Attic Whisperer

_Murmur's page

69 posts. Alias of Kyle Smith 700.


About _Murmur

Murmur
Male Attic Whisperer Dirge Bard 7
NE Small Undead

Description:

Murmur is 3' 3" tall, with a dog skull for a head. His body is a hodgepodge of bones from a variety of creatures, both large and small. A slight glow comes from the eye sockets of the skull, the color slowly shifting through all colors of the spectrum. Murmur's clothes are nothing more than a tattered towel that he wraps around his body.

Personality:

Murmur treasures his collection of voices, but to him, they are more than mere voices. Murmur believes that when he steals a voice, he steals a piece of the soul. When that person dies, he or she joins Murmur, to be his friend for eternity. When he speaks using a voice not his own, he believes it is his friend speaking through him. Murmur has collected so many friends that he himself almost never speaks - the last time he used his own voice was over a century ago.

Murmur is extremely possessive of those he considers friends, and will react violently to any perceived threat to them. He has an odd manner about him, a blend of childlike innocence and cold-blooded killer. He is centuries if not millennia old, yet not many can say they know what he truly is. At one moment he will be as naïve as a newborn, another moment that façade will shift to pure cruelty. When he faces a threat, however, Murmur is a cunning and ruthless opponent.

Background:

The creature known as Murmur's first memory is of an orphanage in Solku. He was alone and found a friend in a gnome child by the name of Nefi. Nefi was the only gnome in the orphanage, which the other children used as an excuse to torment her.

Murmur lured Nefi in with promises of playtime and fun, and the desperately lonely Nefi eagerly accepted the creature. They played children's games such as hide and seek. Murmur especially loved to hear Nefi sing, and she began spending more and more time in the attic. Yet even as Nefi found a corner of happiness in her dark world, it soon would end tragically.

Exactly one year after having met Nefi, Murmur grew bored with the child. He wanted to hear another voice, hear other songs, play new games. He wanted a new friend, and began creeping through the orphanage to find one. When Nefi came to play, he would stay away as often as not.

Nefi knew Murmur was growing more distant, and it confused her. Her one source of happiness was turning into hurt and dismay. Was her friend leaving? She cried herself to sleep every night Murmur didn't show. After three straight days without any playtime, Nefi was despondent, until she was given the news she'd hoped for but never expected to hear. A gnomish couple wanted to adopt her!

That night, Murmur left the attic before Nefi rushed in. He had his eye on another child to befriend, and watched him sleep for several hours before slipping back up to the attic. He was surprised to see Nefi still there, determinedly looking for him. In no mood to play with her, he showed himself and prepared to send her away, but she spoke before he could. And told him the worst news he could imagine. Somebody else wanted her, wanted to take her away from him! He grew enraged at the thought. She was his friend, and nobody else's!

Nefi didn't understand what was wrong, why Murmur seemed angry. Why were his eyes, usually such a pretty rainbow, glowing a bright red? He stepped closer to her, and she felt a twinge of fear. But that was silly. Murmur was her friend! He reached out his funny-looking hands, and she relaxed. He just wanted a hug. She gladly slipped into the hug and held her friend close. Maybe he could come with her, she thought. A sharp pain in her shoulder made her jump back, yet for some reason, her yelp of pain made no sound. She stumbled and fell as her suddenly fatigued legs gave way. She looked up, and Murmur's funny dog-teeth had blood on them! Her blood! What was he doing? This wasn't play!

Murmur calmly watched his "friend" try to scramble away. Try to leave him, would she? She'd never go away, not now. He darted forward and bit her another time.

Nefi drooped to the floor, barely able to move. She didn't understand. She didn't understand why she couldn't scream for help, why she couldn't move, and, most of all, why her friend was doing this. Terror raced through her body, and she reached a wavering hand up to Murmur, silently begging him to stop.

Murmur regarded Nefi's crumbled form with a sense of amusement. "You'll never leave me, Nefi."

