About Nidhi Aashirya
This character was created for "GM Euan's Mummy's Mask" (Jan 10, 2017)
"Playing music isn't any different from making a tapestry - you just need to know where to pull the strings." Laughs. - Nidhi Aashirya
Nidhi’s hair is the color of dark chocolate, her eyes resemble dark emeralds, and she has sun-kissed skin. She stands at about 5’6” with a slender build but wide hips and powerful thighs from her daily walks through Midwife. Although normally hidden by her hood, Nidhi’s hair is kept in a loose French braid that reaches down to her waist. Nidhi’s grandmother Jharna insists that Nihdi wear white to help reflect the sun’s heat but Nidhi likes to garnish her robe with a blue silk scarf tied around her waist. She wears brown traveling boots that sometimes peek out from under her robe.
Local Background and Rumors:
A woman with dark hair and honey-colored skin passes by you in Midwife. She is carrying what appears to be fine linen dyed in various colors. She smells like pomegranates which you assume is from staining the garments she’s holding. An elderly woman exits a shop with a thimble and needle carved on the hanging sign to beckon her inside.
You recognize the elderly woman as Jharna Aashirya, the owner of a small tailoring shop. The shop is two-stories high with two bedrooms on the second level. Jharna Aashirya shares a bedroom with her granddaughter, Nidhi, and rents out the other bedroom for extra money. The first level of the shop is cramped with fabrics and tailoring supplies but the place appears clean and smells like dye from various plants. There is a front window with a table showcasing differently stitched hoods and sleeves.
Locals know Jharna Aashirya gets most of her supplies from the Outer Farms. Some farmers trade Jharna crops in exchange for special garments. It’s rumored by the locals that Jharna’s stiches are blessed by Pharasma. Jharna’s clothing rarely becomes faded which is helpful to farmers residing in the Outer Farms. The knees and bottoms of the farmers’ pants seem to fray slower than even the noble’s clothing. One farmer was quoted to have said the pants “seemed to heal themselves overnight” after a long day in the crop fields.
Jharna's shop is a happy place where passersby can hear Jharna and her granddaughter singing as they work with the fabrics. The songs the women sing seem to improve their customer's health and mysteriously heal small injuries like paper cuts or a stubbed toe. If you listen closely, the lyrics tell tales of Wati heroes and the people that once lived in Necropolis before the plague. In the evenings, a Mandolin can be heard from the second-level while the two women sing.
Additional Background Information:
Nidhi Aashirya admires her grandmother and has been studying under her for 10 years since her father’s disappearance. Nidhi’s parents married young and her mother died in childbirth and Nihdi’s father took to careless habits. Nidhi’s father lost his land in the Outer Farms to gambling and was eventually found face-down in the water of Bargetown, dead. The debt collectors came after Nidhi Aashirya and her grandmother, forcing them to sell just about everything they owned except the shop. Nidhi gained a lot of her Charisma from watching her father and working in her grandmother's shop.
The Aashirya family have been in Wati for generations and have seen the ups and downs of society. With just the two of them trying to survive, Nidhi hears about Orirson and immediately wants to go. Discovering relics would bring family honor and popularity to her grandmother’s tailoring shop. Since Nidhi and her family have lived in Wati for generations, she feels somewhat entitled to the relics. The relics deserve to stay in Wati and not be smuggled out by some outsider. She is eager to learn the stories behind the relics and sing many songs about her valiant journey to retrieve them. Jharna gave her granddaughter Nidhi what gold she could spare and stitched Nidhi a simple, yet elegant robe for her adventure. Jharna took her time to fashion the perfect robe for the granddaughter, adding a few pockets to the inside and 2 outside. Jharna is Nidhi's only living relative left and Nidhi treasures her like the sun itself.
After hanging around Nidhi for a while, you may notice that Nidhi is a bit naive. She's never left Wati so her understanding of the world is rather limited. She may have several false truths in her bardic songs and poems and some of her superstitions are questionable.
