Hasari

Stormspeaker Vitranna's page

316 posts. Alias of Jeremy Clements.


Full Name

Stormspeaker Vitranna of the Tamir-Quah

Race

Human (Shoanti)

Classes/Levels

Level 6 Bard (Thundercaller) - VMC Sorcerer (Stormborn)| HP 34/40 | Speed 30ft | AC 18(22), touch 14(18), flat-footed 15 (CMD 19) | Fort +4 : Ref +8 : Will +6 |Performance 21rds/Day; Thunderstaff 8/day | Init +4, Perception +7 | Active:

Gender

Female

Age

21

Deity

Gozreh

About Stormspeaker Vitranna

Treasure:

Alpha Male Dire Wolf pelt with Skull attached.

light crossbow and a quiver of bolts(12).
her share of the bugbear gold (5gp)

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=Damage(Nonlethal)]1d4 + 1[/dice]
[dice=+Shock!]1d6[/dice]

[dice=+1 Keen, Called Shoanti Totem Spear w/Arcane Strike]1d20 + 6[/dice]
[dice=Damage(Magic)w/Arcane Strike!]1d10 + 2 + 2[/dice]

[dice=Thrown +1 Keen, Called Shoanti Totem Spear w/Arcane Strike]1d20 + 8[/dice]
[dice=Damage(Magic)w/Arcane Strike!]1d10 + 2 + 2[/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).
*10 foot radius spread!
*Fort DC:17 to avoid being stunned (no actions) for 1 round!
[dice=Damage(Sonic)]1d8[/dice][//spoiler]

[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:
Str 12, Dex 16, Con 13, Int 12, Wis 11, Cha 18(20)
Base Atk +4; CMB +5; CMD 19
Size: 6"
Weight 175 lbs
Speed 30ft.

DEFENSE:
AC 18, touch 14, flat-footed 15

HP 40 (d8 +1 +6 + 6 + 6 + 6 + 6 + 1 Favored Class Bonus)

Fort +4; Ref +8; Will +6;
Immunities/resistance/etc.
*ABP: +1 to all saves (3rd Level)
*Well-Versed(Ex):+4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

Hero/Action Points: 3

OFFENSE:

Melee:
+5 Dagger (1d4+1) +2dam w/Arcane Strike
+6 (+1 Keen, Called) Shoanti Totem Spear (1d10+2) +2dam w/Arcane Strike

Ranged:
+7 Dagger (1d4+1) +2dam w/Arcane Strike
+8 (+1 Keen, Called) Shoanti Totem Spear (1d10+2) +2dam w/Arcane Strike

Special Attacks/Abilities:
*Spells, Bardic Performance, VMC (Varient Multiclass - Sorcerer)
*VMC Thunderstaff (Sp): At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

FEATS
1st Level Feat: Arcane Strike
3rd Level Feat: VMC Sorcerer (Stormborn Bloodline)
5th Level Feat: Lingering Performance
Bonus Feat(Martial Performance): Weapon Focus (Totem Spear)

-Drawbacks- (+1 Trait)
*Provincial:You have only one way of looking at things: the right way. Effect(s) You take a –2 penalty on Diplomacy checks and Sense Motive checks made against all creatures whose religion or alignment differs from your own.

-Traits-
*Auspicious Tattoo (Racial):You bear a Shoanti tattoo depicting one of the totems listed for your clan that favors you with good fortune. You gain a +1 trait bonus on Will saving throws.
*Resilient (Combat): You gain a +1 trait bonus on Fortitude saves.
*Arcane Temper (Magic): You gain a +1 trait bonus on concentration and initiative checks.

-Alternate Racial Traits (Human)-
*Military Tradition (Human Trait): Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait. (Choices: Shoanti Totem Spear and Shoanti Bolas)
*Practiced Hunter: (Human Trait):Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled.

Skills: 43 pts (7/lvl +1 Favored Class)
*Adventuring Skills (x)=Class Skill
(x)Acrobatics +8 (possible +2 item bonus)
(x)Diplomacy+ 12 (-2 Drawback)
(x)Use Magic Device + 12
(x)Knowledge(Arcana) +8
(x)Knowledge(Nature) +8 (+1/2 Bard level bonus)
(x)Spellcraft +8
(x)Perception +7
(x)Stealth +10 (+2 trait bonus)
(x)Survival +7 (+2 trait bonus; +1/2 Bard level bonus)
(x)Sense Motive +7(-2 Drawback)
Ride +6

Background Skills: 12 pts (2/lvl)
(x)Perform (Wind) +14 (+2 with MW Totem Spear)
(x)Perform (Dance) +14 (Can be used in place of Acrobatics and Fly skills)
(x)Linguistics +5 (+ Auran)
Handle Animal +6 (+1/2 Bard level bonus)

Languages: Common, Shoanti, Auran

SQ
Bardic Performance: (18rds/day) The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing (Lingering Performance Feat).
~A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
~Starting a bardic performance is a standard 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 standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action

~Available Performances:
*Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent 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 countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

*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)
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill’s bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
~Dance (Acrobatics, Fly)

Advanced Versatile Performances(Ex)
Beginning at 6th level, instead of selecting an additional skill with versatile performance, a bard or skald can choose an advanced versatile performance for one Perform skill he previously selected with versatile performance. Some advanced versatile performance options can be selected only if the bard or skald meets the option’s prerequisites.
*Martial Performance:
The bard chooses one weapon belonging to a fighter weapon group that is associated with a Perform skill he has selected with versatile performance (see below). He gains proficiency with this weapon. If the bard is already proficient with this weapon or later becomes proficient with it, he gains Weapon Focus with that weapon as a bonus feat instead. In addition, the bard’s effective fighter level is equal to 1/2 his bard level for the purpose of qualifying for feats that specifically select weapons from those Perform skills’ associated fighter weapon groups. The types of Perform skills and their associated fighter weapon groups are: Dance (monk, spears).

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
*ABP: Deflection +1
*ABP: Mental prowess +2

Spellcasting
(Concentration: 1d20+ CL + Cha + 1 trait bonus = 1d20 +11)

Bard Spells Usable/Day:
0 lvl: Infinite -Detect Magic, Mage Hand, Dancing Lights, Ghost Sound, Prestidigitation, Message, ~Summon Instrument.
1st lvl: 5/day - Shadow Trap, Liberating Command, Cure Light Wounds, Vanish, Comprehend Languages, Solid Note
2nd lvl: 4/day -Glitterdust, Pilfering Hand, Snapdragon Fireworks, Cat’s Grace

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:
*Feather Token (Tree) (400gp)
*Wand of Protection from Evil [50ch]-1ch.(750gp)
*Wand of Cure Light Wounds [50ch] (750gp)
*+1 Keen, Called Shoanti Totem Spear (425gp)(Exotic Weapon)
~Description: If the user is trained in the spear’s use, a totem spear can be used by bards to create bardic music effects using Perform (wind instrument). The spear itself has a strong, flexible shaft, and in the hands of one trained in its use, grants a +2 circumstance bonus on Acrobatics checks. The spear’s relatively wide head allows it to be used as a slashing weapon, swung side to side, or as a piercing weapon in a more traditional spear-fighting technique.
*+1 Shoanti Hide shirt(+4AC +0ACP)
*Dagger (2gp)
*2 Shoanti Bolas (30gp)
*Bard's Kit (41gp): Backpack, a bedroll, a belt pouch, a common musical instrument (Pan Pipes), a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Starting Money: 3000gp (3rd level)
After: 132gp

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.