Shalelu Andosana

Valauthiel Brightsong's page

5 posts. Alias of Reg Tyrsman.


Full Name

Valauthiel Calaerlindeth Brightsong

Race

| Fort +6 Ref +6 Will +4 (+2 vs enchantments; sleep immunity) | Init +10 | Perception +7 (low-light vision)| Speed 30ft

Classes/Levels

| Active conditions: none [/spoiler]

Gender

[spoiler=Female elf magus (bladebound, hexcrafter) 3]| HP 33/33 | AC 18 (Tch14, Fl14) | CMB +3; CMD 17

About Valauthiel Brightsong

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Valauthiel Calaerlindeth
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Female elf magus (bladebound, hexcrafter) 3
LN Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +7

Defense:

AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 33 (3d8+9)
Fort +6, Ref +6, Will +4; +2 vs. enchantments
Immune sleep

Offense:

Speed 30 ft.

Melee
. . black blade +7 (1d6+4/18-20) or
. . kukri +6 (1d4+1/18-20)

Ranged
. . underwater light crossbow +6 (1d8/19-20)
. . crossbow bolts : 20

Special Attacks arcane pool (+1, 4 points), spell combat, spellstrike


Spells Prepared:

(CL 3rd; concentration +6)
. . 1st—obscuring mist, shocking grasp, true strike, windy escape[ARG]
. . 0 (at will)—arcane mark, daze (DC 13), light, mage hand

Statistics:

Str 12, Dex 18, Con 14, Int 17, Wis 11, Cha 10
Base Atk +2; CMB +3; CMD 17

Feats: Additional Traits, Battle Mage, Combat Expertise, Dervish Dance, Improved Initiative, and Weapon Finesse.
Traits: bruising intellect, magical lineage, threatening defender, and warrior of old.

Languages: Aquan, Atlantean, Elven, Kua-Toa, Mercare, and Sylvan.

SQ black blade, black blade: arcane pool, black blade: strike, black blade: telepathy, black blade: unbreakable, elven magic, hex arcana


Skills:

Total : Skill Name - Ability (bonus) - Ranks
+5 : Acrobatics - DEX (4) - 1
+3 : Appraise - INT (3) - 0
+7 : Artistry (literature) - INT (3) - 1

+0 : Bluff - CHA (0) - 0
+5 : Climb - STR (1) - 1
+5 : Craft (calligraphy) - INT (3) - 1

+1 : Diplomacy - CHA (0) - 1
+0 : Disguise - CHA (0) - 0
+4 : Escape Artist - DEX (4) - 0

+8 : Fly - DEX (4) - 1
+1 : Handle Animal - CHA (0) - 1
+1 : Heal - WIS (0) - 1

+7 : Intimidate - INT (3) - 1
+7 : Knowledge (arcana) - INT (3) - 1
+7 : Knowledge (dungeoneering) - INT (3) - 1

+4 : Knowledge (local) - INT (3) - 1
+4 : Knowledge (nature) - INT (3) - 1
+7 : Knowledge (planes) - INT (3) - 1

+4 : Knowledge (religion) - INT (3) - 1
+4 : Linguistics - INT (3) - 1
+7 : Perception - WIS (0) - 3

+2 : Perform (dance) - CHA (0) - 2
+10 : Ride - DEX (4) - 1
+3 : Sense Motive - WIS (0) - 1

+7 : Spellcraft - INT (3) - 1
+4 : Stealth - DEX (4) - 0
+1 : Survival - WIS (0) - 1

+5 : Swim - STR (1) - 1
+4 : Use Magic Device - CHA (0) - 1

Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties

Gear:

Cash 58 gp, 4 sp, 1 cp
Light Load (Carrying 30.76 lbs.; limits 43/86/130 lbs.)

