Mistress Kayltanya

Erdthira Raskin's page

20 posts. Alias of Tirion Jörðhár.


Full Name

Erdthira Raskin

Race

Aasimar (Agathion(Vulpinal)-Blooded -- Idyllkin)

Classes/Levels

Bard(Animal Speaker)/1

Gender

Female

Size

S - 3' 2" 35lbs

Age

83

Alignment

Neutral Good

Location

Bloodcove

Languages

Common(Taldan), Celestial, Gnome

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

About Erdthira Raskin

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Offense:
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+2 Initiative (+2 Dex)
+0 BAB (+0 Bard)

+1 CMB (+0 BAB, +1 Str, -1 Size)
+13 CMD (+0 BAB, +1 Str, +2 Dex, -1 Size, +10)

+2 Rapier [+0 BAB, +1 Str, +1 Size) Damage: 1d4+1 (+1 Str)] Crit: 18-20 x2

+2 Shortbow [+0 BAB, +1 Str, +1 Size) Damage: 1d4] Crit: 20 x3

____________________________________________________________
Defense:
____________________________________________________________
Current hp: 10

Max hp: 10 (+8; +1 Con; +1 FC)
AC 12 [+3 Armor, +2 Dex, +1 Size, +16]
Flatfoot AC 14 [+3 Armor, +1 Size]
Touch AC 13 [+2 Dex, +1 Size, +10]

+1 Fort (+0 base, +1 Con) (+0 Bard)
+4 Ref (+2 base, +2 Dex) (+2 Bard)
+2 Will (+2 base, +0 Wis) (+2 Bard)

Resistance: Cold 5, Electricity 5, Acid 5

Special Abilities:

Spells:
1st level - 2/2

Summon Nature's Ally II - 1/1

Bardic Performance - 7/7 + Lingering Performance
- Inspire Courage
- Distraction
- Counterspell

Skills:
+2 Acrobatics (Dex +2, Rank 0, Class Skill +3),
+0 Appraise (Int +1, Ranks 0, Class Skill +3)
+7 Bluff (Cha +3, Ranks 1, Class Skill +3)
+1 Climb (Str +1, Ranks 0, Class Skill +3)
+* Craft(untrained) (Int +1, Ranks 0, Class Skill +3)
+3 Diplomacy (Cha +3, Ranks 0, Class Skill +3)
+2 Disable Divice (Dex +2, Ranks 0)
+3 Disguise (Cha +3, Ranks 0, Class Skill +3)
+2 Escape Artist (Dex +2, Ranks 0, Class Skill +3)
+* Fly (Dex +2, Ranks 0)
+9/13 Handle Animal (Cha +3, Ranks 1, Class(trait) Skill +3, Race +2) (+4 vs. Canines)
+0 Heal (Wis +0, Ranks 0)
+3 Intimidate (Cha +3, Ranks 0, Class Skill +3)
+* Knowledge, Arcana (Int +1, Ranks 0, Class Skill +3, Bard +1)
+* Knowledge, Dungeoneering (Int +1, Ranks 0, Class Skill +3, Bard +1)
+* Knowledge, Engineering (Int +1, Ranks 0, Class Skill +3, Bard +1)
+7 Knowledge, Geography (Int +1, Ranks 1, Class Skill +3, Bard +1, Trait +1)
+* Knowledge, History (Int +1, Ranks 0, Class Skill +3, Bard +1)
+7 Knowledge, Local (Int +1, Ranks 1, Class Skill +3, Bard +1, Trait +1)
+* Knowledge, Nature (Int +1, Ranks 0, Class Skill +3, Bard +1)
+* Knowledge, Nobility (Int +1, Ranks 0, Class Skill +3, Bard +1)
+* Knowledge, Planes (Int +1, Ranks 0, Class Skill +3, Bard +1)
+* Knowledge, Religion (Int +1, Ranks 0, Class Skill +3, Bard +1)
+* Linguistics (Int +1, Ranks 0, Class Skill +3)
+4 Perception (Wis +0, Ranks 1, Class Skill +3)
+3 Perform(Act): (Cha +3, Ranks 0, Class Skill +3)
+3 Perform(Comedy): (Cha +3, Ranks 0, Class Skill +3)
+3 Perform(Dance): (Cha +3, Ranks 0, Class Skill +3)
+3 Perform(Keyboard): (Cha +3, Ranks 0, Class Skill +3)
+7 Perform(Oratory): (Cha +3, Ranks 1, Class Skill +3)
+3 Perform(Percussion): (Cha +3, Ranks 0, Class Skill +3)
+3 Perform(Sing): (Cha +3, Ranks 0, Class Skill +3)
+3 Perform(String Instruments): (Cha +3, Ranks 0, Class Skill +3)
+3 Perform(Wind Instruments): (Cha +3, Ranks 0, Class Skill +3)
+2 Ride (Dex +2, Ranks 0)
+0 Sense Motive (Wis +0, Ranks 0, Class Skill +3)
+2 Slight of Hand (Dex +2, Ranks 0, Class Skill +3)
+* Spellcraft (Int +0, Ranks 0, Class Skill +3)
+6 Stealth (Dex +2, Ranks 1, Class Skill +3)
+0 Survival (Wis +0, Ranks 0, Race +2)
+1 Swim (Str +1, Ranks 0)
+* Use Magic Device (Cha +3, Ranks 0, Class Skill +3)

