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Molly Fairsmile's page

85 posts. Organized Play character for Jessica Catalan (Organized Play Line Developer).


Full Name

Molga 'Fairsmile' Berik

Race

| HP: 12/12 | AC 16 (T12, FF 14) (+4 vs. giants) | CMB: +2 CMD: 14 (18 BR/Trip) | F:+1 R:+4 W:+3* | Init +2 | Perc +1 (+3 Stone), SM +1, Bluff/Intimidate +2, Diplomacy +6

Classes/Levels

| Speed 20 ft. | Spells: 1st: 2/2 | Bardic Performance: 9/9 | Active Conditions: None

Gender

Female Dwarf Bard (arcane healer, sound striker) 1

Size

Medium

Location

Absalom

Languages

Common, Dwarven

Occupation

Waitress at the Wounded Wisp

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

About Molly Fairsmile

Statistics:

PFS # 276820-15
Faction: Grand Lodge
Experience 2
Fame 4, Prestige Points 2

Molly ‘Fairsmile’ Berik
Female Dwarf bard (arcane healer, sound striker) 1
NG Medium Humanoid (dwarf)
Init +2; Senses Darkvision 60 ft., Perception +1 (+3 w/ stonework)

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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armour, +2 Dex, +0 shield)
…+4 AC vs. giants
hp 12 (1d8+3+1)
Fort +1, Ref +4, Will +3
…+1 vs. enchantment spells and spell-like abilities

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OFFENSE
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Speed 20 ft.
Melee battleaxe / warhammer +2 (1d8+2/x3)
…heavy pick +2 (1d6+2/x4)
Ranged shortbow +2 (1d6/x3)
Spells Known (CL 1st (2nd w/ healing), Concentration +3 (+4 w/ healing))
1st—2/day—comprehend languages, cure light wounds
0—At Will—detect magic, mage hand, prestidigitation, read magic

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STATISTICS
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Str 14, Dex 14, Con 12, Int 10, Wis 12, Cha 14
Base Atk +0; CMB +2; CMD 14 (+4 vs. bull rush and trip when standing on the ground)
Traits loyalty, maestro of the society
Feats Toughness
Skills Diplomacy +6, Knowledge (history) +5, Knowledge (local) +5, Knowledge (all other) +1, Perception +1 (+3 w/ stonework), Perform (song) +6, Perform (strings) +6, Profession (waitress) +5, Spellcraft +4
(7 points; 6 class, 0 INT, 0 race, 1 favoured class)
Abilities bardic knowledge, bardic performance (9 rounds/day: countersong, distraction, fascinate, inspire courage +1), cantrips, defensive training, industrious urbanite, slow and steady, spiritual support, stability, stonecunning, weapon familiarity
Languages Common, Dwarven

Special Abilities:

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SPECIAL ABILITIES
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Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance 9 rounds/day (6 BP + 3 MotS), standard
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. At 13th level, a bard can start a bardic performance as a swift action.
…Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% 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.
Countersong (Su): 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 noninstantaneous 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): 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 noninstantaneous 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): 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.
Inspire Courage (Su): A 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.

Industrious Urbanite (alternate race trait): Dwarves who have adapted to the expectations of their host cities make double the normal progress on Craft checks to create nonmagical items and gain a +4 bonus on Profession checks to earn money. This racial trait replaces hatred.

Maestro of the Society (trait): The skills of Golarion’s greatest musicians are at your fingertips, thanks to the vast treasure trove of musical knowledge in the vaults beneath the Grand Lodge in Absalom. Studying this knowledge gives you the ability to use your bardic performance an additional 3 rounds per day.

