Professor Muhali

Ramie Jae's page

204 posts. Alias of bluedove.


Race

Vital:
HP: 112|W/Shield AC:35_T:26_FF:28| AC: 31_T:26_ FF:28_ Perception +7| Sense Motive +25(Sing VP), Initiative: +3, Fort: +7_ Ref: +7_ Will: +4(+18 vs Charm/Compulsion), CMB: +6, CMD: 17, Speed: 40

Classes/Levels

Skills:
Aura of Friendship (60’ Will Save DC 28)|Acro+6|Bluf+25(Sing VP)|Climb+3|Dip+29|EscA+9|Hand An+20|Intim+21|Ling+10|Ride+10|SpellC +13|Stealth+8|UMD+23|

Gender

Female Sublime Kitsune (Human Form) Court Bard 4 / Summoner 4 Portrait

Alignment

Chaotic Good

Deity

Desna

Homepage URL

Rendered Portrait

About Ramie Jae

Active Quests:
Daily Quest

Goblin Problems:
1st Task: Kill or disperse 30 goblins. 30/30
2nd Task: Kill the goblin king and his hobgoblin henchmen. 1/1, 6/11
3rd Task: Dismantle the encampment. 1/1
□■□■□■
Make my day!
---
Make at least three citizens of Golden Glades happy. This can be done through Diplomacy, flirting, wiles, actions, or sacrifices.
This cannot be accomplished with other quests.
---
Reward: Honeyed Tongue, The Art, or Blue Magic
Reward: XP based on how many you please.

Completed Quests:
Catch the loose chickens
----
Collect the 11 loose chickens and return them to farmer Holt.
----
Reward: XP and a basket of eggs.

Hidden quest unlocked:
Quell the Uberrooster
---
Grade E
---
Time limit: 4 minutes and 58 seconds

☆☆☆

Find lost child
----
Lucy and her brother John were out picking berries. John has just returned to town looking distraught. He couldn't find her after she sneaked off.
----
Reward: A father's joy
Reward: XP and 13 sp

Quest Posts:

https://paizo.com/campaigns/v5748p75ivmcd/gameplay&page=90#4468
https://paizo.com/campaigns/v5748p75ivmcd/gameplay&page=91#4516
https://paizo.com/campaigns/v5748p75ivmcd/gameplay&page=93#4608
https://paizo.com/campaigns/v5748p75ivmcd/gameplay&page=94#4669
Daily Quest Rules

RAMIE JAE

Female Kitsune Sublime Court Bard 4 / Summoner 4
CG Medium humanoid (kitsune, shapechanger)
Init +3; Senses Low-Light Vision, Perception +7,
Temporary Bonuses Applied Resist Energy (Electricity), Resist Energy (Cold),
Aura of Friendship (60’ DC 28 Will Save)

DEFENSE

AC 31, touch 26, flat-footed 28 (+3 armor, +3 Dex, +13 deflection, +2 natural, )
AC 35, touch 26, flat-footed 24 (+3 armor, +3 Dex, +13 deflection, +2 natural, +4 Shield, )
hp 112 (4d8) +24 (Con) +52 (Cha) +4 (toughness)
Fort +20, Ref +20, Will +17, (Will vs Charm/Compulsion +18) +1 trait bonus on saving throws against charm and compulsion effects (Varisian Tatoo), use Cha mod (+13) in place of Wis mod (+0) for Will saves vs charm and compulsion effects (Irrepressible), +4 vs. Bardic Performance, sonic, and language-dependent effects
Special Defenses: fast healing 13;
Immune magic aging, disease, positive energy damage;
Resistances Cold 10, Electricity 10, Negative Energy 10,

