Wanderer

Mayken Vondel's page

29 posts. Alias of rdknight.


Full Name

Mayken Vondel

Race

Female CG Human Bard (Studious Librarian) 1 | HP: 11/11 | AC: 16 (T: 12, F: 14) | CMB: +0, CMD: 12 | F: +2, R: +4, W: +2 (+1 vs Charm/Compulsion) | Init: +2 | Perc: +5, SM: +4 | Speed 30' | Perform: 7/7

Size

Medium

Age

21 (Birthday: 7 Sarenith)

Special Abilities

Mayken Portrait

Alignment

CG

Deity

Desna

Location

Roderic's Cove

Languages

Taldane, Varisian

Strength 11
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 17

About Mayken Vondel

Statistics:
Female Human Bard (Studious Librarian) 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +4
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DEFENSE
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AC 16, Touch 12, Flat-Footed 14 (+3 armor, +2 Dex +1 Buckler)
HP 11
Fort +2, Ref +4, Will +2 (+1 vs Charms & Compulsions)
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OFFENSE
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Speed 30 ft.

Melee +0

Ranged +2
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STATISTICS
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Str 11, Dex 14, Con 14, Int 12, Wis 10, Cha 17
Base Atk +0; CMB +0; CMD +12
.
.
TRAITS:

Scion of Legend:
Your character has a personal link or association with one of Varisia’s established heroes. This hero should be a PC you played in a previous campaign (and could be, but need not be, one of the Sihedron Heroes). Your character could be a younger sibling, younger cousin, or even an apprentice of the hero. If enough time has passed, you might be the hero’s child, or your character could have reincarnated from the soul of a hero that died before your character was born.
Benefit: Choose two skills for which your associated hero has skill ranks. You gain a +1 trait bonus on checks with both of those skills, and those two skills are class skills for you. Once per adventure as a free action, you can call upon a previously forgotten bit of advice or lore imparted to you by the hero to gain an insight bonus equal to your class level (minimum +10) to a skill check. You may choose to apply this bonus after you roll the skill check, but must do so before the result of the roll is known.

Magical Knack:
Constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class (Bard) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Varisian Tattoo:
You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road.
Benefit: You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.

Pride (Drawback):
You can’t abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

FEATS:

Point Blank Shot
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Lingering Performance
The effects of your bardic performance carry on, even after you have stopped performing.
Prerequisite: Bardic performance class feature.
Benefit: 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.

Scribe Scroll
You can create magic scrolls.
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

SKILLS: (10 points; 6 class, 1 INT, 1 Skilled, 2 Background)
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Acrobatics* +2 = DEX 2+0+0
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Appraise +1 = INT 3+0+0
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Bluff +7 = CHA 3+1+3
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Climb* +0 = STR 0+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +7 = CHA 3+1+3
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Disable Device*† +7 = DEX 2+1+3+1 (Trait)
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Disguise +3 = CHA 3+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† 3 = CHA 3+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +3 = CHA 3+0+0
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K (Arcana)† +6 = INT 1+1+3+1
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K (Dungeoneering)† +2 = INT 1+0+0+1
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K (Engineering)† +2 = INT 1+0+0+1
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K (Geography)† +2 = INT 1+0+0+1
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K (History)† +6 = INT 1+1+3+1 (+1 Background)
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K (Local)† +6 = INT 1+1+3+1
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K (Nature)† +2 = INT 1+0+0+1
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K (Nobility)† +2 = INT 1+0+0+1
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K (Planes)† +2 = INT 1+0+0+1
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K (Religion)† +2 = INT 1+0+0+1
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Linguistics† +1 = INT 3+0+0
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Perception +5 = WIS 0+1+3+1 (Trait)
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Perform (Oratory): +7 = CHA 3+1+3 (+1 Background)
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Profession† +0 = WIS 0+0+0
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Ride +2 = DEX 2+0+0
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Sense Motive +4 = WIS 0+1+3
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +1 = INT 1+0+0
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Stealth* +6 = DEX 2+1+3
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Survival +0 = WIS 0+0+0
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Swim* 0 = STR 0+0+0
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Use Magic Device† +3 = CHA (INT) 3+0+0
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ACP -2

*ACP applies to these skills
Non-Standard Skill Bonuses

+1 & In Class: Disable Device (Trait)
+1 & In Class: Perception (Trait)
+1 All Knowledge Skills: (Bardic Knowledge)

Languages Taldane, Varisian

Special Abilities:

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SPECIAL ABILITIES
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BARD (Studious Librarian):

Performance: (7 Rounds / Day)
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 such performances are language dependent. 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.

Countersong (Su):
At 1st level, 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 noninstantaneous 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.

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.

