Vhalhisstre Vexidyre

Halistria D'Harvash's page

111 posts. Organized Play character for Apocalypso.


Full Name

Halistria D'Harvash

Race

Drow

Classes/Levels

Bard 8/ Oracle of Wind 7

Gender

Female

Size

5'4", 120lbs

Age

28

Alignment

Chaotic Good

Deity

Shelyn

Strength 10
Dexterity 18
Constitution 10
Intelligence 14
Wisdom 11
Charisma 24

About Halistria D'Harvash

HALISTRIA D'HARVASH CR 14

Bard 8
Oracle of Wind 7
Haunted Curse
(She is haunted by all the victims she failed to save before Shelyn helped her escape.)

Description:
Halistria initially appears to most people as a lovely pale-skinned elf with azure eyes, and platinum hair. She wears a shapely dress that is still modest. It's sleeves and skirt flair in graded shades of azure and blue to add to the mesmerizing effects of her dancing. All of her clothing seems simple, yet well-made.
She is actually a drow elf with identical features, but for her purple-ebony skin. She doesn't hide her true nature to deceive, but simply to avoid creating fear and sparking unnecessary conflict.
Halistria's easy-going attitude and irrepressable optimism put most people at ease quickly. She seems to have a gift for awakening the best in even the grouchiest of people. Indeed, she considers that her mission.

Background:
Halistria D’Harvash was originally born to the name D’Harvash D’Lith. In the insidiously beautiful drow tongue “D’Harvash” means “Born to Bring Darkness.”

She was trained into the worship of demons, as were all daughters of noble drow families. And though D’Harvash showed early promise as a divine spellcaster, she was never able to channel the dark forces necessary for the higher spells.

Instead, whenever possible, she preferred to escape into the underworld tunnels with her twin brother, Dureth, who was training as a scout. Only when they were able to get away like this in private did the two of them express their discontent with the cruel ways of their people. In each of their trainings they were being forced to greater and greater acts of deceipt and viciousness. They were each being beaten and starved for refusing to obey. They didn’t know how much longer they could hold on to a spirit of something different, something…better.

Only in these stolen moments away from their darkly beautiful city were Dureth and D’Harvash able to be themselves. Together in the high, arching caverns they would sing aching melodies and harmonies that played between the stones. Dureth would beat out playful rhythms on glowing mushrooms. And D’Harvash would dance and light their world with faerie lights.

Inevitably, they were caught. Dureth was tied to the sacrificial alter. And D’Harvash was commanded to perform the ritual to make him a drider, or be sacrificed with him. Dureth begged her to do it, to save herself. But she could not. If she performed this heinous ritual on the person she loved most dearly, she would be accepted into her full potency as a demonic cleric, but then lose something more dear than her life.

Tears streaming from her eyes, she refused to perform the ritual. By some strange inspiration the two of them, brother and sister, began to sing. Their voices soared in ever-richer harmonies. Even the stone hearts of the drow priestesses trembled at the beauty and longing they heard. A new voice joined the twins’, seeming to weave ineffable color as well as sound into the very stone of the profane temple. It culminated in a glorious blaze of light… and then suddenly everything was gone.

D’Harvash found herself in a dream from which she couldn’t wake. In it, the most breathtaking drow woman she had ever seen was singing to her quietly. She asked incessant questions. “Where am I?” “How did I get here?” “Where is Dureth?” “Who are you?” But the woman didn’t answer. She just continued singing in her alien, lilting tongue. Even though D’Harvash didn’t understand a word, she came to know what this strange woman, this goddess, was telling her.

I am she who your people call Eilistraee (She whose lies make us weak), I have many names. In the world where you are going I am called Shelyn. Your song called to me, yours and your brother’s. Do not worry for him, he has a different destiny. He will do remarkable things.

And you? You called to me. You declared yourself to me. You will be one of my Heralds. You will go to the surface world and heal, and defend the innocent. Most importantly, you will awaken Beauty in the hearts of those believed to have none. But even the deepest darkness can be dispelled with the smallest light. This must be so, or you and your brother could not exist. From now on, you are called, “Halistria D’Harvash—Born to Lead those in Darkness into the Light.”