OFFENSE

Speed 40 ft.
Melee/Ranged adamantine starknife +17 (+1 MW +3 BAB +13 CHA) (1d4+13/x3)
Melee rapier +6 (1d6/18-20)
Melee bite +6 (1d4)
Ranged shortbow +6 (1d6/x3)
Special Attacks Distraction, Fascinate,
Racial Spell-Like Abilities: dancing lights ( 3/Day)
Known Bard Spells (CL 4th, concentration +17):
2nd (4/day) - allegro (DC ) , cacophonous call (DC 27) , contagious zeal (DC 27) , gallant inspiration (DC 25) , shamefully overdressed (DC 27)
1st (7/day) - charm person (DC 26) , deja vu , hideous laughter (DC 26) , liberating command (DC 24) , moment of greatness , saving finale (DC 24) , unbreakable heart (DC 26) , vanish (DC 24)
0th (at will) - detect magic , lullaby (DC 25) , mage hand , prestidigitation (DC 23) , read magic (DC ) , unwitting ally (DC 25)
Known Summoner Spells (CL 4th, concentration +17):
2nd (4/day) - barkskin , haste (DC 25) , protection from evil (communal) (DC 25) , resist energy (DC 25) , restore eidolon, lesser (DC 25)
1st (7/day) - enlarge person (DC 24) , feather fall (DC 24) , grease (DC 24) , mage armor (DC 24) , magic fang (DC 24) , protection from evil (DC 24) , shield (DC ) , summon minor monster
0th (at will) - acid splash , daze (DC 25) , guidance (DC 23) , mage hand , message , resistance (DC 23)

STATISTICS

Str 10, Dex 16, Con 22, Int 23, Wis 11, Cha 37, Luck 17

STR 10 = (9 Roll) (-2 Race) (+1 Bkgr) (+2 Sublime)
DEX 16 = (12 Roll) (+2 Race) (+2 Sublime)
CON 22 = (11 Roll) (+2 GM) (+1 Bkgr) (+8 Sublime)
INT 23 = (14 Roll) (+2 Bkgr) (+4 Sublime) (+2 Mia) (+1 Age)
WIS 11 = (9 Roll) (+1 Bkgr) (+1 Age)
CHA 37 = (17 Roll) (+2 Race) (+4 GM) (+1 Bkgr) (+8 Sublime) (+2 Mia) (+1 GM (+1 Age) (+1 lvl 4 Incr)
Luck 17 Roll +2 GM

Base Atk +3; CMB +6; CMD 17
Feats Agile Maneuvers (EitR), Divine Fighting Technique, Spell Focus (Enchantment), Toughness (Sublime), Weapon Finesse (EitR)
Skills Acrobatics +6, Acrobatics (When Jumping) +10, Appraise +10, Bluff +16, Bluff (Perform (Sing)) +25, Climb +3, Craft (Untrained) +6, Diplomacy +29, Disguise +22, Escape Artist +9, Fly +2, Intimidate +21, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +10, Knowledge (Engineering) +12, Knowledge (Geography) +12, Knowledge (History) +12, Knowledge (Local) +12, Knowledge (Nature) +10, Knowledge (Nobility) +12, Knowledge (Planes) +10, Knowledge (Religion) +10, Linguistics(Draconic) +10, Perception +7, Perform (Act) +24, Perform (Dance) +20, Perform (Percussion Instruments) +21, Perform (Sing) +25, Perform (Untrained) +16, Ride +2, Sense Motive (Perform (Sing)) +25, Sleight of Hand +8, Spellcraft +13, Stealth +8, Use Magic Device +23,
Background Skills (from Summoner Sheet) Craft (Traps) +12, Handle Animal +20, Profession (Cook) +7, Profession (Trapper) +7, Ride +10,

