Pip the fated's page

242 posts. Organized Play character for Iff.

Full Name



Female Half-Orc Bard (Acheologist) 11


5' 8"




Chaotic Good




Common, Orc, Varisian, Azlanti, Undercommon, Aklo, Infernal

Strength 20
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 8
Charisma 14

About Pip the fated

From a distance Pip might be mistaken for a normal Varisian woman, with her dark skintone and bright clothes. Coming a bit closer would reveal that something’s off. She’s got a powerful build and short-cropped hair that’s not common in Varisia. Only up-close would one see the unmistakable marks of Pip’s heritage: her broad flat nose and flat ears indicate orcish ancestry. The other thing to stand out would be the gang tattoos, mostly covered up but coming all the way up to the left side of her neck and down to both her hands. These rough tattoos clash violently with the tattoo on her chest, which she wears proudly visible above her partially unbuttoned orange shirt: A perfectly symmetrical water lily in clean stylized lines, the sigil of Chadali.

Pip - (Character art)
Female Half-Orc Bard (Archaeologist) 12
CG Medium Humanoid (Half-Orc)
Initiative +2; Senses -; Perception +25 (+27 to find hidden objects)

AC 24, touch 14, flat-footed 24 (+9 armor, +2 Dex, +2 Deflection, +1 natural armor) (+4 vs traps)
hp 94 (12d8+24+7 fcb)
Fort +12, Ref +18, Will +13; +4 vs traps
Defensive Abilities Uncanny Dodge, Evasion, Trap Sense +4

Speed 30 ft
Melee +3 falchion +18/+13 (2d4+12, 15-20/x2), or
Melee +3 falchion, PA +15/+10 (2d4+21, 15-20/x2), or
Melee Adamantine longsword +15/+10 (1d8+9, 19-20/x2), or
Melee Adamantine longsword, PA +12/+7 (1d8+18, 19-20/x2), or
Ranged +1 adaptive composite [+3] shortbow +12/+7 (1d6+7, x3, 70 ft.)
Special Attacks Power Attack, two-handed (-3/+9)

Strength 22 (+6), Dexterity 14 (+2), Constitution 15 (+2), Intelligence 14 (+2), Wisdom 8 (-1), Charisma 18 (+4)
Base Atk +9/+4; CMB +15; CMD 27
Feats 1: Lingering Performance, 3: Combat Reflexes (retrained from Power Attack) , 5: Step up, 7: Following step, 8B: Step up and strike, 9: Encouraging spell (metamagic), 11: Improved critical (Falchion), 12B Power Attack

Skills (spoilered for length):

9 skill points per level. Total: 108. Armor check penalty -2
Acrobatics +4 (1 rank, 2 Dex, -2 ACP)
Appraise +8 (1 rank, 2 Int, 2 racial trait)
Bluff +7 (1 rank, 3 Cha)
Climb +8 (+16 on vertical surfaces (1 rank, 6 Str, -2 ACP, sometimes +8 from wall climber talent)
Diplomacy +19 (12 ranks, 4 Cha)
Disable Device +24 (12 ranks, 2 Dex, 6 clever explorer, 2 tools, -2 ACP, 1 trait)
Escape artist +6 (1 rank, 2 Dex)
Intimidate +8 (1 rank, 4 Cha)
Knowledge Arcana +23 (12 ranks, 2 Int, 6 bardic knowledge)
Knowledge Planes +23 (12 ranks, 2 Int, 6 bardic knowledge)
Knowledge (all others) +12 1 rank, 2 Int, 6 bardic knowledge)
Linguistics +8 (5 ranks, 2 Int)
Perception +25 (+27 to find hidden objects) (12 ranks, -1 Wis, 6 clever explorer, 5 magic item, sometimes 2 racial trait))
Profession (Scribe) +8 (4 rank, -1 Wis, 2 masterwork tool)
Spellcraft +17 (11 ranks, 2 Int)
Stealth +4 (1 rank, 2 Dex, -2 ACP)
Use magic device +19 (12 ranks, 4 Cha)

