Sarainy is a Varisian wanderer and worshipper of Saranrae, who is fascinated by the prospect of meeting those who also bathe in our Sun from other worlds.
Story:
She arrived in Numeria only six weeks ago, and has been fascinated with the local 'technology' ever since.
Her father was a paladin of Saranrae who left to fight in the latest Mendevian Crusade many years ago. The stories her mother told of his deeds inspired her. After her mother passed away from long-term illness Sarainy decided to go forth to not only spread stories of hope but also to forge her own.
Supporting herself by singing and storytelling, she does so both in taverns and in churches. While a strict believer in the goodness of people, it is her opinion that laws are there purely as a guide to morality - and sometimes need to be broken for the greater good.
Crunch:
Sarainy
Female human bard 5/evangelist 1 (Pathfinder Campaign Setting: Inner Sea Gods)
NG Medium humanoid (human)
Init +4; Senses Perception +8
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Defense
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AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +4 Dex)
hp 38 (6d8+4)
Fort +2, Ref +10, Will +4; +4 vs. bardic performance, language-dependent, and sonic
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Offense
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Speed 30 ft.
Melee mwk scimitar +7 (1d6+3/18-20)
Ranged +1 adaptive flaming composite shortbow +8 (1d6+4/×3 plus 1d6 fire)
Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate [DC 14], inspire competence +2, inspire courage +2)
Bard Spells Known (CL 5th; concentration +7)
. . 2nd (3/day)—allegro[UM], gallant inspiration[APG] (DC 14), heroism
. . 1st (5/day)—abundant ammunition[UC], cure light wounds, grease, vanish[APG] (DC 13)
. . 0 (at will)—detect magic, know direction, light, mending, prestidigitation, read magic
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Statistics
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Str 16, Dex 18, Con 10, Int 10, Wis 8, Cha 14
Base Atk +3; CMB +6; CMD 21
Feats Deific Obedience, Point-Blank Shot, Precise Shot, Rapid Shot
Traits stargazer, varisian wanderer
Skills Knowledge (arcana) +8 (+10 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +6 (+8 to identify alien monsters' abilities and weaknesses), Knowledge (engineering) +6 (+8 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (history) +6 (+8 to identify alien monsters' abilities and weaknesses), Knowledge (local) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +6 (+8 to identify alien monsters' abilities and weaknesses), Knowledge (nobility) +6 (+8 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +11 (+13 to identify alien monsters' abilities and weaknesses), Knowledge (religion) +11 (+13 to identify alien monsters' abilities and weaknesses), Linguistics +4, Perception +8, Perform (oratory) +12, Spellcraft +9, Use Magic Device +6
Languages Celestial, Common
SQ bardic knowledge +2, lore master 1/day, versatile performance (oratory)
Combat Gear cold iron arrows (50), cold iron arrows (50); Other Gear +1 mithral chain shirt, +1 adaptive flaming composite shortbow, mwk scimitar, cloak of resistance +1, ring of protection +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, inkpen, journal[UE], Lute, mess kit[UE], mirror, scarf of red and gold (worth 5 gp), soap, trail rations (5), waterskin, 1,154 gp, 9 sp
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Special Abilities
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Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 14 rounds/day) Your performances can create magical effects.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Versatile Performance (Oratory) +12 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
All gain +2 to identify alien monsters' abilities and weaknesses.
Treated as if possessing the Technologist feat for the purpose of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks.