Lonicera

Marada Bhelu'Ara's page

41 posts. Alias of Tobus Neth.


About Marada Bhelu'Ara

Marada Bhelu'Ara
Female Maenad Bard 3 / Sorcerer 1
Chaotic Neutral

Strength 14 (+2)[outburst 1/day+2 str)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 12 (+1)
Wisdom 10 (+0)
Charisma 20 (+5)
Size: Medium
Height: 6'0 "
Weight: 125 lb
Skin: Tan
Eyes: Hazel
Hair: Dark Brown; Straight

Total Hit Points: 31 [includes toughness x2] [includes mulworm bonus]

Speed: 30 feet

Armor Class: 12 = 10 +2 [dexterity]

Touch AC: 12
Flat-footed: 10
Initiative modifier: +2 = +2 [dexterity]

Fortitude save: +3 = 1 [base] +2 [constitution]
Reflex save: +5 = 3[base] +2 [dexterity]
Will save: +5 = 5 [base]

COMBAT
Attack (handheld): +4 = 2 [base] +2 [strength]
Attack (unarmed): +4 = 2 [base] +2 [strength]
Attack (missile): +4 = 2 [base] +2 [dexterity]
Grapple check: +4 = 2 [base] +2 [strength]

Weapon
Gregale, +1 Mithral Parrying Bard’s Friend

Bard's Friend, 1d4, 18-20/x2, 3 lb. (light martial), +2 vs. disarm attempts against you – Athasian bards are proficient in its use.

AL: CN Int. 10 Wis 17 Cha 17, Speech and Telepathy, 120 ft. Darkvision / hearing, Fort 9, Ref. 9 Will 9; Ego 13
Lesser Powers: Detect Psionics (at will), Catfall 3 /day, Dimension Swap 1 / week,

Greater Power:
Brain Lock (7 point augmented) on a foe 1 / day.
Gregale has a sullen, cautious personality, and speaks seldom. She demands to be cleansed immediately after kills, especially if poison was used.

Carrying Capacity

Spoiler:

Light load:0-58lb
Medium load:59-116lb
Heavy load:117-175lb
Lift over head: 175lb
Lift off ground:350lb
Push or drag:875lb
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Languages: Common Maenad Elven

Mulworm familiar(+3 to hp){Wormy}

Feats:ToughnessX2

Toughness x2
Skills

Spoiler:

Appraise Int 1 = +1
Balance Dex* 2 = +2
Bluff Cha 7 = +5 +2
Climb Str* 2 = +2
Concentration Con 4 = +2 +2
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 9 = +5 +4
Disguise Cha 5 = +5
Escape Artist Dex* 2 = +2
Forgery Int 1 = +1
Gather Information Cha 7 = +5 +2
Heal Wis 0 = +0
Hide Dex* 2 = +2
Intimidate Cha 6 = +5 +1
Jump Str* 2 = +2
Knowledge (arcana) Int 3 = +1 +2
Knowledge (local) Int 3 = +1 +2
Knowledge (nobility) Int 3 = +1 +2
Listen Wis 0 = +0
Move Silently Dex* 2 = +2
Perform_1 Cha 9 = +5 +4
Perform_2 Cha 5 = +5
Perform_3 Cha 5 = +5
Perform_4 Cha 5 = +5
Perform_5 Cha 5 = +5
Profession Wis 1 = +0 +1
Ride Dex 2 = +2
Search Int 2.5 = +1 +1.5
Sense Motive Wis 0 = +0
Sleight of Hand Dex* 7 = +2 +5
Spellcraft Int 3 = +1 +2
Spot Wis 0 = +0
Survival Wis 0 = +0
Swim Str** 2 = +2
Use Rope Dex 2 = +2

* = check penalty for wearing armor
If the familiar is within reach, +2 on spot and listen ("alertness").

SPELLS
Zero-level Sorcerer spells: 5 per day
Dancing Lights-Message-open/close-Acid splash-Light

First-level Sorcerer spells: 5 (3+2) per day
Magic Missle-Burning Hands-Shield-Sleep-Charm Person

Maenad
+2 strength, +4 charisma (already included)

Energy ray (sonic) once per day:

Spoiler:

Energy Ray
power
Psychokinesis [see text]

Level:
Psion/wilder 1

Display:
Auditory

Manifesting Time:
1 standard action

Range:
Close (25 ft. + 5 ft./2 levels)

Effect:
Ray

Duration:
Instantaneous

Saving Throw:
None

Power Resistance:
Yes

Power Points:
1

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.

Cold: A ray of this energy type deals +1 point of damage per die.

Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire: A ray of this energy type deals +1 point of damage per die.

Sonic: A ray of this energy type deals -1 point of damage per die and ignores an object's hardness.

This power's subtype is the same as the type of energy you manifest.

other
Augment: For every additional power point you spend, this power's damage increases by one die (d6).

Outburst once per day:(-2 int and wis, +2 str).

