Felicitas Sweetfingers's page

672 posts. Alias of Helikon.

Full Name

Felicatas Nomian


Human (Taldorian)

AC 21/T13/FF17 HP54/108 F+8 R+14 W+10 Init +4 Perception +17


Bard 5/Evangelist 10

I:6 II:7 III:3/5 IV:4







Special Abilities

Bard abilities






everywhere and nowhere


Common, dwarven,goblin, orcish, abysaal,sylvan, Celestial, Infernal, Undercommen



Homepage URL


Strength 13
Dexterity 18
Constitution 16
Intelligence 14
Wisdom 10
Charisma 22

About Felicitas Sweetfingers


Name: Felicitas Sweetfingers
Race: Human
Job: Bard
Age: 23
Height: 5´4"
Weight: 120 lbs
Alignment: CG
Likes: Songs, Poems, happy moments, W
Dislikes: Danger, melee, bad body odor, Drugs.
Favorite foods: Roasted chicken in honeymustard, halfling cooking
Hobbies: Partying, learning, new languages,
Physical Description: Honey colored hair, held back in the neck with a amber clip matching hereyes, almost pure white skin
Deity: Shelyn
Languages: Common,dwarven,goblin, orcish, abysaal,sylvan
Fav CB:
LV1 HP, LV2 Sk, LV3 Sk,LV4 Sp, LV5 Sp,LV6 Sp, LV 7 Sp LV 8 Sp LV 9SP LV10 SP
Wearing a cream coloured leather skirt, slit left and right and a skyblue silken blouse, Felicitas explorers outfit is dashing but also ulitarian. A cream coloured vest with 4 pockets, soft supple dark brown Wanderer boots and cream coloroued tights with a garter belt round it up. Unknown to anyone Felicitas garters have 2 slings at each side for wands easy to reach and a wand and a dagger in spring loaded sheaths strapped to her arms. She also has a supple silken scarf to save her neck from chaving, soft deerskin gloves and a broadbrimmed hat to shield her from the sun. Her blond hair is braided and fastened to her head if she is going for an adventure.

XP: 0
Stat allocation:

Hit Points: 108 (14d8+28+3)
Initiative: +5
Armor Check Penalty: -0
Speed: 30 feet
Armor Class: 22 (10 + 4 Dex +5 armor +2 shield+2Dodge)
Touch: 15
Flat-footed: 17
Fortitude: +8 (4 +2 Con+2)
Reflex: +14 (9 +3 Dex +2)
Will: +10 (8 +0 Wis +2)

Situational Bonuses:

Base Attack Bonus: +9
Melee Attack Bonus: +9 (9 BAB+ 0 Str)
Range Attack Bonus: +12 (9 BAB+ 3 Dex)
Combat Maneuver Bonus: +9 (9BAB +0 Str) CM DC: 22 (10+ 9 Base + 0 Str + 3 Dex)
Whip +12 (1d3+1, Reach)
Glaive defending +1 +10 (1d10+1; 19-20x2)
Dagger +11 (1D4+1;19-20/x2)
X-Bow +11 (1D8;19-20/X2

Racial & Class Traits:

Ability Score Racial Traits:
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed:
Humans have a base speed of 30 feet.
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Focused Study
All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, 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.
Bardic Knowledge (Ex)(+3)[/B]
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance(34r)
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. 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. 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 many such performances are language dependent (as noted in the description). 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.
List of Bardic Performances:
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): Oratory +37
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): (4targets DC 22
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 +4 (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.
Inspire Competence (Su): (+3/+4 with banner)
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.
Suggestion (Sp): (Dc22)
A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su):
A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su):
A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Soothing Performance (Su):
A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.
Cantrips (Sp)
Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Versatile Performance (Ex)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master (Ex)
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action.
Obedience (Ex): In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class (see below), an evangelist must perform a daily obedience to her chosen deity (see page 10).
Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed.

Aligned Class (Ex):
Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class.

Protective Grace (Su):
The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC.