Combat Gear potion of cure light wounds (4), wand of longshot (10 charges), wand of mirror strike (10 charges), wand of shield (10 charges), wand of true strike (10 charges);
Other Gear brightsong chain shirt, kukri, underwater light crossbow[ARG] with 20 bolts, handy pouch, belt pouch, magus starting spellbook, masterwork tool, silver holy symbol of Aroden , spell component pouch, hippocampus (combat trained), bedroll, bit and bridle, blanket, ink, inkpen, masterwork backpack, military saddle, soap, trail rations, waterskin


Special Abilities:

Arcane Pool +1 (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.

Black Blade (Ex) You gain an intelligent bonded weapon whose power grows with your own.

Black Blade: Arcane Pool (1/day) (Su) The Black Blade has an Arcane Pool used to fuel its own abilities.

Black Blade: Strike +1 (Sp) The Black Blade can grant itself a damage bonus for 1 min.

Black Blade: Telepathy (Su) The magus can telepathically communicate with his black blade if it is worn or held.

Black Blade: Unbreakable (Ex) The Black Blade is immune to the broken condition while the arcane pool is not empty.

Combat Expertise -0/+1 Bonus to AC in exchange for an equal penalty to attack.

Dervish Dance Use Dex modifier instead of Str modifier with scimitar

Elven Immunities - Sleep You are immune to magic sleep effects.

Elven Magic +2 to spellcraft checks to determine the properties of a magic item.

Hex Arcana You can substitute Hexes for Magus Arcana.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Spellstrike (Su) Deliver touch spells as part of a melee attack.


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Background
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Attributes:

Age: 147; Height: 5'9"; Weight: 105 lbs.;

Appearance:
Valauthiel has lustrous pale blue-grey skin, long white hair (usually tied back), and deep blue colored eyes. She generally wears a white undertunic, a Brightsong mithral chain shirt with sea-green colored links with the seal of Atlantis over a horizontal black scimitar, and darkblue breeches tucked into knee-high black boots.


Family and Training:

Valauthiel's father was the Laermornenion bladesinger for one hundred fourty five years, until his death. His deeds were widely known and he was respected, if not liked, by friends and enemies alike. He trained his daughters to be magi and bladesingers.

Her mother, Maranwethiel is a powerful mage with a talent for creating potions and wands. She is also an accomplished calligrapher/artisan and linguist. She taught both of her daughters linguistics, magic, and calligraphy.

Her younger sister, Gwetherindoliel is 124 years old, 5'11" tall, weighing 111 lbs. She shares Valauthiel's lustrous pale blue-grey skin, but has their mother's silver hair and dark green eyes. She generally wears a deep blue under-tunic, Brightsong mithral chain shirt with sea-green colored links with the seal of Atlantis over a horizontal white scimitar, and sea-green breeches tucked into knee-high black boots. She is a Magus and trained to be a bladesinger along side Valauthiel.

The girls have a very close relationship and while Valauthiel has a talent for and excells at the martial skills taught by their father, Gwetherindoliel has a talent for and excells at magic.

This worked well for the girls because they would have to train alone while their father was away; with Gwetherindoliel focusing on magic abilities and Valauthiel on martial abilities; they were able to tutor each other. Eglerion would test them upon his return and begin another aspect of their training.


Becoming a Bladesinger:

In what is commonly referred as 0 AS (after settlement) eight prominent families of strong martial and magical lineage gathered. Together they forged eight black blades to protect and defend the new settlement of Atlantis and its people.

Each family chose weapons that best matched their fighting styles.

