Sirith the bard's page

77 posts. Alias of SCKnightHero1.

Full Name



Female Undine


Bard (Songhealer, Watersinger) 7


Quick Stats:
Init+6, darkvision (60 ft.); Perception +5 AC 20, T12, FF 18 hp 59 F 2, R 7, W 6, +4 vs. Bardic Performance, sonic, and language-dependent effects R Cold 5 move 30 ft. Swim 40 ft.




Chaotic Good




Absalom, Heart of the Ocean's Passion


Priestess of the Ocean's Heart and Sacred Bard of Calistria

About Sirith the bard

Female Undine bard 7 Archetypes Songhealer, Watersinger,
CG Medium outsider (native)
Init +6, Senses darkvision (60 ft.); Perception +5
AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural, )
hp 59 ((7d8)+3)
Fort +2, Ref +7, Will +6, +4 vs. Bardic Performance, sonic, and language-dependent effects
Resistances cold 5,
Speed 30 ft. Swim 40 ft.
Melee rapier +1 (cold iron) +8 (1d6+3/18-20)
Melee masterwork whip of slashing (paper cut) +8 (1d3+1)
Special Attacks Distraction,
Innate Spell-Like Abilities hydraulic push (1/day),

Bard Spells Known (CL 7th; concentration +10)
3rd(2/day)-cure serious wounds(DC 16), summon monster iii, ride the waves(DC 16), fluid form(DC )
2nd(4/day)-cure moderate wounds(DC 15), mirror image(DC ), piercing shriek(DC 15), pyrotechnics(DC 15), aqueous orb(DC 15), hydraulic torrent, water walk(DC 15)
1st(5/day)-chord of shards(DC 14), cure light wounds(DC 14), ear-piercing scream(DC 14), grease(DC 14), identify, hydraulic push, slipstream(DC 14)
0th(at will)-dancing lights, detect magic, mending(DC 13), read magic(DC ), resistance(DC 13), scrivener's chant(DC 13), create water


Str 14, Dex 14, Con 10, Int 14, Wis 13, Cha 16,
Base Atk +5; CMB +7; CMD 19
Feats Aquatic Ancestry, Improved Initiative, Leadership, Spellsong
Skills Acrobatics +6, Diplomacy +10, Knowledge (Arcana) +13, Knowledge (History) +13, Knowledge (Local) +10, Knowledge (Nobility) +10, Knowledge (Religion) +14, Linguistics(Orc) +6, Perception +5, Perform (Dance) +14, Perform (String Instruments) +16, Profession (Courtesan) +10, Sense Motive +6, Spellcraft +9, Swim +12, Use Magic Device +9,
Traits Calistrian Prostitute (Calistria) (Diplomacy), Lucky Organization
Languages Aquan, Common, Elven, Kelish, Orc
SQ amphibious, armored casting, bardic knowledge, bardic performance, bardic performance, cantrips, countersong, darkvision, energy resistance, enhance healing, inspire courage, lifewater, spell-like ability, water affinity, watersinger spells, watersong, waterstrike, well-versed,
Combat Gear Wand of Cure Light Wounds (50 charges), potion of cure moderate wounds (2), potion of mage armor,
Other Gear amulet of natural armor +1, rapier +1 (cold iron), masterwork whip of slashing (paper cut), bracers of armor +1, belt of giant strength +2, elven chain +1, cleric's vestments, daredevil boots, bag of holding (type i), elven trail rations (5), potion sponge (2), waterskin (filled), bedroll, musical instrument (harp/masterwork), 238.9 gp
Amphibious (Ex) You have the aquatic subtype, but you can survive indefinitely on land.

Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex) You add +3 to all Knowledge checks and may make all Knowledge skill checks untrained.

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 19 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a move 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 move action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.

Bardic Performance A watersinger has some unique bardic performances, which replace some of the standard bardic performances as listed in each entry. These bardic performances follow all the general rules and restrictions of a bard's bardic performances.

Calistrian Prostitute (Calistria) (Diplomacy) You worked in one of Calistria's temples as a sacred prostitute, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.

Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your 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 your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.


Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Energy Resistance (Ex) Undines have cold resistance 5.

Enhance Healing (Su) 3 times per day, you can cause any healing effect from a spell completion or spell trigger item to function at caster level 7.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. 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.

Lifewater (Su) The watersinger can spend 1 round of bardic performance as a standard action to manipulate the water, blood, and other fluids within a creature's body, causing the target to become sickened for 1d4 rounds. Alternatively, he may use this ability to attempt a reposition combat maneuver, using 8 as his CMB. This ability has a range of 30 feet, only works on creatures whose bodies contain fluid, and does not affect creatures that are immune to critical hits.

Lucky Organization Once every three Event phases in the Downtime rules, if you don't like one roll for the random event the GM presents for your organization, you can ask for a reroll. You must take the result of the second roll, even if you like it less.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Spell-Like Ability (Ex) Hydraulic Push 1/day.

Swim Undines can move in water at 30' speed

Water Affinity (Ex) Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Undine spellcasters with the Water domain use their domain powers and spells at +1 caster level.

Watersinger Spells A watersinger adds certain waterthemed spells to his spell list. He adds these abilities to his spell list as soon as his bard level allows him to cast spells of that spell level.

Watersong (Su) A watersinger can use bardic performance to manipulate and control the shape of water within 30 feet. A successful Perform check allows the bard to animate and control 12 5-foot-cubes of water (these cubes must be adjacent to each other). The watersinger can command the water to take various forms, bend, rise, fall, or sustain a shape, and can make it support weight as if it were solid ice. For example, the watersinger could create a pillar of water (to provide cover), ladder, channel, bridge, stairs, slide, and so on. The manipulated water is as slippery as normal ice. This ability cannot create forms more fragile or complex than what could be carved in normal ice. While under the bard's control, the water has hardness 2 and 3 hit points per inch of thickness. The manipulated water retains its shape for 1 round after the bard stops spending bardic performance rounds to maintain it.

Waterstrike (Su) The watersinger can spend 1 round of bardic performance to command any water he is currently manipulating with his watersong performance to lash out and strike an opponent with a slam attack. The watersinger uses his base attack bonus and Charisma bonus to make this attack, and deals 1d6 points of bludgeoning damage plus his Charisma bonus. The attack can originate from any square of water the bard is manipulating, and the water can get a flanking bonus or help a combatant get one, but cannot make attacks of opportunity. The water can make multiple attacks per round if your base attack bonus allows you to do so.

Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.

Born in Absalom, Sirith knew she was different, even as a small child, growing up as a ward of the temple of Calistria, for she was an undine, a being touched by the elemental forces of water, most likely the result of a dalliance between a genie of water, a marid, and a human mother. She remembers almost nothing about her mother, only that she was taken in by the priests of the Favored Sting. Growing up, Sirith was well-liked and loved, even by those who were a bit wary of her and her planetouched blood. Sirith was skilled in the music and dance. During her training in the temple, she would play music on a harp while dancing, putting the clients and priests at ease. But the thing that separated her from other bards and priests of Calistria was her ability to use her music to heal. Although she used her healing music to aid those in need, asking nothing in return, the priesthood frowned upon this and were troubled as they feared that such beliefs would taint the other initiates and newly ordained clerics. However, there was one other thing that made her different: she could use music to control water itself. By playing the harp and dancing a rhythm with her feet, she could manipulate water to do her bidding.