Halistria awoke on the dew-speckled grass to see the night stars for the very first time. She has never stopped singing the song that night inspired. As she travels the wondrous world above, she quickly turns distrust to hope wherever she goes. But still, she always looks to find her brother around the next turn in the road or beneath the hood of a stranger. And secretly she hopes to one day return to her own people, to free them from the shackles demons have placed on their hearts. She dreams of the songs her people might sing, if only their true selves could be awakened.

Crunch:

Senses
Darkvision (120 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Personal Penumbra Tattoo Darken area one step for her personally.
Wind Sight (Clairaudience/Clairvoyance) (7 rounds/day);
Perception +20
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DEFENSE
--------------------
HP 79 (15d8)

AC 24/(26 Air Barrier), touch 15/(17), flat-footed 19. . {+4(+6) armor, +4 Dex, +5 natural, +1 dodge}

CMD 26

Defensive Abilities
Air Barrier +6 (7 hours/day);

Fort +10
Ref +17
Will +16
Fey Foundling Magical healing works better on you (+2hp per die rolled)
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
Improved Initiative +2 Initiative Roll
Bracers of Evasion Continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

Spell Resistance 21

Weaknesses
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.

--------------------
OFFENSE
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Init +8
Spd 40 ft./80 ft. *does +10 from striding and springing stack with haste from boots of speed?
Boots of Speed x2
Base Atk +11;
CMB +11;

Melee +2 Holy Quarterstaff +13/+8/+3 (1d6+2/20/x2) and
. . Unarmed Strike +11/+6/+1 (1d3/20/x2)
Ranged +1 Holy Shock Sling +16/+11/+6 (1d4+1/20/x2)

Feats & Traits:

Feats
Bard Weapon Proficiencies,
Dodge,
Expanded Arcana: Bard,
Improved Initiative
3x Extra Revelation,
Fey Foundling,
Lingering Performance,

Traits
Forlorn
Magical Knack- Oracle

Skills:

Skills
Bardic Knowledge +4 (Ex) Add + 4 to all knowledge skill checks.
Bard:Versatile Dance(+22) Use this Bonus for Bluff and Sense Motive
Bard:Versatile Singing (+22): Use this Bonus for Acrobatics and Fly
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.

Acrobatics +22,
Appraise +6,
Bluff +22,
Climb -6,
Diplomacy +13,
Disable Device +15,
Disguise +22,
Fly +22,
Heal +6,
Knowledge (Arcana) +12,
Knowledge (Dungeoneering) +12,
Knowledge (Engineering) +10,
Knowledge (Geography) +10,
Knowledge (History) +10,
Knowledge (Local) +10,
Knowledge (Nature) +12,
Knowledge (Nobility) +10,
Knowledge (Planes) +12,
Knowledge (Religion) +12,
Linguistics +6,
Perception +20,
Perform (Dance) +22,
Perform (Sing) +22,
Ride -1,
Sense Motive +22,
Sleight of Hand +3,
Spellcraft +13,
Stealth +16,
Survival +2,
Swim -5

Spells, Spell-like Abilities, Performance Abilities, & Revelations:

Bardic Performance (move action) (25 rounds/day) Your performances can create magical effects.
Lingering Performance Bardic Performances last 2r after you stop concentrating.

Countersong (Su) Counter magical effects that depend on sound.
Dirge of Doom (Su) Enemies within 30' are shaken.
Distraction (Su) Counter magical effects that depend on sight.
Fascinate (DC 19) (Su) One or more creatures becomes fascinated with you.
Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Suggestion (DC 19) (Sp) Make a Suggestion to one Fascinated creature.

Revelations
Air Barrier: +6 AC, 7 hours/Day
Gaseous Form: 7x 1 min each day
Invisibility: 7x 1 min each day
Lightning Breath (30' line, 7d4) (2/day) (DC 20),
Thunderburst: 7d6, 100'range, 20'+5'/lvlradius
: As a standard action, you can create a blast of air accompanied by a loud peal of thunder. The blast has a range of 100 feet and has a 20-foot radius, increasing by 5 feet for every 4 oracle levels after 7th. Creatures in the area take 1d6 points of bludgeoning damage per oracle level and are deafened for 1 hour, with a Fortitude save resulting in half damage and no deafness. You must be at least 7th level to select this revelation. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter.

