Miengu

Palakar Macridi's page

141 posts. Organized Play character for thistledown.


Full Name

Larunda, near Macridi in the Palakar Forest

Race

CG Female Naiad Bard 8

Classes/Levels

Speed 30, swim 30

Gender

HP 62 | AC 23, T 16, FF 19 | CMD 21 | Fort +8, Ref +14, Will +10 | Init +5 | Per +4

Size

Medium

Age

no

Special Abilities

Bonding with bodies of water

Alignment

CG

Deity

Seramaydiel

Location

near Macridi in the Palakar Forest

Languages

Sylvan, Common, Aquan

Occupation

talker

Strength 9
Dexterity 18
Constitution 14
Intelligence 8
Wisdom 10
Charisma 22

About Palakar Macridi

Story:
So, yeah! I'm Palakar, and I'm from Druma. From guess where!? The Palakar forest! Ok, so technically I'm from Larunda, which is a tiny creek in the forest that feeds into the Profit's Flow river, but none of you mortals have gotten around to finding it yet, and Profit's Flow is just a terrible name for a river. But a great pun at least. Anyways, I know it's a bit unusual for a naiad to be named after a forest, but Kortos doesn't really have any waterways, so I'm stuck with Palakar for now. And Macridi is the big town near there.

Anyways. So the fey in Druma have this nice deal where the humans only cut down a couple trees a day and act nice, and we don't make them all get lost in the woods or drown them. So anyways, I guess being around all those Kalistos rubbed off on me a bit, and I decided to look into this money stuff. And it turns out, people will give you money just for talking! And I talk a lot! At least, that's what others say. Some say I babble like a brook, and I'm like "duh!", but then they act like it's a bad thing. I don't know. Anyways. So the boss loggers like to have me talk to the other loggers about what they should be doing and getting them motivated. And the guards in their fancy black jackets like to hear me talk about all the awesome stuff that other guards used to do - they even gave me this nifty book about stuff that other guards used to do just so I could read it to them.

So one day I'm talking with the loggers, and this elf comes through. and she's just got all this gold stuff, and has this fancy silver necklace that's really nice but kinda clashes with the rest, you know? So she says she's the Cleo-something Sage shows me this fancy orange gem and says that she's looking to talk to the Kalisto's about if they can get more of the gems for her. And then she tells me about the Mierani forst, and all these other places she's been that sound amazing! And then she says there's a whole bunch of sage people that get together and hang out. Which sounds fun! But then she say's they meet down in Osirion and Thuvia. And she start's talking about them... and they're the most awful places in the world! Like, how can anyone live there?! No forests, no rain, and only a couple rivers in a giant thing of sand? It sounds terrifying...

So I think she could tell I was a little freaked out, and starts telling me about this other group that she's also in, called the Pathfinders. And that they go to all sorts of places, and you don't have to go to the sand places if you don't want to. But that you can go to other places, like the River Kingdoms! That place sounds awesome! Imagine a whole kingdom ruled by river fey! Ok, I found out it's not actually that, but it's close enough. And the Mwangi and Sodden Lands, and along the Sellen Rivers, and so many other places. So I just had to come try it out. So I went along with her in Druma and then she brought me here. She made me get clothes though, which I didn't really understand for a while, especially since she wasn't wearing much either. She got me to sign up with the Pathfinder school here, and here I am!

Pictures of Palakar

Palakar
Female naiad bard (fey prankster, sound striker) 8 (Pathfinder Player Companion: Legacy of the First World 20, Pathfinder RPG Bestiary 6 200, Pathfinder RPG Ultimate Magic 27)
CG Medium fey (water)
Init +5; Senses low-light vision; Perception +4
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Defense
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AC 23, touch 16, flat-footed 19 (+5 armor, +1 deflection, +4 Dex, +1 insight, +2 shield)
hp 62 (8d8+19)
Fort +8, Ref +14, Will +10
Defensive Abilities water bond
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Offense
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Speed 30 ft., swim 30 ft.
Melee handaxe +1/-4 (1d6-1/×3) or
. . rapier +5/+0 (1d6-1/18-20)
Ranged blowgun +10/+5 (1d2) or
. . sling +10 (1d4-1)
Special Attacks bardic performance 24 rounds/day (move action; distraction, emabarssing satire, fascinate [DC 20], incite unreliability [DC 20], song of clumsiness [DC 20], weird words, wordstrike)
Bard (Fey Prankster, Sound Striker) Spells Known (CL 8th; concentration +14)
. . 3rd (3/day)—displacement, good hope, trade items[UI] (DC 19)
. . 2nd (6/day)—charitable impulse (DC 18), glitterdust (DC 18), mental block[OA] (DC 18), mirror image
. . 1st (6/day)—ear-piercing scream[UM] (DC 17), glue seal[ACG], grease, memory lapse[APG] (DC 17), songbird
. . 0 (at will)—detect magic, ghost sound (DC 16), mage hand, message, prestidigitation, read magic
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Statistics
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Str 9, Dex 18, Con 14, Int 8, Wis 10, Cha 22
Base Atk +6; CMB +5 (+7 dirty trick); CMD 21 (23 vs. dirty trick)
Feats Harmonic Sage[UC], Harmonic Spell[ISWG], Improved Dirty Trick[APG], Point-Blank Shot, Precise Shot
Traits gifted adept, lamasaran performer (thuvia), muscle of the society
Skills Acrobatics +8, Appraise +3, Bluff +17, Diplomacy +22, Disguise +17, Escape Artist +8, Intimidate +13, Knowledge (engineering) +10, Knowledge (geography) +3, Knowledge (local) +3, Knowledge (nature) +5, Knowledge (nobility) +3, Knowledge (religion) +3, Linguistics +3, Perception +4, Perform (comedy) +13, Perform (dance) +13 (+15 if tattoo is visible.), Perform (oratory) +22, Perform (sing) +19, Perform (wind instruments) +14, Profession (woodcutter) +4, Sense Motive +22, Sleight of Hand +13, Spellcraft +3, Stealth +12, Survival +0 (+2 to avoid becoming lost), Swim +11, Use Magic Device +13; Racial Modifiers +2 Knowledge (nature)
Languages Aquan, Common, Sylvan
SQ dirty trickster, inspiration, master of mischief, masterpieces (rondeau of heavenly order), versatile performances (masterpiece, oratory)
Combat Gear hypnotic tattoo, lesser extend metamagic rod, scroll of compel tongue, silent image, vocal alteration, scroll of comprehend languages, scroll of entangle, feather step, scroll of instant portrait, solid note, ventriloquism, wand of cure light wounds, alchemical grease[APG] (3), alchemical grease[APG], alchemist's fire (2), black powder reagent (10), reagent, darkwood (5), reagent, magnesium (2), reagent, quicksilver (27), reagent, silver (20), singer's solution[UI]; Other Gear mithral shirt +1, +1 darkwood light wooden shield, blowgun, blowgun darts (10), handaxe, rapier, sling, sling bullets (10), belt of incredible dexterity +2, circlet of persuasion, cloak of resistance +3, cracked dusty rose prism ioun stone, handy haversack, headband of alluring charisma +2, ring of protection +1, three reasons to live, wayfinder[ISWG], 'spell component pouch' with 1 gp (worth 6 gp, 2 lb), bribe (chron 10) (worth 1 gp), courtier's outfit, earplugs[APG], hip flask[UE], jewelry[UE], masterwork backpack[APG], mead (per gallon)[UE], parasol[UE], pathfinder chronicle[ISWG], saw[APG], signal horn[APG], signal whistle, spell component pouch, sunrod, tome of epics[ACG], torch (3), wooden holy symbol of Seramaydiel, woven kelp marine rope, retrain lingering performance to precise shot (chron 17) (worth 300 gp), 2,278 gp, 5 sp

