Kaja the Earthblooded of Merchant House Ragan
Novice Female Stonesinger Dwarf, Dilettante and Earthcaller Bard, Chaotic Good
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6 Skills: Academics d4, Athletics d4, Common Knowledge d6, Fighting d8, Notice d6, Performance d8+1, Persuasion d8+1, Stealth d4 Pace: 5; Running Die: d4; Parry: 6; Toughness: 7 (2) Hindrances: Hesitant, Impulsive, Obligation (minor, Duties to her father and the family) Edges:
Attractive: +1 to Performance and Persuasion rolls.
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Beast Master (Hunting Hound)
Animals take to your hero quickly and easily. They won’t attack her unless she attacks them first or they’re enraged for some reason. The Beast Master’s “animal magnetism” is so great she’s attracted a loyal animal of some sort as well. This is typically an animal of Size 0 or smaller, subject to the GM’s approval. The beast is an Extra and doesn’t Advance in Rank or abilities. If a pet is dismissed or killed, the hero gains a replacement in 1d4 days.
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Bard Requirements: Novice, Spirit d6+, Common Knowledge d6+
The bards of Golarion bring epic tales of heroism and tragedy to the people. Many are renowned far and wide for their talents, but few realize how crucial they are to parties of brave adventurers. They bolster their allies in dire circumstances, beguile their enemies, and often battle evil with a sword in one hand and a lute in the other.
Bards cast spells by singing, reciting poetry, or reciting epic tales. They are usually erudite individuals, traveling the land to learn bawdy songs, great histories, and epic legends. Allies must be able to hear the bard to benefit from his various abilities. Arcane Background (Bard): Bards use Performance as their arcane skill. They have 3 starting powers and 10 Power Points. Available Powers: Arcane protection, banish, beast friend, boost/lower Trait, confusion, deflection, detect/conceal arcana, conjure item, dispel, divination, drain Power Points, empathy, fear, healing, illusion, lock/unlock, mind link, mind reading, object reading, puppet, sloth/speed, slumber, sound/silence, speak language, stun, summon ally, summon monster, teleport, warrior’s gift. Armor Interference (Light): Bulky armor interferes with a bard’s grace and dexterity. They subtract 4 from their Performance rolls and from their Agility and Agility-based skill rolls if using medium or heavy armor or shields . Sharp Tounged: Bards may use Performance as Taunt to Test a foe. They may also ignore the Repetition advice given under Tests (see page 140), as long as they recite different verses, stanzas, lyrics, etc. Bards may also substitute Performance for Taunt to meet Edge Requirements.
Special Abilities
Languages (Racial): Common and Dwarven Darkvision (Racial): Dwarves ignore penalties for Illumination up to 10” (20 yards). Iron Constitution (Racial): Dwarves add +1 when resisting poison and powers or abilities that state they work like a power. Reduced Pace (Racial): Decrease Pace by 1 and the running die by one die type Stonesinger (Racial): Some dwarves’ affinity for the earth grants them greater powers. When spending a Benny to reroll arcane skill rolls, add +2 to the total. This only applies when activating a power with an earth or stone trapping. Tough (Racial): Dwarves start with a D6 in Vigor and a maximum Vigor of d12+1. Strength is one die type higher when determining Encumbrance and Minimum Strength to use armor and equipment (but not weapons). Bard: Power Points: 15; Powers: Conjure Item (Pathfinder Core Book p180), Deflection (Pathfinder Core Book p181), Fear (Pathfinder Core Book p186), Minor Bolt (Advanced Player's Guide p. 98), Sending (Advanced Player's Guide p. 99) Sharp Tongued: Use Performance as Taunt to Test a foe and ignore Repetition Languages Known: Common, Dwarven, Elven, Giant (Thassalonian), Goblin, Undercommon Arcane Background: Bard
When spending a Benny to reroll arcane skill rolls, add +2 to the total. This only applies when activating a power with an earth or stone trapping.
Power Points: 15/15
Powers:
Conjure Item (Pathfinder Core Book p180)
Rank: Novice Power Points: 2 per pound Range: Smarts Duration: One Hour School: Conjuration Trappings: Shaping Dirt, Clay, or even solid stone. Sometimes pulling items seemingly out of walls, but only after singing to it for its blessing.
The caster can create an object weighing up to one pound for every 2 Power Points spent. The item must be a simple, mundane object made of a common material (GM’s call) such as a 10-foot pole, blanket, shield, etc. A raise on the arcane skill roll produces an more durable version of the conjured item. Conjured items appear in the hands of the caster or on the ground nearby. Once the Duration expires, the item fades from reality. This can cause issues, for example, if the conjured item holds a door open or was given as a gift. Modifiers
Complete (+1): The object is a complete set, such as a chess set or a quiver of arrows. The set must fit under the weight limit. Create Food and Water (Special): Instead of an object, every 1 Power Point creates enough food and water to sustain a Size 0 humanoid for one day. The nourishing food is permanent (doesn’t disappear after you eat it), though it decays and is inedible after 24 hours if not consumed. The water is just like clean rainwater and does not spoil. Durable (+1 per pound): The object’s Duration becomes “permanent” until dispelled. The Power Points are “invested” and unavailable until it’s destroyed, dispelled, or dismissed by the caster. The conjurer may dismiss the object at any time, regardless of sight, distance, or other factors. His Power Points then begin recharging normally. Range (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
Deflection (Pathfinder Core Book p181)
Rank: Novice Power Points: 2 Range: Smarts Duration: 5 School: Abjuration Trappings: As Kaja sings, bits of stone and dust fly around, both obscuring the recipient and deflecting attacks.
