Vishkanya

Vara Sithra's page

33 posts. Alias of heavydisking.


Race

female vishkanya bard (magician) 2 | HP 17/17, bardic performance 13/13, toxic 2/2 | AC 16, T 12, FF 14 | F +2, R +6, W +2 (+2 vs. poison) | CMB -1, CMD 11 | Spd 30' | Perc +6 | Init +3

About Vara Sithra

VARA
female vishkanya bard 2 (magician)
neutral medium humanoid (vishkanya)

Init +3; Senses; Perception +6

DEFENSE
AC
16, touch 12, flat-footed 14 (+2 dex, +3 armor, +1 shield)
HP 17 (2d8 +4 Con)
Fort +2, Ref +6, Will +2
Special Defenses +2 saves vs poison

OFFENSE
Speed
30 feet
Melee kukri -1 (1d4-2, 18-20/x2, S)
Ranged light crossbow +3 (1d8, 19-20/x2, 80’ range, P) or shuriken +3 (1d2-2, 10’ range, P)
Special Attacks toxic 2/day, bardic performance 13/day, extended performance, poison use, +1 attack during surprise round, +1 to Aid Another skill checks

STATISTICS
Str
7 (-2), Dex 14 (+2), Con 14 (+2), Int 14 (+2), Wis 8 (-1), Cha 20 (+5)
BAB +1, CMB -1, CMD 11

Feats
Improved Counterspell:
Bonus feat When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Sleep Venom: As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect of your venom to the following: initial effect staggered for 1d4 rounds; secondary effect unconsciousness for 1 minute. You must make the decision to alter your venom before you apply it to a weapon.

Traits
Westcrown Firebrand:
There’s something very wrong with the world. Spouses were not meant to huddle at their windows hoping and fearing day after day that their loved ones returned from work safely. Parents were not meant to hush their children when questioned about what happened to their neighbors. Citizens were not meant to avert their eyes and hurry by as guardsmen beat old friends in the street. The people of Westcrown have suffered long enough! It’s time for a change. But how? You’ve heard rumors of bands of free-thinking individuals meeting after the citywide curfew. Perhaps they might share your ideals? You are quick to react to opportunity, both physically and mentally, and know that it is with sudden and swift action that many conflicts are best resolved. You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls.
Mentored: Craft (Alchemy) Choose a single Craft, Perform, or Profession skill. You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another‘s skill check with any skill.

Skills 6/level + 2/level Int + 2 background = 20
Acrobatics +5, Craft (alchemy) +7, Diplomacy +10, Disguise +9 (+13 to appear human), Escape Artist +2, Knowledge (arcana) +7, Linguistics +6, Perception +6, Perform (act) +10, Sense Motive +3, Sleight of Hand +4, Spellcraft +8, Stealth +7, Use Magic Device +11
AC Penalty -2

Languages
Common, Vishkanya, Draconic, Vudrani, Infernal

Racial Abilities
Poison Resistance:
A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.
Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks.
Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.
Subtle Appearance: You have normal (human-like) eyes, and your beauty is more conventional. You gain a +4 bonus on Disguise checks to look fully human. This racial trait replaces low-light vision.
Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
Favored Class (Bard): Add +1 to the bard’s total number of bardic performance rounds per day. (x2)

SQ
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.
Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score. The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells). Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Cantrips: Bard’s learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Magical Talent: A magician gains a bonus equal to half his level on Knowledge (arcana), Spellcraft, and Use Magic Device checks. This ability replaces bardic knowledge.
Bardic Performance: 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: 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: 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.
Dweomercraft: A magician can use performance to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components. This ability replaces inspire courage.
Improved Counterspell: A magician gains Improved Counterspell as a bonus feat. This ability replaces countersong.
Extended Performance: At 2nd level, a magician can extend the duration of bardic performance after he stops concentrating by sacrificing a spell slot as a swift action. The performance effect lingers for 1 extra round per level of the spell. Only one spell may be sacrificed per performance, and performance types that take effect after a specific number of rounds cannot be extended. This ability replaces well-versed.
Expanded Repertoire: At 2nd level and every four levels thereafter, a magician can add one spell to his spells known from the spell list of any arcane spellcasting class. The spell must be of a level he can cast. This ability replaces versatile performance.

SPELLS Caster Level: 2 Concentration: +7
1 (4/day) – lesser confusion, magic missile, obscure poison, vanish
0 (at will) – daze, detect magic, flare, light, mending

GEAR
Combat Gear
kukri, studded leather, buckler, light crossbow, 20 bolts, 20 shuriken, 3x alchemist’s fire, 3x acid

Other Gear
entertainer’s outfit, spell component pouch, monk’s kit (includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin)

Money 58 gp

FLUFF
Description
Vara has the appearance of an exotic human woman. She nearly glows on stage with inner spirit and passion, but up close her eyes reveal her to be somewhat less positive and beneficient as first appearances may seem.

History
Vara was born and raised in rural Vudra among a community of Vishkanyas. From a lower social class and due to her exotic human-looking beauty, she was sold into marriage at a very young age and was taken to Jalmeray where she spent an unhappy adolescence. She always had a natural aptitude for magic- particularly so in magical duels- but her true inclination was towards studying poisons. Perhaps that began as an attempt to understand herself and her position in society. She found a secret cult of Norgorber where a cleric was willing to train her in the venomous ways of Blackfingers. Her studies concluded with her husband mysteriously dying, leaving her free to travel the Inner Sea. Eventually she wound up in Westcrown, working as an actor during the day and occasional assassin by night.

Age 19

Deity Norgorber