Strandel's page

179 posts. Alias of TheWaskally.

Full Name

Strandel the Sublime

At Will:
charm person (DC 19), dancing lights, ghost sound (DC 18), sleep (DC 19), suggestion (DC 21)
fear (DC 22), summon nature’s ally III


Satyr|DR 5/cold iron, Resist Negative Energy, Cold, and Electricity 10|Fast Healing 10|F +10, R +14, W +14


Bard/7th|HP 263/263|AC 30 (14 T, 26 FF)|Channel energy 6d6 13/13x/day|Bardic Performance 14/14 rd./day



Acro +29|Bluff +27|Diplo +43|Handle +38|Intim. +23|Kn. Nat +24|Percept. +26|Perf. (wind) +38|SM +16|Stealth +17|Surv. 14



Special Abilities

Inspire Courage + 2, Inspire Competence +3; Also See Tab


Chaotic Good


Common, Sylvan, Celestial, Elven, Giant, Infernal, Abyssal, Draconic


Former World Savior and Cult Leader, Currently an Adventurer

Strength 16
Dexterity 17
Constitution 24
Intelligence 18
Wisdom 16
Charisma 30

About Strandel

Initiative: +3
Senses: Low-light Vision, Perception +26
AC 30 (14 Touch, 26 FF)(+9 Armor, +3 Dex, +1 Dodge, +7 Natural)
Hp 263/263 (1d8 + 7 Con + 10 Cha/level)
DR 5/cold iron, Resist Negative Energy, Cold, and Electricity 10, Fast Healing 10
Fort +10, Ref +14, Will +14
Speed 50 ft
Melee Holy Sword of the Planes
(On Material Plane) +13 (1d8 + 4 + 2d6)
(On Elemental Plane) +14 (1d8 + 5 + 2d6)
(On Astral or Ethereal Plane) +15 (1d8 + 6 + 2d6)
(On Any Other Plane or Against an Outsider) +16 (1d8 + 7 + 2d6)
Horns +7 (1d6 + 2, x2)
Special Attacks Channel energy 6d6 11/13x/day

Spell-Like Abilities (CL 8th)
At will—charm person (DC 21), dancing lights, ghost sound (DC 20), sleep (DC 21), suggestion (DC 22)
1/day—fear (DC 24), summon nature’s ally III..

Bard Spells Known
0-level Spells - (DC 20) summon instrument, read magic, know direction, prestidigitation, mage hand, detect magic
1st-level Spells - (DC 21) cure light wounds, enhance water, feather fall, identify, ventriloquism 7/7x/day
2nd-level Spells - (DC 22) calm emotions, cure moderate wounds, tongues, heroism 6/6x/day
3rd-level Spells (DC 23) cure serious wounds, charm monster 3/3x/day
BAB +9, CMB +12, CMD 26
Feats Dodge, Mobility, Skill Focus (Perception), Weapon Finesse, Toughness, Prodigy, Selective Channeling, Alignment Channel, Leadership
Skills 10/Level +2/Background
Acrobatics +29 (Versatile Performance [Dance])
Appraise +9 (2 Rank, 3 Class, 4 Int)
Bluff +27 (9 Monster, 2 Rank, 3 Class, 10 Cha, 3 Circlet of Persuasion)
Climb +7* (3 Rank, 3 Class, 3 Str)
Craft +4 (0 Rank, 0 Class, 4 Int)
Diplomacy +43 (Versatile Performace [wind], 5 Cloak of the Diplomat)
Disguise +24 (8 Monster, 3 Class, 10 Cha, 3 Circlet of Persuasion)
Escape Artist +7* (5 Rank, 3 Class, 3 Dex)
Fly +29 ((Versatile Performance [Dance])
Handle Animal +38 (Versatile Performace [wind])
Intimidate +23 (6 Monster, 1 rank, 3 Class, 10 Cha, 3 Circlet of Persuasion)
Knowledge (arcana) +17 (7 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (dungeoneering) +12 (2 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (engineering) +11 (1 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (geography) +13 (3 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (history) +13 (3 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (local) +13 (3 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (nature) +24 (8 Monster, 2 Rank, 3 Class, 4 Int, 4 Racial, 3 Bardic Knowledge)
Knowledge (nobility) +11 (1 Rank, 3 Class, 4 Int, 3 Bardic knowledge)
Knowledge (planes) +13 (3 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Knowledge (religion) +13 (3 Rank, 3 Class, 4 Int, 3 Bardic Knowledge)
Linguistics +18 (11 Rank, 3 Class, 4 Int)
Perception +26 (9 Monster, 4 Rank, 3 Class, 3 Wis, 4 Racial, 3 Skill Focus)
Perform (act) +27 (7 Rank, 3 Class, 10 Cha, 4 Racial, 3 Circlet of Persuasion)
Perform (dance) +29 (7 Rank, 3 Class, 10 Cha, 4 Racial, 2 Prodigy, 3 Circlet of Persuasion)
Perform (sing) +24 (4 Rank, 3 Class, 10 Cha, 4 Racial, 3 Circlet of Persuasion)
Perform (wind) +38 (9 Monster, 7 Rank, 3 Class, 10 Cha, 4 Racial, 2 Prodigy, 3 Circlet of Persuasion)
Profession +3 (0 Rank, 0 Class, 3 Wis)
Sense Motive +16 (5 Rank, 3 Class, 3 Wis, 5 Cloak of the Diplomat)
Sleight of Hand +8 (2 Rank, 3 Class, 3 Dex)
Spellcraft +12 (5 Rank, 3 Class, 4 Int)
Stealth +17 (9 Monster, 3 Rank, 3 Class, 3 Dex, 4 Racial)
Survival +14 (8 Monster, 3 Class, 3 Wis)
Use Magical Device +13 (0 Rank, 0 Class, 10 Cha, 3 Circlet of Persuasion)