Spiritual Support (alternate race trait): Dwarves greatly value loyalty in faith, and their gods readily reward them for it. They gain a +1 racial bonus to their caster levels when casting conjuration (healing) spells upon allies. This racial trait replaces greed and hardy.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon and Armour Proficiency Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. 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.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear battleaxe, heavy pick, warhammer, shortbow, arrows (18), acid (4), alchemist's fire (4), holy water (2), wand of cure light wounds (50 charges)
Possessions masterwork chain shirt, lute, backpack, bedroll, belt pouch, chalk, charcoal, flint and steel, grooming kit, ink, inkpen, journal, mess kit, rations (1), rope (50 ft.), waterskin, whetstone
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 73.5 lbs.
Money 660 GP 8 SP 3 CP

Temporary Gear:

New Purchases:

Boons:

[] Blessing of Aurelliax: By helping the people of Highdelve, you have also earned the favor of its protector, Aurelliax. As a sign of her appreciation, she has provided you a small golden dragon statuette. You can check the box that precedes this boon to tap into the statuette’s faint magic and gain one of the benefits below; afterward cross out all of the benefits below, (except Dragon’s Friend, if you selected that benefit).
Dragon’s Prosperity: Before attempting a Day Job check to earn additional gold at the end of one adventure, you can use this benefit to triple the amount of gold the check grants you (maximum 300 gp).
Dragon’s Luck: Before you roll any one d20 roll, you can use this benefit to roll twice and take the higher result. For 1 minute afterward, you gain a +1 luck bonus on all attack rolls, skill checks, ability checks, and saving throws.
Dragon’s Scales: You gain fire resistance 5 for 24 hours.
Dragon’s Friend: The statuette permanently transforms into a fairly harmless animal with supernaturally golden features, such as gold-hued fur, feathers, or scales. Once per day, the animal can either deal an additional 1d6 fire damage with one natural attack or can gain fire resistance 10 against one attack. You can select any Diminutive, Tiny, or Small animal suitable for a familiar. You can choose to adopt this creature as your familiar, spirit animal, or similar companion, replacing your current companion at no cost. Otherwise, you can keep the creature as a loyal pet.

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Highdelve’s Hero: You were instrumental in saving Highdelve from imminent attack and preserving its Brightbloom tradition. [s]If you played one of the provided pregenerated characters, you earn the benefit below associated with that character. Otherwise, choose one of the benefits below. Cross out the other benefits.
[X] Torgen: You have tracked down an errant shipment of expensive goods, which has earned you the favor of Brevoy’s finest merchants. When purchasing a weapon or armor of masterwork quality (or made of a material that is automatically masterwork, such as mithral), you can check the box that precedes this boon to reduce that item’s cost by 150 gp.[/s] Used to buy masterwork chain shirt

Background:

Molga was born to a nearly destitute dwarven clan who were once powerful, respected and rich, but fell from grace after a disgraceful ancestor proved unfaithful to her noble-born husband. She and her sister, Juno, worked physically demanding jobs for copper. While Juno, the eldest, spent her entire life yearning for the things her family once had, Molga was much easier to please. She wished for a full belly, a soft bed, and a job that didn’t give her bloody hands. Eventually, the sisters decided to change their fate! They set out for Absalom city, to get a fresh start. While Juno set out to join the infamous Pathfinder Societyin order to become rich and famous, Molga got a job at the Wounded Wisp as a waitress. But the close proximity to Pathfinders and constant exposure to their songs and tales, made Molga was to be one herself! Not for wealth, but for the love of adventure. Molga bided her time, becoming a well-loved lass, and proving a skilled hand at singing, and playing the lute. Buoyed by Juno’s recent success, Molga (now known as Molly Fairsmile by her customers for her bright happy demeanour) is setting out to have an adventure of her own.

Appearance and Personality:

Molly is a happy dwarven woman with long brown hair, braided neatly on the sides, rich brown eyes, and a wide, bright smile. She wears simple brown cotton dresses at work, but tosses on some worn out studded leather armour when she’s on the job. She wears no make-up or jewlery. She owns no fancy clothes. Although pretty, many would call her plain. Having heard many tales and songs, she’s well-prepared for danger, with multiple weapons and a bulging backpack.

She’s optimistic, pleasant, and kind.

Completed Scenarios:

#5-08: The Confirmation
Heroes for Highdelve
IN PROGRESS - NONE