Marquess Tanasha Starborne

Sivi Wandersong's page

38 posts. Alias of Linnea the Diviner.


Full Name

Sivi Wandersong

Race

Gnome

Classes/Levels

Bard 10 | HP 72/72 | AC 20 (tch 14, ff 17) | CMB +5/0, CMD 18 | F +7, R +12, W +9 | Init +5 | Low-light vision | Perc. +15, SM +19 | Bardic Performance 31/35 | Lesser Persistent Metamagic Rod 3/3 | Phantasmal Gem 10/10

Gender

F

Size

S

Age

72

Alignment

CG

Deity

Shelyn

Location

Sandpoint, Varisia

Languages

Common, Gnome, Sylvan, Varisian, Giant, Thassilonian, Shoanti

Occupation

Wandering entertainer and heroine

Homepage URL

https://www.myth-weavers.com/sheet.html#id=2493948

Strength 8
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Sivi Wandersong

Female gnome bard 10
CG Small humanoid (gnome)
Init +5; Perception +15

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Defense
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AC 20, touch 14, flat-footed 17
HP 72 (10 HD; 10d8)
Fort +7, Ref +12, Will +9
Defensive Abilities: Defensive Training (+4 dodge AC vs. giants)
Illusion Resistance (+2 saves vs. illusions)
Irrepressible (Use Cha bonus in place of Wis for Will saving throws vs. charms and compulsions)
Well-Versed (+4 bonus on saving throws vs. bardic performance, sonic, and language-dependent effects)

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Offense
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Speed: 20 ft
Melee: Mwk morningstar (+8/+3, 1d6-1, crit x2, Small) or mwk dagger (+8/+3, 1d3-1, crit 19-20/x2, Small)
Ranged: +1 frost light crossbow (+12/+7, 1d6+1, 1d6 cold dmg, crit 19-20/x2, range 80 ft, Small) w/bolts x60
Space: 5 ft, Reach: 5 ft
Special Attacks: none

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Statistics
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Str 8, Dex 14 (16 w/ belt), Con 14, Int 12, Wis 10, Cha 18 (22 w/ headband)
Base Atk +7/+2; CMB +5/0; CMD +18
Feats: Point-Blank Shot, Precise Shot, Rapid Reload (light crossbow), Spell Focus (Illusion), Spell Penetration
Skills: Acrobatics +19 (VP), Bluff +19 (VP), Diplomacy +19 (VP), Fly +19 (VP), Knowledge: Arcana +14, Knowledge: Dungeoneering +14, Knowledge: Geography +13, Knowledge: History +13, Knowledge: Local +16, Knowledge: Nature +14, Knowledge: Planes +14, Knowledge: Religion +14, Linguistics +7, Perception +15, Perform: Dance +19, Perform: Sing +19, Perform: String +19 (+21 w/ mwk fiddle), Sense Motive +19 (VP), Sleight of Hand +15, Spellcraft +14, Stealth +7
Languages: Common, Gnome, Sylvan, Varisian, Giant, Thassilonian, Shoanti
SQ: Bardic Knowledge, Bardic Performance 35 rounds/day, Countersong, Distraction, Fascinate, Inspire Courage +2, Versatile Performance (Dance, Sing, String), Well-Versed, Inspire Competence +3, Lore Master 1/day, Suggestion, Dirge of Doom, Inspire Greatness, Jack of All Trades
Combat Gear: +2 mithral shirt (Small), +1 frost light crossbow (Small) w/bolts x60, cold iron bolts x10, silver bolts x10, cloak of resistance +2 (Small), lesser persistent metamagic rod, phantasmal gem, wand of cure light wounds (50 charges), scrolls of tap inner beauty x3, unbreakable heart x2, purging finale, dispel magic, and summon monster IV
Other Gear: Headband of alluring charisma +4, sleeves of many garments, belt of incredible dexterity +2, acrobat slippers, ring of feather falling, handy haversack, efficient quiver, traveler's any-tool, explorer's outfit (worn), spell component pouch, bandolier, mwk fiddle, bedroll, blanket, medium tent (Small), waterskin x4, rations x8, mess kit, grooming kit, traveler's outfit, cold weather outfit x2, grappling hook, rope, pitons x10, journal, ink, inkpen, scroll case (parchment x5), sealing wax, holy text (Melodies of Inner Beauty), flint & steel, chalk x10, playing cards
Coin: 27 gp
Daisy, pony (combat trained): military saddle, bit & bridle, saddlebags, feed x8, blanket, bucket

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Traits
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Reactionary (Combat): +2 initiative
Irrepressible (Faith): Use Cha instead of Wis for Will saves vs. charms and compulsions

