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About Lucky BignoodleStatistics:
Female Gnome Bard (First World Minstrel) 1
CG Small Humanoid (Gnome) Init +3; Senses Perception +3; Low-Light Vision, Darkvision 60ft. ------------------------------ DEFENSE ------------------------------ AC 19, touch 14, flat-footed 16 (+4 armor, +3 dex, +1 shield, +1 size) HP 9 (1HD) Fort +1, Ref +5, Will +1 (+2 vs fear/despair) (+5 vs charm/compulsion) (+1 vs fey) ------------------------------ OFFENSE ------------------------------ Speed 20 ft. Melee Dagger +4 (1d3 -1, 19-20/x2)
Ranged Light Crossbow +4 (1d6, 19-20/x2) ------------------------------
TRAITS Irrepressible (Faith): Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
FEATS Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons. (Level 1) SKILLS 9/level (6 class, 1 INT, 2 background) + 1 FCB Diplomacy +8: (3 class skill, 4 CHA, 1 rank)
ACP -3 Languages Common, First Speech, Gnome, Sylvan Gnome Racial Traits:
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.
Eternal Hope (Alternate Racial Trait): Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
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 use 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. Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.) A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level. 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. 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. 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% chance 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. Available Bardic Performances:
Spoiler:
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 skill check 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 skill 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 this ability from working. For every three levels the 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 all 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.. Cantrips: Bards 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. First World Minstrel Archetype Fey Magic: A First World minstrel adds summon nature’s ally spells to his spell list instead of the equivalent summon monster spells. This ability alters the First World minstrel’s spell list. Wild Empathy (Ex): A First World minstrel gains the wild empathy druid class feature, using his bard level as his druid level for this ability. This ability replaces bardic knowledge. Bardic Performance: A First World minstrel gains the following types of bardic performance. Echoes of the First World (Su): A First World minstrel infuses himself or a single willing ally within 30 feet with the strange magic of the First World, granting the target one of the special abilities from the fey creature template other than change shape for 1 round. For every 3 levels beyond 1st the First World minstrel has, he can target one additional ally or add an additional special ability to one of his targets. This is a polymorph effect that relies on audible components. This ability replaces inspire courage. Fey Special Abilities: Spoiler:
Monster Template - Fey Creature Camouflage (Ex): A fey creature can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or concealment. It gains a +4 racial bonus on Stealth checks. This bonus does not stack with any racial Stealth bonus possessed by the base creature.
Favored Class Bonus: Level 1 (+1 skill point) Spells Known:
0th (DC14) Detect Magic: Detects spells and magic items within 60 ft.
1st (DC15) Grease: Makes 10-ft. square or one object slippery.
Spell-Like Abilities (1/day): Dancing Lights: Creates torches or other lights.
Equipment:
Combat Gear: Dagger: 2gp
Magical Items: Sleeves of Many Garments: 200gp Other Gear: Backpack (Masterwork): 50gp
Mount: Pony, (Combat Trained): 45gp
Money 22gp, 8sp, 8cp Musical Instrument: Her musical instrument is a Hurdy Gurdy made of dark wood with silver patterns across it. This was a gift given to her by a Queen of the Fey. Ten Minute Background:
Character Appearance:
Lucky is short even for a gnome, standing about 2 feet 8 inches tall on her tiptoes. Her large eyes are dark brown and expressive. Her skin is extremely pale with a greenish undertone. On her cheeks are silver tattoos with strange swirling patterns. However her most obvious and striking feature is her hair, which is not only multicolored but also changes with her moods. (Much to her frustration.) Its ‘normal’ color is a bright orange with streaks of red, yellow, and green running throughout. One might expect her clothing to be equally outlandish, but her fashion choices are surprisingly simple. She tends to wear dark shades of blue, green, or brown with minimal ornamentation or jewelry. Pickles sometimes jokes that this is just because she doesn’t want to risk her clothes clashing with her hair. Since she can never be sure what color it will be, she has to stick to the few shades that will always work. Character Personality: How do you deal with adversity? Brawn or Brains? Lucky’s never been the brawny type. She’s not above hiding behind Pickles while he hits things for her, but she’d definitely prefer to solve things with her brains. What is your opinion toward weakness and power? As far as she’s concerned the only use for power is as the means to more interesting ends. She doesn’t get why anyone would care about power for power’s sake. It seems like far more trouble than it’s worth. If asked she’d put herself on the ‘weak’ side of the scale and is perfectly content with that. Who, what, or how do you prefer to align your morals toward society/humanity? Lucky is firmly on the chaotic good side of the spectrum. ‘Chaotic’ because she cares as little about laws as she does about power. (People who always follow the rules tend to be boring, and that’s the worst insult imaginable as far as she’s concerned.) ‘Good’ because she hates seeing people be hurt and is willing to go to great lengths to help them. 5 Background Elements 1: Lucky’s parents were among the