Traits Vagabond's Child (+1 to Disable Device, class-skill), Fate's Favored (any luck bonus is increased by +1)
Languages Common, Orc, Varisian, Azlanti, Undercommon, Aklo, Infernal
SQ Racial: Skilled, Scavenger, Weapon familiarity, Sacred Tattoo, Orc Blood.
SQ Class: Bardic knowledge (+6 on all Knowledge skills, can make checks untrained), Archaeologist's Luck (9/day as Swift action. 3 to attack rolls, damage, skill checks and saves. Increased to +4 with Fate's Favored. Bonus to saves does not stack with bonus from Orc Tattoo, so only net +2.), Clever explorer (+6 Disable device and Perception, Disable simple lock as a standard action, complex lock in half time. Can Take 10 on Disable device even if distracted or endangered, can disarm magical traps), Uncanny Dodge (Never flat-footed, keep Dex to AC against invisible attackers), Trap Sense (+3 to Reflex saves and AC vs traps), Rogue Talent - Ninja Trick - Wall Climber (20 ft Climb speed on vertical surfaces), Lore Master (2/day), Evasion, Rogue Talent – Combat Trick – Step up and strike. Jack-of-all-trades (can use any skill, even if not trained), Advanced rogue talent - Vigilante talent - Shield of blades

Orisons (unlimited, DC 14)
Detect magic
Read magic
Ghost sound

1st level (6/day, DC 15)
Silent image
Expeditious retreat
Remove fear
Heightened awareness
Liberating command

2nd level (5/day, DC 16)
Gallant Inspiration
Bladed dash
Mirror image
Heroism (fcb)

3rd level (4/day, DC 17)
Good hope
Dispel magic (fcb)

4th level (4/day, DC 18)
Greater Invisibility
Dimension Door
Freedom of Movement
Grand Destiny

Weapons Falchion +3, Adamantine longsword, alchemical silver morningstar, adaptive greenwood composite [+3] shortbow +1, Quiver (40 cold iron arrows, 20 alchemical silver), dagger
Worn celestial armor, explorer's outfit, Snapleaf
Slotted Items belt of giant strength +4, headband of alluring charisma +4, cloak of resistance +4, ring of protection +2, amulet of natural armor +1, first aid gloves (10), buffering cap, eyes of the eagle
Wands, Rods, Etc Rod of lesser metamagic (extend), wand of cure light wounds (10 charges) (in spring-loaded wrist sheath), wand of cure light wounds (50 charges), wand of shield (23 charges) (UMD DC 20) (in spring-loaded wrist sheath), wand of lesser restoration (6 charges) (UMD DC 20)
Bandolier Potion of Cure Moderate Wounds, potion of fly, Alchemist's Fire, oil of bless weapon, Haunt Syphon, oil of daylight, potion of touch of the sea, potion of air bubble
pathfinder’s pouch - Empty
MW backpack Bard's kit (minus Musical instrument), MW thieves' tools, MW scribe's kit, Wayfinder with slotted pink rhomboid ioun stone, acid flask (x2), antitoxin, universal Solvent, oil of bless weapon (x3).
Scrolls: charm person, comprehend languages, disguise self, alter self (UMD DC 22), glitterdust (x3), locate object, obscuring mist (UMD DC 21), protection from evil (UMD DC 21), instant weapon, invisibility, see invisibility (x3), endure elements (x3), resist energy, gaseous form, remove curse, neutralize poison, water breathing (UMD DC 23), elixir of swimming (x2), potion of monkey fish (x2, both in potion sponge)
Belt Pouch 1822 gp, 28 sp, 46 cp
Other Cyberart (blue abstract lines on handpalm), Cold weather outfit, Hot weather outfit, Courtier's outfit
Purchases to be noted on chronicle -
Scenario items -


Favored class bonus 7x hp, 3x extra round of bardic performance, 2x extra spell
Stat increases 4 Strength, 8 Intelligence, 12 Con
Fame 64, Prestige 48

Grand Lodge Season 6 Faction Card boons
Explorer, Chronicler 2x/adventure before attempting an Acrobatics, Climb, Survival, Swim, Linguistics or Knowledge check, use this ability to add a +4 bonus, halve armor check penalty and treat the check as trained.

