Vorrea Talminari

Lysandra Eventide's page

189 posts. Alias of Talomyr.


Full Name

Lysandra Eventide

Race

Taldane Human

Classes/Levels

Bard (Sea Singer) 3

Gender

Female

Size

Medium

Age

20

Alignment

Chaotic Good

Deity

Cayden Cailean

Location

Where ever the four winds take her

Occupation

Sailor on the Seas of Fate

About Lysandra Eventide

Lysandra Eventide
Bard (Sea Singer) 3
CG Medium humanoid (Taldan Human)
Init +5; Perception +4

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Defense
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AC 19, touch 13, flat-footed 16 (+5 armor, +1 buckler, +3 Dex)
HP 24 (3d8 + 3 Con Mod + 3 Favored Class)
Fort +2, Ref +6, Will +3

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Offense
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Speed 30 ft.

Melee +6 Masterwork Rapier (1d6; 18-20/x2; Piercing)
Melee +5 Dagger (1d4; 19-20/x2; Piercing/Slashing)
Melee +5 Whip (1d4; x2; Slashing; 15 ft Reach)

Ranged +6 Masterwork Light Crossbow (1d8; 19-20/x2; Piercing; 80 ft Range)
Ranged +5 Dagger (1d4; 19-20/x2; Piercing/Slashing, 10 ft Range)

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Statistics
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Str 10, Dex 16, Con 13, Int 12, Wis 10, Cha 16
Base Atk +2; CMB +2; CMD 15 (17 vs. grapple, overrun, and trip)
Languages: Taldane, Polyglot, Kelish

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Feats
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Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Weapon FinesseYou are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Arcane Strike You draw upon your arcane power to enhance your weapons with magical energy.

Prerequisite: Ability to cast arcane spells.

Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

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Traits and Drawbacks
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Shackles Seafarer: (Regional) You’re familiar with treacherous coastlines, currents, and tides and can use that knowledge anywhere.

Benefit: You gain a +1 trait bonus on Knowledge (nature) and Knowledge (geography) checks while on the ocean. You also gain a +1 trait bonus on Swim checks, and Swim is always a class skill for you.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

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Skills
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(18 Ranks + 3 INT + 3 Human = 24 Ranks)

Acrobatics +9 (1 rank, +3 DEX, +3 Class Skill, -1 ACP, +3 Familiar Bonus)
Appraise +5 (1 rank, +1 INT, +3 Class Skill)
Bluff +7 (1 rank, +3 CHA, +3 Class Skill)
Climb +3 (1 rank, +0 STR, +3 Class Skill, -1 ACP)
Craft(Ships) +5 (1 rank, +1 INT, +3 Class Skill)
Craft(Untrained) +1
Diplomacy +7 (1 rank, +3 CHA, +3 Class Skill)
Disguise +7 (1 rank, +3 CHA, +3 Class Skill)
Escape Artist +6 (1 rank, +3 DEX, +3 Class Skill, -1 ACP)
Fly +2 (-1 ACP)
Heal +0
Intimidate +7 (1 rank, +3 CHA, +3 Class Skill)
Perception +6 (1 rank, +0 WIS, +3 Class Skill, +2 Alertness)
Perform(Singing) +9 (3 rank, +3 CHA, +3 Class Skill)
Perform(Stringed Instrument) +9 (1 rank, +3 CHA, +3 Class Skill, +2 Tool)
Perform(Untrained) +3
Ride +2 (-1 ACP)
Sense Motive +5 (1 rank, +0 WIS, +3 Class Skill, +2 Alertness)
Stealth +2 (1 rank, +3 DEX, +3 Class Skill, -1 ACP)
Survival +1
Swim +4 (1 rank +0 STR +3 Class Skill, +1 Trait, -1 ACP)
Knowledge(geography) +6 (1 rank, +1 INT, +3 Class Skill, +1 World Traveler) Additional +1 on Ocean
Knowledge(local) +6 (1 rank, +1 INT, +3 Class Skill, +1 World Traveler)
Knowledge(nature) +6 (1 rank, +1 INT, +3 Class Skill, +1 World Traveler) Additional +1 on Ocean
Linguistics +6 (1 rank, +1 INT, +3 Class Skill, +1 World Traveler)
Profession(Sailor) +5 (2 rank, +0 WIS, +3 Class Skill)
Slight of Hand +6 (1 rank, +3 DEX, +3 Class Skill, -1 ACP)
Spellcraft +5 (1 rank, +1 INT, +3 Class Skill)
Use Magic Device +7 (1 rank, +3 WIS, +3 Class Skill)

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Gear
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Traveler's Outfit

Masterwork Rapier
Masterwork Light Crossbow
20 Bolts
10 Alchemical Silver Bolts
10 Cold Iron Bolts
Dagger (2)
+1 Chainshirt
Darkwood Buckler
Belt pouch
Bedroll
Mandolin
Waterskin
Tankard