Each level skill points gained = 7+1 (6 Bard +1 Int +1 (if FC))

Traits:

• Restless Wayfarer - +1 Knowledge(local, geography), bonus language
• Adopted --> Animal Friend - +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.

Feats:

Lingering Performance (1st Level)

Weapon Proficiency(Bard): simple weapons plus the longsword, rapier, sap, short sword, shortbow, and whip.

Racial:

Assimar(Idyllkin) have the following racial traits:

Ability Adjustments: I +2 Constitution and +2 Charisma.
Type: Outsider(native) & Humanoid(Gnome) <-- See Alternative Racial Traits
Size: Small - Gnome Aasimar
Base Speed: 30'
Languages: Common & Celestial -- Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Celestial Resistance: acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Idyllkin - Handle Animal +2, Survival +2
Spell-Like Ability (Sp): Idyllkin can use Summon Nature's Ally II once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: darkvision 60 ft.

Alternate Racial Traits:

Scion of Humanity(Gnomemanity): Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Leveling Info:

Favored Class: Bard
Lvl 1 (HP)
Lvl 2 ()
Lvl 3 ()
Lvl 4 ()
Lvl 5 ()
_______________

Bard:

Class Features

Weapon and Armor Proficiency:
Bards are proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip.

Bards are also proficient with light armor and shields (except tower shields).

Bardic Knowledge (Ex):

A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance
May be used 4 + Cha + 2/level over 1st rounds per day.

Starting = Standard Action, Maintaining = Free, Changing = Standard.
7th - Starting = Move, 13th - Starting = Swift

Countersong (Su)
At 1st level may counter certain spells.

Distraction (Su)
At 1st level, a bard can use his performance to counter magic effects that depend on sight.

Animal Friend
Level 1 --> Canines

An animal speaker selects a particular kind of animal, such as apes, badgers, bears, boars, cats, snakes, and so on. The bard gains a +4 bonus on Handle Animal checks to influence animals of his chosen kind. Animals of this kind have a starting attitude of at least “indifferent” toward the bard and never attack him unless he attacks them first.

Animal companions and magically controlled animals of the bard’s chosen kind can be directed to attack the bard if the controlling creature wins an opposed Charisma check against the bard (this check can be made once per round until it succeeds, after which no further checks are needed). Supernatural versions of animals (such as animals with the fiendish template) can attempt an opposed Charisma check against the bard with a +4 bonus on its roll to overcome this hesitation. This ability has no effect on creatures other than animals.
This ability replaces fascinate.

