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About AzarraSound Striker / Faith Singer Bard 9 / Mythic Trickster Tier 2 | HP 73/73 | AC 23 / T 18 / FF 18 | Fort +7 / Ref +13 / Will +11 | CMB +7 / CMD +20 | Initiative +7 | Perception +19 | Bardic Performance 27/27 | Low-light Vision | Spells 1L 6/6 2L 5/5 3L 4/4 | Mythic Power 7/7 (Mythic Surge die 1d8) Harper Mission:
As you probably know the River Stojanow has been spewing poison into The Moonsea for decades, it can’t be crossed by normal means. Wood and flesh alike rots within minutes of contact. We’d like you to find the cause for that, and if possible put a stop to it. Also we have our suspicions the Phlan Council, some of them are honest but the agents of Zhentil Keep and Mulmaster are abroad. Keep your eyes peeled and listen for a Moonelf called Talia Dumourne, she’s one of us. Talia:
"Everyone had to start somewhere. Main thing is to not get noticed and to have a damn good cover story if and when you are. I don't know if they're related and I'd advise looking too deeply into the Zhent's affairs for now." "I need to train you in field craft, this will take time but your first lesson is the dead drop. The building opposite the town hall has an ally which curls round behind it. The ally wall is covered in a mural of a dragon rampant. You've probably seen it. The brick where the eye is, is loose. If you need to leave me a message, place it there, I will find it. Make sure no one sees you." Dead Drop compromised--latest note: Azarra The river changed color this morning, for the first time in decade poison was no longer pouring into The Moonsea. I am immensely proud of what you have achieved. This is something that should be celebrated but alas when one problem is solved another rears its ugly head. I am still being hunted, oh and you won't hear this publicly but the assassins tried to kill Eberhard and darn near succeeded. I shot several of them and Braccio and von Urslingen are no slouched in combat but Eberhard is in his eighties and he was run through. Braccio's magic saved him but Eberhard hasn't been the same since. Speaking of changes Cardona has been acting strangely too, I haven't been able to get close enough to witness this myself but he's said to be a changed man. A ten day ago he threw out the prostitutes and drug peddlers from his compound and went running every morning. He's said to be taking his council duties seriously for the first time ever, wearing sober clothing if you'd believe it. I don't know what to make of this. We should meet soon, there is much to discuss. Talia There is an addendum, written by the same hand although it's much shakier.
=== Basics === STR 14 (+2) [2 points +2 mythic tier 2 boost]
BAB +6/+1 | Speed 30 feet
=== Scores === Fort Save +7 [+3 base +1 Con +3 cloak]
=== Resistances / Bonuses === +4 on saving throws made against bardic performance, sonic, and language-dependent effects.
=== Weapons ===
Ranged
+1 Holy, Designating Orc Hornbow (+2 strength): Attack +11/+6 (+2 with inspire courage) | Damage 2d6+2 (+2d6 to evil) | x3 Critical | P (or B with blunt arrows) | Range 80 feet (Within 30 feet +1 Attack and +1 Damage)
=== Armor === +2 Jarring Mithral Chain Shirt (+6 armor bonus)
=== Traits ===
=== Feats ===
Special Abilities:
Bardic Knowledge (Ex) Bardic Performance Devout Spell Knowledge (Su) Dirge of Doom (Su) [A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.] Faith Singer Kindred-Raised [Gives up a bunch of racial bonus things for a +2 ability score] Sound Striker [Hurt people with words starting at 3rd level] Well-Versed (Ex) [Resistant to Sonic & language based attacks] Wordstrike (Su) [Spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. Deals 1d4 points of damage plus the bard’s level to an object, or half this damage to a living creature.] Weird Words (Su) [Can use a standard action to speak up to one word per 4 bard levels laden with sonic energy. Each word deals 4d6 points of sonic damage as a ranged touch attack with a range of 30 feet. The bard adds his charisma modifier on damage rolls with weird words. Multiple words that strike the same target stack into a single powerful attack, applying energy resistance and bonuses on damage rolls only once. The bard can target all words at the same or different targets, but he unleashes all words simultaneously. Each word costs 1 round of bardic performance.] Bardic Performances:
Bardic Performances 27 (4 base +4 Cha mod +3 Maestro of the Society trait +16 (2 per level after 1)) Countersong (Su) [Can sing to help people defend against sonic or language-dependent magical attacks]
12th level--Soothing Performance (Su) [mass cure serious wounds, using the bard’s level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance]
Mythic Abilities:
Amazing Initiative (Ex) [At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.]