favorite tutors at Stoneclimb; House Medvyed’s fortress in northeastern Brevoy. They were considered part of the family and so, by extension, was she. Her closest ‘sibling’ was Dylan Medvyed, second cousin to Lady Catelyn Medvyed. He was five years younger than her and yet they were inseparable practically from the moment he was born. He always called her Lucky for reasons no one remembers while she in turn called him Pickles. (“It makes perfect sense if you think about it!”) 2: When Lucky was sixteen she disappeared while playing in the woods with Pickles. The family organized search parties but no trace of her could be found. When she reappeared three days later she was barely recognizable. Her hair was multicolored and shimmering where before it had been dark green, she had strange silvery tattoos on her cheeks, and most alarmingly of all she seemed to have aged twenty years. When asked what had happened she got a far-off look in her eyes. ”The First World. No one told me how beautiful it was.” 3: Despite the changes to her appearance Lucky’s personality was still very much the same. There were a few new quirks though. Like names. Dylan had been the only one to call her Lucky, but after her return everyone realized they could no longer remember her original name. When asked she looked horrified. ”You can’t ask for my true name! It’s rude! Besides, the Queen’s keeping it safe for me.” Similarly, she refused to refer to anyone else by their real names, insisting on using nicknames or titles. 4: While Lucky was happy to tell anyone who would listen about her adventures in the First World, what she wouldn’t talk about was why she’d come back. Not even her parents could get a word out of her on the subject. Only Pickles was ever told the truth: that she’d come back because of him. She'd looked in a scrying pool to see how he was doing and found him crying. For the first time she’d realized just how much her sudden disappearance must have hurt. She requested to be sent back, and the Faerie Queen that had been her ‘sponsor’ agreed. 5: Despite coming back to Golarion of her own volition, Lucky misses the First World and wants to return…just perhaps with a little more warning next time. Or better yet, she'd like to find a permanent portal so that she can stay in contact with her loved ones in both worlds. Her research has uncovered tales of thin barriers between worlds in the Stolen Lands. Therefore she figures her best chance of finding a portal is to join up with the groups of explorers being sent there. Pickles figures her best chance of survival is if he comes along. 2 Goals: 1: As laid out above, Lucky wants to find (or create) a permanent portal between Golarion and the First World. 2: A more vague wish of hers is to act as a liaison between the two worlds. One of her roles during her time in the First World was that of an unofficial advisor to the Queen explaining why mortals ‘overreacted’ to ‘harmless pranks.’ Since her return she’s done something similar for House Medvyed; explaining why fey hold certain trees as sacred or react murderously to a broken promise. She’d like to help both worlds come to a place of mutual understanding and respect. 2 Secrets: 1: One of the newfound accessories Lucky returned with was a strange wooden bracelet that she never takes off her wrist. What no one knows is that hidden under the wooden bracelet is one made of cold iron, given to her as a child by Lord Gurev Medyed. It’s inscribed, “To Lux Bignoodle, born the 21st of Sarenith, 4686 A.R.” Given its material the Queen was unable to alter it, but since it was a birth gift, (something taken seriously by both fey and mortals), neither Lucky nor the Queen wanted to destroy it. Instead they carefully surrounded it with duskwood, a material found only in the First World that is both hard as iron and resistant to fire. This bracelet is the only remaining record of Lucky’s true name. 2: What Lucky doesn’t know is that it wasn’t mere happenstance that led to her adventures in the First World. She’s actually a direct descendant of the Queen. The Queen had a brief affair with a mortal centuries ago and had a daughter. That daughter became fascinated with mortals and left the First World forever, eventually marrying and having a daughter of her own. The Queen has kept a careful eye on this branch of her family line ever since. 3 Important People: 1: Dylan (Pickles) Medyed is Lucky’s ‘brother’ and best friend. Despite there being an age difference of somewhere between five and twenty-five years, (depending on if you go by calendar years or lived experience), the longer lives of gnomes means they’re effectively the same age. Lucky uses their actual ages to claim to be the older sibling. Pickles points to maturity levels and argues he’s clearly the older one. 2: The Queen is a fey with a small court who took Lucky in after she stumbled into the First World. Unbeknownst to Lucky she’s also her great-great-great-grandmother and Lucky’s adventure to the First World was not as coincidental as it seemed. The Queen has a soft spot for mortals and is hoping her descendant makes it back to the First World someday. However like all fey she has plenty of other schemes going on behind the scenes. Whether Lucky is a part of those schemes only the Queen knows. 3: Tychus Medyed is Dylan’s oldest brother and heir to that branch of the family tree. He sees the Surtovas as the legitimate rulers of the land and has ambitions of marrying into their family to improve his political station. He sees Lucky as an impudent servant who never learned her place and is horrified that his brother is following her into the Stolen Lands. By aiding Restov in such a way he believes Dylan is taking sides against the Surtovas. He blames Lucky for any potential trouble this might cause him or his family. 3 Memories: Memory 1: Spoiler:
”Come on. You can say it. It’s only one syl…syl-la…syl-la-bull.” Lux folds her arms impatiently as the infant in front of her gurgles.
