Monk

Nidhi Aashirya's page

1,480 posts. Alias of Ventiine.


Full Name

Nidhi Aashirya

Race

Neutral Human

Classes/Levels

Bard/14

Gender

Stats:
HP 73/73 | AC 14 Tch 14 FF 10 | Fort +7 Ref +18 Will +14 | Init +3 | Bardic Perf 39/day | Never Fear RING | Perc +19 | Dis Dvce +22 +5 | Diplo +23 | Sense Motive +19 | Perform +27

Size

Medium

Age

22

Deity

Pharasma

Location

Midwife, Wati

Languages

Common (Taldane), Osirion, Dwarven, Elven

Occupation

Tailor

Strength 12
Dexterity 21
Constitution 10
Intelligence 10
Wisdom 14
Charisma 23

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

I imagine Nidhi's voice would sound like Laura Brehm. Young, sweet, and breathy. (1) | (2) | (3)

Appearance:
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.

For Botting:
❤ Initiative ❤ (Dex +3) = 1d20 +3
Akhentepi’s armor: Once per day as a free action when the wearer attempts an initiative check, the wearer can add a +3 insight bonus on that initiative check.

❤ Thriaean Swarmbow ❤
To hit: 1d20 +17 (Bard 14th level +10, Dex +3, Belt +3, Point-Blank Shot +1)
Damage: 1d6 +2 (Str +1, Point-Blank Shot +1 (30ft)), Critical x3, Range 70ft, Piercing, 2 lbs (Juniper wood)
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.

To hit (Manyshot): 1d20 + 17
Damage (Arrows): 2d6 + 6
To hit (Rapidshot): 1d20 + 17
Damage (Arrow): 1d6 + 3
To hit (Iterative): 1d20 + 13
Damage (Arrow): 1d6 + 3

Manyshot
To hit (Bard 14th level +10, Dex +3, Belt +3, Point-Blank Shot +1, -2 Rapid Shot, +3 Inspire Courage)
Damage (Str +1, Composite +1, Point-Blank Shot +2 (30ft)), +6 Inspire Courage, +4 Good Hope), Critical x3, Range 70ft, Piercing, 2 lbs (Juniper)
Rapidshot
To hit (Bard 14th level +10, Dex +3, Belt +3, Point-Blank Shot +1, -2 Rapid Shot, +3 Inspire Courage)
Damage (Str +1, Composite +1, Point-Blank Shot +1 (30ft)), +3 Inspire Courage, +2 Good Hope), Critical x3, Range 70ft, Piercing, 2 lbs (Juniper)
Iterative
To hit (Bard 14th level +5, Dex +3, Belt +3, Point-Blank Shot +1, -2 Rapid Shot, +3 Inspire Courage)
Damage (Str +1, Composite +1, Point-Blank Shot +1 (30ft)), +3 Inspire Courage, +2 Good Hope, Critical x3, Range 70ft, Piercing, 2 lbs (Juniper)

❤ Longbow ❤
To hit: 1d20 +17 (Bard 12th level +9, Dex +3, Belt +3, Point-Blank Shot +1, Masterwork Weapon/Magical Bonus (doesn’t stack) +1)
Damage: 1d8 +4 (Str +1, Masterwork Weapon +1, Magical Bonus +1, Point-Blank Shot +1 (30ft)), Critical x3, Range 100ft, Piercing, 1 ½ lbs (Darkwood)

To hit (Manyshot): 1d20 + 18
Damage (Arrows): 2d8 + 8 + 1d6
To hit (Rapidshot): 1d20 + 18
Damage (Arrow): 1d8 + 4 + 1d6
To hit (Iterative): 1d20 + 13
Damage (Arrow): 1d8 + 4 + 1d6