Family | Name (pronunciation) meaning - weapon type
Baimell | Arandur (Ar-ahn-dur) Care-taker - Estoc
Ýridhren | Beridhren (Bear-ee-threnn) Wise protection - Falcata
Caraphind | Beriothien (Bear-ee-oh-geh-leer) Happy protection - Rapier
Maeth | Daugon (Dow-gone) soldier commander - Longsword
Calaerlindeth | Laermornenion (Lyre-more-nehn-ee-on) Dark water song - Scimitar
Lagur | Lancaeron (Lahn-kye-ronn) Edge of the sea – Elven Curved Blade
Rivorn | Morohtar (More-oh-tahr) Dark Warrior – Greatsword
Gelinnas | Tûrsidhion (Toor-see-thee-on) Victorious peace – Falchion

* * * * * *

Eglerion lay in his alcove of the family tomb. Laermornenion lay on his chest with Eglerion's hands resting on the hilt that was placed above his heart. The black blade had rested there for ten days as was tradition to give Laermornenion an opportunity to grieve alone.

Valauthiel reached for the blade, her hands trembling. She rested hands on the blade just below the hilt. She began the litany of those who had come before. As she began to speak of Vendethiel, the matriarch and first Laermornenion bladesinger, Laermornenion joined in. They spoke of each of the next eighteen bladesingers and listed each with their greatest deeds. Laermornenion added bit of loving accounts of each. When she began speaking of her father, her voice trembled, but she was able to get through his many deeds without losing her composure because Laermornenion was with her, sharing in the grief and the celebration of a life well-lived. When she finished, Laermornenion spoke of her father and of the conversations that they had shared about her. When Laermornenion finished. It became quite.

Valauthiel sat in silence preparing herself for what came next.
Laermornenion began issuing the code of conduct that Valauthiel would now follow until death.

The bond between Bladesinger and Laermornenion is absolute and together we will:

- Protect Atlantis, her citizens, and the Atlantean way of life at all times.

- Lend aid to any Atlantean citizen in danger, even if it means sacrificing the Bladesinger’s own life.

- Respect the authority of the family elders (both living and dead) and obey their mandates as passed to Laermornenion.

With the completion of the Bladesinger’s oath, Laermornenion completed joining with Valauthiel and became quiet, thoughtful, and sad. Echoing Valauthiel's mood.

After a time, Valauthiel rose with Laermornenion, left the tomb, and walked to her new rooms in the family home. The rooms of the 21st Bladsinger.

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Laermornenion
(Lyre-more-nehn-ee-on) Dark Water Song
------------------------------

LN Medium Black Blade (Scimitar)

Statistics:

Enhancement Bonus +1
Int 11, Wis 7, Cha 7, Ego 5

Fort +6*, Ref +6*, Will +4*
* +2 vs enchantments

Black Blade Arcane Pool 1


Abilities:

Alertness (Ex): While a magus is wielding his black blade, he gains the Alertness feat.
-- Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Black Blade Strike (Sp): As a free action, the magus can spend a point from the black blade’s arcane pool to grant the black blade a +1 bonus on damage rolls for 1 minute. For every four levels beyond 1st, this ability gives the black blade another +1 on damage rolls.

Telepathy (Su): While a magus is wielding or carrying his black blade, he can communicate telepathically with the blade in a language that the magus and the black blade share.

Unbreakable (Ex): As long as it has at least 1 point in its arcane pool, a black blade is immune to the broken condition. If broken, the black blade is unconscious and powerless until repaired. If destroyed, the black blade can be reforged 1 week later through a special ritual that costs 200 gp per magus level. The ritual takes 24 hours to complete.


Background:

During the Atlantis time of settlement, eight prominent families of strong martial and magical lineage gathered and caused eight black blades to be forged to protect and defend the new settlement and its people.

An Estoc was created for Filegethiel Baimell. She named the blade Arandur. This blade was handed down through the Baimell family until 644 AS, when the blade was lost and presumed destroyed and its wielder killed. The body or the blade were never recovered.

A Falcata was created for Valdaglerion Ýridhren. He named his blade Beridhren. This blade was handed down through the Ýridhren family until 479 AS, when the blade was lost and presumed destroyed and its wielder killed. The body or the blade were never recovered.

A Rapier was created for Aeglironion Caraphind. He named his blade Beriothien. This blade was handed down through the Caraphind family until 888 AS, when the blade was lost and presumed destroyed and its wielder killed. The body or the blade were never recovered.