Masterwork Backpack
-- Flint and Steel
-- Ink
-- Inkpen
-- Iron pot
-- Journal
-- Mess kit
-- Mirror
-- Silk rope
-- Soap
-- Sunrod (5)
-- Trail rations (5 days)
-- Flask of Oil
-- Potion of Touch of the Sea (2)
-- Scroll of Cure Light Wounds (2)
-- Potion of Air Bubble (2)
-- Antiplague
-- Antitoxin (2)

Money: 263 gp 28 sp 20 cp

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Special Abilities
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Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency: A bard is 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). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score. The numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. 9/11 Rounds per Day

- Distraction (Su): At 1st level, 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

- Fascinate (Su): At 1st level, 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 this ability from working. For every three levels the 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. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

- Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

- Sea Shanty (Su): A sea singer learns to counter seasickness and exhaustion during long sea voyages. Each round of a sea shanty, he makes a Perform skill check. Allies within 30 feet (including the sea singer) may use his Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the bard's Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components. This performance replaces countersong.

- Still Water (Su): At 3rd level, a sea singer can use performance to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the bard's level (to a minimum of DC 10) for as long he continues to perform. He can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components. This performance replaces inspire competence.

- Whistle the Wind (Su): A sea singer of 6th level or higher can use performance to create a gust of wind. This wind lasts for as long as he continues his performance. He can extend this duration to 1 minute by playing for 5 consecutive rounds. This performance replaces suggestion.

- 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 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 his performance. This 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 the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets 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.

- Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet 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 an 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. This 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.

- Call the Storm (Su): At 18th level, a sea singer can use performance to duplicate control water, control weather, control winds, or storm of vengeance, using his bard level as the caster level. Using this ability requires 1 round of continuous performance per level of the spell (as if he were a druid). These effects continue for as long as the bard continues performing (the effects on control weather happen immediately), but not longer than the spell's normal duration. This performance replaces mass suggestion.

- 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-affecting death effect that relies on audible and visual components.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

World Traveler (Ex): A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.

Familiar: At 2nd level, a sea singer acquires an exotic pet—a monkey or parrot (treat as raven)—that gains abilities as a wizard's familiar, using the sea singer's bard level as his wizard level. This ability replaces versatile performance.

Sea Legs (Ex): At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip. This ability replaces well-versed.

Lore Master (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.

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.

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Spells Known
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0 Level (At Will, DC 13): Prestidigitation, Mage Hand, Detect Magic, Light, Read Magic, Message

1st Level: (4/Day, DC 14 Cure Light Wounds, Vanish, Sleep, Lesser Confusion

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Backstory
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Description:

Hair: Black
Eyes: Green
Height: 5' 7"
Weight: 130 lbs.

You see a dark haired woman with eyes as green as a stormy sea. The first impression most have of her is someone who is care-free and very spirited. She is dressed in a loose fitting shirt, covered by her armor, and dark brown breeches and boots.

Personality:

Lysandra is a friendly, but mischievious sort. A bit headstrong particularly in matters of sailing the seas. Once she has a few Caydenbrews in her, she becomes even more friendly, and given to what ever whim may catch her attention at the moment.

Background:

Lysandra grew up as the daughter of an Andoran merchant captain in the harbor section of Almas. Practically as soon as she could walk, she would spend every moment she could with her father on the deck of the Ravenswood, her father's ship. As time went by Lysandra made many a trip with her father to ports in Taldor, Thuvia, and Qadira amongst many others. Or at least she did until her mother decided Lysandra should try and make a proper Andoran woman of herself, and give up traveling with her father. After many arguments and hurt feelings, Lysandra finally relented and stayed behind in Almas. Even though the young woman stayed put in Almas, she took every opportunity she could to visit the docks and gaze longingly at the ship and breathe the salty sea air.
When Lysandra was 16, beyond constantly deflecting her mother's wishes she marry, received the worst news she could have ever imagined. The Ravenswood had sank in terrible storm, with only a very few survivors, unfortunately Lysandra's father was not among the lucky few that night.

After her father's death Lysandra pleaded with her mother to let her take command of one of the family's remaining ships, seeing as "an Eventide should be one of the captains of the merchant fleet". Her mother steadfastly refused, and that was the last night the two would see or speak to each other. Lysandra gathered what money she could and booked passage to Absalom. Once she arrived in Absalom, she caught on with any merchant crew she could, trying to eventually ending up in the Shackles. Lysandra's time traveling the Inner Sea has taught her to not be overly trusting of others, but still tries to see the best in people Her travels have taught her more about the world as whole, in particular she seems to enjoy the stories about pirates and their Queen, Besmara. While she enjoys the stories, she could never see herself in the position of being a pirate.

Jali, Monkey Familiar:

Jali
Monkey
N Tiny animal
Init +2; Senses low-light vision; Perception +5

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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
HP 12/12 (3 HD)
Fort +2, Ref +5, Will +3

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Offense
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Speed 30 ft., climb 30 ft.
Melee Bite +6 (1d3-4)

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Statistics
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Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +2; CMB +2; CMD 8
Feats Weapon Finnese
Skills Acrobatics +10, Climb +10, Perception +5; Racial Modifiers +8 Acrobatics

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Special Abilities
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Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Tricks:

[spoiler=Potential Advancement Plans]
TBD