Acrobatics +6 = +1[RANK] +3[CS] +3[DEX] -1[ARMOR]
Appraise +10 = +1[RANK] +3[CS] +6[INT]
Bluff (Perform (Sing)) +25 = +4[RANK] +3[CS] +2[Trait] +13[CHA] +3[Circlet of Per]
Climb 3 = +1[RANK] +3[CS] -1[ARMOR]
Craft (Traps) +12 = +3[RANK] +3[CS] +6[STAT]
Craft (Untrained) +6 = +6[INT]
Diplomacy +29 = +4[RANK] +3[CS] +2[Heraldic Expertise] +13[CHA] +3[Circlet of Per] +4[Sublime]
Disguise +22 = +3[RANK] +3[CS] +13[CHA] +3[Circlet of Per]
Escape Artist +9 = +4[RANK] +3[CS] +3[DEX] -1[ARMOR]
Fly +3 = +3[DEX]
Handle Animal +20 = +1[RANK] +3[CS] +13[CHA] +3[Circlet of Per]
Intimidate +21 = +2[RANK] +3[CS] +13[CHA] +3[Circlet of Per]
Knowledge (Arcana) +12 = +3[RANK] +3[CS] +6[INT]
Knowledge (Engineering) +12 = +3[RANK] +3[CS] +6[INT]
Knowledge (Geography) +12 = +3[RANK] +3[CS] +6[INT]
Knowledge (History) +12 = +1[RANK] +3[CS] +2[Heraldic Expertise] +6[INT]
Knowledge (Local) +12 = +1[RANK] +2[Heraldic Expertise] +3[CS] +6[INT]
Knowledge (Nature) +10 = +1[RANK] +3[CS] +6[INT]
Knowledge (Nobility) +12 = +1[RANK] +2[Heraldic Expertise]+3[CS] +6[INT]
Knowledge (Planes) +10 = +1[RANK] +3[CS] +6[INT]
Knowledge (Religion) +10 = +1[RANK] +3[CS] +6[INT]
Linguistics(Draconic) +10 = +1[RANK] +3[CS] +6[INT]
Perception +7 = +4[RANK] +3[CS]
Perform (Act) +24 = +4[RANK] +3[CS] +2[Trait] +13[CHA] +3[Circlet of Per]
Perform (Percussion) +21 = +2[RANK] +3[CS] +13[CHA] +3[Circlet of Per]
Perform (Sing) +25 = +4[RANK] +3[CS] +2[Trait] +13[CHA] +3[Circlet of Per]
Perform (Untrained) +16 =+13[CHA] +3[Circlet of Per]
Profession (Cook) +7 = +4[RANK] +3[CS]
Profession (Trapper) +7 = +4[RANK] +3[CS]
Ride +10 = +4[RANK] +3[CS] +3[DEX]
Sense Motive (Perform (Sing)) +25 = +4[RANK] +3[CS] +2[Trait] +13[CHA] +3[Circlet of Per]
Sleight of Hand +8 = (+3)[RANK] +3[CS] +3[DEX] -1[ARMOR]
Spellcraft +13 = +4[RANK] +3[CS] +6[INT]
Stealth +8 = (+3)[RANK] +3[CS] +3[DEX] -1[ARMOR]
Swim 0 = 1[RANK] -1[ARMOR]
Use Magic Device +23 = +4[RANK] +3[CS] +13[CHA] +3[Circlet of Per]

Languages Celestial, Common, Draconic, Elven, Gnome, Skald, Sylvan, Varisian
Archetypes Court Bard,
SQ (Bard) Armored Casting, Bardic Performance, Bonus Magical Tail (4x), Cantrips, Change Shape, Countersong, Desna 's Shooting Star, Gregarious, Heraldic Expertise, Kitsune Magic, Mockery, Natural Weapons, Satire, Versatile Performance (Sing), Well-Versed, +1 Bonus Feat (3x), +1 Natural Armor (2x), +1 Skill Bonus (Diplomacy, Diplomacy, Diplomacy, Diplomacy), +1 Skill Rank (Diplomacy, Diplomacy, Disguise, Disguise, Intimidate, Intimidate, Perform (Act), Perform (Act), Perform (Percussion Instruments), Perform (Percussion Instruments), Perform (Sing), Perform (Sing), Sleight of Hand, Sleight of Hand), +1 Trait (Trait ~ Avid Reader, Trait ~ Savant (Perform (Act)), Trait ~ Savant (Perform (Sing))), +5 ft walk speed (2x), , , , , , , , , , , , , , , , , , , , , , , , , ,
SQ (Summoner) Bond Senses, Cantrips,, Eidolon, Life Link, Shield Ally, Summon Monster, Weapon and Armor Proficiency, , , ,

