Lyra Heatherly

Varvara Frozenmoon's page

No posts. Organized Play character for Jeremy Packer.

About Varvara Frozenmoon

Female Kellid Half-elf Bard (arrowsong minstrel) 1
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +9

AC 16, touch 12, flat-footed 14 (+3 Armor, +2 Dex, +1 Shield)
hp 27 (4d8+8)
Fort +2, Ref +6, Will +4; +2 on saves vs. enchantment spells and effects, +2 on Will saves vs. charm and compulsion effects
Immune magic sleep effects

Speed 30 ft.

  • shortsword +4 (1d6+1/19-20)
  • or cold iron dagger +4 (1d4+1/19-20)
  • or arrow (improvised weapon) +0 (1d4+1)
  • or melee touch +4 (varies)

  • masterwork composite longbow +7 (1d8+1/x3)
  • cold iron dagger +5 (1d4+1/19-20)
  • or ranged touch +5 (varies)

Special Attack bardic performance 17 rounds/day (countersong, inspire courage +1), precise minstrel
Bard Spells Known (CL 4, concentration +7)

Str 13, Dex 15, Con 12, Int 14, Wis 12, Cha 16
Base Atk +3; CMB +4; CMD 16
Feats Point-blank Shot, Precise Shot, Skill Focus (craft [bows]), Weapon Focus (longbow)
Skills (ACP 0) Acrobatics +6, Climb +5, Craft (bows) +11 (+13 with tools), Diplomacy +8, Handle Animal +8, Knowledge (arcana) +7, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (nature) +7, Knowledge (planes) +6, Knowledge (religion) +6, Perception +9, Perform (oratory) +8, Ride +3, Spellcraft +8, Stealth +6, Swim +5, Use Magic Device +8; Racial Modifiers +2 Perception
Languages Celestial, Elven, Hallit, Sylvan, Taldan
SQ adaptability (craft [bows]), arcane archery (acid arrow, fireball, gravity bow, stone call), bardic masterpiece (Arrowsong’s Lament), elven immunities, fey thoughts (fly, swim), keen senses
Traits child of two people, pioneer

Combat Gear 2 oils of magic weapon (CL 1), wand of cure light wounds (CL 1, 8 charges), wand of expeditious retreat (CL 1, 3 charges), wand of magic missile (CL 3, 6 charges), 20 durable cold iron arrows; Gear masterwork studded leather armor, masterwork buckler, darkwood composite longbow (+1 pull), shortsword, cold iron dagger, efficient quiver (see below), ioun torch, Arrowsong’s Sorrow (spellbook), traveler’s outfit, masterwork backpack, belt pouch, flint and steel, ink, inkpen, journal, mirror, spell component pouch, 1 day of trail rations, waterskin, Kashtsan (light horse), 9 copper coins, 11 silver coins, 10 gold coins, 6 platinum coins

Efficient Quiver Contents:
  • First Space - 20 cold iron arrows, 2 adamantine arrows, 10 silver arrows, 5 elysium bronze arrows
  • Second Space – 10 javelins

Encumbrance Light (52.5 of 58)
  • Light up to 58 lbs
  • Medium 59 to 116 lbs
  • Heavy 117 to 175 lbs

Racial Abilities:
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. [craft (bows)]

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Class Abilities:
Favored Class (bard): +4 round of bardic performance per day

Weapon and Armor Proficiency: An arrowsong minstrel is proficient with all simple weapons, plus the longbow, sap, short sword, and shortbow. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use 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.

Arcane Archery: An Arrowsong minstrel’s skill at ranged martial arts allows her to learn to cast a number of powerful, offensive spells that would otherwise be unavailable to her. At 1st level, she selects a number of spells from the sorcerer/ wizard spell list equal to her Charisma modifier (minimum 1) and adds them to her bard spell list as bard spells of the same level. The spells selected must not already be on the bard spell list, and must be 6th level or lower. At 4th level and every 4 bard levels thereafter, she adds an additional sorcerer/wizard spell to her bard spell list. An Arrowsong minstrel is limited to the following spells when adding spells to her spell list in this manner: acid arrow, arrow eruption, flame arrow, gravity bow, greater magic weapon, longshot, magic weapon, protection from arrows, spectral hand, true strike, and sorcerer/wizard spells of the evocation school. An Arrowsong minstrel must still select these spells as spells known before she can cast them.
In addition, for the purpose of meeting the requirements of combat feats and prestige classes, an Arrowsong minstrel treats her bard level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice). Her skilled blending of archery and arcane magic also allows an Arrowsong minstrel to fulfill a spell’s somatic components even when using a bow in both hands (though not other ranged weapons).
[acid arrow, fireball, gravity bow, stone call]

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 such performances are language dependent. 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.
[17 rounds/day]

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 noninstantaneous 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.

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.

Cantrips: Bards 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.

Diminished Spellcasting: An Arrowsong minstrel casts one fewer spell of each level than normal. If this reduces the number to 0, she can cast spells of that level only if her Charisma score allows bonus spells of that level.

Precise Minstrel (Ex): At 2nd level, an Arrowsong minstrel gains Precise Shot as a bonus feat. In addition, any creature that is affected by any of the Arrowsong minstrel’s bardic performance does not provide soft cover to enemies against her ranged attacks with a bow.

Spells: A bard casts arcane spells drawn from the bard spell list presented in Spell Lists. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, 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 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.
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.

Child Of Two People (race, human): Your parents come from two visibly different cultures that maintain distinct identities regardless of their physical proximity (such as Tians and Ulfen). The tug of conflicting expectations has strengthened your sense of individuality and given you a gift for languages. You receive a +2 trait bonus on Will saves against charm and compulsion effects, and you automatically know the racial or ethnic languages of both your parents.

Pioneer (campaign, Kingmaker AP): You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
[Handle Animal]


Inspiration Image

Varvara was born in the farmlands surrounding Silverhall, to an ex-caravan guard Alexse Cocha and his half-snowcaster elf bride Aalisaq Sikutaqq. Varvara was one of five children, the oldest of four girls with a brother younger than the rest of them. Their farmhouse was crowded but they managed to make it work.

Life on the farm never related to Var. She was okay with the animals, but beyond that she found the chores boring and never ending. She would have rather been off wandering and learning about the world around her. Her wanderlust drove a wedge between her and her father, with her mother often playing the role of mediator.

After one such fight, one related to her father’s refusing to train her to protect herself, Var ran away from home. While running through the Gronzi Woods, Var would have been killed at the hands of a tribe of goblins, if not for the timely arrival of a wandering archer named Anichineft. The archer, an elven scout, saw her returned home to her family, and with the encouragement of Var’s mother he became Var’s mentor.

For the next nine years, Var and Anichi traveled the north, through Brevoy, Numeria, and Ustalav. He trained her in both bow and magic, showing her the teachings of his inspiration, Arrowsong. No matter how far they traveled though, Varvara always returned home to the farm. She kept her stays short as the wanderlust would call again and again, but over time she found she missed her family. Anichi would accompany her as often as not, and he found the farm to be a pleasant enough place to rest for a time. His own wanderlust called him further though, and so after almost a decade together Var said goodbye to Anichi as she stayed at the farm.

Two more years have passed and Varvara once again feels the strong pull to wander and explore. Recently she and her mother had heard rumors of a new venture, a new kingdom perhaps, being founded to the south within the River Kingdoms. They are said to be allied with the people of Rostland and to Var it sounds like the perfect chance to scratch the constant itch that calls her to see what is new in the world.