❤ Initiative ❤ (Dex +3) = 1d20 +3
❤ Thriaean Swarmbow ❤
To hit (Manyshot): 1d20 + 17
❤ Longbow ❤
❤ Defense ❤
Initiative: (Dex +3) (Belt +3 = +6
BAB: Bard 14th level +10/+5, Dex +3, Belt +3, Point-Blank Shot +1 = +17/+12
AC: 10 (Shield bonus +0, Dex +3, Belt Dex +3) = 16
Fort: +4 (+0 Con) (+3 Cloak of Resistance) = 7
20 Point Buy:
Tot | Mod | Rank | Misc
10_= _4_ + _1_ + _5_ Acrobatics (Dex) Acrobatic feat +2
_8_= _0_ + _5_ + _3_ Appraise (Int)
24_= _6_ + 15_ + _3_ Bluff (Cha)
_5_= _1_ + _1_ + _3_ Climb (Str)
_0_= _0_ + ___ + ___ Craft (Int)
24_= _6_ + 15_ + _3_ Diplomacy (Cha)
23_= _4_ + 15_ + _4_ Disable Device (Dex) Trap Finder, +1 Trait bonus
13_= _6_ + _4_ + _3_ Disguise (Cha)
_8_= _4_ + _1_ + _3_ Escape Artist (Dex)
_6_= _4_ + ___ + _2_ Fly (Dex) Acrobatic feat +2 untrained
10_= _6_ + _1_ + _3_ Intimidate (Cha)
10_= _0_ + _1_ + _6_ Knowledge (Arcana) (Int) Bardic Knowledge +6
10_= _0_ + _1_ + _6_ Knowledge (Dungeoneering) (Int) Bardic Knowledge +6
10_= _0_ + _1_ + _6_ Knowledge (Engineering) (Int) Bardic Knowledge +6
10_= _0_ + _1_ + _6_ Knowledge (Geography) (Int) Bardic Knowledge +6
10_= _0_ + _1_ + _6_ Knowledge (History) (Int) Bardic Knowledge +6
11_= _0_ + _1_ + _7_ Knowledge (Local) (Int) Bardic Knowledge +6, Wati Native +1
10_= _0_ + _1_ + _6_ Knowledge (Nature) (Int) Bardic Knowledge +6
10_= _0_ + _1_ + _6_ Knowledge (Nobility) (Int) Bardic Knowledge +6
10_= _0_ + _1_ + _6_ Knowledge (Planes) (Int) Bardic Knowledge +6
10_= _0_ + _1_ + _6_ Knowledge (Religion) (Int) Bardic Knowledge +6
_4_= _0_ + _1_ + _3_ Linguistics (Int)
20_= _2_ + 15_ + _3_ Perception (Wis)
28_= _6_ + 15_ + _7_ Perform, Sing (Cha) Bardic Performance +4
_8_= _2_ + _3_ + _3_ Profession (Tailoring) (Wis)
20_= _2_ + 15_ + _3_ Sense Motive (Wis)
19_ = _4_ + 12_ + _3_ Sleight of Hand (Dex)
_4_= _0_ + _1_ + _3_ Spellcraft (Int)
_8_= _4_ + _1_ + _3_ Stealth (Dex)
_7_= _3_ + _1_ + _3_ Use Magic Device (Cha)
Bard +6, Int Mod +0, Background +2, Human +1
Level 1: Appraise, Diplomacy, Disable Device, Know (History) BACKGROUND, Know (Local), Perception, Perform BACKGROUND, Profession, Sense Motive
Appraise, Diplomacy, Know (Dungeoneering), Know (Nobility) BACKGROUND, Know (Religion), Perception, Perform BACKGROUND, Profession, Sense Motive
Level 3: Bluff, Climb, Disguise, Know (Arcana), Know (Engineering) BACKGROUND, Know (Geography) BACKGROUND, Know (Nature), Perception, Perform
Level 4: Escape Artist, Intimidate, Know (Planes), Linguistics BACKGROUND, Perception, Perform BACKGROUND, Spellcraft, Stealth, Use Magic Device
Level 5: Acrobatics, Bluff, Diplomacy x2, Perception, Perform BACKGROUND, Sense Motive x2, Sleight of Hand BACKGROUND
Level 6: Appraise BACKGROUND, Bluff, Diplomacy, Disguise x3, Perception, Perform BACKGROUND, Sense Motive
Level 8: Diplomacy, Disable Device x5, Perform BACKGROUND, Sense Motive, Slight of Hand BACKGROUND
Level 9: Appraise, Bluff, Disable Device +2, Diplomacy, Perception, Perform BACKGROUND, Sense Motive, Sleight of Hand BACKGROUND
