Snowcaster Sentry

Naumys Sariandi's page

13 posts. Alias of rdknight.


Full Name

Naumys Sariandi

Race

Elf

Classes/Levels

Skald (Twilight Speaker) 1

Gender

Female

Size

Medium

Age

117

Alignment

CG

Deity

Findeladlara

Languages

Elven, Taldane, Hallit

Occupation

Twilight Speaker

Strength 14
Dexterity 17
Constitution 12
Intelligence 12
Wisdom 8
Charisma 16

About Naumys Sariandi

Statistics:
Female Elven Skald (Twilight Speaker) 1
CG Medium Humanoid (Elf)
Init +5; Senses Perception +5
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DEFENSE
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AC 18, Touch 13, Flat-Footed 15 (+4 armor, +1 Shield, +3 Dex)
HP 10
Fort +3, Ref +3, Will +1 (+5 vs Charm & Compulsion)
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OFFENSE
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Speed 30 ft.

Melee +2

Ranged +3
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STATISTICS
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Str 14, Dex 17, Con 12, Int 12, Wis 8, Cha 16
Base Atk +0; CMB +2; CMD +15
.
.
TRAITS:

Warrior of Old:
As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.
You gain a +2 trait bonus on initiative checks.

Irrepressible:
Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

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.

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

*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception: Elf

Languages Elven, Taldane, Hallit

Special Abilities:

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SPECIAL ABILITIES
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Elf (Ilverani):
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Low-Light Vision:
Elves can see twice as far as humans in conditions of dim light.

Keen Senses:
Elves receive a +2 racial bonus on Perception checks.

Elven Immunities:
Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Envoy
Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.

Weapon Familiarity:
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Skald (Twilight Speaker):
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Devout:
A twilight speaker must worship the elven goddess Findeladlara, and his alignment must be within one step of chaotic good. A twilight speaker who does not meet these requirements cannot use inspired devotion or Findeladlara’s blessing.

Raging Song (Su): (6 Rounds / Day)
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A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard’s bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.

A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs.

If a raging song affects allies, when the skald begins a raging song and at the start of each ally’s turn in which they can hear the raging song, the skald’s allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song’s effects last for that ally’s turn or until the song ends, whichever comes first.

At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.

A twilight speaker gains the following raging songs.

+Inspired Devotion (Su):
The twilight speaker inspires fervor rather than fury. Affected allies gain a +1 competence bonus on attack rolls and a +1 morale bonus on saving throws. At 6th, 12th, and 18th levels, these bonuses increase by 1.

+Song of Marching (Su):
At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle (Core Rulebook 170) for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.

Twilight Envoy:
A twilight speaker gains a bonus equal to half his skald level on Bluff, Diplomacy, and Sense Motive checks.
This replaces bardic knowledge.

Community Domain:
At 2nd level, a twilight speaker gains the Community domain and gains the powers and spells of the domain. He treats his skald level as his cleric level, and he uses his Charisma modifier in place of his Wisdom modifier for the purposes of the domain’s abilities.
This replaces versatile performance and well-versed.

+Calming Touch (Sp):
You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.[/b]

+Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast

Rage Powers (Ex):
At 3rd level and every 3 levels thereafter, a skald learns a rage power (see pages 32–34 of the Core Rulebook) that affects the skald and any allies under the influence of his inspired rage. This cannot be a rage power that requires the creature to spend a standard action or rounds of rage to activate it. For example, the skald cannot choose terrifying howl (which requires a standard action to activate), but can choose knockback (which is made in place of a melee attack).
Unless otherwise noted, a skald cannot select an individual rage power more than once.
When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald’s level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power’s effects depend on the skald’s ability modif ier (such as lesser spirit totemAPG), affected allies use the skald’s ability modif ier instead of their own for the purposes of this effect.
If a rage power requires another rage power (such as disruptiveAPG, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power’s prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously).
If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage).
If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times.
If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.