Possessions circlet of persuasion; amulet of resurrection; prisoner's dungeon ring of sustenance/protection (+1); adamantine starknife; sleeves of many garments; entertainer's outfit; studded leather armor; boots of the cat; arrows (20); arrow, blunt (20); Backpack, Masterwork [ Scroll (Tears to Wine/Bard/1st); ]; Shortbow ; Sack [ Traveler's Any-Tool; Rapier; ];

SPECIAL ABILITIES

Adopted : Human (Trait ~ Varisian Tattoo) You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race.

Aura of Friendship (Sp)
Any creature within 60 feet of the character must succeed at a DC 28 Will saving throw or have its attitude adjusted to friendly toward both the character and any other creatures currently within the aura’s area of effect, as per charm monster. This positive attitude toward other targets of the ability lasts for 1 day after leaving the character’s aura. A creature that leaves and reenters the character’s aura can attempt another saving throw. A creature that successfully saves against this ability is immune to that character’s aura for 24 hours. Being attacked by another creature within the aura (including the character) immediately ends the forced friendliness toward that creature and prompts a new save against the aura, with the standard +5 bonus for being threatened while charmed. The save DC is Charisma-based:

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Avid Reader As a youth, you voraciously consumed books and scrolls provided by a member of an adventurer's guild or a learned organization like the Pathfinder Society, and you have internalized these stories of bold adventurers. Choose one Knowledge skill. You can always choose to take 10 on checks with the chosen Knowledge skill, even when distracted or threatened.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 23 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Blade of Mercy You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue.

Bonus Magical Tail (4x) Gain 1/6 of a new Magical Tail feat.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Desna 's Shooting Star [Optional Prerequisite] A chaotic good bard of at least 2nd level who worships Desna can replace a versatile performance with the following initial benefit. [Initial Benefit] You can add your Charisma bonus to attack rolls and damage rolls when wielding a starknife. If you do so, you don't modify attack rolls and damage rolls with your starknife with your Strength modifier, your Dexterity modifier (if you have Weapon Finesse), or any other ability score (if you have an ability that allows you to modify attack rolls and damage rolls with that ability score). [Advanced Prerequisites] Dex 17; Divine Fighting Technique; Point-Blank Shot; Rapid Shot; base attack bonus +11 or Sleight of Hand 11 ranks. [Optional Advanced Prerequisite] A chaotic good bard of at least 10th level who worships Desna can replace a versatile performance with the following advanced benefit without meeting its prerequisites. [Advanced Benefit] You can impart a powerful spin to a thrown starknife so that multiple blades strike the target rather than just a single blade of the four, dealing extra damage with the other blades. As a full-round action, you can make a single attack with a thrown starknife, rolling 1d4 to determine how many effective strikes you gain with the attack (if you roll a 1, then only one blade strikes). If the attack hits, all of the effective strikes damage the target. Apply precision-based damage (such as sneak attack damage) and critical hit damage only once for this attack. The damage bonus from your appropriate ability score modifier applies to each strike, as do other damage bonuses, such as a bard's inspire competence bonus. Damage reduction and resistances apply separately to each strike.

Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su) You can use your performance to cause up to 2 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 25) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Gregarious (Ex) Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a -2 penalty to resist any of your Charisma-based skill checks for the next 24 hours.

Heraldic Expertise (Ex) A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks [Bonus is 2] (minimum +1).1/day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.

