Holy Guide

Fergal MacMorran's page

58 posts. Alias of Oniwaban.


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M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal and Rusco step outside to wait for the rest of the group. There's been no dull moments since I met these folks, s'truth... I wonder where this'll take us. Hopefully... we'll get the chance to do more good along the way. World's got enough bad already...

Fergal reaches down to pet Rusco and play with him while they wait, slipping him little bits of dried meat from his pouch.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal enters behind his companions, head on a swivel looking for any more surprises. "Everyone alright, then? That was not expected, sure enough."

Moving to F7 and having a look around.

Perception: 1d20 + 8 ⇒ (17) + 8 = 25


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal hustles over to Brunner, Rusco at his heels. "Alright, mate?" he says, looking and listening for more trouble.

Perception: 1d20 + 8 ⇒ (6) + 8 = 14

Move to C10, perc. check.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal moves up behind JP, Rusco at his side. "Sounds like trouble, s'truth." He brandishes his staff, his expression grim.

Moving to A7.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal's header is up to date. He's at 15/19 after casting CLW. He's used one first-level spell today.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal leans against the wall, supporting his weight with his staff, as he looks down at Rusco. "That was well done, my little friend." he says, giving the fox a bit of jerky from a pouch.

"I'm in pain somethin' fierce, s'truth."

He gestures and murmurs, and casts a spell.

CLW: 1d8 + 2 ⇒ (7) + 2 = 9


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

I should've said, but Rusco would be with Fergal. Anytime he can't make it on his own, Fergal will carry him in his pack or in a sling.

Fergal rushes forward to help Khaz, staff at the ready. He swings it at the elemental, shouting, "Back, ya bastard!" but gets the timing wrong and swings wide.

Staff: 1d20 + 3 ⇒ (6) + 3 = 9


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

I misunderstood, sorry. From looking at the map, it looked to me like it was inside. I will amend, and go to D12 and put the fire out, as mentioned by JP. Sorry. :D


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal says, "I can create water as needed, and should be able to get that fire out, right as rain." before setting off to do just that.

Fergal and Rusco will move with Brunner to the backdoor of the smithy, with the intention of going in to help people and get the fire out.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

"It's a better idea than any I have, s'truth. Let's do it."

Fergal begins stripping off his things.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

"I've the wand, but it doesn't have that many charges, methinks. But we'll use what we have, sure enough."

I'm pretty sure the wand only had three charges when we got it.

Fergal steps over to Bahram, since he appears to be worse off, and touches him with the wand, chanting softly.

CLW, CL1: 1d8 + 1 ⇒ (1) + 1 = 2

Seeing that his first attempt didn't wake the man, he tries again.

CLW, CL1: 1d8 + 1 ⇒ (3) + 1 = 4

Seeing that Bahram now appears to be conscious, or close to it, he moves over to Aubrin. "Move easy now, s'right. Let's see if we can make it a bit better."

CLW, CL1: 1d8 + 1 ⇒ (5) + 1 = 6


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal runs over to the cleric and assesses him. "Hey mate, you just hold still, and I'll get you patched up, s'truth."

Move to A4. Then cast CLW.

CLW: 1d8 + 2 ⇒ (3) + 2 = 5


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Apologies, I am back now, and caught up.


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M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Terribly sorry for being out. Back now, catching up.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

I'm going to create an alias for Rusco and copy his stats. Does he progress from this point on as a normal companion?


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Introduction for Arun, Khaz, Fergal, and JP

Fergal smiles at the sheriff and shakes his hand. "Happy to help, s'truth. I'm glad your people seem to be feelin' better, too, I am. As for your caravan, we'll keep it as safe as we can, sure enough. Isn't that right, Rusco?" Fergal rubs the fox between his ears and gives him a small bit of jerky.


Fergal is all set for level 2.

Mason, just FYI, with his 900gp, I bought a suit of leaf armor, and a darkwood light wooden shield, with some left over. If you have an issue with that, let me know and I'll adjust.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal is mostly quiet as the group heads back to town, but he smiles brightly even as he blushes when they greet Laurel with word of their success.

When they return to the inn and settle at the bar, he looks around and says, "I feel like it was some kind of divine providence or fate that I met you when I did, s'truth. Not only have I made new friends and found new purpose, but I helped save lives and I can't begin to say how good that feels. Plus... I found Rusco here..."

He pauses for a moment, cuddling the fox, before he goes on.

"I'd be honored to continue travelin' with you, and help with Khaz's duty, or whatever else comes, sure enough."

