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About Shasta LuxPFS #: 105836-1
Defense
Dicebots:
[dice=Initiative]1d20 + 3[/dice]
[dice=Fortitude]1d20 + 3[/dice] [dice=Reflex]1d20 + 12[/dice] [dice=Will]1d20 + 6[/dice] Offense Speed 30 ft. Melee +1 Shock Whip +11/+6 (1d3 + 3 lethal S + 1d6 E 15 ft reach, no AOO for ranged) or +1 Longsword (Lesser Blade of the Open Road) +9/+4 (1d8 + 3 S 19-20) or Dagger +9/+4 (1d4 + 2 P or S 19-20) Ranged MWK Composite Shortbow +10/+5 (1d6 + 2 P x3 Range 70) (+1 Ghost Touch Arrows can harm insubstantial targets, +1 Undead Bane Arrow does +2d6 to undead and has enhancement bonus of +2 to hit and damage) CMB with whip Disarm +10, Trip +8 (Does not provoke AOO) Reach 5 ft. (15 ft. with whip) Special Attacks bardic performance 15 rounds/day (countersong, distraction, fascinate, inspire courage +2, inspire competence +2) Combat Dicebots:
[dice=+1 Shock Whip, 1st]1d20 + 11[/dice] [dice=+1 Shock Whip damage, lethal, electricity]1d3 + 3 + 1d6[/dice] 15 foot reach, no AOO for ranged attack, no protection from AC [dice=+1 Shock Whip, 2nd]1d20 + 6[/dice] [dice=+1 Shock Whip damage, lethal, electricity]1d3 + 3 + 1d6[/dice] [dice=+1 longsword, 1st]1d20 + 9[/dice] [dice=+1 longsword damage]1d8 + 3[/dice] (Crit: 19-20) [dice=+1 longsword, 2nd]1d20 + 9[/dice] [dice=+1 longsword damage]1d8 + 3[/dice] (Crit: 19-20) [dice=MWK Composite Shortbow, 1st]1d20 + 10[/dice] [dice=Damage, P]1d6 + 2[/dice] [dice=MWK Composite Shortbow, 2nd]1d20 + 5[/dice] [dice=Damage, P]1d6 + 2[/dice] Bard Spells Known (CL 7th; concentration +11) 3rd (2/day)--Exquisite Accompaniment, Thunderding Drums (DC 17) 2nd (4/day)--Blistering Invective (DC 16), Eagle's Splendor, Glitterdust (DC 16), Invisibility 1st (5/day)--Chord of Shards (DC 15), Cure Light Wounds, Sleep (DC 15), Unseen Servant 0 (at will)--Dancing Lights, Daze (DC 14), Detect Magic, Ghost Sound (DC 14), Light, Lullaby (DC 14) Spell Dicebots:
[dice=Concentration]1d20 + 11[/dice]
[dice=Thundering Drums, sonic damage]5d8[/dice] [ooc]DC 17 Fortitude for half. Knocks those in the spell area prone unless the fort save is made.[/ooc Statistics
Feats, Traits:
Feats Prodigy: Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks with these skills. If you have 10 or more ranks in any one of these skills, the bonus increases to +4 for that skill. Skills Chosen: Perform (String instruments), Profession (Gambler) Cosmopolitan: You gain two languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. Languages chosen: Celestial, Vudrani; Skills chosen: Heal, Survival. Weapon Finesse: Weapon Focus: You gain a +1 bonus on all attack rolls you make using the selected weapon. Selected weapon: Whip. Whip Mastery: You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature’s armor bonus or natural armor bonus. Combat Expertise Traits Trouper (Sczarni): You cling to the Varisian traveling performer traditions and can recognize the magic hidden in song and dance. You gain a +1 trait bonus on checks using a Perform skill of your choice and a +1 trait bonus on saving throws against abilities that rely upon the Perform skill to function, such as the bardic performance class ability. [Guide to Pathfinder Society Organized Play]
Vagabond Child (Urban): You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.