Level 10: Appraise BACKGROUND, Diplomacy +2, Disable Device +2, Perception +2, Perform BACKGROUND, Sense Motive
Level 11: Bluff x3, Diplomacy, Disable Device, Perception, Perform BACKGROUND, Sense Motive, Slight of Hand BACKGROUND
Level 12: Diplomacy, Disable Device, Perception, Perform BACKGROUND, Sense Motive, Bluff x3, Profession (Tailoring) BACKGROUND
Level 13: Bluff x3, Diplomacy, Disable Device, Perception, Perform BACKGROUND, Sense Motive, Slight of Hand BACKGROUND
Level 14: Bluff, Diplomacy, Disable Device, Perception, Perform BACKGROUND, Sense Motive, Slight of Hand BACKGROUND x3
Level 15: Bluff, Diplomacy, Disable Device, Perception, Perform BACKGROUND, Sense Motive, Slight of Hand BACKGROUND x3
Traits and Feats:
Trap Finder: +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue. Archives of Nethys
Wati Native: +1 Knowledge (local), +2 on saving throws against fear effects (Pathfinder Adventure Path: Mummy's Mask Player's Guide (PFRPG))
Level 1: Point-Blank Shot: You are especially accurate when making ranged attacks against close targets. Source
Level 3: Precise Shot: You are adept at firing ranged attacks into melee. Source
Level 5: Extra Performance: Use Bardic Performance for 6 additional rounds per day Source
Level 7: Lingering Performance: Bardic Performance continues for 2 rounds after you stop performing Source
Level 9: Rapid Shot: Make one extra ranged attack Source
Level 13: Manyshot: When making a full-attack action with a bow, your first attack fires two arrows. Source
Level 15: Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2 Source
Specials and Spells:
Specials: (From being a Bard)
Bardic knowledge: Adds half of current class level (minimum 1) on all Knowledge skill checks. Currently +6
+ Bardic Performance: Perform skill can be used 4+ Char mod per day. +2 for each level after level 1. Level 7: Standard or Move Action that can be maintained as a Free Action.
+ Cantrips: 0-level spells
+ Countersong: Creatures within 30 ft. may use bard's Perform check in place of saving throw. Doesn't work unless effect allows saves.
+ Distraction: Perform skill check (Act, Comedy, Dance, or Oratory) 30 ft. range
+ Fascinate: 90 ft. range and must be able to see and hear bard. -4 Penalty to skill checks like Perception
+ Inspire Courage: +3 (level 11) morale bonus on Saving Throws against charm and fear, +3 competence bonus on attack and weapon damage rolls
+ Versatile Performance: Can choose one type of Perform skill. Nidhi picked Sing (Bluff, Sense Motive). Can use bonus in Sing Skill in place of bonus in associated skills.
------> Nidhi picks Dance (Acrobatics, Fly) at level 6
------> Nidhi picks Comedy (Bluff, Intimidate) at level 10
------> Nidhi picks String (Bluff, Diplomacy) at level 14
Well-Versed: +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
+ Inspire Competence: +4 (level 11) competence bonus to ally's skill check if within 30 feet and able to hear. Can't be used on self.