Deflection misdirects incoming melee or missile attacks from the recipient of the power. With success, foes must subtract 2 from either melee or ranged attacks (caster’s choice). With a raise, the penalty applies to both. An attacker who uses a ranged weapon in melee against the recipient suffers the penalty either way. Modifiers
Additional Recipients (+1): The power may affect more than one target for 1 additional Power Point each. Glow/Shroud (+1): Glow creates soft light (caster’s choice of color) in a Small Blast Template centered on the target. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target
so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls. Hurry (+1): Hurry grants the the recipient sure footing and easier terrain, increasing Pace by 2. Range (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
Fear (Pathfinder Core Book p181)
Rank: Novice Power Points: 2 Range: Smarts Duration: Instant School: Necormancy Trappings: An earth elemental engulfs the foe, showing the fear of the grave. Though it lasts only a moment, it feels like an eternity.
This power causes overwhelming dread and horror. The target makes a Fear check. Extras who fail are Panicked and Wild Cards roll on the Fear Table. If the power is cast with a raise, the Fear roll is at −2 and Wild Cards add +2 to Fear Table results. Modifiers
Area of Effect (+2/3): For +2 points the power affects everyone in a Small or Medium Blast Template (caster's choice). For +3 points the area of effect is increased to a Large Blast Template. Glow/Shroud (+1): Glow creates soft light (caster’s choice of color) in a Small Blast Template centered on the target. It subtracts 2 from her Stealth totals and negates 1 point of Illumination penalties for those attacking the glowing character. Shroud dims and slightly obscures the target
so that attacks against her suffer a −1 penalty and she adds +1 to her Stealth rolls. Hinder (+1): The target is slowed by the remnants of the earth elemental's grasp. Their base Pace is reduced by 2. Range (+1/+2): Double the power’s listed Range for 1 Power Point, or triple it for +2.
Sending (Advanced Player's Guide p. 99)
Rank: Complex Cantrip Power Points: 0 Range: Special Duration: Instant Trappings: She sings and calls an elemental to her, which carries her message to the target with her own face and voice, and responses are the same.
With a 10 minute ritual, you contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. Even if the sending is received, the subject is not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive.
Minor Bolt (Advanced Player's Guide p. 98)
Rank: Complex Cantrip Power Points: 0 Range: Smarts Duration: Instant Trappings: As she sings, a nearby stone responds by flinging itself against her foe.
Minor bolt sends damaging shards of stone toward one’s foes. There are no Range penalties, but the arcane skill roll is affected by Cover, Illumination, and all other usual penalties. The damage is 2d4.
Worn on Person
Leather Hood (Armor 2; Head), Leather Leggings (Armor 2; Legs), Leather Tunic/Jacket (Armor 2; Torso, Arms)
Contents
Potion of Minor Healing (50 gp; heals 1 wound)
Earplugs
small mirror
chalk
candle
flint and steel Current Wealth: 4 platinum pieces (wrapped in cloth) 14 gold pieces, 19 silver pieces, and 7 copper pieces (all in a cloth purse inside the pouch).
Merchant's outfit Weapon Belt (knives and bolas, as well as a hanger for the cane)
Starting Bennies: 3 Discord Message - (11/18/2022 7:18 PM) High Command, you both also get non-expiring bennies for all your help with avatars and admin: +1 Benny Post Title/Subject - (1/2/2023 9:04 PM) High Command gets an additional benny (that doesn't expire) for sussing out the haunting.: +1 Benny The Old Fishery - Oh, and yes, @Patrick (High Command) gets a Benny for the Hindrance +1 Benny Old Fishery - Benny for reroll of Performance: -1 Benny Old Fishery/Shark Attack: +1 Benny for Black Joker Old Fishery/Shark Attack - Description: -1 Benny for Notice Old Fishery/Final Showdown - +1 Joker from Black Joker Old Fishery/Final Showdown - 1 Benny for Performance/Fear Old Fishery/Final Showdown - 1 Benny for PPs
Armor+1: Thickhide. Low Light Vision: Boars ignore penalties for Dim and Dark Illumination. Hardy: A second Shaken result doesn't cause a Wound to a wild boar. Tusks: Str+d4 (treat as horns)
Background: Kaja Ragan is the daughter of the Merchant Keldar Ragan; she is a Dwarven Dilettante and Earthcaller Bard (she possesses an Earth Elemental Sorcerous Bloodline, but it expresses in her bardic craft). She is one of a line of dwarven women in her house possessing this incredible gift and elemental heritage. Even among her family she is beautiful with nearly flawless skin smooth as worked marble. Despite this, she is impulsive, has a tendency to hesitate in times of stress, and is a constant source of trouble for her father, who demands her presence far too often for her liking. Outside of her quiet life of parties, functions, negotiations, and mercantile duties, Kaja has been seen often in the company of a handsome dwarven rake named Enger Ottman. The two have been nearly inseparable. While not particularly well connected, the lad did make a decent showing of himself as a duelist and adventurer. He was even a member of the Pathfinder Society. He'd been teaching his lady love to use the sword and had even gifted her with a sword cane of cold iron and mahogany, with a hilt/head wrapped in eel leather.
Ties that Bind: Enger was knifed to death in a dark alley one night recently. Kaja were called to the scene by the Korvosan Guard to identify the body, and as rough as that was for her, she also noticed a ring was missing from the body. It was magical and protective in nature, as well as ornate. Whoever murdered her lover stole that ring — she's absolutely convinced of it. She investigated on her own and recently found the ring for sale at a local merchant.
To her great frustration, she can’t afford yet to buy it back. But the merchant did tell her from whom he purchased the ring: a man named Gaedren Lamm. It seems likely this criminal is the one who killed her sweet Enger, or at the very least knows who did. The only problem is finding him. This has put her in the company of others of a like mind.