Bardic Knowledge (Ex):
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.


Spells::

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0 Level (Cantrips)

Dancing Lights
Message
Prestidigitation
Read Magic

1st (1+1/day)

Cure Light Wounds
Grease

Gear/Possessions:

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GEAR/POSSESSIONS

Studded Leather Armor
Short Bow (20 arrows)
Club
Dagger
Backpack
Waterskin
Whetstone
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Iron Pot
Mess Kit
Soap
Torches
Rations (5 Days)
Basic Dress
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 4 GP 7 SP 0 CP

Appearance and Personality:

Height: 5'5 | Weight: 140 | Hair: Dark Brown | Eyes: Dark Brown

Mayken is of roughly average height for a human woman. Her hair is dark brown and falls in loose curls and waves halfway down her back. Her eyes are dark brown, and her complexion is olive with a hint of bronze.

She emphasizes her Varisian heritage in her clothing, wearing layered skirts and scarves in bright colors. Aside from bracelets and rings on her fingers and toes, Mayken wears jewelry in her pierced ears, nose, septum, and navel.

Mayken is cheerful and outgoing most of the time. She enjoys being around people, and her open friendliness and curiosity about others generally makes people happy to have her around. She tends to be animated. Her facial expressions are a direct map to her inner state of mind. She talks with her hands.

Mayken takes her Varisian heritage very seriously. Her two great passions, music and history, are both pursued by her in the service of increasing her knowledge and understanding of Varisian culture. She also emphasizes her heritage through her appearance. Whenever possible Mayken will speak Varisian instead of Taldane. Few other things will draw her ire more quickly than implications about Varisians as inclined to criminality, or claims that Sczarni gangs are a Varisian tradition.

Mayken’s life has been comfortable, but it would be unfair to her to call her spoiled. Being an only child has meant she has had little experience in compromise. She has largely been able to act and make decisions without making to accommodate others. Because she is outspoken and fairly determined, she can slip into leadership or spokesperson roles by default. This is less because she believes she deserves such things than because she can forget to seek feedback from peers. Mayken doesn’t take well to idleness. The accounting jobs she has created for herself were less about a need for income than to fill extra time.

While she isn’t necessarily a brilliant thinker, Mayken has an extraordinary memory and attention to details. She doesn’t typically forget what she reads or otherwise learns.

Background:

Mayken was born and grew up in Roderic’s Cove, where her parents are among the area’s more prosperous farmers. While not exactly a “gentleman farmer” her father has been able to expand his landholdings to the point he keeps several laborers on permanently to handle much of the work. Her family’s financial comfort has provided Mayken with opportunities beyond those typical for a farmer’s daughter. Further, Mayken is an only child. She is pampered in the ways so common of parents who do not have to divide their affections among multiple children.

With less work required, and more time and resources at her disposal, Mayken has been able to indulge in her interests, music and history. She has a fine singing voice, and plays the violin with great expression. She is also a passionate and persuasive speaker. Mayken’s particular historical interests revolve around Varisia and the Varisian people. Her mother’s side of the family is purely Varisian, while her father’s family is of mixed Varisian and Shoanti ancestry. Mayken is something of a cultural preservationist and revivalist, studying Varisian music and dance.

She began to pester her mother about receiving tattooing in her mid-teens, and her mother finally agreed it could be done when she reached eighteen. When the time came, Mayken pushed for the proper, traditional tattooing process. Since it would require the particpation of elder clans leaders, Mayken and her mother traveled by ship to Sandpoint, where they had relatives. The tattooing and accompanying rituals took almost two months, and during her time there Sandpoint made quite an impression on Mayken.

After her return to Roderic’s Cove, she found her hometown far drearier than before. She missed Sandpoint for its theater, good bookstores, far better venues for musical performances, and opportunities to spend time with her extended relatives. For a town only marginally larger than Roderic’s Cove, Sandpoint had such vibrancy compared to Roderic’s Cove. Mayken stayed on for another year. To keep herself busy she started a part-time business doing bookkeeping and accounting for a couple of business owners who hated doing it themselves. She also kept books for some of the farmers and fishermen who were illiterate.

Eventually Mayken spoke with her parents about moving to Sandpoint for a more extended period, which they consented to since she had relatives there with whom she could live. After relocating to Sandpoint, Mayken restarted her bookkeeping services. She found enough work to meet her needs, and after she gained the Valdemar Fishmarket as a steady client she was comfortable. Mayken also met and struck up a friendship with Rojava Brishon, the only hero involved with the defeat of the Runelord Karzoug to have remained in Sandpoint.

Now, two years later, Mayken is visiting Roderic’s Cove for an extended period before moving to Sandpoint permanently.