He looks down, still stroking Rusco's fur gently.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

"Aye. I'd not be at my ease wanderin' these halls knowin' that people were dyin' waitin' on us to get back, s'truth. I'm with all of you. We need to go back to Falcon's Hollow." He looks down the tunnel Khaz took for a moment, then turns back to the group.

"Let's go save some folks."


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Taking 20 on the Nature check since we aren't rushed right now.

"It looks like these are the ones we need, lads. I'll gather some an' put 'em in my ruck." Fergal sets about retrieving some of the non-munched mushrooms.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

"I agree on the roaches, sure enough. Nasty, s'truth. I'm not too fond of spiders, either... are those webs?"

Fergal gulps audibly, gripping his staff tightly as he looks around.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

"Yeah, let's be doin' that." Fergal says, falling in next to the bigger man, Rusco at his heels.

Assuming we make it that far, pausing for Perception at the cave mouth.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Quarterstaff: 1d20 + 4 ⇒ (18) + 4 = 22

Fergal steps into his next swing, cracking the worg again with his staff.

dmg: 2d6 + 3 ⇒ (2, 2) + 3 = 7

Attack for Rusco

bite: 1d20 + 6 ⇒ (9) + 6 = 15

Rusco leaps forward to bite at the worg!

dmg: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Trip: 1d20 + 1 ⇒ (19) + 1 = 20


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Quarterstaff: 1d20 + 4 ⇒ (12) + 4 = 16

Fergal, seeing the damage done to Arun by the worg, yells out, "Not on my watch, you don't!" and swings, his staff whistling through the air and crunching as it connects.

dmg: 2d6 + 3 ⇒ (2, 4) + 3 = 9


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Moving to N11, with Rusco in N12. Ready Action: Shillelagh if the worg comes out of the cave.

Rusco will simply stay behind me for now.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Good to be back! And I am sorry for passing it along. :(


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal will double move to Q14, next to Arun with his companion right behind him.


So, I'd considered possibly making Fergal into a hunter, but I am not sure. I think I might just remain as a plain old Druid and see how it goes. I like his personality and what I want to do with that, but I am less tied to the mechanics. That said, I do want to make sure he's properly able to contribute to the group, so if anyone has any suggestions or feelings on the matter, I am open to them.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

My sincerest apologies for being away for a few days. I should've posted, but I was laid up with some flu or something. No food, very little fluid, high fever, etc.

I'm back in business, and will resume my normal posting rate.

Oh, and while I considered making Fergal a Hunter if we opened classes, I think I might actually remain a straight druid, unless anyone has any thoughts on the matter. I'm tied to his personality and where I want him to go, but not as much to the mechanical side of it.

Treasure: 1d10 ⇒ 8


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

"Agreed, and good idea, Sariel." Fergal leaves one of the skins on the table before backing out.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

"Hello, wise one. As my friends have said, we seek your aid, sure enough." Fergal says, and then goes quiet. Better to leave the talkin' to those who are better at it, like Sariel.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Sure thing!

In that case, since we have the wand, I will not memorize a CLW for the day.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal looks around. "I agree with Arun, s'truth. Better to camp for the night and go durin' the day. I don't need to tell a ranger that there are some creatures who prefer to hunt by night that would have the advantage over us. Some of us, includin' myself, are not very sneaky."


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

[ooc]Survival to skin the dragons?[/ooc}

Survival: 1d20 + 9 ⇒ (15) + 9 = 24
Survival: 1d20 + 9 ⇒ (12) + 9 = 21

After murmuring a blessing for the dead to return to the earth from whence they came, Fergal moves over to the bodies of the dragons and pulls out a small, sharp skinning knife. He attempts to carefully remove their skins while treating the bodies with the respect due to all creatures, even the ones that try to eat him.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Sorry for the delay. Easter and such kept me tied up. Catching up now!


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal rushes over to Avogadro and Arun, Rusco close at his heels. "I've used up me healin' boons for now, but I've some skill at carin' for wounds the old fashioned way. Let's see now..."

Heal: 1d20 + 7 ⇒ (2) + 7 = 9

Looks healthy to me. I'd swear this man has never been sick a day in his life. :D

"Bah, I'm about as useful as a chocolate teapot... if there's somethin' wrong, it's beyond me, for sure. Mayhap Khaz can help more." he says, stepping back.

"I'm goin' to poke about. Mayhap those dragon things attacked us here because they made their home nearabouts. Could be more of 'em."

Perception: 1d20 + 7 ⇒ (14) + 7 = 21


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

I will make an avatar for Rusco tomorrow, but for now...

Bite: 1d20 + 6 ⇒ (1) + 6 = 7

D'oh!