Nature’s Speaker
At 5th, 11th, and 17th level, the animal speaker selects another kind of animal friend. The bard can use speak with animals at will on animals of his selected kinds.
This ability replaces well-versed.

Inspire Courage (Su)
+1 moral bonus on saving throws against charm and fear effects.
+1 competence bonus on weapon attacks & damage.
+2 @ 5th Level, +3 @ 11th Level, +4 @ 17th Level

Summon Nature’s Ally
Gains as known spells all Summon Nature's Ally spells when able to cast.
This ability replaces mass suggestion.

Versatile Performance (Ex)
Perform may replace certain skills.
2nd, 6th, 10th, 14th, 18th level.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Soothing Performance:
At 3rd level, an animal speaker can use bardic performance to influence animals. This works like the druid ability wild empathy, except he expends 1 round of bardic performance and makes a Perform check. If the bard already has wild empathy from another class, he adds the class levels that provide wild empathy to the result of his Perform check to influence an animal.
This ability replaces inspire competence.

Attract Rats:
At 5th level, the animal speaker can use bardic performance to summon 1d3 rat swarms; they remain as long as he continues performing. At 11th level, he summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 17th level, the number of swarms he summons increases to 3d3.
This ability replaces lore master.

Suggestion (Sp)
A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

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.

Inspire Greatness (Su)
A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Jack of All Trades (Ex)
At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Soothing Performance (Su)
A bard of 12th level or higher can use his performance to create an effect equivalent to the 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. Soothing performance relies on audible and visual components.

Frightening Tune (Sp)
A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Inspire Heroics (Su)
A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Mass Suggestion (Sp)
This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

Deadly Performance (Su)
A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target 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 target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.

Bard Spells:

0th Level
Detect Magic
Mage Hand
Message
Read Magic

1st Level
Cure Light Wounds
Grease
Summon Nature's Ally I*

*special extra archetype spells

Equipment:

Arms, Armor, and Clothing
(0) Explorer's Outfit, 2.5 lbs.

(25) Studded Leather Armor, 10 lbs.
(20) Rapier, 1 lbs.
(30) Shortbow 2 lbs.
(1) 20 Arrows - 1.5 lbs. (1.5lb/20)
(3) 20 Arrows, Silver - 1.5 lbs. (1.5lbs/20)

18.5 lbs -- 79 cost

In Backpack

Backpack, 2 lbs
Oil, Flask, 1 lbs.
Rope, Silk 50 feet, 5 lbs.
Flint and Steel
Waterskin x3, 12 lbs

20 lbs

Belt Pouch

Chalk, 3 pieces
0 p.p.
10 g.p.
5 s.p.
7 c.p.

Carrying Capacity

Current Weight: 59 lbs

Light Load: x < 58 lbs.
Medium Load: 59 < x < 116 lbs.
Heavy Load: 117 < x < 175 lbs

Appearance:

Approaching you is a small woman riding a large dog. As she approaches you realize that she is a gnome, but with strange eyes. She seems rather uncomfortable on the dog, yet you get the feeling that the dog is completely loyal to her. With her hair flowing behind her and dust on her patched armor, it is clear that the small woman has spent much time on the road.

Background:

A small woman sits next to a fire on a hill looking down at the village a few miles off. Another town and another message delivered. So many years, so many messages. Someday, perhaps I will be part of the story rather than just the messenger.

As she sits, she recalls her long youth and many years on the road and the stories that came with them. As she does so, she reaches out and scratches the ears of her faithful hound friend and companion.

Her youth is like a shadow it is now so many years ago. Growing up in a village just north of the Grundig Forest. The cold days and colder nights of the Land of the Linnorm Kings are legendary. But nowhere near as cold as Irrisen to the east. As she recalls the cold of the north, the small woman pulls her cloak more tightly around her to ward off the evening chill. Erdthira has never been affected by cold as her friends, gnome, human or otherwise, are. Nonetheless, she still can feel the chill wind of the north on nights like this when she is alone and recollecting her youth.