+ Lore Master: Can take a 10 on any Knowledge that has ranks in. In addition, TWICE (level 11) per day, bard can take 20 on any Knowledge skill check as a Standard Action
+ Suggestion: Can use Performance to make a Suggestion on a already Fascinated creature. Standard Action and continue with Free Action. Does not count against the daily use of Bardic Performance. A Will save negates (DC 10 +1/2 of Bard’s level + Bard’s Char bonus) negates
+ Dirge of Doom: 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: 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: 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.
+ Frightening Tune: A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.
Spells per day: At level 14, bard can cast 5 1st-level, 5 2nd-level, 4 3rd-level, 4 4th-level, 2 5th-level (not counting Charisma bonuses)
Charisma 23 Bonus spells per day: 2 1st-level, 2 2nd-level, 1 3rd-level, 1 4th-level, 1 5th-level, 1 6th-level. See Charisma bonus under Abilities and Spellcasters, "Bonus Spells per Day (by Spell Level)" Chart
SOOOOOO, Nidhi can cast (with spell bonuses added): 7 1st-level, 7 2nd-level, 5 3rd-level, 5 4th-level, 3 5th-level
Spells known: At level 14, bards know 6 cantrips, 6 1st-level, 6 2nd-level, 5 3rd-level, 4 4th-level, and 3 5th-level
Medium-sized creature: 33 lbs or less (light), 34-66lbs (medium), (67-100 lbs (heavy) (pg171-172 Core Rulebook)
Current weight: 27 lbs
Wonderous Items List
Thriaean Swarmbow (11,275gp) (Nethy's link) *Adaptive* +2 composite shortbow, Once per day on a successful strike with an arrow fired from a swarmbow, the wielder can cause a wasp swarm (Pathfinder RPG Bestiary 275) to appear around the target of the attack as an immediate action. The swarm attacks any creatures occupying its area, but remains stationary and does not pursue fleeing creatures. The wasp swarm remains for 1d4+2 rounds or until destroyed
Masterwork Composite Darkwood Longbow with +2 Magic Enchant (4,230gp) Damage 1d8 + Bonuses, Critical x3, Range 100ft, Piercing, 1 ½ lbs (Darkwood)
Shortbow (30gp) Damage 1d6 + Bonuses, Critical x3, Range 60ft, 2 lbs, Piercing (pg19 & 36 Ultimate Equipment)
Blunt Arrows (20/30) (3gp) AON link
Cold Iron Arrows (20/20) (2gp)
Silver Blanch Arrows (2/20) (10gp)
Ghost Salt Arrows (6/10) (200gp)
Adamantine Arrows (14/20) (600gp)
Scroll of Remove Curse
Scroll of Break Enchantment
Everburning Torch (110gp) 1 lb (pg63 Ultimate Equipment)
Canteen (water) (2gp) 1 lb (pg56 & 61 Ultimate Equipment)
Flask (water) (3cp) 1 ½ lbs (pg56 Ultimate Equipment)
Onyx and silver holy symbol of Pharasma Worth 100g
Jangling gold bracelets Worth about 75g
Lapis lazuli bracelets (x2) Worth about 45g/each
Ring of the Sublime Worth 1,000g
Mask of the Forgotten Pharaoh Worth 25,000g About
Belt of Incredible Dexterity (36,000g) +3 Dex
Cloak of Resistance (9,000g) +3 Reflex Saves
Boots of Speed 12,000g
Bedroll (1sp) 5 lbs (pg59 Ultimate Equipment)
Rope (5gp) 5 lbs
Wooden Hairbrush and Miniature Mirror
Thieves' Tools, Masterwork (100gp) 2 lbs
Luminous Lockpicks Worth 6,000g 2 lbs
Goggles of Minute Seeing Worth 2,500g
Trail Rations (5sp/each, 7 days) 1 lb/each = 7 lbs (pg95 & 97 Ultimate Equipment)