Divine Boon:
As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat on page 210 and the core deity descriptions in Chapter 1 for details on these divine boons. When a divine boon grants a spelllike ability, the evangelist’s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally.
1: Fiction Weaver (Sp) silent image 3/day, minor image 2/day, or major image 1/day
2: Versatile Artist (Ex) Drawing on Shelyn’s divine inspiration, you can substitute your bonus in a specific Perform skill for your bonus in another related skill, as the versatile performance class feature. Select one type of Perform skill which you can substitute for its associated skills. If you already have the versatile performance class feature when you obtain this boon, choose an additional Perform skill to substitute; you gain a +2 bonus on checks with this additional Perform skill.
3: Persuasive Aesthetic (Sp) You learned to pour your soul into works of art. Once per week, you can use symbol of persuasion as a spell-like ability. Instead of inscribing a symbol, you can cast this spell using a piece of art worth 5,000 gp or more as an arcane focus. Unlike the material components of symbol of persuasion, the artwork is not consumed during casting. Each creature within 60 feet of the artwork must succeed at a Will saving throw or be charmed by you (as the charm monster spell) for 1 hour for every Hit Die you possess. Covering or hiding the artwork renders its persuasive effect inactive until it is uncovered again. The persuasive effect lasts until the symbol is triggered or until you use this ability again, whichever comes first. You may choose a different piece of art every time you use this ability.
Gift of Tongues:
At 4th level, the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language f luently, so as to better communicate with those she meets in the course of her travels. At 8th level, the evangelist selects a second language to learn. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can’t remove the evangelist’s gift of tongues.

Multitude of Talents (Ex):[/
The evangelist finds herself in many strange situations requiring a variety of skills. Starting at 5th level, the evangelist gains a +4 sacred or profane bonus on any skill check attempted with a skill in which the character has no ranks. This bonus applies only to skill checks that can be made untrained.

Spiritual Form (Su): Upon reaching 10th level, the evangelist gains the ability to assume a spiritual form. Assuming this form is a standard action, and the evangelist can remain in spiritual form for a number of minutes per day equal to her character level. This duration does not need to be consecutive, but it must be used in 1-minute increments. Returning to her normal form is a free action.

The evangelist’s spiritual form grants her telepathy to a range of 100 feet, as well as two variable abilities. Upon reaching 10th level, the evangelist must choose the form of these two abilities, and once she has selected them they can’t be changed. First, she chooses one ability score to which she gains a +4 bonus when in spiritual form. Charisma and gains wings (fly speed of 40 feet with good maneuverability) when she transforms.

Feats, Traits &Skills:

