About Anala, Nixie BardAnala:
Anala, Nixie Bard
Female Nixie Bard (Animal Speaker) 5 NG Small Fey (aquatic) Init +3; Senses Perception +3 -------------------- Defense -------------------- AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size) hp 33 (5d8+5) Fort +4, Ref +8, Will +4 Resist electricity 2 -------------------- Offense -------------------- Speed 20 ft., swimming (30 feet) Melee Masterwork Bone Rapier "Laganru's Tooth" +4 (1d4-1/18-20/x2) Special Attacks bardic performance (standard action) (17 rounds/day), bardic performance: countersong, bardic performance: distraction, bardic performance: inspire courage +2 Bard (Animal Speaker) Spells Known (CL 5): 2 (3/day) Heroism, Cure Moderate Wounds, Summon Nature's Ally II, Hold Person (DC 18) 1 (6/day) Summon Nature's Ally I, Hideous Laughter (DC 17), Cure Light Wounds, Share Language (DC 16), Unbreakable Heart 0 (at will) Lullaby (DC 16), Summon Instrument, Daze (DC 16), Detect Magic, Dancing Lights, Prestidigitation (DC 15) Spell-Like Abilities Charm Person (DC 17) (3/day), Water Breathing (CL 12, 24 hours) (1/day) -------------------- Statistics -------------------- Str 8, Dex 16, Con 12, Int 14, Wis 8, Cha 20 Base Atk +3; CMB +1; CMD 14 Feats Craft Wand, Prodigy (Perform [percussion instruments], Perform [sing]), Spell Focus (Enchantment) Traits Abendego Spellpiercer (Sodden Lands), Resilient Skills Acrobatics +10 (+6 jump), Appraise +6, Bluff +13, Climb +1, Craft (baskets) +10, Diplomacy +11, Disguise +9, Escape Artist +8, Fly +5, Handle Animal +15, Intimidate +15, Knowledge (arcana) +10, Knowledge (nature) +12, Perception +3, Perform (percussion instruments) +15, Perform (sing) +15, Sense Motive +3, Spellcraft +8, Stealth +12, Swim +12, Use Magic Device +9 Languages Aquan, Common, Sylvan, Terran SQ amphibious, Animal Friend - snakes/eels (serpents), bardic knowledge, bardic performance: soothing performance, lore master (1/day), nature's speaker, summon nature's ally, versatile performance abilities (percussion instruments), Wild Empathy (+13) Combat Gear Wand of Cure Moderate Wounds (CL 4), Wand of Heroism (CL 6); Other Gear +1 Eel Hide Hide shirt, Masterwork Bone Rapier, Cloak of resistance +1, Headband of alluring charisma +2, Artisan's tools, masterworkCraft (baskets), Backpack, masterwork (3 @ 21.7 lbs), Dungeoneering kit, deluxe, Musical instrument, masterwork (Coral and Seashell, Seaweed Leshy, 85 GP Special Abilities:
Abendego Spellpiercer (Sodden Lands) +2 to Concentration checks
Amphibious (Ex) You can survive indefinitely on land. Animal Friend (Snakes/Eels (Serpentines)) +4 to Handle Animal vs chosen kind, start as indifferent & won't attack. Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks. Bardic Performance (standard action) (17 rounds/day) Your performances can create magical effects. Bardic Performance: Countersong (Su) Counter magical effects that depend on sound. Bardic Performance: Distraction (Su) Counter magical effects that depend on sight. Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls. Bardic Performance: Soothing Performance As Wild Empathy, but use perform with other class' bonus to check. Damage Resistance, Electricity (2) You have the specified Damage Resistance against Electricity attacks. Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Nature's Speaker Can speak with animals of selected kinds at will. Prodigy (Perform [percussion instruments], Perform [sing]) Gain a +2 bonus on two Craft, Perform, or Profession skills. Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC. Summon Nature's Ally Add summon spells to your bard spell list. Swimming (30 feet) You have a Swim speed. Versatile Performance (Percussion Instruments) +15 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy. Background:
Anala was born in a lagoon on the coast of the Sodden Lands, where her family had lived for generations... which given they are fey is saying something. Despite it's proximity to the sea however, her parents had never ventured beyond it's freshwater bounds to the sea beyond.
