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About IsmeThis raven has the ability to speak, mainly in sarcasm. She seems to emit an ominous aura, possibly being far more than she appears. Formerly Chaise's familiar. Tracking:
Bard Performances: 17/20
Spells Remaining
Witch Hex DC: 18
Prepared Spells:
Items Wand of Cure Light Wounds (CL 1st): 50/50 Stat Block:
Isme Zikaldiru Female Noble Raven Bard (Detective) 7 / Witch (Bonded Witch) 7 CN Tiny Noble Animal (Noble Raven) Init +5; Senses Low-light vision; Perception +16 -------------------- Defense -------------------- AC 18, touch 16, flat-footed 14 (+4 Dex, +2 size, +1 natural, +1 armor) hp 45 (7d8+7) Fort +2, Ref +9, Will +5; +4 vs. bardic performance, language-dependent, and sonic; +4 vs. illusions; +4 to see through disguises and protections against divination; Armor Haramaki Defensive Abilities arcane insight, improved evasion -------------------- Offense -------------------- Speed 10 ft., fly 40 ft. (average) Melee claws +11 (1d2–4) Space 2-1/2 ft.; Reach 0 ft. Special Attacks bardic performances 18/day (careful teamwork +2, countersong, distraction, fascinate [DC 17], inspire competence +3, suggestion [DC 17]) hexes (cackle [30 feet], evil eye [–2, 7 rounds], feral speech, fortune [30 feet, 1 round], misfortune [30 feet, 1 round], slumber[30 feet], soothsayer) Spells Bard (CL 7th, concentration +12); Witch(CL 7th, concentration +13); Patron Trickery -------------------- Statistics -------------------- Str 2 (-4), Dex 18 (+4), Con 10 (+0), Int 21 (+5), Wis 11 (+0), Cha 18 (+4) Base Atk +5; CMB -1; CMD 13 Traits Arcane Temper, Scholar of the Ancients, Vagabond Child Feats Accursed Hex, Extra Hex (Feral Speech), Extra Hex (Misfortune), Extra Hex (Soothsayer), Natural Casting, Skill Focus (Perception), Weapon Finesse Skills Acrobatics +8, Appraise +9, Bluff +8, Diplomacy +14, Disable Device +15, Disguise +8, Fly +12, Knowledge (Arcana) +10, Heal +4, Knowledge (Dungeoneering) +10, Knowledge (Engineering) +10, Knowledge (Geography) +10, Knowledge (Local) +12, Knowledge (History) +10, Knowledge (Nature) +10, Knowledge (Nobility) +10, Knowledge (Planes) +10, Knowledge (Religion) +10, Linguistics +15, Perception +16, Perform (Sing) +11, Profession (Familiar) +7, Sense Motive +10, Spellcraft +15, Stealth +17, Use Magic Device +14 Languages Auran, Common, Elven, Goblin, Infernal, Orc, Sylvan, Thassilonian, Varisian SQ bonded item (ring), eye for detail +3, arcane investigation, loremaster 1/day Abilities Reference:
Bard (Detective) Bardic Performance: 20/day (4 + cha mod + 2 per bard level after 1st) Careful Teamwork (Su): All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. This ability is language-dependent and requires visual and audible components. Countersong (Su): A bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components. Distraction (Su): A bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. Fascinate (Su): A bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range 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 bard cannot attempt to fascinate that creature again for 24 hours. Inspire Competence (Su): A bard can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). 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. Loremaster (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Hex DC: 18 (10 + 1/2 witch level + int mod) Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. Evil Eye (Su): The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4. Feral Speech (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way. At 12th level, the witch can use this hex to communicate with vermin. Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours. Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Soothsayer (Su): When the witch uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, she can choose to delay the effect. If she does so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect the target's AC), whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect. The hex is wasted if it is not triggered within 24 hours.
Stats:
Ability Scores Strength 2 (-4) Dexterity 18 (+4) Constitution 10 (+0) Intelligence 21 (+5) Wisdom 11 (+0) Charisma 18 (+4) Saving Throws
AC: 18 = 10 + 4 [dex] + 2 [size] + 1 [nat] + 1 [haramaki]
BAB: +5 = 5 [base]
Base Speed: 10 ft. = 10 [base]
Ability Score Increase: +1 INT
Spells:
Bard (Detective) Spell Save DC - Level - Spells Per Day - Bonus Spells 14 - 0th - N/A - N/A 15 - 1st - 3 - 1 16 - 2nd - 3 - 1 17 - 3rd - 1 - 1 18 - 4th - N/A - 1 --------------------
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Witch (Trickery)
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Feats, Traits, Abilities:
Traits Arcane Temper - +1 concentration, +1 init Scholar of the Ancients - +1 arcana, +1 history, thassilonian Vagabond Child - +1 disable device, treat as class skill Feats
Familiar
Bard (Detective)
Witch (Bonded Witch)
Skills:
Skill Name: Total Bonus = Ranks + Ability + Misc Acrobatics`: 8 = 1 + 4 + 3 [class]
*trained only
Items:
Money: 10,898.99 gp --------------------
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Light Load: 19 lb. or less
Notes:
Wondrous items have weight 1/10 of medium size Avian Magic Item Slots Ill Omen, Enervation
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