Spells::

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Envoy SLA (1/day Each)

Comprehend Languages
Detect Magic
Detect Poison
Read Magic

0 Level Cantrips (At Will)

Dancing Lights
Mending
Message
Prestidigitation

1st (2/day)

Cure Light Wounds
Grease

Gear/Possessions:

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GEAR/POSSESSIONS

---Consumables---

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Light Wooden Shield
Boarding Axe
Backpack
Waterskin
Whetstone
Bedroll
Wooden Holy Symbol
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Iron Pot
Mess Kit
Soap
Torches
Rations (5 Days)
Explorer's Outfit
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: 6'3" | Weight: 123 | Hair: White/Platinum Blonde | Eyes: Dark Blue

Naumys is unusually tall, even for an elven woman. Her extra height makes her look rather lanky, although not clumsy. Otherwise she looks like a typical Snowcaster Elf. Her hair is somewhere between pure white and platinum blonde. Her eyes are a deep, dark blue. Her complexion is milky white. She lacks the off-putting severity generally associated with Snowcaster Elves, seeming far more approachable and expressive.

While Naumya is outgoing and curious to see and learn new things, she has experienced remarkably little of the world. Until leaving her home she lived her whole life in a place where life was uncomplicated and uniform, and there were essentially no strangers.

Because of this Naumys is quite naïve and can be easily shocked by many things. She isn't negative or bigoted about such things, quite the opposite, but it can take her a little time to adjust to so much new information.

There are some positives to her upbringing as well. She is honest and forthright, very small communities lack the space for secrecy so deception and lies are easily rooted out. Naumys is beginning to learn indirect approaches to social interactions and expressing opinions can be valuable. But on the brighter side, people around her know where she stands on most subjects. Naumys takes long silences and lack of expressiveness completely in stride. While this is not exactly her style, it was for the vast majority of all the people she's ever known.

Finally Naumys is an optimist who is also stubborn and determined enough to make her positive view of things a reality. Before she left for the south she had heard tales of cities so big and full of people a person could never meet or know them all. In her expansive imagination such cities where more like Sandpoint than Kalsgard or Riddleport. The south is so big and so absolutely full of people that it can begger her imagination. But it hasn't so shaken her self-confidence that she wasn't prepared for it. She's simply learning to adapt and carrying on.

One of Naumys's quirks is her sensitivity to smells. Everything smells so much more in the warm south. The stink is just gawdawful a lot of the time.

The greatest struggle Naumys faces is balancing her role as a Twilight Speaker against her natural curiosity and willingness to try new and (to her) outlandish things. She takes being a Twilight Speaker very seriously, and wants to fulfill the duties and obligations that come with it as well as she possibly can. One one hand, there are a number of restrictions and taboos she must observe in order to remain her separateness from southern ways of life and thinking. But she must still be flexible and open in order to successfully engage with people as she needs to to meet other demands. How exactly she walks the knife's edge between these two opposing and complimentary imperatives will be where much of her drama lies (there's also quite a bit of comedy to be mined from it as well).

Background:

Naumys had always been an odd duck among her own people, a gregarious and outgoing Ilverani elf. Although she is a devout worshipper of Findeladlara, Naumys was always judged to be perhaps too loose and casual in her adherence to traditions and long-held ways. She wasn't badly behaved, but she was noticeably lacking in the normal rigidity held in esteem by others in her small village. Sometimes the less tolerant among her family or neighbors would grumble about a certain lack of respect or proper gravity, even sauciness from her. She had unseemly habits like hanging around the very occasional travelers passing through and talking to them. Then she would go even further, repeating what they had said to others and wondering about such rubbish.

Although she was not among the smartest, wisest, or most skilled Ilverani of her generation, she was a natural choice by the local elders to serve as a Twilight Speaker. She demonstrated an uncommon combination of religious fidelity, flexible thinking, tolerance for the unknown, and curiosity needed to succeed in the role. Furthermore she was among the very few who would even willingly consider leaving the north for an extended, perhaps semi-permanent life among humans and other non-Ilverani.
(A cynic might say the Iverani elders decided they could kill two birds with one stone by removing an individual who was potentially problematic at home by "promoting" her to carrying out a mission elsewhere she might happen to succeed at. They might be right.)