Manyshot
To hit (Bard 13th level +9, Dex +3, Belt +3, Point-Blank Shot +1, Masterwork Weapon/Magical Bonus (doesn’t stack) +2, -2 Rapid Shot, +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks))
Damage (Str +2, Masterwork Weapon +2, Magical Bonus +2, Point-Blank Shot +2 (30ft)), +6 Inspire Courage, +2 to hit/damage (ghost enchantment, stacks), +4 Good Hope), Critical x3, Range 100ft, Piercing, 1 ½ lbs (Darkwood)
Rapidshot
To hit (Bard 13th level +9, Dex +3, Belt +3, Point-Blank Shot +1, Masterwork Weapon/Magical Bonus (doesn’t stack) +2, -2 Rapid Shot, +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks)) )
Damage (Str +1, Masterwork Weapon +1, Magical Bonus +1, Point-Blank Shot +1 (30ft)), +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks), +2 Good Hope), Critical x3, Range 100ft, Piercing, 1 ½ lbs (Darkwood)
Iterative
To hit (Bard 13th level +4, Dex +3, Belt +3, Point-Blank Shot +1, Masterwork Weapon/Magical Bonus (doesn’t stack) +2, -2 Rapid Shot, +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks))
Damage (Str +1, Masterwork Weapon +1, Magical Bonus +1, Point-Blank Shot +1 (30ft)), +3 Inspire Courage, +1 to hit/damage (ghost enchantment, stacks), +2 Good Hope), Critical x3, Range 100ft, Piercing, 1 ½ lbs (Darkwood)

❤ Defense ❤
Hit Points: 8 (Bard 2nd level +5, Bard 3rd level +4, Bard 4th level +5, Bard 5th level +4, Bard 6th level +5, Bard 7th level +4, Bard 8th level +5, Bard 9th level +4, Bard 10th level +5, Bard 11th level +4, Bard 12th level +5, Bard 13th level +4, Bard 14th level +5) = 73/73
Armor Class: 10 (Armor +0, Shield bonus +0, Dex +3, Belt Dex +3) = 16
Touch: 10 (Dex +3, Belt Dex +3) = 16
Flat-footed: 10 (Armor +0) = 10

Saves:

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
Touch: 10 (Dex +3, Belt Dex +3) = 16
Flat-footed: 10 = 10

Fort: +4 (+0 Con) (+3 Cloak of Resistance) = 7
Ref: +9 (+3 Dex) (+3 Belt of Dex) (+3 Cloak of Resistance) = 18
Will: +9 (+2 Wis) (+3 Cloak of Resistance) = 14
Post about Akhentepi’s armor.
---> suit of +1 stanching padded armor (aka Armor Bonus +1)
---> Once per day as a free action when the wearer attempts an initiative check, the wearer can add a +3 insight bonus on that initiative check.

Cloak of Resistance +3

20 Point Buy:
16 Char, 14 Dex, 14 Wis, 10, 10, 10
+10, +5, +5, +0, +0, +0
Human racial bonus 10 --> 12 Str
Level 4: +1 Char
Level 8: +1 Char
Mask of the Forgotten Pharaoh +6 Char
Belt of Incredible Dexterity +6 Dex
Level 12: +1 Dex

Skills:

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:

Traits:
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))

Feats:
Level 1: Acrobatic: You are skilled at leaping, jumping, and flying. Source | Acrobatics
---> Benefit: You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Level 1: Point-Blank Shot: You are especially accurate when making ranged attacks against close targets. Source
---> Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Level 3: Precise Shot: You are adept at firing ranged attacks into melee. Source
---> Prerequisite: Point-Blank Shot.
---> Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

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.

Cantrips
+ Detect Magic: Detects spells and magic items within 60 ft.
+ Know Direction: Is able to tell which way is North
+ Mending: Makes minor repairs on an object
+ Open/Close: Opens or closes small or light things
+ Read Magic: Read scrolls and spellbooks
+ Resistance: +1 to saving throws

1st-Level Spells:
+ Cure Light Wounds: Cures 1d8 damage +1/level(max 5).
+ Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels
+ Charm Person: (link) Standard Action, Range 25ft +5ft/2 levels, 1 humanoid creature, Duration 1 hour/level, Will negates; Spell Resistance yes
+ Disguise Self: 10 minutes/level, use to creatre a disguise and get a +10 bonus on the Disguise check. A creature that interacts with the glamor gets a Will save to recognize it as an illusion
+ Comprehend Languages: Can be made permanent at level 9 with spell and 2,500gp
+ Detect Secret Doors: (PRD link) detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell

2nd-Level Spells:
+ Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10)
+ Tongues: Standard Action, Touched Creature, 10 minutes/level, This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages.
+ Heroism: Touch, Standard Action, 10 min/level, imbues a single creature with great bravery and morale in battle. Target gains +2 morale bonus on attack rolls, saves, and skill checks
+ Whispering Winds: 1 mile/level, no more than 1 hour/level or until discharged; you send a message to a designated spot that's familiar to you. No more than 25 words
+ Mad Hallucination: This spell induces a hallucinogenic reality in the mind of your target. Surfaces seem to swim, and movement constantly distracts the eye. The target takes a –2 penalty on Will saving throws, caster level checks, Intelligence-based skill checks, and Wisdom-based skill checks. PRD link
+ ???