Dillia Medvyed smiles. ”He’s still young. Some names are harder than others.” ”Not mine! He says ‘mama’ all the time and that’s two syl-la-bulls.” Lux leans forward and stares intently into Dylan’s eyes. ”Lux. Luuuxxxx.” ”L…lu…” ”That’s right. Now just say the end. LuuuXXXX.” ”Lu…lu…luck. Luck!” Baby Dylan giggles and claps his hands, clearly excited by this breakthrough. ”No, not ‘Luck.’ Lux!” Lux is less excited. ”It’s Lux! How would you like it if I called you Dyl!” ”Luck! Lucky!” Dillia can’t help it and starts laughing. ”Seems like you have a new nickname Lux.” ”I don’t want a nickname!” Lux glares. ”Fine. Be that way! From now on you’re Pickles!” ”‘Pickles?” Dillia blinks in confusion. ”I thought you were going to call him Dyl?” ”I am! ‘Dyl Pickles.’ ‘Cause that’s what you are! A pickle!” With a six-year-old’s confidence that she has just delivered the best comeback ever, Lux storms out of the room in a huff. ”Lucky? Lucky!” Dylan reaches out for his playmate but she is already gone. Giggling to herself, Dillia continues rocking Dylan back and forth. ”Shhh darling. She’ll be back soon enough. I don’t think anything could keep her away for long.” There are other children at Stoneclimb, some closer in age, but the two have shared a special bond ever since Dylan’s birth. ”Although you might have to live with ‘Pickles’ my son. She’s always been a stubborn one.” Memory 2: Spoiler:
”All burdens I will leave ashore / To find what I’ve been longing for…” Lucky finishes her song to the sound of light applause.
”Very good child. You’re making great progress.” Lucky curtseys. ”Thank you my Queen.” ”Still I must ask…what is it you’re longing for?” ”My Queen?” An elegant hand points toward the passionbells by Lucky’s feet. The flowers have changed from the orange of creativity to the blue of sorrow. Their heads are drooping low. Lucky blushes. ”Oh. I’m sorry.” ”Do not apologize for feeling emotions, child. What is troubling you?” Lucky stares at the passionbells by her feet. ”I remembered Pickles.” ”Who?” ”Pickles. My brother. I hadn’t thought of him in a long time. But I thought about him all of the sudden and wanted to see how he was doing. So I went to the pool and asked.” The Queen lightly taps a finger against her lips. ”Could you not find him? Mortals often disappear from the pool.” ”You mean they die.” The Queen shrugs. ”I suppose, yes.” ”He’s not dead. I don’t think much time has passed there at all; he still looks the same as I remember. But he was crying.” Lucky bites her lip. ”He never cries. He’s strong and brave and…and…” Now she’s crying. Teardrops fall onto the passionbells, leaving splashes of even darker blue. ”I miss him.” ”Not your mother?” It’s a strange question, almost enough to distract Lucky away from her thoughts. ”My parents have been telling me stories about the First World ever since I was a baby. Mom especially. I’ve checked on them sometimes and they look a little sad, but I think they understand. This place…it’s home, and they know that. But Pickles doesn’t. He’s not a gnome.” She crouches down and plucks a passionbell. ”I made him sad. I made him cry. And that makes me feel, well…” Lucky offers the passionbell to the Queen, who takes it. Her eyes close as the flower transfers the emotions felt at the time it was picked. ”Ah. I understand.” She sticks the flower into her hair. ”I had a daughter, once. She left. She…died. It is…strange…to miss someone. To know that you will never see them again, no matter how much time passes.” Her eyes reopen and she tilts her head questioningly. ”Do you want to return to your world? To your brother?” ”No! Yes? Maybe.” Lucky looks even more miserable. ”I want him here. I want to show him this place. But I don’t know if that’s what he would want.” She sees the Queen open her mouth and quickly adds, ”That matters. What he wants. Having him here and miserable would be worse than not having him here at all.” The Queen is silent for a long moment. ”A difficult conundrum. Do you want to forget him? So you can be happy here?” Lucky thinks it over. ”No. I don’t want that. Then he’d still be miserable; I just wouldn’t care. That would be wrong.” ”Mortal