Even from an early age Anala was puzzled by that. She learned about the lagoon and the small river that fed it, one of countless in the Sodden Lands, but all her parents would tell her of the ocean was the dangers; men in ships, enormous sharks, dangerous merrows and merfolk... such things only fueled Anala's fascination however, and as she grew older she started to venture into it's salty waters, riding it's waves, exploring along the coast, while her parents watched with concern. Eventually Anala's independence won out of her need for their approval, and with a few parting gifts she left her family's lagoon behind, setting out to explore. She stayed at first to the familiar shallows, finding caves, strange plants and new animals, but eventually even that was not enough, and her boldness carried her deeper beneath the waves, leaving the safety of the coast behind. Using her wits and her speed she was able to evade most dangers, but eventually--months later--her luck ran out. Swimmy over a muddy patch of sea-bottom she was ambushed, a large, pinching claw almost as large as she was closed around her middle as a great crab sloughed off the mud it had been resting in. Despite her struggles it seemed her tale was over, and it likely would have been had in not been for the intervention of Laganru. With a lazy seeming flick of it's tail, a truly enormous serpent rose loomed up out of the depths, and split the great crab's shell. Seeing the opportunity to escape while the serpent had it's meal Anala pushed free of the slackened claw, and swam for her life. Rather than feasting upon the crab as she had believed it would, the serpent followed her, letting out a great bubbling chuckle as it called a greeting to her in the language of the waves. Shocked by the polite greeting she ceased her efforts to flee, and turned to instead look back at the great beast which had saved her. Though her fear remained she greeted it in kind, and with amusement in it's voice the creature began to lazily swim around her, it's great bulk blocking out the sea around her. It was only several hours later when the conversation lulled, Anala's head filled to overflowing with the tale the creature had spun for her. The serpent, Laganru was ancient, and it knew that soon it would die; before it did, it wished to see once more, the land of it's youth, the region the humans knew as the Inner Sea. Enthralled by the creature's stories Anala begged for the creature to allow her to accompany it, expressing her own deep desire to explore the oceans of the world. At that Laganryu fell silent for a long time, before finally offering Anala a challenge. If she could complete a task before it's return, then it would allow her to accompany it until it felt it's time. Without a thought Alana easily agreed. It was yet more hours later before Laganru had explained the task before her, gifting her with the knowledge she would need to accomplish her task, but leaving it up to her to show the skill... When she fell asleep Alana was not sure, but when she awoke she found herself in unfamiliar waters, but with the city Laganru had described within sight. She travelled into Atlantis, and fiercely haggled for what she would need, trading some of the precious items gifted to her by her family for rare reagents and sacred ingredients, before leaving with all haste, returning to the lands of her youth, and a deeply spiritual cave she had found amidst submerged ruins. It was there she planted her kelp, and over the next months carefully fed and treated the slowly growing creature, fascinated once again to watch it grow, tended carefully by her hands. Finally, after two months it was grown, and with great excitement and anticipation she performed the ritual Laganru had carefully instructed her in. When the strands of the plant finally peeled away and out swam the fully grown leshy Alana was ecstatic. She spent the weeks following caring for the creature, befriending it, and preparing for Laganru's return. When the ancient sea serpent found her, three months to the day later she gladly met him with her new friend; Yaci, the saltwater leshy at her side. Impressed by her accomplishment and the healthy growth of her companion Laganru lived up to his word, and with profound happiness Alana swam from that city at his side. Of course, 'near' was a relative term for one as old as Laganru, and Anala spent almost 2 years with him and Yaci before that time came. Impressed by Anala during their time together, instead of leaving her behind to die alone, he invited her to be come with him. Anala accepted of course, humbled by the honor, and though the experienced proved traumatic--physically and emotionally--Anala was glad she did. Before he died, Laganru spoke alone with Yaci, and when, after his great bulk settled to the bottom the plant creature began to do something to the body Anala just floated, puzzled at first, and then alarmed. Using a tooth taken from Laganru's mouth Yaci was cutting into it's hide. When she tried to stop Yaci the plant creature said only that Laganru had asked him to do this; it had made him promise to take from it's hide enough of it's leather to create an armor for Alana, as a gift for her companionship in it's last days, so that it could continue to protect her beyond it's death. Moved to tears by those final words Alana helped Yaci carve a sheet from Laganru's side, and together they travelled back to Atlantis to have it crafted into armor, and a special scabbard for Laganru's tooth. Yaci, Seaweed Lechy Companion:
Yaci
Leshy, Seaweed NG Small Plant (aquatic, leshy, shapechanger) Init +1; Senses darkvision, low-light vision; Perception +7 -------------------- Defense -------------------- AC 15, touch 12, flat-footed 14 (+1 armor, +1 Dex, +1 size, +2 natural) hp 30 (4d8+12) Fort +6, Ref +2, Will +3 Immune electricity, mind-affecting, paralysis, poison, polymorph, sleep, sonic, stunning, plant traits -------------------- Offense -------------------- Speed 20 ft., swimming (20 feet) Melee Slam (Leshy, Seaweed) +4 (1d6/x2) Special Attacks sneak attack +1d6, water jet (dc 15) Spell-Like Abilities Entangle (in water only) (1/day), Pass without Trace (Constant), Speak with Plants (related species only) (Constant -------------------- Statistics -------------------- Str 10, Dex 13, Con 14, Int 9, Wis 15, Cha 12 Base Atk +3; CMB +2; CMD 13 Feats Ability Focus (Water Jet), Toughness +4 Skills Acrobatics +1 (-3 jump), Fly +3, Perception +7, Stealth +9 (+13 in water), Survival +3 (+7 to in Water), Swim +8 Modifiers +4 stealth in water, +4 to survival in water Languages Druidic, Sylvan; plantspeech SQ air cyst, amphibious, leshy change shape, verdant burst Other Gear Leshy Cloth, You have no money! -------------------- Special Abilities -------------------- +4 Stealth in water (Ex) You gain a bonus to Stealth Checks under the listed conditions. +4 to Survival in Water (Ex) You are particularly good at Survival in certain environments or circumstances. Air Cyst (Su) Grows small bulbs which give water breathing for 10 min when eaten. Amphibious (Ex) You can survive indefinitely on land. Darkvision (60 feet) You can see in the dark (black and white vision only). Immunity to Electricity You are immune to electricity damage. Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks. Immunity to Paralysis You are immune to paralysis. Immunity to Poison You are immune to poison. Immunity to Polymorph You are immune to Polymorph effects. Immunity to Sleep You are immune to sleep effects. Immunity to Sonic You are immune to sonic damage. Immunity to Stunning You are immune to being stunned. Leshy Change Shape (Su) You can change your form into a small plant of similar species. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Plant Traits Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun. Plantspeech (Ex) All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they’re related to. Fungus leshys can communicate with molds and fungi as if they were plants. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Swimming (20 feet) You have a Swim speed. Verdant Burst (Su) If slain, plant types in 30 ft heal 1d8+HD, diff terrain if can support plant growth. Water Jet (DC 15) (Ex) Water Jet blinds foe for 1 rd (Fort neg). |