(1) Arcane Strike (+3/+3)
As a swift action;you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
(H) Skill Focus(Knowledge Geography)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
(3) Eldritch heritage Arcane
Select one sorcerer bloodline.Arcane You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level. You gain a familiar
(5) Deific Obiance
(7) Improved Familiar
When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each
(H) Skill Focus (Perform Oratory)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
(9) Lingering Performance
(11) Improved Eldritch Heritage(New Arcana)
(13) Flagbearer
(15) Harmonic Spell
+2 Iniative
Skillpoints gained/level 15x(9) (2+ 6(int)+1 human) = 135
Acrobatics: +4 +33(0 ranks;+0 trained ; +4 Dex; 0 armor)
*Appraise: +7 (2 ranks; +3 trained; +2 Int)
Bluff: +0 +31(0 ranks; +0 trained; +4 Cha+3)
Climb: +5 (0 ranks; 0 trained; 1 Str; 0 armor+4class)
Diplomacy: +7 +39(0 ranks; +0 trained; +4 Cha+3)
Disguise: +13 +31(1 ranks; +3 trained; +4 Cha+3)
Escape Artist: +8 (1 ranks; +3 trained; +4 Dex; 0 armor)
Handle Animal +35 (0 ranks; +0 trained; +4 Cha+3CoP)
*Fly: N/A +33 (0 ranks; +0 trained; +3 Dex; -0 armor)
Heal: +4 (0 ranks; +0 trained; +0 Wis+4class)
Intimidate: +7 +35(0 ranks; +0 trained; +4 Cha+3CoP)
*Know (arcana): +16 (3 ranks; +3 trained; +2 Int+6B+2J)
*Know (dungeoneering)+12 (1 ranks; +3 trained; +2 Int+6B)
*Know (local): +14 (1 ranks; +3 trained; +2 Int+6B+2J)
*Know (geography): +17 (1 ranks; +3 trained; +2 Int + 6B +3 Skill Focus)
*Know (history): +12 (1 ranks; +3 trained; +2 Int+6B)
*Know (nature): +12 (1 ranks; +3 trained; +2 Int+6B)
*Know (planes): +14 (1 ranks; +3 trained; +2 Int+6B+2J)
*Know (religion): +16 (3 ranks; +3 trained; +2 Int+6B+2J)
*Linguistics: +8 (3 ranks; +3 trained; +2 Int)
*Perform (Oratory[Diplomacy, Sense Motive]): +39 (15 ranks; +3 trained; +6 Cha+3CoP+ 6SF + 4DO+2MW Instr)
*Perform (Percussion instruments[Handle Animal, Intimidate]): +35 (15 ranks; +3 trained; +6 Cha +3CoP + 4DO) (+2instrument)+2 Boon
*Perform (Dance[Acrobatics, Fly]): 33(15 ranks; +3 trained; +6 Cha + 3 CoP+ 4DO+2MW Instr)
*Perform (Act [Bluff, Disguise]): 31(15 ranks; +3 trained; +6 Cha + 3 CoP+ 4DO)
*Perception: +19 (14 ranks; +3 trained; +0 Wis+2 Alertness)
*Proffession (cartographer) +5 (2ranks; +3 trained + 0 Wis)
Ride: +6 (1 ranks; +3 trained; +2 Dex; 0 armor)
Sense Motive: +2 +39 (0 ranks; +0 trained; +0 Wis+2Alertness)
*Sleight of Hand +8 (1 ranks; +3 trained; +4 Dex;)
*Stealth: +6 (1 ranks; +3 trained; +2 Dex;)
*Spellcraft: +19 (14 ranks; +3 trained; +2 Int)
Survival: 1 (1 ranks; +0 trained; +0 Wis)
Swim: 5 (0 ranks; +0 trained; +1 Str; 0 armor+4Class)
Use magic device 26 (14 ranks; +3 trained; +6 Cha+3CoP)


Concentration:1d20 +11(+7 level + 4 stat)
Detect Magic, Ghost Sound, Mage Hand, Mending, Prestidigation, Read Magic
Cantrips per Day: 4
Level 1:
Charm Person, Cure light wounds, Expidious Retreat, Identify, Moment of Greatness, saving finale, summon monster I, Vanish
Level 2:
Blistering Invective, Cacaphoneus call , Gallant Inspiration, Heroism, Invisibility, Mirror Image, Shatter, Tongues
Level 3:
Haste, Good Hope, Gaseous Form, Crushing Despair Major Image, Thunderous Drum, Tiny Hut, Fireball
Level 4:
Dimensional Door, Freedom of Movement, Invisibility, Greater, Virtuoso Performance.Enervation,
Level 5:
Greater Heroism, Archons Trumpet, Shadow Evocation