Windsight: unlimited sight and hearing if unobstructed
Wings of Air: Fly 7x 1 min each day

Spells & Spell-Like Abilities
Dancing Lights (1/day),
Darkness (1/day),
Faerie Fire (1/day)

Bard Spells Known (CL 8, +11 melee touch, +15 ranged touch):

3 (4/day) Charm Monster (DC 20), Dispel Magic, Jester's Jaunt (DC 20)
2 (6/day) Heroism (DC 19), Mirror Image (DC 19), Silence (DC 19), Gallant Inspiration (DC 19)
1 (6/day) Sleep (DC 18), Detect Secret Doors, Ventriloquism (DC 18), Solid Note, Vanish (DC 18)
0 (at will) Summon Instrument, Know Direction (DC 17), Read Magic (DC 17), Message, Detect Magic, Sift, Unwitting Ally (DC 17)

Oracle Spells Known (CL 9, +11 melee touch, +15 ranged touch):
Magical Knack: Oracle +2 CL for a specific class, to a max of your HD.

3 (6/day) Cloak of Winds (DC 20), Protection from Energy (DC 20), Searing Light, Cure Serious Wounds (DC 20)
2 (8/day) Restoration, Lesser (DC 19), Sound Burst (DC 19), Cure Moderate Wounds (DC 19), Minor Image (DC 19), Gust of Wind (DC 19), Hold Person (DC 19), Levitate
1 (8/day) Alter Winds (DC 18), Bless Water (DC 18), Detect Undead, Protection from Evil (DC 18), Obscuring Mist, Cure Light Wounds (DC 18), Detect Evil
0 (at will) Mending, Stabilize, Mage Hand, Purify Food and Drink (DC 17), Light, Ghost Sound (DC 17), Create Water, Guidance, Virtue

Weapons:

+2 Holy Staff of Weather 81,200 gp
Aura strong varied; CL 13th; Weight 5 lbs.

The carved surface of this solid oaken beam always depicts a scene with the opposite qualities of the current weather (wet on dry days, dry on wet days, and so on). It allows use of the following spells:

•Fog cloud (1 charge)
•Gust of wind (1 charge)
•Wind wall (1 charge)
•Ice storm (2 charges)
•Sleet storm (2 charges)
•Control weather (3 charges)

+1 Holy Shocking Sling 32,000 gp
100 bullets

Equipped Gear:

Money
407,500 gp spent on magical gear
596.45 gp spent on alchemical and mundane gear
1903.55 gp remaining

Performance Outfit (Dress with flaired sleeves and skirt to emphasize dancing)

Mithral Shirt +4 AC underneath dress 1,100 gp

Deep Red Sphere (Ioun Stone) +2 Dex 8,000 gp

Headband of Alluring Charisma (+4) +4 Cha 16,000

Disguise Tattoo (per Hat of Disguise) 3,600 gp

Protective Penumbra Tattoo 3,600 gp
Casting Time 1 standard action
Components V, S
This spell keeps the target slightly in shadow. A target with light blindness, light sensitivity, or vulnerability to sunlight (such as vampires and wraiths) may ignore penalties from those qualities. The spell gives the target a +2 bonus on saving throws against nonmagical hazards related to bright light, such as glare or sunburn.

Amulet of Natural Armor +5 50,000 gp

Cloak of Resistance +5 25,000 gp

Bracers of Evasion (per Ring of Evasion) 25,000 gp
Continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

Ring of Spell Storing 50,000 gp
Currently Storing Dispel Magic and Silence
As the minor ring of spell storing, except it holds up to five levels of spells. Moderate evocation; CL 9th

Bag of Holding I Holds all non-equipped gear.

Bard spell component pouch

Boots of Speed, Striding, and Springing 20250 gp

Ring of Shooting Stars:
50,000 gp
This ring has two modes of operation, one for being in shadowy darkness or outdoors at night and a second one when the wearer is underground or indoors at night.