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Special Abilities
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Low-Light Vision
Defensive Training:
+4 dodge AC vs. giants
Gnome Magic: +1 DC to illusion spells. Gain SLA 1/day each: dancing lights, ghost sound, prestidigitation, and speak with animals.
Explorer: +2 Climb and one Knowledge skill of choice (Local)
Illusion Resistance: +2 saves vs. illusions
Keen Senses: +2 Perception
Dimdweller: When you benefit from concealment or full concealment due to darkness or dim light, gain +2 Intimidate, Perception, and Stealth
Gnome Favored Class Bonus: +1 bardic performance round/level
Spells: 1st level 7/day, 2nd level 6/day, 3rd level 4/day, 4th level 2/day
Bardic Knowledge: Add half class level (min 1) to all Knowledge skill checks, may make Knowledge skill checks untrained
Bardic Performance: 35 rounds/day
Countersong: Counter magic effects that depend on sound with a Perform (Keyboard, Percussion, Wind, String, or Sing) check
Distraction: Counter magic effects that depend on sight with a Perform (Act, Comedy, Dance, or Oratory) check
Fascinate: Cause one or more creatures within 90 feet, able to see and hear the bard, to become fascinated. They sit quietly and observe the performance as long as the bard maintains it. Targets take -4 penalty to all reactive skill checks such as Perception. Obvious threat breaks the effect.
Inspire Courage +2: Allies receive +2 morale bonus on saving throws vs. charm and fear effects, +2 competence bonus on attack and weapon damage rolls
Inspire Competence +3: One ally within 30 ft gets +2 competence bonus with a particular skill as long as they continue to hear performance.
Suggestion: Can use performance to make a suggestion as per the spell to a creature she has already fascinated. Does not disrupt fascination. Does not count against rounds/day of bardic performance.
Dirge of Doom: Use performance to foster a sense of growing dread in enemies within 30 ft, causing them to become shaken. An enemy must be able to see and hear the bard’s performance. Effect persists for as long as the enemy is within 30 feet and performance continues. Cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect.
Inspire Greatness: Use performance to inspire greatness in self or a single willing ally within 30 feet. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). All targets must be able to see and hear the bard. Target gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Con modifier, if any, to these bonus Hit Dice), +2 bonus on attack rolls, and +1 bonus on Fort saves. Bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent.
Versatile Performance: Choose a Performance skill, can use total Perform skill bonus in place of associated skills. Sing: Bluff, Sense Motive. String: Bluff, Diplomacy. Dance: Acrobatics, Fly
Well-Versed: +4 bonus on saving throws vs. bardic performance, sonic, and language-dependent effects.
Lore Master: Can take 10 on any Knowledge skill check that she has ranks in. Can take 20 on any Knowledge skill check as a standard action 1/day.
Jack of All Trades: At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Masterpieces:
Minuet of the Midnight Ivy (Dance): As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance.

Use: 1 bardic performance round per round.

Action: 1 full round.

Vindictive Aria (Sing): If you perform this masterpiece with the Perform (sing) skill, it is a tempestuous aria instead of a rousing soliloquy. Upon completing the performance, you may conjure bolts of lightning as though you had cast call lightning storm, except the bolts are made of elemental thunder and deal sonic damage rather than electricity damage. The bolts do not increase in damage if outdoors in a stormy area. Instead, in any environment, you may attempt a DC 25 Perform check as part of the standard action to call a bolt. If your Perform check is successful, that bolt deals 5d10 points of sonic damage instead of 5d6.

Use: 5 bardic performance rounds.

Action: 5 full rounds.

Spells Known:
Cantrips:
Detect Magic
Light
Mage Hand
Mending
Prestidigitation
Read Magic

1st Level:
Charm Person
Silent Image
Grease
Ventriloquism
Hideous Laughter

2nd Level:
Invisibility
Heroism
Glitterdust
Mirror Image

3rd Level:
Death From Below
Haste
Major Image

4th Level:
Shadow Conjuration

Background:
Sivi is a native of the gnomish town of Whistledown, east of Sandpoint where the western end of Lake Syrantula meets the Yondabakari River. It's a peaceful place and popular trade stop despite its proximity to the Fenwall Mountains. Like many other gnomes of Whistledown, Sivi's parents (Bursalombo and Pai Dimblestring) are expert instrument makers, even making enchanted instruments courtesy of Pai's training as an illusionist. They are content to keep the Bleaching at bay by crafting and inventing different types of string instruments, some of which are so needlessly complex that only a gnome would play them.

