Lady Bethany Archaise's page

307 posts. Alias of flash_cxxi (RPG Superstar 2009 Top 32).

Full Name

Lady Bethany Archaise of House Vex Archaise


Avian Harpy


Avian Harpy 4 Bard (Arcane Duelist) 2




4'9" (Medium)



Special Abilities

Darkvision 60ft; Captivating Song 50ft; Bardic Performance


Chaotic Neutral






Common, Harpy


Noble Bard

Homepage URL

Lady Bethany

Strength 10
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 11
Charisma 20

About Lady Bethany Archaise

Lady Bethany hails from the chaos laden world of Conchord, a world of vast forests and mountains. Humanity is virtually unknown on Conchord, except in the polar regions and even races such as Elves and Dwarves are rare. Instead, Conchord is ruled from the skies, by the Nations. Each Nation controls one of the four continents of Conchord and each has been both at war and peace with all of the other Nations throughout the turbulent history of the world. At the moment peace reigns between the Nations, although minor skirmishes are still quite common.
The four Nations are those of the Avariel Nation of Elyria (plains tall hills/low mountains & scattered forests) the Derhii Nation of Silvermist (tall hills/low mountains, swamps, jungles & scatterd forests), the Harpy Nation of Harmonia (tall mountains & forests) and the Ssintex Nation of Calibrex (deserts & tall volcanic mountains).
This is a Home Brew World...

Lady Bethany is a Scion of House Vex Archaise Ar-cayse. Unlike the rest of her family though, she chose not to pursue Wizardry, but instead focus on the Bardic Tradition. She spent her youth being taught arcane secrets and practicing her music. Finally, once she was old enough and her parents lost their battle of attempting to convince her to become a Wizard, she attended the great Auralis Harmonium, the Bard College of House Seeranis.
While attending her Novice Year, she was involved in a Sonic Experiment between the Aeranis Academae and the Auralis Harmonium. The Experiment went awry and somehow a creature composed of pure Sonic Energy was summoned. With no Binding Circle present to contain it, the creature caught a full half of the gathered Students and two of the Teachers by surprise killing them with a blast of undistilled noise. They dropped to the floor instantly, blood pouring from their ruptured eardrums. Lady Bethany was outside the initial blast, but was too close to the Sonic Elemental and was snared with a tendril of solid sound and dashed against the floor. She fell unconscious and so missed the remaining Teachers band together to dismiss the creature back to where it came from. The unforseen consequence of this action was that Lady Bethany was still in the grasp of the creature and was taken along with it.
Waking up in a back alley of an unknown city, Lady Bethany soon learned from the accounts of nearby denizens that the creature had released her upon arrival and stalked off. She also learned that she was in the strange and alien (at least to her) City of Doors called Sigil.
Thankful that she was at least carrying her Haversack and Quiver (and of course her Lyre), she set out to find out more about the City and see about finding her way back, not fully realizing the enormity of her situation, nor her distance from home.

Lady Bethany is a picture of elegance. Her Dark Brown feathers are in immaculate condition, as is all of her equipment. Crystal like blue/green eyes stare at you with a soft haughtiness; she knows she is better than you, but won't say it to your face unless you have displayed severe ineptitude (which means quite stupid, as she is only of average intelligence herself).
She wears nothing but a Light Pink Silk Slip and short breeches. She has recently purchased a fine Dark Pink Coat for protection against the elements in Sigil and also sports a pair of blood drop Ruby Earrings gained from the corpse of the Illuminated Toranna on the Elemental Plane of Fire.
A well looked after backpack is on her back, with a Leather Quiver (far left) nestled behind it. She can often be seen playing a fine quality Bronzewood and Bone Lyre.
I went a bit light on the Description because I've given a picture as reference. I based this Character off the picture, so what you see is what you get, other than what I have added above.


Female Avian Harpy Avian Harpy/Bard (Arcane Duelist) 4/2
Chaotic Neutral, Medium Monstrous Humanoid

Initiative +3; Senses Perception +2, Darkvision 60ft.

Languages Common, Harpy

AC 15, touch 13, flat-footed 12; (+1 armour, +3 DEX, +1 natural)
CMD 18
hp 53 (52)
Fort +2, Ref +10, Will +7
Fire Resistance 10

Speed 20ft; Fly 60ft (Average)
Base Attack +5 CMB +9
Melee +8 (+5 BAB, +3 DEX) Claw 1d4 x2 (S)
Melee +8/+8 (+5 BAB, +3 DEX) Claws 1d4/1d4 x2 (S)
Melee +9 (+5 BAB, +3 DEX, +1 Magic) Arpeggio 1d8+1+1 19-20x2 (S+Sonic)
Melee +9 (+5 BAB, +3 DEX, +1 MW) Masterwork Bronzewood Sawtooth Sabre 1d8 19-20x2 (S)
Ranged +9 (+5 BAB, +3 DEX, +1 MW) Masterwork Footbow, Arrow 1d8 x3 (P) [110ft]
Ranged +9 (+5 BAB, +3 DEX, +1 MW) Masterwork Footbow, Dragonsbreath Arrow 1d6+1 x3 (P+Fire) [110ft]
Special Attacks

STR 10, DEX 16, CON 12, INT 10, WIS 11, CHA 20
SPECIAL ABILITIES Captivating Song (50ft); Bardic Performance 17r/day [x][x][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ];

Weapon Finesse [1st Level]
Exotic Weapon Proficiency (Sawtooth Sabre) [1st Harpy]
Arcane Strike [1st Bard]
Agile Maneuvers [3rd Level]
Create Wondrous Item [3rd Harpy]
Extra Performance [5th Level]
Combat Casting [2nd Bard]

