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Park Song's page

592 posts. Alias of AGM Lemming.


Race

Diplomacy: +15, Intimidate: +10 |

Classes/Levels

AC: 20, Touch: 14, FF: 15 | CMD: 19 | Fort: +6, Ref: +8, Will: +5 | Init: +6 | Bard Song/day: 10/13 | Spells: 4/4 : 1/2 | Active: Tears to Wine

Gender

Male Tiefling Fighter(Weapon Master)/Bard(Duettist) | HP: 36/36 | Perception: +10 (Darkvision 60'), Sense motive: +10 |

About Park Song

Park Song:

Character Name: Park Song
Character Race: Tiefling (Pass for Human)
Alignment: Lawful Neutral
Deity: Pharasma

Current Moderator:
Adventure:
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Gender: Male
Age: 20
Height: 5' 10"
Weight: 165
Eyes: Blue
Hair: Blond
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Character Level: 4

Known Languages
Common, Draconic, Elven, Dwarven

Basic Stats:

Strength: 12
Dexterity: 18 (Level 4 +1)
Constitution: 14
Intelligence: 10
Wisdom: 12
Charisma: 17
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Hit Points: 36

Defense & Saves:

Armor Class: 20 (Base: 10, Dex +4, Armor +5, Shield +1)
Flatfooted Armor Class : 15
Touch Armor Class: 14

+1 Mithril Shirt +5 AC, ACP 0, 10 lbs.
Buckler: +1 AC, ACP -1, 5 lbs

Special Armor Class Notes: None

Save vs. Fortitude: +6 (Base: +4, Con: +2)
Save vs. Reflex: +8 (Base: +4, Dex: +4)
Save vs. Will: +5 (Base: +4, Wis: +1)

Special Save Notes: None

Offensive:

Initiative Modifier: +6 (Dex: +4, Trait: +2)
Base Attack Bonus: +4
Melee Attack Bonus: +1/+4 Finesse
Ranged Attack Bonus: +4

Special Combat Notes: Weapon Focus, Light Blades +1 to hit
Use Dex to hit with Light Weapons (Finesse)
Slashing Grace: Dex to damage with Light Blades
Weapon Training (Ex): +1 to hit & damage with chosen weapon group
+1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood).

Weapons:
+1 humanoid (shapeshifter) bane dagger https://paizo.com/campaigns/v5748p75ivm4q/gameplay&page=38#1861
Mithril +1 Dagger: : d4 | 19-20 x2 | Slashing (Light Blade)
Machete: d6 | 19-20 x2 | Slashing (Light Blade)
Chakram: d8 | x2 | 30' | Slashing (Light Blade)
2 Daggers: d4 | 19-20 x2 | Piercing/Slashing (Light Blade)
Masterwork Composite Longbow(12 STR): d8 | x3 | 110' | Piercing
10 Durable Arrows
10 Arrows

Skills:

Total skill points earned: 7/level (6 + Favored Class(1)) +2 Background

Acrobatics: = +8 (Dex 4) 1 Ranks +3 [Class Skill]
Climb: = +5 (Str 1) 1 Ranks +3 [Class Skill]
Diplomacy: = +15 (Cha 3) 4 Ranks +3 [Class Skill] Race +2, Familiar +3
Escape Artist: = +9 (Dex 4) 2 Ranks +3 [Class Skill]
Intimidate: = +10 (Cha 3) 4 Ranks +3 [Class Skill]
Knowledge (arcana): = +4 (Int 0) 1 Ranks +3 [Class Skill]
Knowledge (dungeoneering): = +4 (Int 0) 1 Ranks +3 [Class Skill]
Knowledge (local): = +4 (Int 0) 1 Ranks +3 [Class Skill]
Knowledge (nature): = +4 (Int 0) 1 Ranks +3 [Class Skill]
Knowledge (planes): = +4 (Int 0) 1 Ranks +3 [Class Skill]
Knowledge (religion): = +5 (Int 0) 2 Ranks +3 [Class Skill]
Perception: = +10 (Wis 1) 4 Ranks +3 [Class Skill] Alertness +2
Ride: = +4 (Dex 4)
Sense Motive: = +10 (Wis 1) 4 Ranks +3 [Class Skill] Alertness +2
Spellcraft: = +4 (Int 0) 1 Ranks +3 [Class Skill]
Stealth: = +8 (Dex 4) 1 Ranks +3 [Class Skill]
Use Magic Device: = +9 (Cha 3) 3 Ranks +3 [Class Skill]

Background Skills
Handle Animal: = +10 (Cha 3) 4 Ranks +3 [Class Skill]
Knowledge (engineering): = +4 (Int 0) 1 Ranks +3 [Class Skill]
Knowledge (history): = +4 (Int 0) 1 Ranks +3 [Class Skill]
Perform(Oratory): = +7 (Cha 3) 1 Ranks +3 [Class Skill]
Perform(Percussion): = +10 (Cha 3) 4 Ranks +3 [Class Skill]
Perform(Wind Instrument): = +7 (Cha 3) 1 Ranks +3 [Class Skill]

Feats & Traits:

1st Level: Lingering Performance
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Fighter 1st level Bonus: Weapon Focus: Blades, Light

Familiar: Alertness: +2 to Perception and Sense motive if Familiar is within arm's reach.

2nd Level Fighter: Bonus Combat Feat: Ghostslayer

3rd Level: Slashing Grace - Dex-to-Damage

4th Level Fighter Bonus Combat Feat: Weapon Versatility

Traits:
Campaign: Chance Savior: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise.
Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.

Magic: Two-World Magic: Acid Splash

Racial Abilities & Features:

Race: Tiefling: Div-Spawn (Spitespawn)
+2 Dexterity, +2 Charisma, –2 Intelligence
Native Outsider: Tieflings are outsiders with the native subtype. - Altered by Pass for Human
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Spitespawn gain a +2 racial bonus on Diplomacy, Linguistics checks.
Spell-Like Ability: Can use deathwatch at will as spell-like ability.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

- Pass for Human
Source Inner Sea Races pg. 217
Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits listed in the Advanced Race Guide). This ability alters the tiefling’s type, subtype, and languages.

- Soul Seer
Source Advanced Race Guide pg. 169
Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

Class: Fighter(Weapon Master):

- Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

- Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

-Weapon Master: Weapon Guard (Ex): At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.

- Weapon Training (Ex): +1 to hit & damage with chosen weapon group

Class: Bard(Duettist):

X Bardic Knowledge - Replaced by Familiar
- Bardic Performance Uses per day: 13 (4 + CHA(3) + 2/level above 1)
- : Countersong(SU)
- : Distraction(SU)
- : Fascinate(SU)
- : Inspire Courage(SU) +1: morale bonus on saving throws against charm and fear effects and 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 can use audible or visual components.
- : Inspire Competence +2
- Will Save DC (10 + 1/2 Bard Level + CHA(3))

- Diminished Competency: A duettist does not gain the well-versed or jack-of-all-trades class features.

- Familiar (Ex): At 1st level, a duettist gains a familiar, treating his bard level as his effective wizard level for the purpose of this ability. This ability replaces bardic knowledge.

Versatile Performance: Percussion (Handle Animal, Intimidate)

Duettist: Versatile Familiar (Ex): At 2nd level, a duettist’s familiar learns to use performance to supplement its skills. A duettist’s familiar benefits from its master’s versatile performance class feature. This ability alters versatile performance.

- Performing Familiar (Su): At 4th level, a duettist’s familiar learns how to create supernatural effects with its performances, just like its master. The familiar can use any of its master’s bardic performances, but only the familiar or the duettist can have a performance active at any given time, not both. If one is performing and the other starts a performance, the previous performance immediately ends. Each round that the familiar performs consumes 2 rounds of the duettist’s bardic performance. This ability replaces lore master.

Masterpiece Performances:

- Triple Time
Prerequisite: Perform (percussion) 3 ranks, Perform (string) 3 ranks, or Perform (wind) 3 ranks.
Cost: Feat or 1st-level bard spell known.
Effect: This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect one ally in hearing range per bard level. This masterpiece increases the affected target’s base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).
Use: 1 bardic performance round.
Action: 1 minute.

- Battle Song of the People's Revolt
Prerequisite: Perform (percussion) or Perform (wind) 4 ranks.
Cost: Feat or 2nd-level bard spell known.
Effect: When you learn this masterpiece, choose a teamwork feat for which you meet the prerequisites. Once the feat is chosen, it can’t be changed. This performance grants the chosen feat to all allies within 30 feet who can see and hear you. Your allies don’t need to meet the prerequisites of this feat. Abilities that extend the duration of a bardic performance, such as Lingering Performance, affect this masterpiece.
Use: 1 bardic performance round per round.
Action: 1 standard action.
Feat: Passing Grace - Redirect any healing above max

Familiar:

Thrush (+3 to Diplomacy): Birdie
- Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
- Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
- : +2 to Natural Armor, Int: 7, Special: Alertness, improved evasion, share spells, empathic link, Deliver touch spells