When Nefi heard her own voice coming out of the monster that she'd thought was her friend, all hope fled. She didn't even resist when Murmur walked up and bit her for a third time. Sleep descended on her, a welcome escape from despair.

Murmur looked at Nefi, not seeing her body, but remembering the fun they'd had. "Murmur, let's play hide and seek again!" He said to himself, using Nefi's voice. If he had a face, it would have been spread in a grin. This was even better than playing with Nefi. He looked at her again. He didn't need her anymore. With a shrug, he bit her again, and again, and again, until she breathed no more.

He played with Nefi all night, amusing himself with old games and even some new ones he made up on the spot. Yet as morning dawned, anger crept back into his thoughts. Nefi had always belonged to him. Who were these thieves that looked to steal her from him? They should pay for the affront.

Nefi's clothes fit him well, and with little difficulty he managed to hide his skeletal frame. It was a cold winter, and a heavy scarf and hood pulled low disguised his skull.

Quokgol and Majet Frothelthimble had been astonished to find a gnome needing adoption in far-off Solku. It was only through their expansive drum-making business that they happened to be there. They'd tried for a child for years, and never succeeded. Finding an adorable girl in Solku seemed a sign from the gods. She was a shy child, with the way she wrapped herself tightly in clothes to avoid being seen, but they were confident with love she would come out of her shell. She had a sweet voice, muffled though it was through the scarf.

Murmur hated these gnomes. They tried to take away his friend, and they would pay. He studied them while they traveled. Quokgol drove the cart, and Majet hovered near Murmur the entire time, babbling constantly about this and that and desperately trying to make him feel comfortable. That night, they stopped at an inn. Murmur waited until they were asleep, then stole their breath with a touch and bit them to death, just like Nefi. He stole the best drum from their cart and returned to the orphanage.

***

For decades or possibly centuries - not even Murmur could tell you how long exactly - he played in the attic of the orphanage. Every few years he would find a new friend, play with them, and eventually tire of them. Those he tired of died and joined Nefi within him. As the voices he gathered grew more diverse, he found less and less need of new playmates. He already had so many, and so he left the orphanage.

He wandered Garund for a time, always adding new voices to his collection. Many weren't fun like his old friends, but they always had something that interested him. He played on the drum he'd stolen, practicing to play it in rhythm with the songs the voices sang. When the drum fell apart from age and use, he found another drum-maker, took the best drum he had, and added another voice.

Finally, after centuries of wandering, Murmur found himself in Geb, where the undead like him did not have to hide in the darkness. Being of small stature, he was the target of multiple attempts at enslavement, but his attackers found themselves joining Nefi when they underestimated Murmur. It wasn't long before Murmur's reputation grew. Others began treating him with respect and even fear.

With his unique talents, Murmur discovered that he was an excellent assassin. He began selling his services, but only accepted contracts on targets that interested him. It wouldn't do to add a voice to his collection that would bore him.

Statistics:

8/10 Str +0
18/20 Dex +5
- Con
18 Int +4
14 Wis +2
27/31 Cha +10

Languages Common, Gnome, Elven, Goblin, Halfling
Senses Darkvision (60 feet)
Favored Class Bard (all have gone to +1 Skill point)

Defense:

AC 31 (+7 armor, +5 Dex, +1 size, +5 natural, +2 deflection, +1 dodge)
..Flat-footed 25
..Touch 19
CMD 26 (10 + 9 BAB + 0 Str + 5 Dex - 1 Size + 2 deflection + 1 dodge)

HP 198 / 198 (13d8 + 130)
Fort +17 (+4 Base, +10 Cha, +3 Resistance)
Ref +15 (+7 Base, +5 Dex, + 3 Resistance)
Will +15 (+10 base, +2 Wis, +3 Resistance)

Immune ability drain, bleeds, death effects, energy drain, exhaustion, fatigue, physical ability damage, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning, Undead Traits;
Special Haunted Eyes - +4 to saves vs. fear, energy drain, death and necromancy effects.