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Sure, let's have him attack and see how it goes. Do you want me to roll the dice for that? I'll post his tricks in discussion.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal shouts out, "Attackers, make ready!"

Surprise round - cast Shillelagh (Standard), then move to C13

Quarterstaff: 1d20 + 2 + 1 + 1 ⇒ (15) + 2 + 1 + 1 = 19

He rushes up to the closer beast, seeing it near Rusco, and swings his staff, putting his hips into the blow to drive it home.

dmg: 2d6 + 3 + 1 ⇒ (1, 4) + 3 + 1 = 9


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Oh, and Mason, I wasn't sure if you saw this, but I was wondering how to handle Rusco's tricks. Given his intelligence, he should know 10 (three per point of Int, plus 1 as a first level AC). Do you want me to just choose those and send them to you, do you want to RP out teaching them to him when we camp, or... what's your preference?

Thanks!


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal perks up. "A former grove, you say? I'd like to see that, to be sure!"


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Works for me.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal scoops his new little friend up as they enter the smithy. He listens with interest, stroking Rusco's fur, since he knows the least about the situation.


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M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal's druidic side is too great a part of who he is, so if I did look at rerolling, the only other class I would choose is maybe Hunter for some extra offense. But if we're going to stay core-only, which I am fine with, Druid it is.

As Arun said, I am more interested in good interplay between us and telling a good story than I am in making some sort of uber-character.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

"Now that's impressive, sure enough. I've some gifts of healin' and the like from nature, but nothin' as fancy as that. "

Fergal surreptitiously looks around, then lowers his voice. "Should you ever meet my mentor, don't tell her I said that. She'd crease me."


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Never played it. I just read the Player's Guide and it sounds like a blast. I'd be all for it.


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal looks at Arun. "I see what you meant."

He smiles at Avogadro and strokes the fox held to his chest. "As I was tellin' your friends, I'm happy to assist however I can. I've no interest in bein' a hero, but you're doin' a worthy thing, and any sort of help I can bring to that, I will. So... are you a mage like Arun, here? Two mages, two swordsmen, and what I'm guessin' is a man of the cloth due to the big hammer and the holy symbol, though I don't recognize that particular symbol. And me. Is this everyone, then?"


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

Fergal grins at Arun. "Well met to you too, Arun. I'm glad to have some company too, eclectic or not, especially if there are more of them hereabouts." he says, nodding towards the body the large swordsman is searching.

Take 10 on Knowledge: Nature to see what I know about hobs, for a 17


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

"Yep, that I am. You say that you're searchin' for plants to save people from a sickness? Well, then of course I'll do whatever I can to help. I couldn't face myself, or Erastil, if I didn't, for sure. So whatever aid I can offer is yours."

He bends and scoops the fox into his arms, taking care not to put pressure on the wounded leg. "I don't suppose you mind if this little one comes along, too? I'm wantin' to keep an eye on his leg until it's fully healed, sure enough."


M Human Druid 2 | HP 15/19 | AC 16, T 12, FF 14 | F+4, R+3, W+6 | CMB +3, CMD 16 | Init +2 | Perc. +8 | Spd 30

The link to the story trumps all for me. I had a wolf (my usual choice for flavor) all statted up, but this is even better. He's fine as-is.

As for tricks, the usual is three per point of intelligence, plus one bonus trick at first level. So that's ten tricks. How do you want to handle training for those? Normally, a first level AC is considered to know their starting tricks as play begins, but since Rusco and I are just meeting, what's your preference? I can make checks to teach him tricks in the evenings, or just provide you with the ten I want or... whatever works. :)

Thanks for this. Working him into the story is extra cool, and the frost fox is not something I'd have looked at.

Full Name

Lokaloka

Race

HP 80/80 | AC 25 (26 w/shield) | F/R/W/P 13/14/12/12 DV | Spell Attack: +15 | 25 feet | Class DC 25 |

Classes/Levels

Exploration Activity: Avoid Notice | Performance (Virtuosic Performer): +20 | ◆◇↺ | Spells: -/3/3/3/2/ | Focus Points: 2/2 |

Gender

"Pickle?" | 2396852-2009 | Female Unbreakable Goblin Bard Lvl 7 | Champion Dedication | Musical Prodigy | Hero Points: 1/3 |

Strength 14
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 12
Charisma 18

About Lokaloka

Female Goblin Bard 7
Small, Goblin, Humanoid
Heritage: Unbreakable Goblin
Background: Musical Prodigy
Perception: +12 Darkvision
Languages: Common, Goblin, Gnomish
STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 12 (+1), CHA 18 (+4)
AC 24 (25 w/shield), HP 80, F/R/W: +13/+14/+12
Class DC: 25
Speed: 25 ft
Resistances: Void 1, Fire 2 (Flaming Star)