3rd-Level Spells:
+ Good Hope: (link) Standard Action, 100ft + 10ft/level, one living creature/level within 30ft. +2 morale bonus on saving throws, ability checks, skill checks, and weapon damage rolls.
+ Terrible Remorse: (link) Standard Action, 25ft +5ft/2 levels, 1 living creature, 1 round/level, Will partial; Spell Resistance yes. Each round target must save or deal 1d8 +Str mod. If Saves, staggered for 1 round and -2 to Armor Class
+ Cure Serious Wounds: (link) Standard Action, This spell functions like cure light wounds, except that it cures 3d8 points of damage + 1 point per caster level (maximum +15).
+ Mad Monkeys: You summon a swarm of screeching, mischievous monkeys. The swarm understands and obeys your commands and has the statistics of a monkey swarm. Creatures failing a saving throw against the mad monkeys' distraction attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers, and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt against that CMB + 10. An object stolen by the monkeys takes swarm damage each round the swarm is in possession of the object. PRD link

4th-Level Spells:
+ Serenity: You fill the targets' minds with feelings of tranquility. Those attempting to commit violence become stricken with wracking pain and take 3d6 points of nonlethal damage each round they attempt to harm another creature. If attacked, affected individuals can defend themselves and may participate in combat by using Combat Expertise, fighting defensively, or taking the total defense action without triggering the spell's nonlethal damage. PRD link
+ Cure Critical Wounds: Cure 4d8 points of damage +1 point per caster level (maximum +20). Archives of Nethy link
+ Invisibility, Greater: 1 round/level (PRD link) This spell functions like invisibility, except that it doesn't end if the subject attacks.
+ Break Enchantment: Frees victims from enchantments, transmutations, and curses. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is equal to the DC of the curse.

5th-Level Spells:
+ Cure Light Wounds, Mass: one creature/level, range 25ft +5ft/2 levels (PRD link) You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each selected creature. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.
+ Heroism, Greater: 1 min/level (PRD link) This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20). Next unlock
+ ???

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

Inventory:

Medium-sized creature: 33 lbs or less (light), 34-66lbs (medium), (67-100 lbs (heavy) (pg171-172 Core Rulebook)
Current weight: 27 lbs

---------------------------------------
Starting gold: 250g, 2g, 66s, 97c remaining
Keeping MW Longbow (Line 12)
Keeping 100g Pharasma necklace (Line 14)
Line 19 of TS: 100gp
Purchased coil of rope: -5gp
Line 30 of TS: 190gp
Purchased 40 arrows: -2gp
Line 49 of TS: 108gp
Keeping Scroll of Charm Person (Line 76)
Keeping Scroll of Invisibility (Line 77)
Keeping Ring of Sublime (Line 98)
Line 109 of TS: 4,390gp | Page 43, Post #2118
Purchased Darkwood Longbow: -2,230gp
Purchased 40 Cold Iron Arrows: -4gp
Line 129 of TS: 974gp
Keeping Lapis Lazuli Bracelets (Line 134)
Keeping Jangling Gold Bracelets (Line 143)
Line 144 of TS: 839gp
Keeping Mask of the Forgotten Pharaoh (Line 154)
Purchased 30 Blunt arrows: -3gp
Purchased 20 Cold Iron arrows: -2gp
Purchased 20 Silver Blanch arrows: -10gp
Purchased 10 Ghost Salt arrows: -200gp
Purchased 10 Adamantine arrows: -600gp
Give 5gp to grandmother for new chickens: -5gp
Line 155 of TS: 3,610gp
100g for Ruby Prince painting (Muminofrah)-100g
Gain 2,700gp via level up/loot distribution (link)
Purchased +1 weapon enchant: -2,000
Purchased Belt of Incredible Dexterity: -4,000
Keeping Luminous Lockpicks: 6,000g
Gain 2,270gp via loot distribution (link)
Line 249 of TS: Keeping Cloak of Resistance +3: 9,000g
Line 307 of TS: Keeping Thriaean Swarmbow: 11,275g
Purchased *Adaptive* (for Swarmbow): -1,000gp
Keeping the large, heavy, embossed wooden chest which once held the royal thriae larva: -100g (Line 300)
Line 314 of TS: 54,128g
Upgrade Belt of Incredible Dexterity: -32,000
Purchased 30 Blunt arrows: -3gp
Purchased 20 Cold Iron arrows: -2gp
Purchased 20 Silver Blanch arrows: -10gp
Purchased 10 Ghost Salt arrows: -200gp
Purchased 10 Adamantine arrows: -600gp
Purchased Goggles of Minute Seeing: -2,500gp
Purchased Boots of Speed: -12,000gp
Gain 17,044gp via loot distribution (link)
17,044gp
Purchased 30 Blunt arrows: -3gp
Purchased 40 Cold Iron arrows: -4gp
Lend Stelle -6,000gp
_____________________________
Total remaining: 22,872gp
or 228PP, 72GP

