Enora

Velika Wondercraft's page

377 posts. Alias of Penthesilia.


Full Name

Velika Wondercraft

Race

Gnome

Classes/Levels

Bard 6 - HP 42/42 - AC 18/T: 14/FF:15 - F: +3/ R: +8/ W: +5 (+2 vs. Illusion) - CMB: +2 - CMD: 15, Speed: 20, Init. +5, Perception +7, Sense Motive +11

Gender

Female

Size

Small

Age

75

Special Abilities

Hero Points = 2

Alignment

Chaotic Good

Languages

Common, Dwarven, Gnomish, Palastani, Sylvan, Old Prustan, Terran, Draconic, Infernal

Strength 11
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 10
Charisma 16

About Velika Wondercraft

Statblock (Combat):

Female Gnome Bard 6
CG small humanoid
Init +5; Low Light Vision; Perception +7

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Defense
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AC Mithral Chain Shirt: 18; Touch 14; flat-footed 15
Note: Not flat footed in surprise rounds or start of combat (trait)
Note: Fight defensively +3, Full defense +6 (acrobatics)
HP 42 (6d8+5, +3 from favored class); Dead at -12
Fort +3 Ref +8 Will +5 (circumstantial +2 vs. illusion)

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Offense
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Speed 20 ft
Melee Short Sword +5; 1d4; Crit 19-20/x2; Light, P
Ranged Masterwork +1 Double Pistol +10; 1d8+1; Crit x3; Range 40'; P (circumstantial Point Blank Shot: +1 to hit/dam within 30')
Note: Holds two bullets, free action to reload each (Rapid Reload), one hand to fire, two to reload.
CM Bonus +3; Defense 16
Bard Spells Known (CL 6th, concentration +9)
2nd (3/day)- Gallant Inspiration, Glitterdust (DC 15, Will negates), Allegro, Cacophonous Call
1st (5/day)- Feather Step, Grease (DC 14, Ref or fall), Ear-Piercing Scream(2d6 sonic, SR DC 14 Fort 1/2 damage & no daze), Vanish (DC 15, Will negates)
0 (at will)- Daze (DC 13, Will negates), Detect Magic, Magic Hand, Mending, Resistance, Summon Instrument
Spells Per Day Level 0: Unlimited, Level 1: 5/day, Level 2: 4/day, Gnomes Spells 1/day each

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Special Abilities
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Bardic Performance (18 rd/day)
- Countersong (Su), Inspire Courage +2 (Su), Inspire Competence +2 (Su)
Weapon Proficiency (Self-Crafted Weapons) (racial trait)
Point-Blank Shot +1 att/dam to ranged attack up to 30'
Precise Shot No -4 to hit when firing into melee
Rapid Reload (Double Pistol) Reloading double pistol is a free action.


Tracked Resources:

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Tracked Resources
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Spells per Day (1st): (4/5)
Spells per Day (2nd): (3/3)
Bullets (56/56)
Wand of Cure Light Wounds (19/50)
Scrolls of Versatile Weapon (0/1)
Bardic Performance per day (18/18)

Statblock Continued (Non-Combat):

Feats Armor Proficiency (Light), Bard Weapon Proficiency, Weapon Proficiency (Self-Crafted Weapons)(trait), Point-Blank Shot, Precise Shot, Shield Proficiency, Simple Weapon Proficiency , Rapid Reload (Double Pistol)
Traits Reactionary, On Your Toes, Master Tinker (racial)
Skills Acrobatics +12 (Versatile Performance), Appraise +2, Bluff +12 (Versatile Performance), Climb +0, Craft(firearms) +11, Diplomacy +7, Disable Device +7, Disguise +3, Escape Artist +3, Fly +12 (Versatile Performance), Heal +0, Intimidate +3, Know (Arcana) +9, Know (Dungeon) +9, Know(Engineering) +9, Know(History) +8, Know(Local) +8, Know(Machines) +10, Know(Planes) +8, Know(Religion) +8, Linguistics +8, Perception +7, Perform(dance) +12, Perform(keyboard) +9, Perform(oratory) +10, Perform(sing) +12, Ride +3, Sense Motive +12 (Versatile Performance), Sleight of Hand +9, Spellcraft +10, Stealth +12, Survival +0, Swim +0, Use Magic Device +11
Languages Common, Dwarven, Gnome, Palastani, Sylvan, Old Prustan, Terran, Draconic, Infernal
Bardic Abilities Bardic Knowledge +2 (Ex), Bardic Performance (standard action, 16 rd/day), Bardic Performance Countersong (Su), Bardic Performance Distraction (Su), Bardic Performance Fascinate (2 targets, DC 15)(Su), Bardic Performance Inspire Competence +2 (Su), Bardic Performance Inspire Courage +2 (Su), Bardic Performance Suggestion (Sp), Versatile Performance (Singing) +12 (Ex), Versatile Performance (Dance) +12 (Ex), Well Versed (Ex), Lore Master (Ex)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Gear (26 lb Light) Masterwork Mithral Chain Shirt, Masterwork +1 Double Pistol, Ammunition Pouch x6, Shortsword, Pocketwatch, Masterwork Cloak, Spell Component Pouch, Bag of Holding (small)
In Bag of Holding: Bedroll, Blanket, Firearm permit, Masterwork Tools (craft Firearm), Rope 15', Thieves tools, Scroll of Comprehend Languages x1, Scroll of Alarm x1, Scroll of Disguise Self x2, Scroll of Comprehend Languages, Wand of Cure Light Wounds, Small notebook, pencils, Trail Rations x7, 3105gp, 14 sp