PFS Info:

PFS#: 2396852-2009
PFS Provision: Moderate Healing Potion (2)

Skills/Offense:

Please see the Botting Spoiler

Spells:

Spell DC: 25
Spell Attack: +15
Signature Spells: Soothe, Force Barrage, Summon Undead, Animated Assault
1st (3/day): Soothe, Force Barage, Sure Strike, Runic Weapon
2nd (3/day): Final Sacrifice, Laughing Fit, Animated Assault
3rd (3/day): Haste, Agonizing Despair, Summon Undead
4th (2/day): Invisibility, Pernicious Poltergeist
Cantrips: Prestidigitation, Daze, Phase Bolt, Telekinetic Projectile, Needle Darts
Innate: Guidance, Light, Shield (Aeon Stone circling her head; H10), Produce Flame (Flaming Star)

Focus Spells:

Focus Points: 2
Counter Performance
Lingering Composition
Courageous Anthem (at will)
Inspire Competence (at will)

Feats and Abilities:

Ancestry Feats:
Goblin Lore
Goblin Song (4 targets)

Background Feats:
Virtuosic Performance (Wind Instruments)
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.

Class Feats:
Inspire Competence - Your encouragement inspires your ally to succeed at a task. This counts as having taken sufflcient preparatory actions to Aid your ally on a skill check of your choice, regardless of the circumstances. When you later use the Aid reaction, you can roll Performance instead of the normal skill check, and if you roll a failure, you get a success instead. If you are legendary in Performance, you automatically critically succeed.
Multifarious Muse - Your muse doesn’t fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don’t gain any of the other effects of the muse you chose.
* Versatile Performance (Polymath Muse): You can rely on the grandeur of your performances rather than ordinary social skills. You can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. You can also use an acting Performance instead of Deception to Impersonate. You can use your proficiency rank in Performance to meet the requirements of skill feats that require a particular rank in Deception, Diplomacy, or Intimidation.

Champion Dedication:
* Deity: Teki Stronggut
* Cause: Liberation - You will see all people free from bondage and prohibitions.
* Edicts: Oppose slavery and tyranny, fight for others’ freedom to make their own decisions, respect choices others make for their own lives
* Anathema: Force or threaten someone to act a certain way, engage in slavery or tyranny
* Champion's Aura: You’re surrounded by an aura in a 15-foot emanation. It has the aura and divine traits. Any follower of your deity within the aura immediately knows you’re a champion of your deity. This aura is used as the range for your champion’s reaction and for various other effects. You can suppress or resume the aura as a single action, which has the concentrate trait, and it ends if you fall unconscious.

General Feats:
Canny Acumen (Fortitude Save) - Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
Adopted Ancestry (Human)

Skill Feats:
Intimidating Glare - You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
Cat Fall - Treat falls as if they are 25' shorter
Rolling Landing - If you fall and not take damage, step or stride up to half speed (12 ft)

Other Abilities:
* Radiant Oath Champion
* Unbreakable Goblin - Falling distance is halved.
* Expert Spellcaster - Casting ability and DCs become expert
* Lesser Dread Rune - Frightened enemies in sight w/in 30' must make a DC 20 Will Save to reduce Frightened by 1

Equipment:

Combat Gear: Dagger, Shortsword, Throwing Knife(8)
Armor: +1 Dread Studded Leather (w/Flaming Star)
Containers:
Backpack - chalk (10), flint and steel, rations (2 weeks), rope 50', soap, bedroll
Satchel - Thieves Tools
Scroll Case - Scrolls of Soothe (3 x Lvl 2)
Belt Pouch 1 - Lesser/Minor Healing Potions
Other Gear: Waterskin,
Magic Items: Scroll of Soothe(3 x Lvl 2), Wayfinder, Pendant of the Occult, Dusty Rose Prism Aeon Stone (Shield), Lesser Maestro Instrument (Pan Pipes)
Wayfinder: Pearly White Spindle Aeon Stone
Consumables: Minor Healing Potion(2), Lesser Healing Potion (2), Moderate Healing Potion(1)
Bulk: 4 (Encumbered at: 7; Maximum at: 12)
Coins: 625.48 gp

Equipment, Spacious Pouch Contents:

chalk (10), flint and steel, rations (2 weeks), rope 50', soap, bedroll
Potions, Scrolls
Purse

Botting:

