Full Name |
Vadoma Sergin |
Race |
Human (Kariv) |
Classes/Levels |
Bard 1 |
Gender |
Female |
Size |
Medium |
Age |
24 |
Strength |
14 |
Dexterity |
12 |
Constitution |
13 |
Intelligence |
13 |
Wisdom |
9 |
Charisma |
15 |
About Vadoma Sergin
Female Human Bard 1
CG Medium Humanoid (human)
Init +1; Senses Perception +3
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 9 (1d8+1)
Fort +2 (trait), Ref +3, Will +1
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Offense
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Speed 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Longsword +2 (1d8+2/19-20/x2) and
. . Scorpion whip +2 (1d4+2/x2)
Special Attacks bardic performance (standard action) (6 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 12), bardic performance: inspire courage +1
Bard Spells Known (CL 1):
1 (2/day) Cause Fear (DC 13), Grease (DC 13)
0 (at will) Message, Prestidigitation (DC 12), Ghost Sound (DC 12), Detect Magic
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Statistics
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Str 14, Dex 12, Con 13, Int 13, Wis 9, Cha 15
Base Atk +0; CMB +2 (+4 Tripping); CMD 13 (15 vs. Trip)
Feats Combat Expertise +/-1, Improved Trip
TraitsThreatening Defender (Combat) Reduce penalty for Combat Expertise by one, Hardy Peasant Stock (Regional- Rothenian): +1 Fort and Handle Animal as class skill
Skills Acrobatics +4, Bluff +6, Climb +1, Disguise +6, Escape Artist +0, Fly +0, Knowledge (arcana) +2, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +2, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +3, Perform (dance) +6, Perform (oratory) +6, Ride +0, Spellcraft +5, Stealth +4, Swim +1
Languages Trade Tongue; Kariv (+2 Diplomacy with Gypsies 1/day)
SQ bardic knowledge
Other Gear Studded leather armor, Dagger, Longsword, Scorpion whip, Backpack (empty), Bedroll, Belt pouch (empty), Blanket, Entertainer's outfit, Flint and steel, Fortune-teller's deck, Parchment (5), Signal whistle, Soap, Spell component pouch, Trail rations (5), Waterskin, 20 GP, 8 SP, 9 CP
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Special Abilities
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Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (6 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 12) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Improved Trip You don't provoke attacks of opportunity when tripping.
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Backstory
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Vadoma was born the second (and last) child to Drago and Morana Sergin. She came into the world three years after her older sister Mira.
The Sergins were typical of the Kariv peoples. Wanderers and nomads, Vadoma grew up wandering the plains of the Rothenian Plains in the family's
wagon-home. Her childhood was largely a happy one, filled with days traveling the plains, evenings camped around a cookfire swapping stories, interrupted by the occassional
trade-moots with the other clans. Her father was a horse trader by profession, her mother a fortune-teller. Mira, her closest friend was thought
to be touched by the spirits, magical abilities manifesting early in her teens. Vadoma, well she didn't seem to have many talents - certainly not
the foretelling like her mother and sister, and much to her father's amusement and her own mortification, she had little to no talent with the horses.
She did have other talents however. She seemed to have a talent for dance and for storytelling, rivaling even her father it was said as she grew
into her teens. As she grew older, her dancing would draw crowds as the wagon rolled into town. She also began to pick up some small amounts of her
mother's talents in the arcane as well - a bit of a late bloomer.
A few years ago, there were tensions between Vadoma's clan and the Khazzaks. Fearing the Khan's power, not a few broke west, heading to Orkasa in Perunalia,
where it was said there was plenty of work for those willing to man the docks. Her mother and father reside there to this day, seeming content to settle for
now as they enter their golden years.
For Vadoma and her sister, however, the age old wanderlust of their people set in once again and they set out with their wagon, heading west until they hit
Levoca. Deciding to rest there, probably eliciting a mixture of wary amusement and alarm by the locals, they've 'settled' there for the past couple months.
The sisters' charms seem to have allayed most of the local prejudices, and one or both frequent the local taverns and inn, performing and reading palms and the like.
For Vadoma though, the call has been on her, telling her it is soon time to move on....