Inspired Knowledge (GM granted Background Trait) You are able to inspire thoughts concerning knowledge. You gain a +1d6 to a knowlege skill for a check. You may use this ability up to 3 + Int modifier.

Irrepressible Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Kitsune Magic (Ex) (Sp) Kitsune add 1 to the DCs of any saving throws to resist enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day--dancing lights.

Meticulous You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a -2 penalty on skill checks for skills with which you're untrained.

Mockery (Su) A court bard of 3rd level or higher can subtly ridicule and defame a specific individual. The bard selects one target who can hear his performance. That individual takes a -2 penalty on Charisma checks and Charisma-related skill checks as long as the bard continues performing. This penalty increases by -1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components. This performance replaces inspire competence.

Natural Weapons In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Resistance to Cold (Ex) You may ignore 10 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 10 points of Electricity damage each time you take electricity damage.

Satire (Su) A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a -0 penalty on attack and damage rolls (minimum 1) and a -0 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by -1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.

Savant (Kitharodian Academy) (Perform (Act), Perform (Sing)) Choose a performance type. You gain a +2 trait bonus on all Perform checks made using that performance type. Perform is always a class skill for you.

Varisian Tattoo You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.

Versatile Performance (Sing) (Ex) You can use your bonus in the Perform (Sing) skill in place of your bonus in the Bluff or Sense Motive skills. When substituting in this way, you use your total Perform (Sing) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

Bond Senses (Su) As a standard action, share the senses of your eidolon, hearing, seeing, smelling, tasting, and touching everything your eidolon does. You can use this ability 4 rounds per day. There is no range to this effect, but your eidolon and you must be on the same plane. You can end this effect as a free action.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Eidolon
Eidolon (Ex) You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.

Life Link (Su) A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If your eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If your eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when your eidolon gets closer to you, but its maximum hit point total does return to normal.

Shield Ally (Ex) Whenever you are within your eidolon's reach, you receive a +2 shield bonus to your Armor Class and a +2 circumstance bonus on your saving throws. This bonus does not apply if your eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Summon Monster (Sp) You can cast Summon Monster 2 as a spell-like ability 16 times per day as a standard action and the creatures remain for 4 minutes (instead of 4 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.

Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.

Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.

Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).

Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.

+1 Bonus Feat (3x) GM awarded PC with +1 feat. (Elephant in the Room and Toughness from Sublime)
+1 Natural Armor (2x) GM Award of Deflection Bonus (Sublime)
+1 Skill Bonus (Diplomacy, Diplomacy, Diplomacy, Diplomacy) GM awarded PC with +1 skill bonus. (Sublime)
+1 Skill Rank (Diplomacy, Diplomacy, Disguise, Disguise, Intimidate, Intimidate, Perform (Act), Perform (Act), Perform (Percussion Instruments), Perform (Percussion Instruments), Perform (Sing), Perform (Sing), Sleight of Hand, Sleight of Hand) GM awarded PC with +1 skill rank (won't exceed max ranks). (Ranks awarded by GM from Background)
+1 Trait (Trait ~ Avid Reader, Trait ~ Savant (Perform (Act)), Trait ~ Savant (Perform (Sing))) GM awarded PC with +1 Trait. (Traits awarded by GM from Background)
+5 ft walk speed (2x) GM Award of 5ft of movement speed (Sublime)

FLOOFER DOO

Neuter Sublime Eidolon 4
CG Medium outsider (eidolon)
Init +3; Senses Darkvision (60 ft.), Perception +7, Scent,
Temporary Bonuses Applied Resist Energy (Electricity), Resist Energy (Cold),

DEFENSE

AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural, )
AC 25, touch 13, flat-footed 22 (+3 Dex, +8 natural, +4 Mage Armor )
AC 29, touch 13, flat-footed 26 (+3 Dex, +8 natural, +4 Mage Armor +4 Shield, )
hp 66 (4d10) +20 (Con) +8 (Cha) +4 (toughness)
Fort +9, Ref +7, Will +1
Defensive Abilities Evasion,
Special Defenses: fast healing 4;
Immune magic aging, disease, positive energy damage;
Resistances Cold 10, Electricity 10, Negative Energy 10,

