Female human bard|sorcerer 11
Init +2; Senses Perception +9
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 nat)
hp 64(11d8+22)
Fort +5, Ref +9, Will +7; +4 vs. bardic performance, language-dependent, and sonic, +2 vs. poison
Defensive Abilities snakeskin
Speed 30 ft.
Melee +1 machete +12(1d6+1/19-20)
Ranged mwk shortbow +11(1d6/x3)
Special Attacks bardic performance 27 rounds/day (countersong, distraction, fascinate [DC 14], inspire competence +4, inspire courage +3, suggestion, dirge of doom, inspire greatness, requiem of the fallen priest-king), serpent's Fang 1/day(1d4 plus poison), snakeskin, +2 to confirm critical hits
Bard Spells Known(CL 11th; concentration +14)
4th(2/day)-grand destiny, hallucinatory terrain, serenity
3rd(5/day)-cure serious wounds, remove curse, scrying, see invisibility
2nd(5/day)-animal messenger, cure moderate wounds, hold person, tongues
1st(6/day)-charm person, cure light wounds, feather fall, shadow trap, sleep, vanish
0(at will)-detect magic, know direction, mage hand, message, read magic, sift, unwitting ally (DC 12)
Sorcerer Spells Known(CL 11th; concentration +14)
5th(4/day)-dominate person, feeblemind, hold monster
4th(6/day)-greater aggressive thundercloud, mirror transport, poison, scrying
3rd(7/day)-detect anxieties, dispel magic, fly, harrowing, summon monster 3(reptiles only)
2nd(7/day)-delay poison, glide, investigative mind, rope trick, share language, summon swarm
1st(7/day)-alter musical instrument, charm person, endure elements, hypnotism, magic missile, peacebond
0(at will)-detect magic, detect poison, light, mage hand, open/close, prestidigitation, ray of frost, resistance, scrivener's chant
Bloodline Serpentine
Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 16
Base Atk +6; CMB +6; CMD 18
Feats martial weapon proficiency (machete), point-blank shot, weapon finesse, weapon focus (machete), eschew materialsB, skill focus(bluff)B,
Skills acrobatics +11, bluff +20, climb +4, escape artist +4, knowledge (geography, local, nature) +16, knowledge (history) +18, linguistics +8, perception +10, perform (oratory, sing) +17[diplomacy, sense motive, intimidate], spellcraft +9, stealth +14; Special +2 intimidate to demoralize
Languages common, dwarven, elven, strix, aquan, tengu, goblin
SQ bardic knowledge +2, lore master 2/day, versatile performance (oratory, +Intimidate), bloodline arcana(mind-effecting or language-dependent spells work on animals, magical beasts, and monstrous humanoids as if they were humanoids who know common), serpentfriend, jack-of-all-trades
Gear +1 studded leather, +1 machete, mwk shortbow with 20 arrows, belt pouch, compass, ink, inkpen, journal, paper (10), scroll case, spell component pouch
"Ramona Avandth is the Bountiful Venture Company's designated leader for the colony, sent along in the second wave to relieve the leader of the first wave of colonists."
Ramona Avandth is the Bountiful Venture Company's designated leader for the colony. Once the Peregrine arrived, she was expected to deliver a sealed letter to Rayland Arkley and assume leadership of the entire colony, while Rayland is instructed to serve as her second-in-command. Ramona was chosen for her leadership skills, rather than her bardic abilities; nevertheless, she has a fine singing voice and an appreciation for artistic talents.
APPEARANCE
Ramona's tan complexion has begun to develop small green scales. She keeps her brown hair cut short and dresses appropriately for a subtropical climate. Ramona spends little effort on her appearance, but she has an attractive face that hides behind the cloud of concern she feels toward her fellow colonists. Her green eyes grow intense and seem to become flecked with yellow during a crisis but soften when matters are calm and under control.
SOCIAL NOTES