Skills Acrobatics +18, Appraise +6, Bluff +17, Climb +10, Craft (Musical Instruments) +6, Diplomacy +17, Disable Device +18, Disguise +11, Escape Artist +11, Handle Animal +17, Heal +4, Intimidate +17, Knowledge (arcana)* +9, Knowledge (Dungeoneering)* +9, Knowledge (Engineering)* +9, Knowledge (Geography)* +9, Knowledge (History)* +9, Knowledge (local)* +9, Knowledge (Nature)* +9, Knowledge (Nobility)* +9, Knowledge (Planes)* +9, Knowledge (Religion)* +9, Linguistics +10, Perception +10, Perform (Comedy) +11, Perform (Dance) +11, Perform (oratory) +11, Perform (percussion) +17, Perform (string instruments) +17 (+19 with MWK Violin or guitar), Profession (gambling) +10, Sense Motive +9, Sleight of Hand +12, Spellcraft +6, Stealth +12, Survival +6, Swim +6, Use Magic Device +11
Skill Dicebots:
[dice=Acrobatics]1d20 + 18[/dice] [dice=Appraise]1d20 + 6[/dice] [dice=Bluff]1d20 + 17[/dice] [dice=Climb]1d20 + 10[/dice] [dice=Craft (Musical Instruments)]1d20 + 6[/dice] [dice=Diplomacy]1d20 + 17[/dice] [dice=Disable Device]1d20 + 18[/dice] [dice=Disguise]1d20 + 11[/dice] [dice=Escape Artist]1d20 + 11[/dice] [dice=Handle Animal]1d20 + 17[/dice] [dice=Heal]1d20 + 4[/dice] [dice=Intimidate]1d20 + 17[/dice] [dice=Knowledge (Arcana)]1d20 + 9[/dice] [dice=Knowledge (Dungeoneering)]1d20 + 9[/dice] [dice=Knowledge (Engineering)]1d20 + 9[/dice] [dice=Knowledge (Geography)]1d20 + 9[/dice] [dice=Knowledge (History)]1d20 + 9[/dice] [dice=Knowledge (Local)]1d20 + 9[/dice] [dice=Knowledge (Nature)]1d20 + 9[/dice] [dice=Knowledge (Nobility)]1d20 + 9[/dice] [dice=Knowledge (Planes)]1d20 + 9[/dice] [dice=Knowledge (Religion)]1d20 + 9[/dice] [dice=Linguistics]1d20 + 10[/dice] [dice=Perception]1d20 + 10[/dice] [dice=Perform (Comedy)]1d20 + 11[/dice] [dice=Perform (Dance)]1d20 + 11[/dice] [dice=Perform (Oratory)]1d20 + 11[/dice] [dice=Perform (Percussion)]1d20 + 17[/dice] [dice=Perform (Strings)]1d20 + 17[/dice] [dice=Perform (Strings, MWK instrument)]1d20 + 17 + 2[/dice] [dice=Profession (Gambling)]1d20 + 10[/dice] [dice=Sense Motive]1d20 + 9[/dice] [dice=Sleight of Hand]1d20 + 12[/dice] [dice=Spellcraft]1d20 + 6[/dice] [dice=Stealth]1d20 +12[/dice] [dice=Survival]1d20 + 6[/dice] [dice=Swim]1d20 + 6[/dice] [dice=Use Magic Device]1d20 + 11[/dice] Ability Dicebots:
[dice=Strength]1d20 + 2[/dice] Bard Class Features:
Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Bardic Performance
Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. Versatile Performance (Ex)
The types of Perform and their associated skills are: String (Bluff, Diplomacy). Well-Versed (Ex)
Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Bardic Performances:
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's 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 non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s 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 Distraction is already under the effect of a non-instantaneous 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 the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on 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. Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 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 is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are unfeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
Bardic Masterpieces:
Rat Quadrille (Percussion, Sing)
Source Magical Marketplace pg. 30 This repetitive, distracting melody wears down foes. Prerequisite: Perform (percussion) or Perform (sing) 4 ranks. Cost: Feat or 2nd-level bard spell known. Effect: You tap out or sing a diverting tune that sticks in the mind of the target, causing the target to take a –2 penalty on attack rolls and a –4 penalty on concentration checks for 10 minutes. A successful Will save halves the penalties and reduces the duration to 1 minute. This ability is a mind-affecting compulsion effect and relies on audible components. Use: 3 bardic performance rounds. Action: 1 standard action Triple Time (Percussion, String, Wind)
Rogue special abilities:
Let Fate Decide (Ex) (Szarni Swindler Archetype) At 1st level, the swindler can declare two different actions that rely on different types of rolls or checks, such as attacking a creature (an attack roll) or sneaking past the same creature (a Stealth check). As a standard action, the swindler then uses a random method to choose one of the declared activities, such as flipping a coin, rolling a die, or drawing a harrow card. The specific method doesn’t matter as long as there is an equal chance of either activity being chosen.
If the swindler then performs the chosen activity within the next round, she gains a luck bonus on the roll type required for that activity—attack rolls with a specific weapon, a specific skill check, a specific ability check, or a specific saving throw—equal to half her rogue level (minimum +1) for 1 minute. If the swindler performs any other action (whether declared or not) in the round after using this ability, she becomes shaken for 1 minute instead. The swindler can use this ability a number of times per day equal to 3 + her Charisma modifier. This ability replaces trapfinding. Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Quicker Than the Eye (Ex) (Szani Swindler Archetype) At 2nd level, when the swindler uses Sleight of Hand, creatures take a penalty on their Perception checks equal to half the swindler’s class level to notice the attempt. The swindler also reduces the normal –20 penalty by an amount equal to her class level when attempting a Sleight of Hand check as a move action instead of as a standard action.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. 2nd level Talent: Combat Trick (Pathfinder Unchained pg. 21): A rogue who selects this talent gains a bonus combat feat.
