also go around hitting people with CLW wands if they get hurt.

[dice=Whip, Inspire, Aid Another]1d20+7+2[/dice]
+4 to hit in addition to the inspire bonus

[dice=CLW]1d8+1[/dice]

If there’s diplomacy needed, she’ll serve tea and auto-aid someone else’s diplomacy for +4.