Bard

Spoiler:

Bardic Knowledge:special
2nd: Bardic music (countersong, fascinate, inspire courage +1), bardic knowledge, Sneak attack +1d6, death attack, poison use
3rd: +1 save against poison, uncanny dodge
4th: Sneak attack +2d6, Inspire competence

Sorcereress
Familiar / Alertness

Spoiler:

Class HP rolled
Level 1: Sorcerer 4
Level 2: Bard 3
Level 3: Bard 4
Level 4: Bard 3 +1 to charisma

Marada Bhelu'Ara's Equipment:

0 lb
3 lb
2 lb
_____
5 lb Weapons / Armor / Shield (from above)
Musical instrument()
Spell component pouch
Total:

Background

Spoiler:

Marada's childhood was spent growing up on the road. Her father, Tusar Bhelu'Ara, was a merchant who supplied an underground network with all means of weapons, armor, and equipment to aid in the movement to overthrow the dragon-king Andropinus, who had grown cruel and paranoid.
Marada's mother, Nyna Bhelu'Ara, had been killed when Marada was only four.

Nyna was a spy and assassin for the Daughters of the Seventh Veil, a collective group of women who gathered information from the nobles and templars who served the dragon-king Andropinus, using various methods, to gather information and supply the common peoples with a edge against the growing tyranny in Balic.
The Daughters of the Seventh Veil served a sorceress woman known only as the Veiled one and she was served by a group of powerful sorcerers known as the Sorceress apprentices.

The templars found documents upon Nyna and she was tortured for days, yet she never uttered a word during these extractions for information. The templars purged her mind and were able to glean some secrets which led to the death of several members of the Daughter of the Seventh Veil. She was never seen again.

Tusar raised his daughter on the roads within the tablelands, and taught her many things. After a time he heard word that the Daughters of the Seventh Veil were on the move again. In Raam, he left his daughter in their care. Tusar had to go on a long trip and did not know when he would return, but he promised his daughter he would see her again.

Marada was 14 when he left her in the care of The Daughters of the Seventh Veil. There, she learned the many skills and abilites she still has to this day, she was trained in the arts of their covert activities.Marada was also trained as practitioner in the art of seduction.

It has been 11 years, and still she awaits word of her father's return.

Appearance/Personality:

Spoiler:
Marada is a beautiful Maenad, it is very hard for one to take their eyes off this woman of unearthly beauty. Her movements are graceful elegance.
She stands a full 6'ft tall with legs that stretch to heaven which lies between her supple brown thighs. Her skin smooth as pearl and is a rich mocha color which seems to glitter in certain lightining conditions.
Adding to her beauty is her waist length hair of dark brown, it is long and straight and seems to move of it own accord, dancing against the small of her back(She'll ponytail it up or wear a hat when in places of filth or dangerous locations.)

Her eyes are pools of hazel that draw one in, they are deep and far away. She can captivate men, women and children with an irresistible appeal. Her voice is soft and smokey, very sexy. Her eyes flare up when she is enraged with emotion, however this has turned on a few of the lovers she has known.

Marada favors fitting clothing and comfortable footwear that also compliments her physical beauty such as bodices and corsets and knee high boots. She also likes dresses and gowns and loose fitting clothing when relaxing. Her favorite colors are greens and rich browns as well as black and whites. She is fond of jewerly,gems and rings. However she is not avaricious.

She is reserved and chooses her word's carefully. She'll use one word commands over a sentence and a simple hand gesture to convey her want.

Marada is only attracted to maenad that are close to her beauty(16-20 Char), but she believes true love can know no bounds.
She will use her beauty to sway her favor, knowing full well the power of her sexual presence.

She has little patience for the lust that she brings out in men. She does not like to be touch, she likes to be clean but is not afraid to get her hands dirty. She loves history and adventure...(more to come)
What makes her angry: Let her be.

Marada: Beneath the skin

Spoiler:
Marada keeps her true desire's and feeling's buried deep within her, beneath the cool demeanor of this beautiful maenad, is a raging turmoil of emotions that can produce a plethora of emotional states as follows, during these "black outs" Marada is not there. And she should be left alone, cuz you may end up dead!
Eurphoic happiness,insane laughter, public masturbation, sullen depressions, insatiable nymphomaniac(which has killed two men,that she accidently stabbed to death), raging anger cursing and breaking everthing around her and throwing things at people,a playful child, or a wandering loner who wishes to not be bothered.
She sometimes gorges her self on food and drink,sleepwalks or talks in her sleep. Sometimes she can be found in the wilderness naked dancing and singing in the full moon light(Is there a moon?)
Marada has dark secrets.

Information

Spoiler:

Recently, Dregoth’s Templars have been quashing all resistance groups using information gleaned from the group’s own members. Following a devastating blow against your organization, you found yourself on the run again. Hiding out with a group of revolutionaries, Yellow Monastery refugees, and former Templars, you were gifted with Gregale following the successful assassination of a particularly important opposition member. Though you do not know the motives of the group, you do know the blades are seen as more important to the organization then the living wielders.