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About Melody WaveriderMelody Waverider:
Female [Classified] Bard 16 / [Classified] 16 CG Medium Aberration (human) Init +2; Senses Perception +22 -------------------- Defense -------------------- AC 24, touch 24, flat-footed 21 (+2 Dex, +1 dodge, +11 Int) hp 115 (16d8+32) Fort +17, Ref +17, Will +20; +24 vs. bardic performance, sonic, and language-dependant effects -------------------- Offense -------------------- Speed 45 ft. (always Psionicly focused for +10 to movement) Special Attacks bardic performance (swift action) (38 rounds/day), bardic performance: countersong, bardic performance: dirge of doom, bardic performance: distraction, bardic performance: fascinate (6 targets) (dc 22), bardic performance: frightening tune (dc 22), bardic performance: inspire competence +5, bardic performance: inspire courage +3, bardic performance: inspire greatness (3 allies), bardic performance: inspire heroics (1 allies), bardic performance: soothing performance, bardic performance: suggestion (dc 22) **Psionic powers (Power points 164, Concentration check: +21):
Feats Discordant Voice, Dodge, Ensemble, Extra Performance (Perform (string instruments)), Extra Performance (Perform (string instruments)), Extra Performance (Perform (string instruments)), Grim Determination, Lingering Performance, Persuasive, Prodigy (Perform [string instruments], Perform [sing]), Scholar (Knowledge [history], Knowledge [planes]), Technical Performance, Rapid Metabolism, Speed of Thought Traits Ear for Music (Perform [string instruments]), Intense Artist (Perform [keyboard instruments], Perform [sing]) Flaws Noncombatant Skills
Languages ALL
01-15 +1
Attract Companion: Mel can attract a person to come and travel with her in her adventures. The companion is usually someone that is met during Mel's adventures, and acts as a cohort. The effects of the companion's destiny being woven with Mel's, however, grants the companion certain benefits. The companion receives a +2 bonus to Wisdom, a +1 bonus to Intelligence, +1 to all Intelligence-based skill checks, and gains a bonus feat for which the companion meets the requirements every time that he or she would gain an attribute point. Speed of Thought: As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet. Sonic Screwdriver The Sonic Screwdriver is Melody's universal tool, based on technology from the outer reaches of the universe and the edge of time. For all intents and purposes, it is treated as a Wondrous Psionic Item. As long as she has this tool and is able to point it at the targeted object, she can use the Psionic powers Mending, Psionic Lock, Identify, and Knock without using any power points. He must be within 5 feet of the targeted object to use his Screwdriver. The screwdriver can also be used to add a +4 inherent bonus to any Use Psionic Device check Technical Performance: add Intelligence and Charisma modifiers to performance skill checks. ** abilities she cannot use yet written description:
Melody stands a short 5’ 4” height and slender build her skin is a bit pale like she doesn’t get out a lot in the sun. Most of the time, she has a cheerful appearance, smiling, and looking quite endearing with her bright reddish orange eyes. Her hair is brown just long enough to cover the back of her neck. She frequently is wearing a Barrett in her hair holding the front out of her eyes decorated with ribbons. The color changes each day depending on her mood but yellow or red are the predominate colors. She is seldom seen without her guitar always ready to play a song or two if the situation arises. During the school day she is usually dressed in her uniform but the skirt length is shortened just a bit. outside of school is almost anybody’s guess she changes frequently. When working in the Sim room though she has a pair of blue coveralls that she like to wear, with lots of pockets
class schedule:
Basic PE Music Astronomy Sim Room Maint/programming Engineering {first period} mathmagics power suit:
+7 armor bonus to AC, Str treated as 20 and dex as 16 or +4 str, +2 dex whichever is higher carrying capacity is then further increased as per the ant haul spell Flight repulsors – The character's mastery of repulsor technology has increased to allow for actual flight, but does require him to have both of his hands free to fly correctly. The character gains a flight speed of 60ft with average maneuverability. These can be activated as a swift action. This can be improved by a character with the power matrix modification, increasing flight speed by 20ft per point of battery power spent for one minute but risking system failure with increased speed Power Matrix – (Prerequisites: Recharge Matrix) While not of much direct use itself, the power matrix is used to augment other abilities but with the risk of system failure, as the power matrix is an overriding system that surpasses system safety and limitations to do the extraordinary. At a base, when the power matrix is engaged to augment an ability, there is a base 5% chance that the armor shorts out and goes dead for 1d6 rounds while the system needs to replenish its power, and this chance increases by 5% per power point spent to augment the modification in question. Perception Matrix – With this enhancement, the Iron Man has crafted his helmet in such a way as to provide enhancement to his senses with artificial means and tools. The character gains a bonus on Perception checks equal to half of his initiator level (minimum of 1). .(for melody this is a +5 perception) Extreme Environments – The armor has been modified to thrive in an extreme natural environment of the Iron Man's choosing, and once selected the modification cannot be changed. Environments include extreme cold, extreme heat, undersea, or even vacuum. If taken as a greater armor modification, this can even insulate the character against excessively hostile environments found in the Outer Planes, such as the Negative Energy plane or layers of the Abyss. Count it as the character having the endure elements spell in effect and resistance of 20 to damage of a type that is relevant to the environment if applicable (such as cold in tundra armor, but vacuum having no real type would get cold due to the extreme cold of space). Recharge Matrix – This modification installs a series of channels into the armor that help direct certain types of energies to funnel directly into the character's main battery reactor. Spells or supernatural effects (or even naturally occurring lightning) that would inflict electrical damage to the character may instead charge the character's battery pool. The character must make a Fortitude save before receiving damage against the level of the effect (natural lightning is a 4th level effect) that is inflicting electrical damage, and if successful, negates the damage and instead regains 1 point of battery per level of the effect. This requires the use of an immediate action. Defensive Matrix – This armor modification allows the armor some passive autonomous say in how to defend its wearer best, aiding him in avoiding attacks. The character gains a +1 dodge bonus to AC and a +1 insight bonus to Reflex saves per five initiator levels (+3 total for melody). If the character must make a Reflex save against a spell or effect for half damage (such as with spells like fireball or lightning bolt, or a breath weapons) and has the power matrix modification, the character can elect to spend a point of battery power to grant himself the evasion class feature for the attempt (must be spent before making the save) as an immediate action. Force Shields – By spending a point of battery power as a swift action, the Iron Man generates a passive field of force-based energy to protect himself from harm. This shield can even protect him from touch attacks made by incorporeal creatures. The character gains a shield bonus to AC equal to 1 + 1 per four initiator levels (for melody this is a +4 shield bonus) the character possesses, and this shield stays passively in place for one hour. Tractor Beam – By adjusting his repulsors to have magnetic components, the character may manipulate objects made of at least 50% or more metallic components or targets wearing metal medium or heavier armor as if he was using the spell telekinesis, using his initiator level as his caster level to determine the effect. This ability costs one battery power point per use. |