For her part Naumys was very happy to have been selected. It was a great honor of course. Few positions in Ilverani society were imbued with as much prestige. But even more, Naumys had began to feel stifled and bored living in a village of barely one hundred people.

After a period of training and with the proper rituals completed, Naumys ventured south by way of Icestair into the Realm of the Mammoth Lords. She did not tarry there though. Usually it was the Kellid and Ulfen lands where most Twilight Speakers remained. This was with good reason, they were close (and fairly dangerous) neighbors of the Ilverani. But Naumys wanted to go further.

Naumys knew that travel south by caravan would take her to Ustalav. She intended to stay in Ustalav for a while, to learn her way around and improve her Taldane. After her pause she would take a southeasterly route, through the River Kingdoms to Kyonin. Kyonin could not be bypassed without a visit of course, it is a legendary place. When she continued onward, it would be to Taldor. Her final planned destination would be Absalon because it was the only city she knew of so far south. Further travel plans after Absalon would have to wait until she could orient herself and learn more about the regions surrounding the Inner Sea.

Naumys fully expected this first journey to take a few years. She was not in rush, and her travels would be beyond the pale of anything known with certainty among the Ilverani. It would not be the first time a Twilight Speaker had gone so far as Absalon, but it had been a few centuries, and things may well have changed with passing time.

Of course things have gone a bit off track already. Naumys seemed to have made some friends she shouldn’t have, or accepted a ride that was better declined. Whatever the particular reason, Naumys seems to be stuck in Ustalav for the foreseeable future.

Character Advancement:

I won't be doing anything particularly fancy or tricky with Naumys. Like many of the 6th level casting classes Skald is more customizable at the archetype level than anywhere else. The lack of bonus feats leaves just enough to cover the essentials.

The Twilight Speaker archetypes switches Raging Song into an attack and save bonus with no drawbacks so Naumys isn't dependent on a party of martial characters to work. Everyone can benefit from her buffs.

Aside from Lingering Performance, Discordant Voice, and possibly a Masterpiece, Naumys will be spending feats on combat. There are three possible combat options I see for Naumys and I'd like to leave selection until I know what the party composition will be if you don't mind.

The first option is ranged. If there are no other ranged characters in the party I would go this route. It would take all the feats Naymys has to make archery work, especially without the extra Human feat at 1st level.

The second option is to join the front line using an elven curved blade if full martial characters are skimpy in the party. Naumys should be able to do this fairly well since she gets medium armor. It would be a Weapon Finesse build using strength for damage. Power Attack with a Keen Weapon eventually.

The third option and the one I prefer is to use an elven branched spear and go the Bodyguard route. IN this case the basic feats would be Combat Reflexes, Bodyguard, Mobility, possibly Combat Patrol. Naumys would concentrate more on raising allies' AC's and less about dealing damage. This build would also probably use Weapon Finesse and Dex for attack, Strength for damage. All of the options would include Arcane Strike to help increase damage.

Naumys won't have a sky high Charisma so she'll mostly be staying away from offensive spell casting. She'll be focused on buffing and utility spells. I will be working on expanding her toolbox as much as possible.

The Twilight Speaker archetype gives her the Community Domain and Envoy will let her have some of the fundamental lower level spells as SLA's. That will allow her to take some of the Bard/Skald spells the usually have to be overlooked. Of course Spell Kenning will be amazing for this.

Skalds don't get as many skill points as bards so Naumys won't be quite as versatile as a skill monkey compared to a Bard or Rogue, but she should be a tougher, better combatant. She'll also be getting a 1/2 class level bonus to social skills so she will be very capable as a party face.

I expect Naumys to take all her levels in Skald. The only multi-classing I'd consider is maybe a single level dip into fighter to help out with all the feats needed if she is an archer.

The question was raised about the Twilight Speaker's change from Inspired Rage to Inspired Fever was whether Rage Powers would still work. According to the archetype's designer they work exactly the same. You can read the conversation about it here: Twilight Speaker Rage Powers