OFFENSE

Speed 50 ft.
Melee bite +8 (1d6+6)
Melee claw +8/+8 (1d8+4)
Special Attacks Pounce,

STATISTICS

Str 18, Dex 17, Con 21, Int 11, Wis 10, Cha 19
Base Atk +4; CMB +8; CMD 21 (25 vs. trip)
Feats Combat Reflexes, Improved Natural Attack (Claw), Power Attack, Toughness
Skills Acrobatics +10, Acrobatics (When Jumping) +18, Bluff +8, Climb +4, Diplomacy +4, Disguise +4, Escape Artist +10, Fly +3, Intimidate +8, Knowledge (Planes) +4, Perception +7, Perform (Untrained) +4, Ride +3, Sense Motive +4, Stealth +9, Survival +7, Survival (Find Food) +9, Swim +8,
SQ Darkvision, Link, Reach (Bite, Claw), Scent, Share Spells, +1 Bonus Feat (2x), +1 Natural Armor (2x), +5 ft walk speed (2x), , , , ,
Possessions

SPECIAL ABILITIES

Bite (Ex) The eidolon's maw is full of razor-sharp teeth, giving it a bite attack.
Bite (1.5 x Str.) (Ex) If the eidolon already has a bite attack, this evolution allows it to deal 1-1/2 times its Strength modifier on damage rolls made with its bite.

Child of Nature (Gozreh) (Survival) You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

Clawed Feet (Ex) The eidolon has a pair of vicious claws at the end of its limbs, giving it two claw attacks.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Improved Damage (Claw) (Ex) One of the eidolon's natural attacks is particularly deadly.

Improved Natural Armor (Ex) The eidolon's hide grows thick fur, rigid scales, or bony plates, giving it a +2 bonus to its natural armor.

Limbs (Legs) (2x) (Ex)

Link (Ex) A summoner and his eidolon share a mental link that allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner's connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conflict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Overprotective In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a -2 penalty on attack rolls and skill checks as long as you are further than 10 feet away from your fallen ally.

Pounce (Ex) The eidolon gains quick reflexes, allowing it to make a full attack after a charge.
Pounce (Ex) When you make a charge, you can make a full attack (including rake attacks if you also have the rake ability).

Reach (Claw) (Ex) Reach increased 5 ft. with your Claw

Resistance to Cold (Ex) You may ignore 10 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 10 points of Electricity damage each time you take electricity damage.

Scent (Ex)
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The summoner may cast a spell with a target of "You" on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon's type (outsider). Spells cast in this way must come from the summoner spell list. This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Skills (Acrobatics, Escape Artist, Intimidate, Swim)

Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.

Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.

Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).

Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.

Unearthly Grace (Su)
She adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.

+1 Bonus Feat (2x) GM awarded PC with +1 feat. (Toughness: Sublime)
+1 Natural Armor (2x) GM Award of Deflection Bonus (Sublime)
+5 ft walk speed (2x) GM Award of 5ft of movement speed (Sublime)

Equipment from Former Life:
Vera Bradley Bag
The Legend of Zelda Princess Zelda Wallet by Danielle Nicole
Containing ID cards including DL and Passport card, debit card, bluebird card, Membership cards for Costco and Sams, coffee card 3 punches away from freebie.
$424 cash plus 3 Lempira de El Banco Central de Honduras
School pics of the kids
Drink enhancer drops in Strawberry Watermelon and Grape flavors
Archer Beef Snack Sticks x 10
5 Ultima Drink packets
Electrolyte Capsules
22 oz stainless steel insulated water bottle, galaxy pattern
20 oz stainless steel tumbler with straw, galaxy pattern
Bag of Dungeon Dice, galaxy pattern