Offense:

Initiative +9
Spd 20 ft.
Base Attack +9
CMB +8 (+9 BAB + 0 Str - 1 Size)

Melee Attacks
Bite +16 1d4 20/x2 and Steal Breath (DC 28)
Touch +10 and Steal Voice (DC 28)

Ranged Attacks
+1 Shortbow +17/+12 1d4+1 20/x3
Ranged Touch +15

Spells:

Spells Left
3rd: 2/3
2nd: 6/6
1st: 6/7

3rd Level Spells (3/day) - DC 23
Dispel Magic, Jester's Jaunt

2nd Level Spells (6/day) - DC 22
Command Undead, Glitterdust, Silence, Piercing Shriek

1st Level Spells (7/day) - DC 21
Inflict Light Wounds, Silent Image, Feather Fall, Vanish

0 Level Spells (At Will) - DC 20
Summon Instrument, Read Magic, Prestidigitation, Dancing Lights, Detect Magic, Lullaby

Concentration Bonus 17

Feats & Traits:

Feats
Ability Focus: Steal Breath
Ability Focus: Steal Voice
Dodge
Harmonic Spell
Improved Initiative
Lingering Performance
Weapon Finesse

Traits
History of Heresy
Magical Talent: Touch of Fatigue (1/day) (Sp)

Skills:

+25 Acrobatics (+5 Dex, +12 Ranks, +3 Class Skill, +5 Boots of Elvenkind)
+26 Bluff (+10 Cha, +13 Ranks, +3 Class Skill)
+9 Climb (+0 Str, +6 Ranks, +3 Class Skill)
+20 Disable Device (+5 Dex, +13 Ranks, +2 MW Thieves' Tools)
+14 Disguise (+10 Cha, +1 Rank, +3 Class Skill)
+9 Escape Artist (+5 Dex, +1 Rank, +3 Class Skill)
+6 Fly (+6 Dex)
+11 Knowledge: Arcana (+4 Int, +1 Rank, +3 Class Skill, +3 Bardic Knowledge)
+11 Knowledge: Dungeoneering (+4 Int, +1 Rank, +3 Class Skill, +3 Bardic Knowledge)
+11 Knowledge: Engineering (+4 Int, +1 Rank, +3 Class Skill, +3 Bardic Knowledge)
+11 Knowledge: Geography (+4 Int, +1 Rank, +3 Class Skill, +3 Bardic Knowledge)
+16 Knowledge: History (+4 Int, +6 Ranks, +3 Class Skill, +3 Bardic Knowledge)
+16 Knowledge: Local (+4 Int, +6 Ranks, +3 Class Skill, +3 Bardic Knowledge)
+11 Knowledge: Nature (+4 Int, +1 Rank, +3 Class Skill, +3 Bardic Knowledge)
+11 Knowledge: Nobility (+4 Int, +1 Rank, +3 Class Skill, +3 Bardic Knowledge)
+11 Knowledge: Religion (+4 Int, +1 Rank, +3 Class Skill, +3 Bardic Knowledge)
+11 Knowledge: The Planes (+4 Int, +1 Rank, +3 Class Skill, +3 Bardic Knowledge)
+18 Perception (+2 Wis, +13 Ranks, +3 Class Skill)
+28 Perform: Percussion Instruments (+10 Cha, +13 Ranks, +3 Class Skill, +2 MW Drums)
+22 Perform: Sing (+10 Cha, +9 Ranks, +3 Class Skill)
+8 Sense Motive (+2 Wis, +3 Ranks, +3 Class Skill)
+25 Stealth (+5 Dex, +13 Ranks, +3 Class Skill, +4 Size modifier)
+21 Use Magic Device (+10 Cha, +8 Ranks, +3 Class Skill)

Gear:

Combat Gear
+1 Shortbow
+3 Mithral Chain Shirt
37 arrows (in Efficient Quiver)
50 Cold Iron Arrows (in Efficient Quiver)
50 Silver Arrows (in Efficient Quiver)
6 +1 Golem Bane Arrows (in Efficient Quiver)