Glaive +1defending 18320gp (free +1)
Dagger +1 free
Dagger CI MW, 4gp (free MW)
Whip +1 2301gp
Light X-Bow 35gp
Bolts 20 CI 4gp
Mithral Shirt+1 2100
Dark wood Buckler +1 1355
Belt of physical perfection+2
Ring of Protection +1 (2000)
Circlet of Persuasion (4500)
Headband of alluring Charisma +4 (16000)
Handy Haversack (free)
Cloak of Resistance +2 (4000)
Wayfinder (500)
Feather Token, Swan Boat (450)
Dust of Tracelessness (250)
Travelers Anytool (250)
Ion Torch (Heigthend to Sp4) (175)
Everfull Mug (3/day 12 ounces of fine beer or wine) (free)
Banner of ancient kings
Kit, Bard's
Price 136 gp; Weight 33-1/2 lbs.
This includes a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.(upgraded to a MW hurly gurdy)
Wrist Sheath 2 10gp
Bag of Caltrops 1gp
Adventurers Journals (Topics:Arcane, Geography, Local, Nature, Religion, Planes) 300gp
Tent (1man) 10gp
Spell component Pouch 10gp
20 Slim cigars. 2sp
Explorers Outfit (free)
Entertainers Outfit 3gp
Blank Map book (roll d2, 1 =waterproof, 2=non-waterproof)
Scrivener’s kit
silk 50 ft.(1)
Grapple hook or grapple arrow/bolt (1)
bandolier (1)
Candles (5)
Wrist sheath spring loaded (wand of bless] L
Wrist sheath spring loaded (Wand of CMW) R
Mule "Trusty" 8gp
pack saddle, Saddlebags 9gp
Air Bubble x2, Obscuring Mist x1, Mount x2, Ventriloquism, Sculpt Corpse, Enlarge Person, Reduce Person, Call Animal, Charm Animal, 275
Create Pit, See Invisibility, Cats Grace, Pyrotechnique, Spider Climb,Rope Trick,Silence 1050
Magic Circle against evil, Tongues, Fly. 1125
Wands:(Charges left)
CLW1(35)Bless1(7),MageArmor1(8), Ray of Enfeeblement1(8),Shield1(12), Summon monsterI1(7),Burning hands3(4)Aspect of the falcon1(4)Entangle1(3), Divine Favor1(7),Glitterdust3(4),CMW3(5)
CLW(3) x3 (free)
CMW(6) x2 (free)
Magic Weapon(1) (free)
Vial of Anti-toxin (free)

Carrying Capacity:
Light Load: 0 lbs - 38 lbs
Medium Load: 39 lbs - 76 lbs
Heavy Load: 77 lbs - 115 lbs
Lift Over Head: 115 lbs
Lift Off Ground: 230 lbs
Push or Drag: 575 lbs

Carried Possessions (84 lbs):
Pouch with Coins (1 lbs):
CP: 70
SP: 41
GP: 15
PP: 5
Asorted gems worth 890gp


Dragon, Faerie
A pair of brightly colored butterfly wings sprouts from the back of this miniature dragon.
Faerie dragon CR 2
XP 600
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
AC 22, touch 16, flat-footed 18 (+3 Dex, +1 dodge, +6 natural, +2 size)
hp 22 (3d12+3)
Fort +4, Ref +6, Will +5
Immune paralysis, sleep; SR 13
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +4 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)
3/day greater invisibility (self only)
Spells Known (CL 3rd; concentration +6)
1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14)
0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Acrobatic, Dodge
Skills Acrobatics +8 (+0 when jumping), Bluff +9, Diplomacy +9, Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +9
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.
Breath Weapon (Su)
5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
A faerie dragon casts spells as a 3rd-level sorcerer.
Alertness (Ex):
While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex):
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells:
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su):
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su):
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex):
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.


Born in Taldor as an unwanted daugther of a member of the ulfen guard, Felicitas still had a good life. Her father accepted his fate and as a veteran was quite rich. Her parents thought about giving their daughter a decent education, exploiting her natural grace and her beautiful voice. Being raised in Oppara, next to the royal palace does give a young girl a chance to be trained extensivly in the Kitharodian Academy. While not outstanding, Felicitas did graduate with high honors, specialising in song and the piano.
Feeling wanderlust and finally old enough to choose her own fate, she joined the pathfinder society and worked as a cartographer for many years. Very early she aquired the ability to gain a familiar, and her first one was a trush called "Sweetsong". Together they traveled many countries and many roads, till one day they were ambushed by a couple of highwayman. Felicitas was able to fight them off, but "Sweetsong" lay slain by a chance arrow. Weeping heartbreakenly she made a little cairn for her trusted friend. Unknown to her a little fearie dragon saw it and couldn´t stand the young girls tear. Flying over to her he was able to sooth her and so a new friendship was born.

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