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About Stormspeaker VitrannaTreasure:
Alpha Male Dire Wolf pelt with Skull attached. light crossbow and a quiver of bolts(12).
Caver's Bolt: A caver's bolt resembles a weighty, iron-banded crossbow bolt with a steel tip, capped with prongs and hooks. It resizes itself to fit any Small or Medium crossbow, and can be used as a nonmagical grappling arrowUE. The bearer loads the bolt into a crossbow, chooses a solid surface within weapon range, and speaks a command word to launch the bolt and embed it in the surface. The launched bolt trails a ghostly purple chain of force connected to the crossbow. Anyone holding the crossbow can speak a command word to retract the chain at a rate of 30 feet per round, pulling the user toward the embedded bolt. The force chain can support 500 pounds (hardness 10, 10 hp, break DC 28). Once the chain is fully retracted, the bolt can be used again. If the force chain is severed or broken, the caver's bolt ceases to function for 24 hours. Shortcuts!:
[dice=Diplomacy(With Drawback)]1d20 + 12 - 2[/dice] [dice=Shoanti Bola(w/Range Penalty)]1d20 + 7 - 2[/dice]
[dice=+1 Keen, Called Shoanti Totem Spear w/Arcane Strike]1d20 + 6[/dice]
[dice=Thrown +1 Keen, Called Shoanti Totem Spear w/Arcane Strike]1d20 + 8[/dice]
[ooc]Casting [/url=http://www.d20pfsrd.com/magic/all-spells/g/glitterdust/]Glitterdust[//url]: Will save DC17 or be blinded![//ooc] [spoiler=Thundercall!]At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell *Sound Burst (having the same range and area and allowing the same saving throw).
[spoiler=Shadow Trap Will DC 16 (Neg)]Target one creature, duration 1 round/level. You pin the target’s shadow to its current location, causing the target to become entangled and preventing it from moving farther than 5 feet from its original position, as if its shadow were anchored to the terrain. Each round on its turn, the target can attempt a new saving throw to end the effect as a full-round action. A flying creature can only hover in place or fall while entangled in this manner. This spell automatically fails when cast on a creature that doesn’t throw a shadow, and it ends if the creature is entirely in an area with no illumination.[//spoiler] Stats:
Stormspeaker Vitranna of the Tamir-Quah (Wind Clan)
Level 6 Bard (Thundercaller) - VMC Sorcerer (Stormborn) LN Medium Female Human (Shoanti) Init +4; Perception +7 Religion: Gozreh STATISTICS:
DEFENSE:
HP 40 (d8 +1 +6 + 6 + 6 + 6 + 6 + 1 Favored Class Bonus) Fort +4; Ref +8; Will +6;
Hero/Action Points: 3 OFFENSE: Melee:
Ranged:
Special Attacks/Abilities:
FEATS
-Drawbacks- (+1 Trait)
-Traits-
-Alternate Racial Traits (Human)-
Skills: 43 pts (7/lvl +1 Favored Class)
Background Skills: 12 pts (2/lvl)
Languages: Common, Shoanti, Auran SQ
~Available Performances:
*Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s 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 Distraction is already under the effect of a non-instantaneous 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 the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components. *Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. *Inspire Courage +2, (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. 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. *Thunder Call (Su): At 3rd level, the thundercaller can use her performance to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of performance to create an effect similar to the spell Sound Burst (having the same range and area and allowing the same saving throw). At 7th level, the sonic damage that is dealt by this blast of sound increases to 3d8. This damage further increases to 5d8 at 11th level, 7d8 at 15th level, and 9d8 at 19th level. This performance replaces inspire competence. *Incite Rage (Su): At 6th level, the thundercaller can induce a furious rage in one creature within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller’s performance. Unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller’s level + the thundercaller’s Cha modifier). Success renders the target immune to this power for 24 hours. The thundercaller cannot target herself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the thundercaller continues performing. This mind-affecting effect requires audible components. This performance replaces suggestion and mass suggestion. A thundercaller gains a bonus equal to 1/2 her level on Handle Animal checks, Knowledge (nature) checks, and Survival checks. This ability replaces bardic knowledge. Versatile Performance (Ex)
Advanced Versatile Performances(Ex)
Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level. *ABP: Armor attunement +1, weapon attunement +1
Spellcasting
Bard Spells Usable/Day:
Favored Class Bonus (Human Bard): Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast. (+1/0 level spells@3rd; +2/1st level spell@4th) Combat Gear:
Starting Money: 3000gp (3rd level)
Basic Background/Apprearance:
Vitranna had only recently finished her training as the Tamir-Quah’snewest Stormspeaker, when she began having odd dreams of a far off storm, huge in magnitude and duration. Unsure whether it was a dream or a nightmare, Vitranna knew in her blood that she had to see it for herself...in person. Even in her homeland of Varisia, her people knew of the perpetual hurricane known as the Eye of Abendego, and she quickly understood that she was what called to her. Probably unknown wind spirits of that great storm for some reason. Knowing her destiny was up to her, she decided she would say her goodbyes to her Quah for now and left quickly for the teeming docks of Magnimar.
With raven-black hair and the obvious Shoanti exotic look, Vitranna is a graceful beauty who does not understand her own allure sometimes. She can't help denigrating non-shoanti, often to her own detriment, and is obviously more comfortable around raw nature than in any urban setting. She dresses in traditional shoanti armor and always carries her clan's traditional weapon (and preferred musical instrument!): a Shoanti Totem Spear. This special item has been handed down, generation upon generation for centuries. |