Pin that says “Emotionally attached to fictional characters.”
Lip balm
4 ml dropper bottle of sucralose
6g shaker of Redmond Real Salt
6g shaker of Smoked Salt
Vapor Inhaler
Spare Fitbit Band
Floss
Antacids
Mini Cough Drops
Meds: including 3 doses Sudafed, 5 Aleve, 7 Benedryl, 1 Immodium,
Pill Organizer

Zippered Makeup Bag
Large Nail Clippers
Nail File
Tweezers
Glasses Case
2 pairs spare contacts
Purple Papermate Ink Joy gel pen
Purple Mechanical pencil
Car Keys
1d4 random household items

Devices:
Android Smart Phone
Open Ear Wireless Headphones
Fitbit Sense 2
Power Bank
Kindle Paperwhite
Charging Cords

Beaded glasses chain
Necklace with a silver tube bearing the words “Together Forever”
Men’s Gold Band and White Gold Star Sapphire rings

Level 5 Human Build:
RAMIE

Female Human (Varisian) Bard 4 / Summoner 1
CG Medium humanoid (human)
Init +1; Senses Perception +4,

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 38 (4d8)+(1d8)
Fort +1, Ref +5, Will +5, +1 trait bonus on saving throws against charm and compulsion effects, +4 vs. Bardic Performance, sonic, and language-dependent effects

OFFENSE

Speed 30 ft.
Melee starknife +5 (1d4+5/x3)
Special Attacks Distraction, Fascinate,
Known Bard Spells (CL 4th, concentration +9):
2nd (2/day) - hold person (DC 18) , shamefully overdressed (DC 18)
1st (5/day) - charm person (DC 17) , confusion (lesser) (DC 17) , cure light wounds (DC 16) , deadeye's lore (DC ) , deja vu , hideous laughter (DC 17) , saving finale (DC 16) , sleep (DC 17)
0th (at will) - detect magic , lullaby (DC 16) , prestidigitation (DC 15) , read magic (DC ) , sift , unwitting ally (DC 16)
Known Summoner Spells (CL 1st, concentration +6):
1st (3/day) - enlarge person (DC 16) , mage armor (DC 16)
0th (at will) - acid splash , daze (DC 16) , mending (DC 15) , message

STATISTICS

Str 9, Dex 12, Con 11, Int 14, Wis 9, Cha 20
Base Atk +3; CMB +2; CMD 13
Feats Dazzling Display, Divine Fighting Technique, Spell Focus (Enchantment)
Skills Acrobatics +5, Appraise +2, Bluff +10, Climb -1, Craft (Untrained) +2, Diplomacy +15, Disguise +9, Escape Artist +5, Fly +1, Heal -1, Intimidate +10, , Knowledge (Arcana) +7, Knowledge (Dungeoneering) +6, Knowledge (Local) +8, Knowledge (Nature) +6, Knowledge (Planes) +6, Knowledge (Religion) +6, Perception +4, Perform (Act) +11, Perform (Percussion Instruments) +9, Perform (Sing) +13, Perform (Untrained) +5, Ride +5, Sense Motive +3, Spellcraft +10, Stealth +5, Survival -1, Swim -1, Use Magic Device +13,

Background Skills
Handle Animal +10, Knowledge (Geography) +8, Linguistics +3, Profession (Teacher) +3, Perform (Percussion Instruments) +10, Sleight of Hand +5,

Languages Common, Draconic, Elven, Varisian
Archetypes Court Bard,
SQ Armored Casting, Bardic Performance, Bonus Bard Spell (4x), Bonus Feat, Cantrips, Cantrips, Countersong, Desna 's Shooting Star, Eidolon, Heraldic Expertise, Life Link, Mockery, Satire, Skilled, Summon Monster, Weapon and Armor Proficiency, Well-Versed, , , ,
Possessions starknife; entertainer's outfit;