SAVES / PERCEPTION
[dice=Fortitude]d20+13[/dice]
[dice=Reflex]d20+14[/dice]
[dice=Will]d20+12[/dice]
[dice=Perception]d20+12[/dice]

INITIATIVE
[dice=Lokaloka Init; Avoid Notice]d20+11[/dice]

SKILLS
[dice=Acrobatics(E)]d20+14[/dice]
[dice=Athletics(T)]d20+11[/dice]
[dice=Crafting(T)]d20+10[/dice]
[dice=Deception(T)]d20+13[/dice]
[dice=Diplomacy(T)]d20+13[/dice]
[dice=Intimidation(T)]d20+13[/dice]
[dice=Nature(T)]d20+9[/dice]
[dice=Occultism(T)]d20+11[/dice]
[dice=Performance(M]d20+17[/dice]
[dice=Performance, Wind Instruments(Virtuosic)]d20+19[/dice]
[dice=Performance, Wind Instruments(Virtuosic), Maestro's Instrument]d20+20[/dice]
[dice=Religion(T)]d20+10[/dice]
[dice=Stealth(T)]d20+12[/dice]
[dice=Thievery(T)]d20+12[/dice]

[dice=Goblin Lore(M)]d20+14[/dice]
[dice=Music Lore(T)]d20+10[/dice]
[dice=PFS Lore(T)]d20+10[/dice]

COURAGEOUS ANTHEM
[dice=Lingering Composition, Wind Instruments]d20+20[/dice] S - 3 rds, CS - 4 rds; +1 atk/dmg/saves vs fear

MELEE
[dice=Throwing Knife]d20+12[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP, Agile]d20+8[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP 2+, Agile]d20+4[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Dagger]d20+12[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Dagger, MAP, Agile]d20+8[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Dagger, MAP 2+, Agile]d20+4[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Shortsword]d20+12[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Shortsword, MAP, Agile]d20+8[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Shortsword, MAP 2+, Agile]d20+4[/dice] for [dice=Piercing/Slashing Damage]1d6+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

RANGED
[dice=Throwing Knife]d20+12[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP, Agile]d20+8[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Throwing Knife, MAP 2+, Agile]d20+4[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

[dice=Dagger]d20+12[/dice] for [dice=Piercing Damage]1d4+2[/dice] [ooc]Critical Hit: Double Damage[/ooc]

SPELLS

[dice=TKP]d20+15[/dice] for [dice=Piercing/Slashing/Bludgeoning (depends on the projectile)]4d6[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Phase Bolt]d20+15[/dice] for [dice=Piercing]5d4[/dice] [ooc]Critical Hit: Double Damage[/ooc]
[dice=Daze; DC 22 Basic Will; Stunned 1 on CF]2d6[/dice]
[dice=Needle Darts]d20+15[/dice] for [dice=Piercing]5d4[/dice] [ooc]Critical Hit: Double Damage + 3 persistent Bleed[/ooc]
[dice=Produce Flame (Flaming Star)]d20+15[/dice] for [dice=Fire]2d4[/dice] [ooc]Critical Hit: Double Damage + 1d4 Persistent Fire[/ooc]

[dice=Magic Missile (1)]1d4+1[/dice]
[dice=Magic Missile (2)]2d4+2[/dice]
[dice=Magic Missile (3)]3d4+3[/dice]

[dice=Soothe, R1]d10+4[/dice]
[dice=Soothe, R2]2d10+8[/dice]
[dice=Soothe, R3]3d10+12[/dice]
[dice=Soothe, R4]4d10+16[/dice]

[dice=Animated Assault, Bludgeoning Damage, DC 25 Basic Reflex]2d10[/dice]
[dice=Agonizing Despair, Mental Damage, DC 25 Will]4d6[/dice] [ooc]CS: Unaffected; S: Half Dmg, Frightened 1; F: Full Dmg, Frightened 2; CF: Double Dmg, Frightened 3[/ooc]
[dice=Pernicious Poltergeist, Deathly Assault, Void, DC 25 Basic Fort]4d10[/dice]
[dice=Pernicious Poltergeist, Telekinetic Storm, Force, DC 25 Basic Reflex]4d8[/dice]
Pernicious Poltergeist, Frighten: The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid; DC 25 Basic Will; Frightened 2 on failure

If things get really bad, and there is room so that her companions don't get hit, she will cast animate dead and summon a flying skull in an area where it will not be hit/killed. She will then sustain the spell next turn and have the skull fly close to the enemy and explode it.
"FLYING HEAD GO BOOM!!"
[dice=Final Sacrifice, Fire Damage, DC 25 Reflex, 20' Burst w/in 120 feet]6d6[/dice]