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Special Abilities
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Bardic Knowledge +2 (Ex)
Add +2 to all knowledge checks
Bardic Performance Standard action 16/day. Free action to maintain. Cannot be disrupted.
Bardic Performance Countersong (Audible components) Counter magic effects that depend on sound. All within 30' use bard's perform (keyboard, percussion, wind string or sing) roll in place of saves.
Bardic Performance Distraction (Su) (Visual Components) Counter magic effects that depend on sight. All within 30' use bard's perform (act, comedy, dance or oratory) roll in place of saves.
Bardic Performance Fascinate (2 targets, DC 15 vs. Will)(Su) (Audible & visual components) Creatures within 90' are fascinated and take -4 penalty on skill checks.
Bardic Performance Inspire Competence +2 (Su) (Audible components) Ally within 30' gets +2 competence bonus on skill checks for a particular skill.
Bardic Performance Inspire Courage +2 (Su) (Audible or visual components) Allies gain +1 competence bonus to attack and damage, +1 morale bonus on saves vs charm or fear.
Versatile Performance (Singing) +12 (Ex) Use Perform (Singing) skill for Bluff or Sense Motive checks.
Versatile Performance (Dance) +12 (Ex) Use Perform (Dance) skill for Acrobatics or Fly checks.
Well Versed (Ex) +4 bonus to saves made against bardic performances and sonic or language dependent effects.
Lore Master (Ex) Take 10 on any Knowledge skill check that has ranks (or roll normally). Once per day, take 20 on any Knowledge skill check as a standard action.
Master Tinker (racial trait) Considered proficient in any self-crafted weapon. Also +1 to Disable Device and Knowledge (Engineering)
On Your Toes (trait) Not caught flat footed in surprise rounds or beginning of combat.
Reactionary (trait) +2 Initiative
Point-Blank Shot +1 att/dam to ranged attack up to 30'
Precise Shot No -4 to hit when firing into melee
Rapid Reload (Double Pistol) Reloading the double pistol is a free action instead of a move action.
Gnome Weapon Proficiency Proficient with all Gnome weapons
Illusion Resistance +2 saves vs. illusion
Low Light Vision
Gnome Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)

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Tracked Resources
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Spells per Day (1st): (See above)
Spells per Day (2nd): (See above)
Bullets (See above)
Wand of Cure Light Wounds (See above)
Scrolls of Versatile Weapon (See above)
Trail Rations (7/7)
Scrolls of Disguise Self (2/2)
Scroll of Comprehend Languages (1/1)
Scroll of Alarm (1/1)
3105gp, 14 sp

Party Storage:
In bag of holding:
candle "Segginal", jewelry box, red chaos robe.

Spells (Level 0 x6):

Daze (Bard 0)
School enchantment (compulsion) [mind-affecting]
Casting Time 1 action
Components V, S, M (a pinch of wool or similar substance)
Range close (25 + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw DC 13 Will negates; Spell Resistance yes
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Detect Magic (Bard 0)
School divination
Casting Time 1 action
Components V, S Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Mage Hand (Bard 0)
School transmutation Casting Time 1 action Components V, S
Range close (25 + 5 ft./2 levels)
Target one nonmagical, unattended object weighing up to 5 lbs.
Duration concentration
Saving Throw none; Spell Resistance no

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Mending (Bard 0)
School transmutation / metal elemental
Casting Time 10 minutes
Components V, S
Range 10 ft.
Target one object of up to 1 lb./level
Duration instantaneous
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Resistance (Bard, 0)
School abjuration
Casting Time 1 action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Resistance can be made permanent with a permanency spell.

Summon Instrument (Bard, 0)
School conjuration (summoning) Casting Time 1 round Components V, S
Range 0 ft.
Effect one summoned handheld musical instrument
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no

This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell.

Spells (Level 1 x4):

Feather Step (Bard, 1)
School transmutation Casting Time 1 action Components V, S
Range close (25 + 5 ft./2 levels)
Target one creature
Duration 10 minutes/level
Saving Throw DC 14 Fortitude negates (harmless); Spell Resistance
yes

For the duration of this spell, the subject ignores the adverse movement effects of difficult terrain, and can even take 5-foot steps in difficult terrain.