Rogue Class Abilities:
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. Gear
Gear in Handy Haversack:
Handy Haversack A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does. The contents are in an extradimensional space, like a bag of holding. Crowbar, Grappling hook, Hammer, Small Steel Mirror, Cork Vest, Compass, 2 Block & tackle, Saw, snow shoes, Bear Trap, 2 Glass bottle, Coffee Pot, Flint and Steel, Folding Ladder, Marbles, Scriverner’s Kit, Cold Weather Gear, 1 lb coffee, 100' silk rope, 4 water skins, MWK Guitar, all scrolls and potions listed in gear. Concert Hall (5 pp)
Psychic Dilettante:
PSF Boon Psychic Dilettante: Although most psychic techniques remain a mystery to you, you have become proficient in a single psychic skill through experimentation, pouring over occult literature, or learning by observing a master at work. Choose one psychic skill unlock (Pathfinder RPG Occult Adventures 194) and record it below; you can now use that skill unlock as though you had the Psychic Sensitivity feat. Skill Chosen: Hypnotism (Diplomacy) You use the power of suggestion and subtle psychic influence to alter a subject's mind and dredge up repressed memories. Check: You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject's Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion) effects. Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Diplomacy check. If the check is successful, You implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the subject ceases to be willing, it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature, but the DC is 10 higher. Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Diplomacy check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to. Action: Hypnotism takes 1 minute of calm interaction. Try Again: Yes. You can try to hypnotize the same creature more than once, but only once per day.
Faction: Grand Lodge:
Loyalty to the Decemvirate above all else.
Regardless of Pathfinders' nations of origin, all members of the Society consider the Grand Lodge in Absalom a second home. In this vast complex of sprawling towers, libraries, and reliquaries, many Pathfinders receive their training, and within the Grand Lodge's walls, the masked leaders of the Society secretly guide the organization from their chambers atop Skyreach's central tower. While many Pathfinders' loyalty to the Society is but one of several alliances to outside political or religious factions, most Pathfinders hold the strongest allegiance to the will of the Ten and the Pathfinder Society itself. Those who reject distractions from other superiors are the pride of the Grand Lodge, and are rewarded for always putting the orders of the Decemvirate before their own personal ambitions. Grand Lodge Pathfinders represent the key tenets of the organization above all else, seeing themselves as maintaining the purity of the Society's ideals against factionalism and personal agendas. Whether focused wholeheartedly on exploring lost ruins, delving into newly discovered crypts, or negotiating the sale of valuable relics from the grips of those who don't respect them, loyal Pathfinders have an insatiable sense of curiosity. Their desire to see the Pathfinder Society grow and prosper makes them excellent teammates for larger expeditions, and they often go to excessive lengths to ensure their fellow Pathfinders receive any aid they need. It's no surprise, then, that the pages of the Pathfinder Chronicles have been filled with the exploits of Grand Lodge Pathfinders since the Society's founding. Those with ambitions of someday attaining fame comparable to that of the great Durvin Gest find this faction a perfect fit. Most Grand Lodge Pathfinders are neutral-aligned. Aiding Your Cause
Magic Gear:
+1 Shock Whip Shock Aura moderate evocation CL 8th Slot weapon quality; Price +1 bonus; Weight — Description Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given. Lesser Blade of the Open Road: Blades of the Open Road are longswords specifically crafted to strike against the Aspis Consortium. A lesser blade of the pen road is a +1 longsword with a Glyph of the Open Road stamped into it's hilt. Any wayfinder the wielder carries grants a +2 circumstance bonus on all Survival checks, not just checks to avoid becoming lost. 1 Ghost Touch arrows
+1 undead bane arrows
+2 Shadow Studded Leather Armor (4/5/0)
Haunt Siphon: These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash. Feather Token: Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. a particular feather token has no specific features to identify it unless its magic aura is viewed—even tokens with identical powers can be wildly different in appearance. Tree Feather Token:A token that causes a great oak to spring into being (5-foot-diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect. Whip Feather Token: A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of nonlethal damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 bonus on its combat maneuver checks) if it hits. The whip lasts no longer than 1 hour. Wayfinder: A small magical device patterned off ancient relics of a long lost civilization, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. The Sword of the Open Road causes the wayfinder's bonus on survival is +2 for all survival skill checks, not just to avoid becoming lost. Lenses of Situational Sight
Belt of Incredible Dexterity + 2
Circlet of Persuasion
Boots of Elvenkind
Sleeves of Many Garments
Background:
Nickname: Lucky
Shasta was born in Sandpoint and is distantly related to the Amara Li, a Pathfinder Venture Captain. Her parents were members of the Sczarni crime family. Her parents were not around very much, being busy with family business. They left the raising of Shasta to other family members. Shasta spent a lot of time on her own and liked to hang out with Varisian traveling clans. They taught her to play the violin and she taught herself other forms of performance art. She picked up various skills, languages, and knowledge from them and from travels with family members to various cities in Varisia. This gave her the bug for adventure, which she began incorporating into her life by age 16. Since joining the Pathfinders, she has enjoyed a number of adventures in places like Riddleport, Oppara, the Land of the Linnorm Kings, Brevoy, the River Kingdoms, Ustalav, and Tien Xia.