Diminutive animal
Init +2; Senses low-light vision;
AC 18, touch 18, flat-footed 16 (+2 Dex, +4 size, +2 Natural Armor)
hp 18 (Half of mine)
Fort +2 (4 -2), Ref +6 (4 +2), Will +6 (4 +2)
Speed 10 ft., fly 40 ft. (average)
Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills:
- Climb 0 (1 Rank, Class Skill+3, Str-4)
- Fly +12
- Perception +12 (4 Ranks, Class Skill+3, Wis+2, Skill Focus+3)
- Stealth +18 (1 Ranks, Class Skill+3, Dex+2, Size+12)
Thrushes are small, plump birds that eat fruit and insects. All thrushes are known for their beautiful songs, but thrush familiars are also capable of actual speech.

Equipment & Coin:

Backpack (2 lb.)
- Bag of Holding, Minor: Weight 3 lbs. Holds up to 50 lbs/6 cubic feet
- - Bedroll (5 lb.)
- - Waterskin (4 lb.)
- - Rations (4) (4 lb.)
- - Tambourine (Instrument) (3 lb.)
- - Masterwork Silver flute
- - Sack with my money....

Adventurer's Sash (3 lbs)
- 1 Alchemist's Fire(flask) (1 lb.)
- 1 Acid Flask (1 lb.)
- 2 Sunrods
- 2 flasks of Holy Water
- 1 Haunt Siphon - Used
- 1 potion cure moderate wounds
- 1 potion of lesser restoration
- wand of Cure Light Wounds: 12 charges
- Wand of Hold Person (11 charges)
- Wand of Cure Light Wounds: 50 charges
- Holy Weapon Balm(3)
- Weapon blanch(ghost salt)(2)

Spell Component Pouch (2 lb.)

Total weight carried:
Armor & Shield: 15 lbs
Weapons: 8 lbs
Equipment: 22.5 lbs

Carrying capacity : Light: -> 43 lbs, Medium: -> 86 lbs

Current Gold: 340 PP, 33 GP, 9 SP, 5 CP
-3 GP for the ferry
+200 PP from Judge Daramid
-2100 for Mithril Shirt
+75 for sale of MW Studded Leather
-400 for ghost touch weapon blanche

Movement: Base Speed: 30 ft. Medium Load 20 ft.

Magic:

Spell Known: from Trait: Acid Splash
Spells Known: 6 / 3 / 1
- Triple Time: Masterpiece - Percussion 3 ranks / cost: Level 1 spell
- Battle Song of the People's Revolt: Masterpiece - Percussion 4 ranks / cost: Level 2 spell
Cantrips (5): Dancing Lights, Detect Magic, Grasp, Mending, Prestidigitation, Read Magic
Level 1 (3): Cure Light Wounds, Grease, Saving Finale
Level 2 (1): Gallant Inspiration: Immediate +2d4 to an ally's attack roll or skill check retroactively. (no reroll)

Spells per day:
Level 1: 4 (3 + CHA(1))
Level 2: 2 (1 + CHA(1))

Save DC: 10 + Spell Level + CHA(3)

Character History:

My mother, Cassandra (not her real name) is dead and good riddance! She was a moderately powerful sorceress that made the mistake of making a deal with a Pairaka in a foolish attempt to shortcut her path to power. What it did was create me. Even then she attempted to bargain my life with the fiend for the same reason. I got lucky and the creature got bored with her and she died while releasing my life to fate.

Occasionally I wonder what Deity chose to intervene at my birth. The fiend that impregnated my mother getting bored? Or that same mother not making arrangements for a mid-wife in case of difficulties? The oddity of my somehow getting out of her carcass as she died? Or the angelic Sister Theresa of Gravecharge somehow hearing my weak cry before I starved to death. I know many pray to Desna for luck, but perhaps Pharasma saw something in my birth and indirectly intervened? Keep in mind as well that my father was a fiend, a Pairaka. I should have had obvious markings or deformities. Such might have changed the mind of Sister Theresa when she saw me. She might have seen what I was and destroyed me before I got the chance to grow up. But I look almost perfectly human, and Sister Theresa had pity on a mewling babe, taking me back to Gravecharge where I had a chance to grow up and live. She also called on Brothers and assistants at the temple to dispose of the body and gather the pitiful few items of value in my mother's hovel.

I'd like to say that growing up around Gravecharge was great, and I was a model child.... But lying like that was one of the few rules that I won't do. Bending the truth a little can sometimes be accepted, but that would be a grand lie! Sister Theresa turned me over to some of the youngest sisters and eventually to a couple that worked tending the grounds. I think some felt that as I reached teenage years I might want to study at the temple, possibly accepting the charge as a priest of Pharasma. When I proved practically non-trainable for that I was assigned to work with temple guards. Learning sword and shield and how to properly wear armor did strike my interest, but I wasn't interested in that life either.