After several years, she left home, overtaken by wanderlust, traveling the world. Exploring many far flung lands such as Andoran, Taldor, and even the Shackles, she grew in strength and devotion to Calistria, believing that the Favored Sting had gifted her with her healing songs and water music. To the young undine, Calistria was both the wrath and serenity of the oceans themselves, and while Calistria was not goddess of water, Sirith saw that Calistria could grant power through these just as easily as her usual domains. Sirith also came to believe that Calistria was opposed to slavery as well, believing that the goddess saw that slavery was an affront to free-spirited people and to herself. While some priests were accepting of slavery, it is true that others were abolitionists as well, so it was no surprise that the undine bard joined the ranks of the latter. It was during one of her travels that she encountered a half-orc savage named Prakar from the jungles of Mwangi, who was being auctioned at the markets in Qadira. She was charmed by this orcish noble savage, but try as she may, she could not persuade the slaver or the new owner of Prakar to sell him to her. Angered, she unleashed watery wrath upon the two of them. As they lay unconscious, she freed the half-orc of his chains and the two successfully ran away far from Qadira. The half-orc Prakar was moved by her actions, and followed her, wooed by her strange beauty and unusual powers. The two eventually fell in love, and even though Sirith could not persuade him to wear a bit more clothing, the unusual couple of half-orc savage and undine watersinger were happy with one another. It was when they returned to her homeland, that Sirith decided to accomplish something…something grand that would cause even Calistria herself to be overjoyed with: the creation of a beautiful and magnificent cathedral dedicated to the Favored Sting. Calling it the Heart of the Ocean’s Passion, Sirith bought a small stone chapel near the docks, renovating it to better suit her plans. She also enlisted the aid of an old friend and fellow ward, an aquatic elven priestess of Calistria named Ilana Silvershadow to work as abbot of the newly created temple. Sirith smiled as she began to envision and dream of her bold plans to honor her goddess…

Description and personality:

A slender and curvy female undine wearing bejeweled earrings in both ears including one that has a chain on her left ear, Sirith has blue-green skin, eyes the color of a stormy sea, and hair the color of a blue crystal clear lake. She also has pointed ears and webbed hands and feet. She tends to clad herself in scanty clothes and vestments, colored in the sacred colors of Calistria, Sirith also tends to wear a suit of magical Elven chainmail, and carries with her a golden excellently crafted harp, as well as a whip that she acquired during her travels. The whip is able to cause intense bleeding, and she has been known to use it on those who harm her temple, her friends, her lover, and her faith, not to mention she has been known to lash it out at those who suggest she caused many of the scars that Prakar’s body bears.

Sirith is friendly and quick with her wit as she is with her rapier and whip. She makes friends easily, but she can be easily angered just as well. She is known for her generosity and kindhearted nature, which makes her attractive to those seeking guidance. She despises slavery, seeing it as an abomination and affront to Calistria, and she has made it known that any slave who sets foot in her temple, she will gladly buy that slave’s freedom. Sirith’s music and powers have drawn several hopeful followers to her cause.

Heart of the Ocean's Passion:

The newly created temple of Calistria, the Heart of the Ocean’s Passion, is located near the docks of Absalom. It has many of the usual features that one would associate with a temple dedicated to the Favored Sting, except it also has features dedicated to water and oceans, such as designs of seahorses and dolphins, in addition to several stained glass windows depicting the goddess herself, one of which, the largest one in fact, shows her as a nude aquatic elf surrounded by seahorses and bees. The temple has one bedroom, where Prakar and Sirith sleep. Illana sleeps in the common room until additional bedrooms can be constructed. The temple has a magnificent statue of Calistria that shows the Savored Sting as a scanty clad sea elf holding a barbed whip and a harp.
Ilana Silvershadow, a female aquatic elf cleric, is a good and trustworthy friend of Sirith and devout follower of Calistria. She was brought on to handle running the Heart of the Ocean's Passion while Sirith and Prakar take care of other matters.

Leadership score: 13 (10 base score +2 (has headquarters) +1 (fairness and generosity))
Followers: Sirith has eleven followers, a 2nd level female half-elf adept and 10 level 1 (5 are commoners, 3 are experts, and two are warriors) followers made up of elves, undines, half-orcs, half-elves, and humans.

Captial Purchases:
Temple: 28 Goods, 2 Influence, 29 Labor, 2 Magic=60 CP

Rooms 1 Altar, 1 Bedroom, 1 Common Room, 1 Confessional, 1 Office, 1 Sanctum, 1 Statue, 1 Storage

Abbot (Ilana Silvershadow) 15 CP

Total: 75 CP

CP leftover: 5