During the night under the open sky or in areas of shadow or darkness, the ring of shooting stars can perform the following functions on command.

- Dancing lights (once per hour)

- Light (twice per night)

- Ball lightning (special, once per night)

- Shooting stars (special, three per week)

The first special function, ball lightning, releases one to four balls of lightning (ring wearer's choice). These glowing globes resemble dancing lights, and the ring wearer controls them in the same fashion (see the dancing lights spell description). The spheres have a 120-foot range and a duration of 4 rounds. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature who comes within 5 feet of one causes its charge to dissipate, taking electricity damage in the process according to the number of balls created.

Number of Balls Damage per Ball

4 lightning balls 1d6 points of damage each

3 lightning balls 2d6 points of damage each

2 lightning balls 3d6 points of damage each

1 lightning ball 4d6 points of damage

Once the ball lightning function is activated, the balls can be released at any time before the sun rises. (Multiple balls can be released in the same round.)

The second special function produces three shooting stars that can be released from the ring each week, simultaneously or one at a time. They impact for 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere for 24 points of fire damage.

Any creature struck by a shooting star takes full damage from impact plus full fire damage from the spread unless it makes a DC 13 Reflex save. Creatures not struck but within the spread ignore the impact damage and take only half damage from the fire spread on a successful DC 13 Reflex save. Range is 70 feet, at the end of which the shooting star explodes, unless it strikes a creature or object before that. A shooting star always follows a straight line, and any creature in its path must make a save or be hit by the projectile.

Indoors at night, or underground, the ring of shooting stars has the following properties.

- Faerie fire (twice per day)

- Spark shower (special, once per day)

The spark shower is a flying cloud of sizzling purple sparks that fan out from the ring for a distance of 20 feet in an arc 10 feet wide. Creatures within this area take 2d8 points of damage each if not wearing metal armor or carrying a metal weapon.

Those wearing metal armor and/or carrying a metal weapon take 4d8 points of damage. Strong evocation; CL 12th

Other Gear:

Magical

Wand of Cure Serious Wounds 11,250 gp

Metamagic Rod, Maximize, Lesser 14,000 gp
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat. CL 17th

Bard Spell Components in Belt Pouch
A piece of copper wire
A clear crystal
Rose Petals
An eyelash in gum arabic
Parchment rolled in cone
Coal dust

Alchemical
Alchemist's Kindness
Alkali Flask (3)
Smelling Salts
Smoked Goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.

Tanglefoot bag (3)
Thunderstone (3)

Mundane
Bedroll
Blanket, winter
Case, map or scroll (empty) (5)
Flask (5)
Grappling hook
Healer's kit, masterwork (10 uses),
Ink (1 oz. vial, black)
Inkpen
Oil (1-pint flask)
Parchment (sheet) (5)
Rations, trail (per day) (7)
Spider Silk Rope (50')
Sealing wax
Thieves' tools, masterwork
Waterskin (2)

Special Abilities:
(Listed All Together)
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SPECIAL ABILITIES
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Air Barrier +6 (7 hours/day) (Ex) +6 AC.
Bardic Knowledge +4 (Ex) Add + 4 to all knowledge skill checks.
Bardic Performance (move action) (25 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 21) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Suggestion (DC 21) (Sp) Make a Suggestion to one Fascinated creature.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Fey Foundling Magical healing works better on you
Gaseous Form (7 minutes/day) (Su) Assume Gaseous Form.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Invisibility (7 minutes/day) (Su) Invisibility
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Lightning Breath (30' line, 7d4) (2/day) (DC 20) (Su) 30' line of electricity deals 7d4 electricity damage, Ref Half.
Lingering Performance Bardic Performances last 2r after you stop concentrating.
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.
Magical Knack: Oracle +2 CL for a specific class, to a max of your HD.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Spell Resistance (21) You have Spell Resistance.
Versatile Dance +22 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks
Versatile Singing +22 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
Wind Sight (Clairaudience/Clairvoyance) (7 rounds/day) (Su) No Perception penalties for wind or the first 100' or use clairaudience/clairvoyance within 100' if there is unobstructed air to the location.