Acrobatics +3
Appraise +0
Bluff +5
Climb +0
Craft (-) +0
Diplomacy +5
Disguise +5
Escape Artist +3
Fly +12
Heal +0
Intimidate +5
Knowledge (Arcana) +5
Perception +2
Perform (Sing) +10 (+12 if Arpeggio is held)
Perform (String Instruments) +12 (+15 if her Lyre is used)
Ride +3
Sense Motive +0
Spellcraft +6
Stealth +3
Survival +0
Swim +0
Use Magic Device +10


Caster Level 2
Spells per Day 4
1st Level [x][ ][ ][ ]

Spells Known
Detect Magic
Read Magic
Summon Instrument

1st Level
Cure Light Wounds


Arpeggio [+1 Harmonizing Crystal Echoblade]
Bronzewood Sawtooth Sabre [Masterwork] (435gp)
Black Walnut Footbow [Masterwork] (450gp)
Arrows, 40 (2gp)
[x][x][x][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
Dragonsbreath Arrows, 40 (100gp)
[x][x][x][x][x][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
Aquan Runed Throwing Vials
[ ][ ][ ][ ]

Clothes & Armour
Light Pink Silk Slip of Armour +1 (790gp) Self Made - 750gp + 40gp mage armour Spellcasting
Dark Pink Coat (80gp)
+1 Bronzewood and Bone Lyre (1,200gp)
Signet Ring bearing the Crest of House Vex Archaise (5gp)

Magic Items
Handy Haversack (1,450gp) Self Made - 1,000gp + 450gp secret chest Spellcasting
Efficient Quiver (1,350gp) Self Made - 900gp + 450gp secret chest Spellcasting
1st Compartment: Arrows
2nd Compartment: Arpeggio & Masterwork Bronzewood Sawtooth Sabre
3rd Compartment: Masterwork Footbow
Ruby Stud Earrings of Minor Fire Resistance [Fire Resistance 10]

5x Potions of Shield of Faith (250gp; 50gp each)
1x Clay Tablet of Cure Moderate Wounds

1x Scroll of blur

Flint and Steel (1gp)
Waterskin (1gp)
Small Steel Mirror (10gp)
Map Case (1gp)
Scroll Case (1gp)

Belt Pouch (1gp)
pp, 1,608gp, 15sp, 21cp




Captivating Song (Su)
Bethany’s song has the power to infect the minds of those that hear it. When she sings, all non-Harpies within a 50ft. Spread must succeed on a DC 18 Will Save or become captivated. A creature that saves cannot be affected by her song again for another 24 hours.
A captivated creature moves directly towards her, taking the most direct route available. If the path leads them through a dangerous area, then they get an additional save to attempt to break free. Captivated creatures can take no other action other than to defend themselves from the attacks of others. Once the creature is within 5ft. of Bethany, it just stands there and offers no resistance to her attacks. The effect continues for as long as she continues to sing, plus 1 round thereafter. This is a sonic mind-affecting charm effect. A Bard's Countersong ability allows the captivated creature to attempt a new Will Save each round he can hear the Countersong.

This Sawtooth Sabre's blade is fashioned completely of clear cut crystal. It's hilt is gold-chased mithral with a pommel fashioned of a dark-red cabochon ruby. Inside the ruby small white musical notations appear and disappear randomly. The word 'Arpeggio' is inscribed across the quillions in planar common.
This magnificent weapon is a +1 Harmonizing Crystal Echoblade. It normally functions as a +1 Sawtooth Sabre, but is enhanced by Bethany's musical ability. If she uses her Bardic Music ability while wielding this weapon, the blade resonates in harmony, dealing additional sonic damage on each attack equal to half her Bard level (currently +1).
Arpeggio also accompanies her in song if drawn, granting a +2 competence bonus on her Perform (Sing) Checks. In addition, if she is holding it when she begins a Bardic Music effect, the weapon can continue the effect for her, allowing her to focus on other efforts. One round after she begins a Bardic Music effect that allows or requires continued use or concentration (including inspire courage, countersong, fascinate, inspire competence, inspire greatness, song of freedom, and inspire heroics), the weapon picks up and continues the performance flawlessly for 10 rounds, until she starts another Bardic Music effect, or until she commands it to end as a swift (mental) action.

Dragonsbreath Arrows
A Dragonsbreath Arrow has a shaft soaked in resin and a slightly enlarged head filled with a dab of Alchemist's Fire. Slots in the head force air into the chamber when the arrow is fired, igniting the Alchemist's Fire and the shaft as well. The slots in the head emit a low screech as the arrow flies through the air.
A Dragonsbreath Arrow deals an extra 1 point of Fire Damage when it hits a target and the target must make a DC 15 Reflex Save or catch on fire.
A Dragonsbreath Arrow can't be reused on a miss.

Aquan Runed Throwing Vials (Water Bombs)
Saturates 10x10 area with water. DC 15 Reflex check or anyone in area of effect is knocked prone. Anyone knocked prone also takes 1d4 non-lethal damage and is dazed for one round.
Fire elementals will not enter any square affected by a water bomb willingly for 5 rounds. If the bomb is aimed at a fire-based creature and it fails its reflex the creature takes 3d8 lethal rather than 1d4 non-lethal. If it saves it takes 1/2 damage. Fire creatures are not affected by the prone and dazed conditions.
The water is potable, and can be drunk safely.