morality is strange to me, but I think I understand. I have chosen to remember my daughter too.” ”If it’s wrong to leave him miserable while I forget…then it’s also wrong to leave him miserable while I remember.” Lucky has the air of someone working through a complex mathematical problem. ”Should I go back?” ”That is up to you, child. You are not a prisoner here.” ”I think…I think I should go back. I think I have to go back. To explain.” The passionbells are changing colors again, this time to the red of determination. ”If I go back to the material world, can I ever come back here?” ”Perhaps.” The Queen studies Lucky’s face. ”There are rules though. Once you have left of your own free will, I cannot simply choose to bring you back. You will have to find your own path. Do you understand?” The passionbells stay red. ”I understand. I’ll find a way.” ”Then let us prepare.” The Queen points to the instrument Lucky carries. Silver patterns spiral across the dark wood, matching the tattoos on Lucky’s cheeks. ”A gift, from me to you. In your world it will be an ordinary instrument. But should you ever find yourself in an unfamiliar part of our world, show it to the fey you meet. It will lead you to me.” Lucky hugs the instrument close. ”Thank you. I’ll treasure it always.” Memory 3: Spoiler: Pickles pinches the bridge of his nose. ”The Stolen Lands? Really?”
”Haven’t you heard the rumors? You can’t walk ten paces in the Stolen Lands without tripping over a fey. There’s supposedly a whole community of faerie dragons near Lake Silverstep! Do you know how long it’s been since I’ve gotten to talk to a faerie dragon?” ”Six years and eight months, give or take a couple weeks.” ”That was rhetorical and you know it!” Lucky unrolls a map with a flourish. ”Restov’s forming committees of people to explore down there. They’re worried about war for some reason-” ”’Some reason’ being the posturing between House Surtova and House Orlovsky, how have you lived here for this long and stayed this ignorant about politics…” ”-And they think clearing the bandits out is a good idea.” Lucky finishes her sentence as if the interruption never happened. ”Which means they’re finding fighters. The kind of people who can explore the Stolen Lands without getting themselves killed.” ”Or the swordlords just don’t care if they get killed,” Pickles mutters. Louder, he asks, ”So you think you’ll be able to join this elite group of fighters? You can barely hold a sword without tripping over it!” ”Hey, every army needs its…its…its hurdy gurdy girl!” Lucky holds up the instrument. ”Just imagine it, everyone marching in step to my music, morale high, banner waving-” ”Oh gods you’re going to die.” Pickles buries his face in his hands. ”First off, this isn’t going to be an army. At best it’ll be a rag-tag group of whatever mercenaries they can scrounge up. There won’t be any marching, more like scrambling over branches and through thick brush. And…okay you have a point about the morale thing. Music is good for morale, so I can’t really argue with that one.” ”See!” Lucky beams up at him. ”It’ll be fine! I’ll get down there, do some exploring, see if I can figure out where the fey are coming from, and come back to tell you all about it! If I find a stable enough portal will you visit the First World with me?” ”Of course I’ll come with you. Not just to the First World though.” Pickles squares his shoulders. ”Any ‘army’ that would take you will definitely take me. At least I know how to hold a sword. And ride. And swim. And walk through a forest without getting lost because I keep leaving the path to pick flowers-” ”That was one time!” ”Not the point. What I’m saying is I’m not about to let you head off to the Stolen Lands alone.” Silence. Pickles looks up to see Lucky’s eyes watering. ”Oh no, no, don’t you dare start crying on me-” ”I’m not!” The choked words and shiny eyes say otherwise. ”It’s just…I love you. You know that, right?” ”Yeah yeah yeah, whatever.” Pickles tries his best to avoid meeting Lucky’s eyes and fails. ”Okay, fine. I love you too or something. Now help me figure out a way to spin this to mom and dad so they don’t disown me.” |