Their daughter, however, is a different story. Sivi was never as interested in making instruments as playing them, singing, and dancing. She loved to make music and compose songs since she was a little girl. Eventually her parents gave up on interesting her in the family business and sought out a bard to apprentice her to. They found Kaja Wandersong, a fellow gnome who visited Whistledown every so often but spent most of her time on the road. Sivi eagerly accepted Kaja's offer to teach her. Not only would she learn how to make music, she would get to see faraway places! Yay!

The duo wandered Varisia for years, making music and writing songs. Sivi wanted more, though. She wanted to actually participate in the derring-do that the songs described. Kaja wasn't so keen, but she did know how to fight when necessary, and taught her protege how to wield a crossbow to best advantage. Eventually Sivi decided to strike out on her own. Predictably, she immediately got into trouble. She did manage to extricate herself from the goblin camp with generous application of bardic magic, and after that she sought out other adventurers for backup. None of these adventuring groups have lasted more than a couple years, but this is Varisia. There are always more where they came from.

Over the last five years, Sivi has not only toured Varisia, but also some of the neighboring countries. The Lands of the Linnorm Kings, Lastwall, Nirmathas, even Nidal on one particularly foolhardy expedition. She always returns to Varisia, though. There's plenty to do there, and people who need help. Sivi loves to play the heroine and save the day. Only in concert with others, though. The gnome might enjoy danger a little too much, but she's learned better than to go it alone.

Lately there are rumors that the small town of Sandpoint is having trouble with giants. Sounds like a job for an intrepid gnomish bard! This isn't her first time in Sandpoint. Sivi has stopped in several times before, both with her mentor and alone. She's acquainted with the local priest, Father Zantus, and they enjoy discussing the finer points of Shelyn's worship. The bard has performed at the Sandpoint Theater five times, sometimes solo and sometimes as backup for a play. Between her performances and her distinctive rainbow hair, the more social townsfolk are familiar with her. Sivi loves the food at the Rusty Dragon and always stays there when she's in town.

Appearance:
Flamboyant even for a gnome, Sivi has wide violet eyes and rainbow-colored hair. The colors start at red close to the roots, shading through the colors of the spectrum to violet at the ends. She rarely wears hats or hoods since she considers her multicolored hair a mark of her devotion to Shelyn. Her clothing varies wildly from day to day thanks to a magic item, consistent only in its eye-searing combinations of colors, but she almost always wears a mithral shirt under the outermost layer.

The bard's weapon of choice is a light crossbow, appropriately sized, with a wide assortment of different bolts. She also carries a morningstar and dagger, but rarely uses them.

Personality:
Like most gnomes, Sivi's lifestyle revolves around keeping the Bleaching at bay. She only stays in a given area until things start to get boring, at which point she moves on. Danger is exciting and thus something to be actively sought out, especially when people need help. Sivi fancies herself a heroine and enjoys writing songs about the exploits of her comrades. Curiously enough, she never names herself in these songs, only referring to a female gnomish bard who assists the group and chronicles their deeds. Sivi believes that a bit of mystery keeps people interested. And it often works. In Varisia's musical circles, there's a fair bit of debate as to the identity of the gnomish composer. She enjoys fueling the debate with wild rumors.

Sivi is a devout follower of Shelyn. Her religious observances are another way to avoid the Bleaching, and it's always interesting to see what works of art, music, or dance other Shelynites have created when she visits a new temple or shrine. She has yet to find love, though, which sometimes gets her down. It's hard to forge meaningful connections when you're constantly on the go, but she's too afraid to settle down in one place.

Family and Friends:
Bursalombo and Pai Dimblestring, Sivi's parents and instrument makers in Whistledown. Unlike most of the gnomish town's instrument makers, the couple are experts in stringed instruments, the more outlandish and complicated the better. Pai is an illusionist who enchants their best pieces with various spells. They love their daughter dearly and understand why she travels so much- all gnomes must find their own way to keep wonder in their lives- but they're saddened by the necessity.

Kaja Wandersong, bard and mentor: An older gnome who taught Sivi the ways of the bard. Sivi adopted her name, both as tribute to her mentor and because she felt it suited her better than Dimblestring. This is pretty normal for a gnome, so nobody was upset. Due to an old injury Kaja is no longer able to travel, and despite the best efforts of her neighbors in Whistledown the Bleaching is starting to creep in.

Ameiko Kaijitsu, owner and proprietor of the Rusty Dragon in Sandpoint. She appreciates both Sivi's business- the gnome adores her food- and her endless supply of stories, songs, and good cheer. Ameiko is also a bard and the pair sometimes duet in the Dragon's common room if Ameiko isn't too busy.