About Park SongPark Song:
Character Name: Park Song Character Race: Tiefling (Pass for Human) Alignment: Lawful Neutral Deity: Pharasma Current Moderator:
Known Languages
Basic Stats:
Strength: 12 Dexterity: 18 (Level 4 +1) Constitution: 14 Intelligence: 10 Wisdom: 12 Charisma: 17 -------------------------------------- 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.
Special Armor Class Notes: None Save vs. Fortitude: +6 (Base: +4, Con: +2)
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
Weapons:
Skills:
Total skill points earned: 7/level (6 + Favored Class(1)) +2 Background Acrobatics: = +8 (Dex 4) 1 Ranks +3 [Class Skill]
Background Skills
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:
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
- Soul Seer
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.”
-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
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
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)
Spell Component Pouch (2 lb.) Total weight carried:
Carrying capacity : Light: -> 43 lbs, Medium: -> 86 lbs Current Gold: 340 PP, 33 GP, 9 SP, 5 CP
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:
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
https://paizo.com/campaigns/v5748p75ivm4q/gameplay&page=38#1886
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