Magic Items
Amulet of Natural Armor +2
Belt of Physical Might, STR & DEX +2
Boots of Elvenkind
Bracers of Archery, Lesser
Cloak of Resistance +3
Efficient Quiver
Handy Haversack
Headband of Alluring Charisma, +4
Ring of Protection, +2

Wand of Inflict Light Wounds CL 1 - 48 charges (in Handy Haversack)
Wand of Invisibility CL 2 - 50 charges (in Handy Haversack)

Miscellaneous Gear
3x Acid flask (in Handy Haversack)
3x Alchemist's fire (in Handy Haversack)
Grappling arrow (in Handy Haversack)
Masterwork Drums
5x Purple Worm Venom (in Handy Haversack)
50' Spider Silk rope (in Handy Haversack)
Spell component pouch
Masterwork Thieves' tools
50' Twine (in Handy Haversack)
Signal Whistle (in Handy Haversack)

Wealth
19 gold
3 silver
9 copper

Special Abilities:

Bardic Performance (move action)
Rounds per day 26, 2 used
Countersong
Distraction
Fascinate (DC 23)
Inspire Competence +3
Inspire Courage +2
Suggestion (DC 23)

Steal Breath (Su) (DC 28) - A creature bit by an attic whisperer must make a will save or become fatigued for 1 hour. A fatigued creature that is bitten instead is exhausted for 1 hour, and an exhausted creature falls asleep for 1 hour if bitten. The sleeper can only be roused by killing the attic whisperer or by using dispel magic, remove curse, or similar effects. The save DC is Charisma-based.

Steal Voice (Su) (DC 28) - A creature hit by an attic whisperer's touch must make a will save or lose its ability to speak for 1 hour. During that time, the creature cannot talk, cast spells with verbal components, use auditory bardic performances, or use any other ability that requires speech. Once an attic whisperer has stolen a creature's voice, it can perfectly mimic that voice at any time, even after its victim's voice has returned, and while using that voice can speak any languages the victim knew. Those familiar with an individual's voice can make a Sense Motive check opposed by the attic whisperer's Bluff check to realize a micmicked voice is inauthentic. The save DC is Charisma-based.

Aura of Sobs (Su) All of the voices that an attic whisperer steals linger around it in an invisible but audible aura of unnerving childlike whimpers, songs, and sobs. Any living creature that enters this area loses the benefit of all bardic performances affecting it and takes a -1 penalty on all attack rolls, damage rolls, and Will saving throws. The attic whisperer can suppress or reactivate its aura as a free action. This aura is a sonic, mind-affecting effect.

Bardic Knowledge +3 (Ex) Add + 3 to all knowledge skill checks.

Darkvision (60 feet)

Harmonic Spell Whenever you cast a spell while you are maintaining a bardic performance, you can maintain the bardic performance for that round without expending one of your rounds of performance for the day. In addition, you can switch from one bardic performance to another as a swift action when you cast a spell while maintaining a bardic performance.

Haunting Refrain -2 (Su) At 5th level, a dirge bard is able to stir primal terrors in the hearts of listeners. He can use a Perform (keyboard) or Perform (percussion) check in place of an Intimidate check to demoralize an opponent, with a bonus equal to half his bard level. In addition, saving throws against any fear effect he creates are made with a -2 penalty, and this penalty increases by -1 every 5 levels beyond 5th. This ability replaces lore master.

History of Heresy +1 save vs. divine spells

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.

Magical Talent: Touch of Fatigue (1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.

Secrets of the Grave (+3) (Ex) At 2nd level, a dirge bard gains a bonus equal to half his bard level on Knowledge (religion) checks to identify undead creatures and their abilities. A dirge bard may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life). In addition, he may add one necromancy spell from the spell list of any arcane spellcasting class to his list of spells known at 2nd level and every four levels thereafter. This ability replaces versatile performance.

Triple Time (replaced 1st level spell known). This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect one ally in hearing range per bard level. This masterpiece increases the affected target's base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).
Use: 1 bardic performance round.
Action: 1 minute