A Longsword was created for Baramaethor Maeth. He named his blade Daugon. This blade was handed down through the Maeth family until 527 AS, when the blade was lost and presumed destroyed and its wielder killed. The body or the blade were never recovered.

An Elven Curved Blade was created for Talathion Lagur. He named his blade Lancaeron. This blade was handed down through the Lagur family until 1187 AS, when the blade was lost. It has not been recovered.

A Greatsword was created for Adonnenniel Rivorn. She named her blade Morohtar. This blade was handed down through the Rivorn family until 1655 AS, when the blade was lost and presumed destroyed and its wielder killed. The body and the blade were recovered in 1691 AS. The blade shards are currently displayed in the Rivorn home. The magic to reforge it has been lost.

A Falchion was created for Aranel Gelinnas. She named her blade Tûrsidhion. This blade was handed down through the Gelinnas family until 1153 AS, when the blade was lost. It has not been recovered.

A Scimitar was created for Vendethiel Calaerlindeth**. She named her blade Laermornenion. This blade has been handed down through the Calaerlindeth family and is currently wielded by Valauthiel following the death of her father, Eglerion in 2068 AS. He had wielded the blade successfully for 145 years.

**Brightsong


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Valpamiucon
(Vahl-pahm-ee-oo-kon) Tiger
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Hippocampus CR 1
N Large magical beast (aquatic)
Init –1; Senses darkvision 60 ft., low-light vision, scent; Perception +6
Defense:

AC 12, touch 8, flat-footed 12 (–1 Dex, +4 natural, –1 size)
hp 15 (2d10+4)
Fort +5, Ref +2, Will +1

Offense:

Speed 5 ft., swim 60 ft.
Melee
. . bite +4 (1d4+3),
. . tail slap –1 (1d4+1)

Space 10 ft.; Reach 5 ft.


Statistics:

Str 16, Dex 9, Con 15, Int 2, Wis 12, Cha 11
Base Atk +2; CMB +6; CMD 15

Feats Endurance
Skills Perception +6, Swim +11

SQ water dependency


Special Abilities:

Water Dependency (Ex) A hippocampus can survive out of the water for 1 minute per point of Constitution. Beyond this limit, a hippocampus runs the risk of suffocation, as if it were drowning.

Background:

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Attributes
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A hippocampus's scales vary in color from ivory to deep green to cerulean blue with shades of silver. Aquatic races such as merfolk and locathahs often train hippocampi as steeds or as draft animals used to pull cunningly designed underwater carriages. In the wild, hippocampi prefer to dwell in relatively shallow waters where their favorite food (seaweed and kelp) is more plentiful and larger predators are less common. These creatures often travel in large schools, analogous to free-roaming herds of wild horses on the surface world.

The hippocampus is relatively easily trained—the amount of work and cost it requires is equivalent to what it takes to train a horse. As armor impacts the creature's swim speed, those who train hippocampi for war rarely bother to put barding on these creatures—when they do, they generally opt for the lightest armor, such as padded or leather barding. Mounted combat on a hippocampus is similar to fighting while riding a horse, although the hippocampus is a clumsy creature on land and cannot move at all out of the water if it has a rider weighing it down. Although a hippocampus has only two front legs, determine its carrying capacity as if it were a quadruped. Thus, a light load for a hippocampus is up to 228 pounds. Medium loads are up to 459 pounds, and heavy loads up to 690 pounds.

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Life as a Brightsong Mount
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The preferred mount of the Brightsong family is the hippocampus. Each family member cares for their mount at each stage of its life. They raise and bond with it when its young and participate in its training whenever possible.

When their current mount approaches middle age, a new mount is selected and the process begins again. When the younger mount is ready, the senior mount is retired to live out its days in the relative safety of the Brightsong lands. The family member visits the senior mount whenever possible.