Special Abilities:

Bardic Performance (move action, 24 rounds/day) Your performances can create magical effects.
Dirty Trickster (Ex) Count as having Combat Expertise for meeting prereqs of feats that have Improved Dirt Trick as a prereq.
Harmonic Sage Gain extra abilities when performing within an artificial structure
Harmonic Spell Casting spells extends duration of bardic performance
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Inspiration (Su) Token grants another creature +1 insight on Will saves, Craft and Perform checks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master of Mischief (1/day) (Ex) Take 10 on Bluff, Disguise, Slight of Hand, or Stealth even if distracted. Take 20 under same conditions a limited number of times a day.
Masterpiece (Ex) Gain one masterpiece, as if sacrificing a feat.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swim (30 feet) You have a Swim speed.
Versatile Performance (Oratory) +21 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Water Bond (Su) While within 300 yds of bonded body of water gain +1 insight to AC and +1 racial bonus to saves.

Performances:

All DC's go from 20 to 23 when using horn.
Distraction Creatures can use my perform check instead of saves for illusion (figment or pattern)
Fascinate 3 targets (5 with horn) must make Will (20) or be Fascinated.
Incite Unreliability One target in 30'. Will (20) or Confused until I stop performance.
Song of Clumsiness All enemies in 30'. If they move into difficult terrain, Ref (20) or fall prone. If they draw a weapon or item, Ref (20) or drop item (each item)
Wordstrike Target takes 1d4+8 damage. (1d4+14 with horn). Living targets take half.
Weird Words Ranged Touch attack. Word does 4d6 Sonic. If using horn, get 3 words, otherwise 2.
Rondeau of Heavenly Order (8) targets make Will (19) or each turn must pick a direction and movement can only be in a straight line in that direction. (14) targets if using horn.
Embarrassing Satire One target in 30' gets boils on face and becomes sickened while in performance area. No save.

Spells:

3rd (3/day)
Good Hope = (8) targets get +2 on attack, damage, saves and checks for 8 minutes. (9min with Quicksilver)
Trade Items = Two items swap places. Attended objects are Will (19) to resist, with modifiers.
Displacement = Target has 50% miss chance for 8 rounds

2nd (6/day)
Charitable Impulse = Will (18) or put on script for giving things away (see below) for 8 rounds (9 with QS)
Glitterdust = Not invisible. Will (18) or blind.
Mirror Image = 1d4+2 images with me for 8 minutes
Mental Block = Will (18) or can't use Spells, Activated Feats, or Extraordinary, Supernatural or Spell-like abilities for 8 rounds. (9 with QS) At end of each turn, gets a new save.

1st (6/day)
Ear-Piercing Scream = Target takes 4d6 Sonic (+1 if Black Powder) and Dazed 1 round. Fort (17) for half damage and no daze.
Glue Seal = Person entangled or ground is difficult terrain that entangles (CMB or Escape Artist (17) to not entangle). Or object sticky
Grease = Ref (17). Items dropped or ground slippery (but not difficult) (Focus Alch Grease for +1 DC)
Memory Lapse = Will (17) or forget everything back to beginning of target's last turn.

Charitable Impulse:

This spell lasts 8 rounds. There are no additional saves, but if attacked, the spell ends. Otherwise, use all actions in this order.
Begin by using any healing you have on any injured creatures in 30', starting with the closest. Continue until you are out of healing or nobody needs healing.
Then give wielded weapons to nearest creature (drop it if nobody wants it).
Then cast any buffs you have on creatures in 30', starting closest. Include consumables.
Then give away in non-worn items.
Then give away worn items.
If the target is naked with no further healing or buffs available, the spell ends early.

Pictures of Palakar