Wanderer

Melody Waverider's page

2,592 posts. Alias of Edward Sobel.


Full Name

Melody Waverider

Race

[Classified]

Classes/Levels

Bard 16 / [classified] 16

Gender

Female

Size

M

Age

just turned 15

Alignment

CG

Strength 8
Dexterity 14
Constitution 14
Intelligence 32
Wisdom 21
Charisma 20

About Melody Waverider

Melody Waverider:

Female [Classified] Bard 16 / [Classified] 16
CG Medium Aberration (human)
Init +2; Senses Perception +22
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Defense
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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
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Offense
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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):
1 (1 power points) - Conceal Thoughts, Biofeedback, Detiny Dissonance, Detect Psionics, Precognition, mindlink (DC16)
2 (3 power points) - Body Adjustment, Body Equilibrium, Sustenance, Sensitivity to Psycic Impressions, Recall Agony (DC17), Detect Hostile Intent
3 (5 Power Points) - Danger Sense, Time Hop (DC18), Dimension Slide, Fate Link (DC18)
4 (7 Power points) - Divination, Freedom of Movement, Mindwipe (DC19), Quintessence, Energy Adaptation
5 (9 Power points) - Adapt Body, Metaconcert, Catapsi (DC20), Trueseeing, Mind Probe (DC20)
6 (11 Power points) - Greater Precognition, Suspend life, Temporal Acceleration
7 (13 Power points) - Reddopsi, Insanity (DC22), Mind Blank - Personal
8 (15 Power points) - Hypercognition, Mind Blank - Psionic
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Statistics
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Str 8, Dex 14, Con 14, Int 32, Wis 21, Cha 20
Base Atk +12; CMB +11; CMD 24

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
Acrobatics +12
Appraise +11
AutoHypnosis +11
Bluff +20
Diplomacy +28
Disable Device +0
Disguise +9
Heal +5
Intimidate +7
Knowledge (arcana) +40
Knowledge (Bending) +40
Knowledge (dungeoneering) +40
Knowledge (engineering) +40
Knowledge (geography) +40
Knowledge (history) +44
Knowledge (local) +40 (+42 on checks that deal with the local art or music scene)
Knowledge (nature) +36
Knowledge (nobility) +40
Knowledge (planes) +44
Knowledge (Psionics) +21
Knowledge (religion) +40
Knowledge (space) +40
Perception +22
Perform (act) +34
Perform (dance) +34
Perform (keyboard instruments) +36
Perform (oratory) +29
Perform (sing) +40
Perform (string instruments) +42
Sense Motive +22
Sleight of Hand +9
Survival +5
Use Magic/Psionic Device +12 (+16 if psionic and using sonic screwdriver)

