Cordeliza Parasca
Defense
AC: 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
HP: 21 (4d8)
Fort: +1 Ref: +6 Will: +6, +4 vs. bardic performance, language- dependent, and sonic
Offense
Speed: 30 ft.
Melee: quarterstaff +2 (1d6–1)
Ranged: sling +5 (1d4–1)
Special Attacks: bardic performance 19 rounds/day (countersong, distraction,, fascinate [DC 15], inspire competence +2, inspire courage +1)
Spells Known: (CL 4th, concentration +7) 2nd (2/day)—animal messenger, pyrotechnics (DC 15) 1st (4/day)—alarm, charm person (DC 14), hideous laughter (DC 14), sleep (DC 14) 0 (at will)—dancing lights, flare (DC 13), ghost sound (DC 13), message, prestidigitation
Statistics
Str: 8 Dex: 14 Con: 10 Int: 12 Wis: 14 Cha: 17
Base Atk: +3 CMB: +2 CMD: 14
Feats: Brew Potion, Extra Performance, Skill Focus (Perform [sing])
Skills: Appraise +6, Bluff +10, Diplomacy +8, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +8, Perform (dance) +8, Perform (oratory) +8, Perform (sing) +13, Sense Motive +8, Sleight of Hand +9, Spellcraft +6
SQ: bardic knowledge +2, versatile performance (sing), well-versed
Languages: Common, Draconic, Varisian
Combat Gear: potion of invisibility, wand of cure light wounds (5 charges)
Other Gear: amulet of natural armor +1, Harrow deck, pocketed scarf (see Pathfinder Chronicles Campaign Setting 213 for deck and scarf), 250 sp
Description
Female human bard 4
Before Combat: Cordeliza is not a fighter. She calls for help at the first hint of danger. When possible, she tries to head off an impending battle by using her social skills or casting charm person.
During Combat: Cordeliza screams for her family, local guards, or anyone in the area who might be able to help her. She uses pyrotechnics to cover an escape attempt and hideous laughter and sleep to disable her opponents.
Morale: Time spent gazing into the great beyond has left Cordeliza with a certain calmness about death. However, she has no wish to die just yet and tries everything at her disposal to flee when in danger. She bargains her services or possessions for her life but dies rather than betray her family.
Cordeliza never expected to be a fortuneteller.
Her grandmother, a very wise woman gifted with sight into the spirit world, was the third child in her family. Cordeliza’s mother, also a gifted fortuneteller, was a third child as well. When Cordeliza’s parents died in a fire, everyone thought Cordeliza’s younger sister would take up the mantle of fortuneteller, but it was Cordeliza her grandmother chose to train.
For many months Cordeliza resisted this calling. Grief-stricken over her parents’ deaths, she could not handle this break in tradition. She refused to study with her grandmother and even ran away to Magnimar, where she lived on the streets for several weeks. Strange dreams plagued her during this time and she missed her family terribly. One night she dreamed of a terrible storm, with lightning and thunder crashing around her. She woke in terror and ran to a shrine of Desna for shelter. Not a moment later a vicious storm broke over the city. Lightning struck several houses, spewing rubble into the gutters, and many who slept on the streets were injured. No longer able to deny her gift, Cordeliza returned to her family and set about learning the ways of the seer.
Cordeliza acts as the caravan’s wise woman now. She reads messages in the wind, directs the caravan on its travels, and warns her family of impending dangers. On occasion, she follows her dream-messages into cities or along unfamiliar routes, certain that her destiny lies along this path.
Boon: Cordeliza will perform a Harrow reading for those who treat her respectfully and pay 50 silver (she considers gold coins unlucky). If a character demonstrates respect for the caravan and performs a service to assist Cordeliza’s family, or otherwise shifts her attitude to helpful, Cordeliza charges only 1 silver for the reading (not paying at all for a reading is also considered unlucky) and may offer guidance that comes to her in dreams (which might involve sending letters or messengers to the PCs).
Source: NPC Guide, p. 34