Skills:
80 skill points (6 +1 int +1 favored class +2 background = 10 per level) +Acrobatics +16 |+5 Dex +8 rank +3 class skill
Spells:
Caster Level 9 | Concentration +13 (Caster level + ability mod) Spells known: 6/5/4/4 === Spell-Like Abilities ===
(Faith Singer 1/day SLAs (Redemption Domain--get 1st at 2nd level, then every 4 levels get another) 1st—protection from evil, 2nd—qualm, 3rd—magic circle against evil, 4th—forced repentance, 5th—atonement) === Zero Level === (DC 14) Detect Magic
=== First Level === (DC 15)
Chord of Shards [15 foot cone, during performance, 2d6 damage]
=== Second Level === (DC 16)
Cure Moderate Wounds
=== Third Level === (DC 17)
Claim Identity
Equipment:
+2 Jarring Mithral Chain Shirt [from female orc] +2 Amulet of Natural Armor [8,000 gold] +2 Orc Hornbow [8,430 gold] Backpack [2 gold] Bandolier (2) [1 gold] Bedroll [1 silver] Belt of Incredible Dexterity +4 [Ersatz the Black] Belt Pouch [1 gold] Blanket (2) [1 gold] Boots of the Earth Bracers of Archery [5,000 gold] Canteen [2 gold] Explorer's Outfit [free starting outfit] Grooming Kit [1 gold] Headband of Inspired Wisdom +2 [loot, inherited from Zane] Ink [18 gold] Inkpen [1 silver] Ioun Torch [75 gold] Journal [10 gold] Lens of Detection [3,500 gold] Longsword [15 gold] Mess Kit [2 silver] Pipes of the Sewers [1,150 gold] Quiver with 60 blunt arrows [6 gold] Quiver with 60 regular arrows [3 gold] Quiver with 60 silver arrows Silk rope (100 feet) [20 gold] Sleeves of Many Garments [200 gold] Spell component pouch [5 gold] Thieves’ Ring [300 gold] (contains lockpicks & other tools that allow you to use disable device) Traveler's Any Tool [250 gold] Traveler’s Translator [1,550 gold] Unicorn Horn (scavenged from pile of dead creatures in the woods near the poison river) Waterproof bags (2) [1 gold] A map of Phlan, yellowed by time. Drawn over it are a succession of cross hatched lines indicating the ever shifting battlefront. This document vividly depicting the fall of the city as each section was overrun. Appraise DC 18 to know this might be worth as much as 200g to a collector, should one be found. Heavy key (opens dimensional space) Silver spoon
Final battle stuff:
several scrolls (DC 18 and DC 17 to identify as animate dead and desecrate). The potions are DC 18, DC 18 and DC 21 to identify as cure serious wounds, gaseous form, and a Salve of Slipperiness. A +1 keen war razor. A ring of protection +1, and you find 500 gp in loose coins and gems stored in a small box. 2 stakes ("I'm prepared to retcon you having a couple of stakes just in case (they're an inch thick, about a foot and a half long and need to be driven in with a mallet).") Camping gear: Trail rations for 4 weeks for 5 people: 70 gold
--silver broach pin the size of your thumb engraved with a stylized moon and four stars surrounding a harp (show to Durrent, master of hounds) Eratz the black: +1 adaptive dancing composite longbow
Female orc: Amulet of natural armour +2
Red orc: Amulet of natural armour +1
Current Wealth: 3,316.16 gold (updated 7/6 bought adamantine stuff and red coral)
Background:
Azarra is the child of refugees from Phlan. Since they were devotees of Lliira, her childhood was focused on joy, and her parents rarely spoke of the past. When they did, it was to teach this lesson: that joy *can* come from sorrow, for both her half-elven parents had met as refugees, and would never have known each other if not for the tragedy. Azarra started singing at a young age, first just in her family, and in worship of Lliira, but later she found it to be her passion, and she began her training to become an opera singer. Her parents taught her songs about the Quivering Forest, and the few times that they mentioned the past, she could tell that they felt strongly about it. However, she did not know until recently that they both had been Harper agents as well. Her parents failed to come back from a "vacation" on time, and then a man claiming to be their "contact" had gotten in touch with her. He said that they were missing, but unlikely to be dead or he would have heard something. She didn't believe him at first, but after examing her parents' papers and finding that they had been planning a trip to Phlan, and to the Quivering Forest as well, she did. She wasn't sure if they (she?) still had family there, or what, but one letter from her father to her mother especially touched her, when her father said that he had always wanted to be able to show his daughter her heritage. When the man from the Harpers asked her if she would go to Phlan and be their contact there, she wasn't sure why she said yes... she wasn't a spy. But she left her life in the dust, packed up her parents' house, and went. If they were to be found, it would likely be here... and if they were not to be found, well... they had taught her to build joy from tragedy, and she would discover the happiness they had been willing to die for.
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