Appearance:
5'5", 105 lb. Features are a mix of Varisian and Tian Xia.
Hair: straight black with tints of dark red, down to her shoulder-blades. Usually worn in a pony tail except when relaxing or performing. Eyes: Dark brown, almond shaped Face: very pretty, but she does not dress to attract the attention of men. Wears minimal make-up. Has a circular tattooed in the center of her forehead, a geometrical shape with interlocking triangles enclosed in stylized lotus petals. Slender build. Clothing: Jeans, soft leather boots, shirt with embroidered patterns on it, accents of small colorful scarves, small silver and gold coins, and charms. When adventuring, wears light armor, carries a longsword, dagger, and whip, plus a short bow painted the colors of dawn and arrows the colors of a sunray. Cheerful demeanor. Personality and habits:
You are most likely to meet Shasta in the evening or at night, performing as a musician in inns and bars where she plays string intstruments such as violin or mandolin and percussion, often providing her own rhythm track by stomping her feet as she plays. She plays very well for one so young, with her average performance scoring around 25 as a performance check result. But on a good night, she can give a truly memorable performance (up to performance check result of 35)
Other nights, you may find her at gambling tables, playing cards or dice games. She uses her charms to distract players with colorful stories of her parents, whom she claims were pirates (as she tells it, her mother was an Aasimar princess who ran away from her kingdom to find adventure on the high seas; her father was a pirate king from far off Tian Xia). If you are unlucky, you may have been conned out of some coins by her or she may have picked your pocket, but never very large amounts. She does not seem to have a boyfriend or any close friends, for that matter, but she seems comfortable in the company of the Varisian underground crime families. If asked she just shrugs and says "Family." If you want her attention, you should be an adventurer with stories to tell. Shasta absorbs such stories for as long as anyone cares to tell them. She tells stories of her own, but these eventually turn out to be fabrications. She makes a game of trying to see how gullible a listener is by gradually making her claims of adventuring more and more unlikely. Knowledge(religion) check DC 10:
That face tattoo and the design of her short bow and arrow marks her as a worshipper of Sinashakti. Religion:
Worships Sinashakti. The azata Empyreal Lord Sinashakti runs through the planes in search of knowledge, sharing his many tales with those whom he meets along the way. The Walker of Worlds seeks to see all there is and learn the ways of all societies in the Great Beyond. Church of Sinashakti
Titles Immaculate Joy, Walker of Worlds
Experience:
Shasta Lux Accounts Starting: 150 gp Spent on equipment: 74.45 GP: 75.55 The Cyphermage Dilemma #4-15: 532 gp, 1 xp, 2 Prestige. Spent nothing.
The Dalsine Affair #2-21: 501 gp, 1 xp, 2 Prestige, Bought Cure Moderate Wounds Potion 300 gp and Lesser Restoration Potion 300 gp.
The Frozen Fingers of Midnight: 467 gp, 1 xp, 2 prestige.
The Horn of Aroden #5-19: 1179 gp, 1 xp, 2 prestige.
Emerald Spire: 1398 gp +50 day job, 3 xp, 4 prestige.
Haunting of Harrowstone: 3711 gp, 3 xp, 4 prestige
Scions of the Sky Key, Part 1: On Sharrowsmith's Trail [#6–12]
Scions of the Sky Key, Part 2: Kaava Quarry [#6-14]
Scions of the Sky Key, Part 3: The Golden Guardian [#6-16]
Among the Gods: +2265.5 + 20 Job
Sewer Dragons of Absalom: +2226 + 10
To Judge a Soul Part 1: The Lost Legacy: 2299 + 10
To Judge a Soul Part 2: Karma Reclaimed: 2248 + 75
Way of the Kirin: 3288 + 75
Deepmarket Deception: 2256 + 50
The Bronze House Reprisal: 3991 + 20
The Labyrinth of Hungry Ghosts: 3240 + 20
Ageless Ambitions: 4478 + 100
Captives of Toil: 5582 + 150
Drow of the Darklands Pyramid: 2603 + 100
The Flesh Collector: 4496 + 75
Scenario 9-13 Lion's Justice 6169 + 50
Scenario #8-00: The Cosmic Captive
Current Buffs: |