Season 6 card goals
(8/8) Adventure in nation other than Absalom: Razmiran, Isger, Land of the Linnorm Kings, Irrisen, Realm of the Mammoth Lords, River Kingdoms, Jinin, The Shackles
(3/3) Finalize report
(1/1) Complete three consecutive scenarios with both success conditions
(1/1) Complete six consecutive scenarios with both success conditions
(0/1) Recover piece of the sky key
(1/1) Defeat Aspis
(0/1) Convince another PC to join the Grand Lodge faction.
(5/5) Serve as GM

Season 8 card goals
(5/8) Adventure in nation other than Absalom: Numeria, Mendev, Qadira, Lastwall, Sodden Lands
(2/2) Finalize report
(1/1) Complete three consecutive adventures with both success conditions
(1/2) Adventure with at least 2 encounters that are not on the Material Plane
(1/1) Adventure wherein you assist a Pathfinder agent


The young woman who calls herself Pip had a rough start in life and things have only recently cleared up. She knows very little of where she came from. Her father must have been a half-orc, passing through Magnimar and leaving her mother before she was even born. She has a very dim recollection of her mother, a young Varisian woman with gems in her hair. However, her mother died when she was just four, leaving the young girl in the 'care' of Malorac, one of the Night Scales' lower crime lords. He was a cruel master, forcing her to work in his gang and refusing to call her anything but “maggot”. The young child was very impressionable and didn’t know better. She was miserable, forced into all kinds of criminal activities and sincerely believing that that was all she was good for. Before long, the memory of her mother had faded, along with any recollection of the name she had once been called by. The young girl tried desperately to accept her fate, doing her best to blend in, taking the tattoos that she was supposed to. Still, sometimes she looked up to the sky, hoping against better judgement that someone would come and take her away from this life.

Although she didn’t know it at that time, someone had noticed her and the first steps towards her new life were set, at a seedy tattoo parlor in Rag’s End. Her day had been exceptionally rough, she felt drained and empty, and ordered the tattooist to draw “whatever, anything…” When she looked at her chest some hours later, she found a stylized water lily, beautiful and perfectly symmetrical. The piece clashed violently with the tribals on her arms and neck. She was unsure what to think and confronted the tattooist about the reasons for this piece, but the man had been unable to give a reasonable answer, claiming he couldn’t even remember drawing it.
Pip didn’t have much time to think about this further, although she sometimes stared at her chest, wondering what it meant, whether it meant anything at all. The answer came to her three months later when a strange man, dressed in clothes that were way too rich for the slums, booked a room in the local flophouse. Sensing an easy mark, Malorac wanted to test Pip and demanded that she kill him in his room. He left her no choice and followed her into the flophouse, ready to intervene if she would disobey him. When she went into his room, however, Pip needed only one look at the stranger to know that she would never harm him: There on his robes was the mark of the water lily, embroidered in orange and yellow, exactly the same as the tattoo on her chest. Seeing the mark gave her a surge of strength (or desperation), in which she defied Malorac and managed to kill him in the ensuing struggle.

The stranger later introduced himself as Alroc. He explained that he was a follower of Chadali, the Empyreal Lord of Fate and Serendipity. He was as astonished as Pip was when she showed him the tattoo of the water lily on her chest. He saw it as a sign of Chadali himself and took it upon himself to provide a better life for the young girl. He arranged passage to Absalom for the two of them and during the passage he got to know Pip better. By the time that they arrived, he had seen enough to introduce her to the Pathfinder Society.

Pip is eternally grateful for the chance she has been given. The adventuring life fits her like a glove. She is very pleased that she can finally use her talents for a good cause, and is fiercely loyal to the Society for that. Since meeting Alroc, she has studied the doctrines of Chadali and has tried to hold to them as much as possible. She has worked hard to prove herself to the Pathfinder Society and has experienced on multiple occasions that Fate must be watching over her, as long as she lets it. She’s still not sure why her life started as bad as it did, but she is coming to accept that it might have been necessary for her, and that it isn't her place to question her fate. Not since there could be so many good things on the horizon.