Class Features:
Weapon and Armor Proficiency
A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Cantrips (Sp)
Bard’s learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Bardic Performance 14 rounds/day
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.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual 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 (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.
Inspire Competence (Su)
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.
Suggestion (Sp)
A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
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.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex)
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
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.
Racial Traits:
Sublime Satyr
Low-light vision.
Proficient with all simple weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
Fey breathe, eat, and sleep.
DR 5/cold iron
Pipes (Su)
A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 24 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes’ effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr’s other spell-like abilities as normal. The satyr’s use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.
Immune to magic aging, disease, positive energy damage.
Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
Channel Positive Energy
The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.
Positive Energy Affinity
The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Strong Life-force
In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.
Traits (Regional) Famed Performer & (Social) Charming
Items A portable hole that currently contains a bed roll, a folding chair, a compass, a small steel mirror, 50ft. of silk rope, a whetstone, 3 bottle of absinthe, one bottle of dragon punch whiskey, 10 trail rations, one pound of milk chocolate, one pound of honey, mithril manacles, masterwork fetters, a gambler's kit (common), a grooming kit, a mess kit, a MW survival kit, a spare MW panpipes; and about 700gp, 4sp and 8cp or various coins and gems.
Strandel also has a circlet of persuasion, a headband of mental superiority +2 (Linguistics), a medallion of thoughts, a cloak of the diplomat, a MW set of panpipes, a forest green kilt, a pale ruby trillian ioun stone and a western star ioun sone.
Combat items A set of glamered celestial armor and a holy sword of the planes.

Wealth 705gp, 4sp, 8cp
Carrying Capacity
Light (77 lbs or less); Medium (78-153 lbs.); Heavy (154-230 lbs.)
Current Load: 23
Height 6'3", Weight 205 lbs, Eyes Blue, Hair Blonde

Strandel was born deep in the bosom of the First World, where he placed and cavorted with other satyr children and other fey. The young satyr learned of both the Seelie and Unseelie courts. The fey in the Unseelie courts were more ugly, so it seemed like the best choice to favor the Seelie court, and would help a member of the Seelie Court whenever he could.

The satyr arrival onto the Material Plane was pure chance. Strandel was running through a beautiful First World forest, when a sudden a violet portal opened up about 10 feet from the young satyr. Despite his best efforts, Strandel was sucked into the portal's violent vortex. The satyr hit something very hard, and was knocked unconscious. A few minutes later, Strandel awoke to being surrounded by various beings. They introduced themselves a humans, elves, dwarves, and a halfling. They were an adventuring party that was fighting a Blackfire Adept trying to escape into the planes. Strandel's sudden arrival knocked both satyr and wizard out. The satyr learned he arrived on a world named Golarion. Taking all this in stride, Strandel eventually joined the adventuring party. The human Nimue, taught the handsome satyr all she knew about being a bard, and the satyr was an apt pupil. Two years later, Strandel was forced out of the adventuring party after making Nimue pregnant for the second time.

After many years on his own, e came across a desperate adventuring party; this time populated with various monster races! The leader, a sentient gelatinous cube kineticist named Bob, said he and his quickling rogue, shadow demon vivisectionist, adult white dragon barbarian, and sentient spellbook were on a holy quest by the spirit of an Iomedaen saint. She tasked the group to recover the pieces of her broken holy weapon, while thwarting a mad cult bent on turning those said pieces into tools of evil.
Strandel had nothing better to do, so he decided to help. Through his misadventures with these monstrous adventurers, Strandel was given the mantle of Sublime, fusing his very essence to the Positive Energy Plane. Through hardship and sacrifice, Strandel and the monster heroes defeated leader of the evil cult and their antipaladin leader.

Strandel decided to retire from adventuring. He traveled far, and gained many followers. Strandel eventually settled down to create his own commune in The Stolen Lands called The Free Use Path. It was there the satyr became a cult leader of a free love, free use community. Strandel helped guide his mortal followers into a satyrist lifestyle, and did so for over 200 years.

The Free Use Path was eventually visited by several members of an adventuring party, lead by a woman named Bethia. She was looking for one of the famous monster heroes. Strandel smiled and told his epic tale of adventure. This seemed to confirmed what Bethia had found. The cult of the Shard was found to be secreted lead by another faction called The Dark Traders. Thought Lord Sevren was destroyed, his benefactors continued their activities across the planes. Beginning to feel bored with being a cult leader, Strandel initially sent Bethia away publicly and loudly, but in the middle of the night, the satyr snuck out of the commune to meet with Bethia and join The Organization's fight against The Dark Traders. Bethia had to take maternity leave shortly after returning from the Material Plane.