While not directly next to Irrisen, every village in the northern lands must be on a continuous watch for wolves and other predators from the wild frozen nation of Witches. Erdthira recalls the first time that she discovered she had a connection with wolves and dogs. She was out with friends and was returning home just after the sun had set and the frigid night had begun. As she walked, she suddenly saw before her two sets of cold blue eyes and heard the deep growl of a wolf. While the night was cold, these eyes were colder, like the heart of a witch.

Knowing that running would be useless as the much larger wolves could easily outpace her, Erdthira simply stood and watched the animals. The continued to growl and moved slowly toward her. Much to her surprise, the two big dogs did not attack, but simply approached her and then sniffed her, as though she were a pup or a member of the pack. Having regained some confidence, Erdthira then reached out and carefully scratched the wolf's ears. The wolf did not snap at her, but rather put its head down while the other wolf lay down before her.

Erdthira stayed and scratched the wolves ears and stomachs for several minutes until her hands became cold. Then she waved to the wolves and continued on her walk home. Once home, she asked her mother about the incident. Her mother told her this story:

Many years ago, your great grandmother, Rentinossi, was out picking berries in the spring when two wolves came out from the woods. She was sure that she was done for and turned to run. But, as she did, a small person with a grey foxlike appearance suddenly appeared and stood between her and the wolves. The wolves growled at the strange small man, and then turned and went back into the woods and Retinossi let out a great sigh of relief. She then turned and asked the foxlike man who he was. He responded that he was an Agathion, a creature from the heavens, and that he travelled the lands telling stories and learning the stories of others.

Rentinossi invited the agathion back to her home where he told her a tale of great adventure from the south where the sun was hot and snow was never seen. Rentinossi could almost not believe such stories. A land where there was no snow - unbelievable. Once the agathion had finished his story, Rentinossi told him of her gnome village and of the fear all gnomes have of the bleaching. After hearing the story, the agathion thought for a few minutes and then said:I shall bless you, and you and your children shall never have to worry about this bleaching again.

Rentinossi did not know what the small creature did, but it was as though she had a piece of him within her forever after. She found great delight in telling stories and hearing the stories of others. Also, she found that she had a great ability to calm dogs and other canines.

Once Erdthira heard this story, she knew that she to must have been somehow touched by this small man-fox, this agathion as he called himself. After this day, Erdthira found that she could calm and almost speak with dogs and other canines, the foxes that wandered the fields, even an occasional wolf when she found one in the wild. In addition, after hearing this story, Erdthira found that she too loved stories, both hearing them and telling them.

Within a year or two of the encounter with the wolves, Erdthira developed a wanderlust. She was given a large hound by her parents and left the town with a wave riding the dog. While she has never been the most comfortable in the saddle riding a dog, her ability to communicate with the loyal animals has made travel quite easy. From the Land of the Linnorm Kings, Erdthira travelled to the coast where she was hired to take a message from Kalsgard to a merchant in Riddleport to the south. There she was hired to carry a message to Magnimar. One message soon led to the next to the next. She travelled many lands, even those strange places to the south where the snow never falls and the sun is so hot it makes you feel as though you skin is afire.

After thinking of this, all the towns and cities, the merchants, the nobles, and the others she has met over the years, Erdthira once again looks down on the small town of Heldren.

Perhaps some day, I will be part of the stories, not just the messenger.

Well, we shall see what tomorrow will bring. Most likely a message for someone two towns away, or perhaps a missive for a noble in his castle, or the start of a great adventure with dragons and giants.

As her imagination rapidly escalates, she sadly shakes her head. [i]No, it will assuredly just be another message for the merchant a few towns away.

And with that, she reaches out and scratches the ears of her hound once more before pulling her blanket up and curling up for the night.