Languages ALL
SQ bardic knowledge, jack of all trades: class skills, jack of all trades: trained skills, lore master (2/day), well versed
Other Gear Masterwork Guitar, Sonic Screwdriver
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TRACKED RESOURCES
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Bardic Performance (swift action) (38 rounds/day) - 0/38
Extra Performance (Perform (string instruments)) - 0/18
Extra Performance (Perform (string instruments)) - 0/18
Extra Performance (Perform (string instruments)) - 0/18
Lore Master (2/day) (Ex) - 0/2
Psionic Power Points - 0/164
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Special Abilities
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Bardic Knowledge +8 (Ex) Add +8 to all knowledge skill checks.
Bardic Performance (swift action) (38 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (6 targets) (DC 22) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Frightening Tune (DC 22) (Sp) Enemies who hear your performance are frightened (Will neg).
Bardic Performance: Inspire Competence +5 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +3 (Su) Morale bonus on some saving throws, attack and damage rolls.
Bardic Performance: Inspire Greatness (3 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Inspire Heroics (1 allies) (Su) +4 to saving throws and +4 to AC for one ally.
Bardic Performance: Soothing Performance (Su) Allies are healed and some conditions are removed.
Bardic Performance: Suggestion (DC 22) (Sp) Make a Suggestion to one Fascinated creature.
Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage
Ear for Music (Perform [string instruments]) +1 to a chosen Perform skill, +2 to Knowledge (local) checks dealing with the local art or music scene.
Ensemble Nearby performers can aid your perform checks
Extra Performance (Perform (string instruments)) +6 rounds/day of Bardic Performance.
Extra Performance (Perform (string instruments)) +6 rounds/day of Bardic Performance.
Extra Performance (Perform (string instruments)) +6 rounds/day of Bardic Performance.
Intense Artist (Perform [keyboard instruments], Perform [sing]) You gain a +1 trait bonus on two Perform skills of your choice
Jack of All Trades: Class skills (Ex) All skills become class skills.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (2/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Prodigy (Perform [string instruments], Perform [sing]) Gain a +2 bonus on two Craft, Perform, or Profession skills.
Scholar (Knowledge [history], Knowledge [planes]) +2 bonus on two Knowledge skills
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
Grim Determination Once per day, as a swift action you can call upon the deep reserve of your independence, unbolstered by prayers or arcane knowledge, to drive yourself onward despite your injuries. You gain 8d6 temporary hit points.
Eternal: Melody reaches adult age at about 65 years, and she reaches old age at about 650 years, and she can live to nearly 1,000 years old. When killed, she goes through a regeneration. This takes 5 rounds to complete. During those 5 rounds, she can be killed if struck again. When the regeneration is finished, HP are restored, and she must re-roll Int, Wis, and Cha scores, as she takes on a new personality and appearence.
Genius: Melody holds a vast amount of knowledge inside her. She is immediatlly trained in all knowledges, and has a +2 in each knowledge skill.
**Mind Meld: When Melody and a helpless or willing individual press their heads together, a connection is made. she can then try and see anything from bits of knowledge to pieces of memories of the other creature. The Will DC 41 (15+Int Mod+Level) allows the other creature to force out Melody for 24 hours, or, the creature can look into the her mind at the same time, if he beat the DC by 10 or more
Ensemble When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you. If you possess one or more levels of the bard class, you can choose any one ally within 20 feet to be part of the ensemble. The ally is considered to have the ensemble teamwork feat for the purposes of aiding your performance.
Rapid Metabolism You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.
Walk the Aeons (Su): Melody has seen many things, and comprehends the universe in ways which others cannot. At level 3, she can add her Wisdom or Intelligence modifier to his AC, whichever is higher. She uses her intelligence (knowledge of the future) to do so.
**Delay (Ps): At level 5, Melody can easily "nudge" the flow of time around small pockets of space; particularly around a single subject. Upon a successful melee touch attack as a standard action, the victim makes a Will Save (DC 26). On a successful Will Save, the target is unaffected. On a failed Will Save, however, Melody repeatedly sends the target back in time (almost like a strobe effect), which stalls the target for a few seconds. This pushes the target back in the order of initiative by one. The target cannot exceed one size category larger than Melody.
**Improved Delay (Ps): At level 10, Melody improves her control over the time flux. This ability is as Delay, but this pushes the target back in the order of initiative by 1d4+2 places instead of one. The target cannot exceed two size categories larger than Melody.
**Greater Delay (Ps): At level 15, Melody further improves her control over the time flux. This ability is as Delay, but this forces the target to lose a turn, instead of simply being pushed back in initiative. Furthermore, the target suffers a -2 penalty on all attacks, skill checks, and saves during the next round the target is active. The target cannot exceed three size categories larger than Melody.
Slightly Psychic Paper (Ps): At 6th level, Melody has gained an astute wisdom for psychic impressions. By using an item of simple psychic creation, she can show any person the identification which they want/need to see. To create the Slightly Psychic Paper, Melody does not require any Item Creation Feat, but she does need at least 2 hours of psychic concentration upon the target piece of paper. Once created, she need merely show it to someone, and they will see either what they need to see or what she wants them to see (such as identification or an admission ticket). This provides a +10 bonus to bluff checks when trying to show such identification.
Leadership (Ex): Melody has become awfully charismatic, and has become able to rally her allies to the battle by reassuring them that she has things under control. Making a Diplomacy check, (or a Bluff check if the situation is truly bleak) she can give her party members within earshot a bonus to their attack rolls and saves for 5 rounds. The bonus is based on the table below. She may use her Leadership ability twice each day.

01-15 +1
16-25 +2
26-30 +3
30-40 +4
40-50 +5
50+ +6

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

Melody Waverider

Melody Waverider pic #2

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.