Perhaps it was time for luck to intervene again? A group of academics from the University of Lepidstadt was visiting the cathedral. I had little interest in them or the University as I had determined that "higher education" just wasn't for me. I felt that I was smart enough and just needed to find something new that could hold my interest. The group of academics just happened to be passing by the "guard post" where I had been assigned and I noticed that one of the figures decorating the wall high above was shaking. Age and constant attention from local birds must have weakened the carved figure as a fist-sized chunk broke off and fell. I saw that it was falling into the group and charged into them yelling a warning. My actions saved one of the men as I pushed him out of the way and took the impact on myself. The stone piece smashed into the back of my leg, breaking my ankle. I mistakenly tried to stand and passed out from the pain. I was embarrassed later when one of the other trainees teased me saying that I screamed like a girl....

Getting injured while performing your duties in the Gravecharge cathedral is very different from most other places. My broken ankle was set and healed while I was unconscious, so I was able to stand to return to my duties the next day. However the man that I saved, a Professor Lorrimor from the University of Lepidstadt had other plans. Apparently he spoke with the priests and recognized that I wasn't suited for life in the cathedral. He offered me a chance to try some time at the University. He was energized talking about it and I felt that maybe I could use some time there. Maybe I could learn something new and hopefully interesting?

I wish I could have been a model student, or at least an acceptable one. My formal education up to this point had been.... lacking. I know that people at Gravecharge Chapel had tried to teach me, but they mainly knew about things relating to religion. I could tell you lots about the Deities that were respected by Pharasmins, as well as those that were mortal enemies. But, basic stuff like mathematics, medicine, and science which the university specialized in were well beyond me. They assigned me to the remedial courses and let me try and figure things out. I didn't do well.

With my background and basic training with the chapel guard I was able to join the Gatehouse Dueling fraternity. That actually was fun. I had trained with the guard weapons so I did have some difficulties against other freshers with their rapiers. My machete was fine against them, but for non-lethal dueling fun it was unacceptable. I got my Lepidstadt scar on my left cheek and was finally accepted into the fraternity. Accepted doesn't always mean that I fit in though. While I had learned to hide my non-human abilities there were still a few that seemed to notice that I could see better than normal in the dark. I also had an incident where I tripped and fell, rolling through a fire pit. My cloths were scorched but of course I was uninjured. Little things like that had a number of the others suspicious of me.

One of the brothers that accepted me though was Liam Cargestad from Castle Everstand in Lastwall. I don't know how he had come to attend the University, but he was a model student. Intelligent and interested in all of the courses, but the reason I mention him was because he was also a musician. Up to this point the only "music" that I knew was the prayer chants to Pharasma, and to call that music was a stretch by most standards! But Liam knew real music, music that real people could sing and enjoy. I hadn't known that the university had courses in music, but Liam explained that music was based in mathematics. He tried to explain it to me, showing me musical notation and how it could be interpreted with numbers and calculations. I didn't understand that, but the music itself was my magic!

And that brings me to my next revelation. Music really was my magic. I was able to sign up for courses and learn music, and doing so I learned that apparently something in my mother's blood had given me a knack for creating magical effects using music to channel the magical power. The University also taught theology, alchemy, and some basics of magic, which I never figure out. But the mathematics of music and the science behind magic was where I finally found something I was interested in. Besides, learning to play instruments and sing meant that I'd finally have a way to earn enough coin to support myself. I could be an entertainer!

I was just starting my third year in the University when word arrived of Professor Lorrimor's death. I hadn't been aware of the funding that he had been providing to the University for me.... But, the word mentioned something about an inheritance? Maybe a bit of coin that I could use to find somewhere new to live?

Treasures:

Petros Lorrimor's will & task after clearing the prison:
https://paizo.com/campaigns/v5748p75ivm4q/gameplay&page=2#62
Deliver chest of tomes to Embreth Daramid at the University of Lepidstadt
Reward: 100 Platinum coins each

Deliver the books to: https://paizo.com/campaigns/v5748p75ivm4q/gameplay&page=2#77

https://paizo.com/campaigns/v5748p75ivm4q/gameplay&page=26#1257
The letter from Judge Embreth Daramid

https://paizo.com/campaigns/v5748p75ivm4q/gameplay&page=38#1886
First details on the Beast & offer to investigate

Want: ????