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Madame Ivanja

Lysandra Eventide's page

154 posts. Alias of Talomyr.

Full Name

Lysandra Eventide


Taldane Human


Bard (Sea Singer) 1 / Cleric of Besmara 0








Chaotic Good




Where ever the four winds take her


Taldane, Polyglot, Kelish


Sailor on the Seas of Fate

Strength 10
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 16
Charisma 14

About Lysandra Eventide


Hair: Black
Eyes: Sea Green
Height: 5’9”
Weight: 140 lbs.

You see a dark haired woman with eyes as green as a stormy sea. The first impression most have of her is someone who is care-free and very spirited.


Lysandra is a friendly, but mischievious sort. A bit headstrong particularly in matters of sailing the seas. Once she has a few Caydenbrews in her, she becomes even more friendly, and given to what ever whim may catch her attention at the moment.


Lysandra grew up as the daughter of an Andoran merchant captain in the harbor section of Almas. Practically as soon as she could walk, she would spend every moment she could with her father on the deck of the Ravenswood, her father's ship. As time went by Lysandra made many a trip with her father to ports in Taldor, Thuvia, and Qadira amongst many others. Or at least she did until her mother decided Lysandra should try and make a proper Andoran woman of herself, and give up traveling with her father. After many arguments and hurt feelings, Lysandra finally relented and stayed behind in Almas. Even though the young woman stayed put in Almas, she took every opportunity she could to visit the docks and gaze longingly at the ship and breathe the salty sea air.

When Lysandra was 16, beyond constantly deflecting her mother's wishes she marry, received the worst news she could have ever imagined. The Ravenswood had sank in terrible storm, with only a very few survivors, unfortunately Lysandra's father was not among the lucky few that night.

After her father's death Lysandra pleaded with her mother to let her take command of one of the family's remaining ships, seeing as "an Eventide should be one of the captains of the merchant fleet". Her mother steadfastly refused, and that was the last night the two would see or speak to each other. Lysandra gathered what money she could and booked passage to Absalom. Once she arrived in Absalom, she caught on with any merchant crew she could, trying to eventually ending up in the Shackles. Lysandra's time traveling the Inner Sea has taught her to not be overly trusting of others, but still tries to see the best in people Her travels have taught her more about the world as whole, in particular she seems to enjoy the stories about pirates and their Queen, Besmara. While she enjoys the stories, she could never see herself in the position of being a pirate.

XP: 0/2,000

Equipment and Money:

Rapier, Light Crossbow, 20 Bolts, Dagger, Leather Armor, Buckler, Traveler's Outfit, Tankard, Backpack, Belt Pouch, Flint and Steel, Flask of Oil, Waterskin

Weight Carried: 32 lbs. (light load)

23 gp 18 sp 8 cp

Combat Statistics:

AC:15 (Touch 12 , Flat-Footed 13) Initiative: +2

HP: 9

BAB: +0 CMB: +0 CMD: 12

Attack Options:

Saving Throws
Fortitude: +1 Reflex: +4 Will: +5


Acrobatics +6
Appraise +1
Bluff +6
Climb +2
Craft(Untrained) +1
Diplomacy +2
Disguise +2
Escape Artist +2
Fly +2
Heal +3
Intimidate +2
Perception +4
Perform(Singing) +6
Perform(Untrained) +2
Ride +2
Sense Motive +3
Stealth +2
Survival +3
Swim +2
Knowledge(geography) +6
Knowledge(local) +6
Knowledge(nature) +6
Linguistics +6
Profession(Sailor) +8

Bard (Sea Singer) Abilities:

World Traveler: A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge(local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter.

Bardic Performance: (6 rounds/day)
- Sea Shanty: A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty,
using the bard’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves.

- Distraction: 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

- Fascinate: 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 this ability from working. For every three levels the 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 all 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: +1 Competence bonus to Attack and Damage, +1 morale bonus to will saves vs. charm and fear effects.

Cleric Abilities:


Besmara's Blessing (Campaign): You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...

Magical Knack - Cleric (basic, magic): Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.


Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Athletic: You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill

Spells Known:

0 Level (DC 12): Detect Magic, Prestidigitation, Daze, Light

1st Level (2/Day, DC 13): Cure Light Wounds, Vanish

Current Status:

HP: 9/9
Performance Rounds: 6/6
Bardic Spells - 1st: 1/2

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