Wonderous Items List
Carpet of Flying 20,000gp

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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

Entertainer's Outfit (3gp) 4 lbs (A modest white cotton cloak that reaches to the ankles with a hood, kept closed by a blue silk scarf tied around the waist. The cloak appears to have 2 side pockets (over a foot deep each) with painted wooden buttons securing the tops closed. Inside the cloak are a few additional deep pockets fashioned with flaps secured by buttons. Underneath the cloak, there is a white long-sleeved shirt and tan cotton pants completed with leather traveling boots.)

Everburning Torch (110gp) 1 lb (pg63 Ultimate Equipment)
--->Otherwise normal torch with continual flame spell cast on it, does not emit heat or deal fire damage
--->Kept in outside pocket of Nidhi's robe when not held

Canteen (water) (2gp) 1 lb (pg56 & 61 Ultimate Equipment)
--->Made of wood and metal with a leather shoulder strap

Flask (water) (3cp) 1 ½ lbs (pg56 Ultimate Equipment)
--->Has Pharasma's insignia
--->Kept in outside pocket of Nidhi's robe

Onyx and silver holy symbol of Pharasma Worth 100g
---> Nidhi wears it as a necklace, tied around her neck with a ribbon

Jangling gold bracelets Worth about 75g
---> Nidhi wears on her wrists

Lapis lazuli bracelets (x2) Worth about 45g/each
---> Nidhi wears on her wrists

Ring of the Sublime Worth 1,000g
---> Nidhi wears on her right hand

Mask of the Forgotten Pharaoh Worth 25,000g About
--->Nidhi wears as her head and headband slot

Belt of Incredible Dexterity (36,000g) +3 Dex
---> Nidhi wears around her waist

Cloak of Resistance (9,000g) +3 Reflex Saves
---> Nidhi wears

Boots of Speed 12,000g

Bedroll (1sp) 5 lbs (pg59 Ultimate Equipment)
--->Left at home

Rope (5gp) 5 lbs
--->Carried over shoulder

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Leather purse (2gp) 1 lb

Wooden Hairbrush and Miniature Mirror
---> in purse

Thieves' Tools, Masterwork (100gp) 2 lbs
This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks. Stats
---> in purse

Luminous Lockpicks Worth 6,000g 2 lbs
This set of fine, masterwork thieves’ tools glimmer when exposed to light. When held in hand, they glow with light visible only to the individual holding them. This light allows the holder to work in all manners of darkness, including magical darkness, unimpeded and without attracting the attention of other creatures. This light does not provide enough illumination to see anything beyond a single lock or similar device on which the tools are used. As they glow, the tools vary their color, indicating favorable or unfavorable positioning within a device. These guiding lights grant a +5 circumstance bonus on Disable Device checks. (Source)

Goggles of Minute Seeing Worth 2,500g

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Sack (1sp) 1/2 lb (pg57 & 70 Ultimate Equipment)
[smaller]--->holds about 4 cubic feet, has a leather cord threaded through the top
---> Nidhi made a few adjustments and fashioned hers to resemble a nylon drawstring backpack
--->Holds all of Nidhi's Trail Rations

Trail Rations (5sp/each, 7 days) 1 lb/each = 7 lbs (pg95 & 97 Ultimate Equipment)