Appears in: Advanced Player's Guide

Grease (Bard, 1)
School conjuration / earth elemental (creation)
Casting Time 1 action Components V, S, M (butter)
Range close (25 + 5 ft./2 levels)
Target one object or 10-ft. square
Duration 1 min./level (D)
Saving Throw see text; Spell Resistance no

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

Ear-Piercing Scream (Bard, 1)
School evocation [sonic]
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes

You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Appears in: Ultimate Magic

Vanish (Bard, 1)
School illusion (glamour)
Casting Time 1 action
Components V, S
Range touch
Target creature touched
Duration 1 round/level (up to 5 rounds) (D)
Saving Throw DC 15 Will negates (harmless); Spell Resistance yes (harmless)

This spell functions like invisibility, except the effect only lasts for 1 round per caster level (maximum of 5 rounds). Like invisibility, the spell immediately ends if the subject attacks any creature.

Invisibility
The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to
+20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack.
Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Invisibility can be made permanent (on objects only) with a permanency
spell.

Appears in: Advanced Player's Guide

Spells (Level 2 x4):

Gallant Inspiration (Bard, 2)
School divination
Casting Time Immed1
Components V
Range close (25 + 5 ft./2 levels)
Target one living creature Duration instantaneous
Saving Throw DC 15 Will negates (harmless); Spell Resistance yes

This word of arcane-empowered inspiration often ensures success of a crucial endeavor. Cast this spell when a creature fails an attack roll or skill check. The creature gains a +2d4 competence bonus to the attack roll or skill check retroactively. If the bonus is enough to turn the failure into a success, the roll succeeds.

Appears in: Advanced Player's Guide

Glitterdust (Bard, 2)
School conjuration / earth elemental / metal elemental (creation)
Casting Time 1 action Components V, S, M (ground mica)
Range medium (100 + 10 ft./level)
Area creatures and objects within 10-ft.-radius spread
Duration 1 round/level
Saving Throw DC 15 Will negates (blinding only); Spell Resistance no; see text

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn blinded creatures may attempt new saving throws to end the blindness effect. Any creature covered by the dust takes a -40 penalty on Stealth checks

Allegro (Bard, 2)
School transmutation; Level bard 2
Casting Time 1 standard action; Components V
Range personal; Target self
Duration 1 round/level (D) or until discharged

This spell allows you to act more swiftly while maintaining a bardic performance. You must already be maintaining a bardic performance before you can cast allegro. You gain the benefits of the spell haste (one add'l attack on full attack, +1 att, +1 AC, +1 Ref, +20' move) for as long as you maintain that bardic performance. If you cease maintaining the bardic performance or it is interrupted, this spell’s duration ends. As an immediate action while you are maintaining a bardic performance, you can dismiss allegro to reroll a Reflex save or Dexterity-based skill check. You must choose to reroll before the result of the original roll is known. You must take the result of the reroll, even if it’s worse than the original roll. Allegro dispels and is dispelled by slow.

Appears in: Ultimate Magic

Cacophonous Call, bard 2)
School enchantment; Level bard 2
Casting Time 1 standard action; Components V,S,M (scrap of sheet music)
Range Close (25ft +5ft/2 levels); Target: 1 creatures
Duration 1 round/level
Saving Throw DC 15 Will negates; Spell Resistance yes

You fill your target’s mind with a blaring cacophony of discordant sounds, making it hard for the target to act and concentrate. The creature gains the nauseated condition (Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.) for the duration of the spell if it fails its Will save.

Appears in: Advanced Player's Guide

Gnome Spells:

Dancing Lights (Level 0)
School evocation [light];
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect Up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no

Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

A torch sheds normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light.
You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell

Ghost Sound (Level 0)
School illusion (figment)
Casting Time 1 standard action
Components V, S, M (a bit of wool or a small lump of wax)
Range close (25 ft. + 5 ft./2 levels)
Effect illusory sounds
Duration 1 round/level (D)
Saving Throw Will disbelief; Spell Resistance no DC 14

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.

The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

FAQ
Can this create intelligible speech?
Making something that sounds like speech, and actually making intelligible speech are two different things. Ghost sound can sound like people talking, but anyone listening can't make out what the "people" are saying. After all, it is a cantrip, and shouldn't be as good as ventriloquism (which is a higher-level spell).

Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.

Prestidigitation (Level 0)
School universal
Casting Time 1 standard action
Components V, S
Range 10 ft.
Target, Effect, or Area see text
Duration 1 hour
Saving Throw see text; Spell Resistance no

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Speak With Animals (Level 3 bard)
School divination
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level

You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

Background:

Velika is an attractive gnome with long black and blond curls. She cultivates an air of mystery, enhanced by her mismatched eyes (one blue, one green), but her general good nature often comes through. She and her best friend, Alakabam, rarely say no to an adventure.
She spent most of her 75 years in Ptolus. The early part of her childhood was spent in Oldtown where she soaked in the all she could learn about anything she could find. After that she spent time traveling with various carnivals, seeing some of the world but when she returned to Ptolus as a teenager she realized that so much of the world was contained within the city, she could travel it's streets for the rest of her life and never get bored. After a brief stint as the unappreciated entertainment between matches in the Arena, she spent a good deal of time performing for The Cloud Theater and working as stage crew with her knack for gadgets and her fascination with all things mechanical. Her associates come from all levels of society - she'll befriend anyone who appears to appreciate her performances or who share her love of technology.