SPECIAL ABILITIES

No Racial Subtype You have chosen no racial subtype.
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 15 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Bard Spell Level 1 (4x)
Blade of Mercy You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue.
Bonus Bard Spell (4x) Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Desna 's Shooting Star [Optional Prerequisite] A chaotic good bard of at least 2nd level who worships Desna can replace a versatile performance with the following initial benefit. [Initial Benefit] You can add your Charisma bonus to attack rolls and damage rolls when wielding a starknife. If you do so, you don't modify attack rolls and damage rolls with your starknife with your Strength modifier, your Dexterity modifier (if you have Weapon Finesse), or any other ability score (if you have an ability that allows you to modify attack rolls and damage rolls with that ability score). [Advanced Prerequisites] Dex 17; Divine Fighting Technique; Point-Blank Shot; Rapid Shot; base attack bonus +11 or Sleight of Hand 11 ranks. [Optional Advanced Prerequisite] A chaotic good bard of at least 10th level who worships Desna can replace a versatile performance with the following advanced benefit without meeting its prerequisites. [Advanced Benefit] You can impart a powerful spin to a thrown starknife so that multiple blades strike the target rather than just a single blade of the four, dealing extra damage with the other blades. As a full-round action, you can make a single attack with a thrown starknife, rolling 1d4 to determine how many effective strikes you gain with the attack (if you roll a 1, then only one blade strikes). If the attack hits, all of the effective strikes damage the target. Apply precision-based damage (such as sneak attack damage) and critical hit damage only once for this attack. The damage bonus from your appropriate ability score modifier applies to each strike, as do other damage bonuses, such as a bard's inspire competence bonus. Damage reduction and resistances apply separately to each strike.
Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Eidolon
Eidolon (Ex) You possess the ability to summon a powerful outsider called an eidolon. You always summon an aspect of the same creature. Your eidolon has your alignment and can speak all of your languages. Your eidolon is treated as a summoned creature, except that it is not sent back to its home plane until reduced to a number of negative hit points equal to or greater than its Constitution score. In addition, due to its tie to you, your eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures. You can summon your eidolon in a ritual that takes 1 minute to perform. When summoned in this way, your eidolon's hit points are unchanged from the last time it was summoned. The only exception to this is if your eidolon was slain, in which case it returns with half its normal hit points. Your eidolon remains until dismissed (a standard action). If your eidolon is sent back to its home plane due to damage, it cannot be summoned again until the following day. Your eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally.
Fascinate (Su) You can use your performance to cause up to 2 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 17) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Heraldic Expertise (Ex) A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks [Bonus is 2] (minimum +1).1/day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.
Irrepressible Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.
Life Link (Su) A close bond is formed with your eidolon. Whenever your eidolon takes enough damage to send it back to its home plane, you can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to your eidolon. This can prevent your eidolon from being sent back to its home plane. In addition, you and your eidolon must remain within 100 feet of one another for your eidolon to remain at full strength. If your eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If your eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If your eidolon is more than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when your eidolon gets closer to you, but its maximum hit point total does return to normal.
Meticulous You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a -2 penalty on skill checks for skills with which you're untrained.
Mockery (Su) A court bard of 3rd level or higher can subtly ridicule and defame a specific individual. The bard selects one target who can hear his performance. That individual takes a -2 penalty on Charisma checks and Charisma-related skill checks as long as the bard continues performing. This penalty increases by -1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components. This performance replaces inspire competence.
Satire (Su) A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a -0 penalty on attack and damage rolls (minimum 1) and a -0 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by -1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.
Skilled Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Summon Monster (Sp) You can cast Summon Monster 1 as a spell-like ability 8 times per day as a standard action and the creatures remain for 1 minutes (instead of 1 rounds). Drawing upon this ability uses up the same power you use to call your eidolon. As a result, you can only use this ability when your eidolon is not summoned.
Varisian Tattoo You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.
Weapon and Armor Proficiency
Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.