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Rae, Charmaein huoneen kolmas lapsi, kasvatettiin sukunsa tapaan tavoittelemaan täydellisyyttä. Erityinen kiinnostus yksityiskohtiin sekä pyrkimys perfektionismiin kaikilla aloilla ovat aina liittyneet Charmaien huoneen koulutukseen. Varsin laaja-alaisen oppikirjon huoneena tunnetun Charmaien talo on erityisen tunnettu kurinalaisesta musiikin, magian sekä taiteiden harjottajistaan. Ilkeimmät kielet puhuvat luovuuden sekä intohimon puuttuvan teknisen virtuositeetin ollessa päällimäisenä huoneen edustajien taidoissa.
Raen koulutus aloitettiin talon tapaan jo varhain. Hänen koulutuksensa suuntautui jo varhain hieman poikkeaviin taitoihin, huhun mukaan Charmaien huoneen pää olisi tehnyt sopimuksen Shin'Rakorathin kanssa. Charmaein huoneen erityisen pedanttina tunnetut jäsenet opettivat lapselle pitkäjänteisyyttä sekä intohimoa yksityiskohtien hiomiseen. Pitkällisen koulutuksen ajan Rae hioi omia taitojaan saavuttaakseen haluamansa tason. Shin'Rakorathiin liittyminen oli Raelle loistava mahdollisuus hioa taitojaan huippuunsa.
Rae On kylmän järjestelmällinen sekä ammattimainen. Hänen keskittymisensä on järjestelmällisesti tehtävässä, eikä hän kaihda mitään keinoja saadakseen tehtävän hoidettua mitä parhaimmalla tavalla. Rae ei kanna näkyviä aseita, ilkeät kielet sanovatkin hänen hymynsä olevan hänen kaikkein tappavin aseensa.
Female Elf Bard 15
Lawful Evil Medium Humanoid (Elf)
Senses Perception +7; low-light vision
AC 26; touch 15; flat-footed 20 (+4 Dex, +6 Armor, +2 shield, +2 deflection, +1 natural, +1 dodge)
Hp 96 (15d8 class + 0 con + 15 favored class +15 toughness)
Fort +5 ( base +5, attr +0), Refl +13 ( base +9, attr +4), Will +11 (base +9, attr +0, +2 iron will) (+3 vs enchantments, Mordant Heritage +1 vs enchancments)
Immune magic sleep
Speed 30 ft.
Melee (+11/+6/+1) Voldigris +14/+9 (d6+1+d6; x2); Slashing/Magic
Ranged mwk Longbow +9 (1d8; x3), Piercing
Cantrips (7/day): Detect magic, Open/close, Message, Light, Ghost sounds, resistance
Level 1 (5+2/day): Hideous laughter (DC 18), Charm person (DC 18), Cure Light Wounds, Expeditious Retreat, Grease, Comprahend languages
Level 2 (5+1/day): Invisibility, Glitterdust (DC 16), Hold person (DC 19), eagle's splendor (+4 cha), Mirror Image, blindness/deafness
Level 3 (5+1/day): Glibness (+20 to bluff), Displacement, dispel magic, slow (DC 20), daylight
Level 4 ( 4+1/day): Hold Monster, Dimension door, Shout, remove enchantment, Level 5 (3+1/day): Mind fog, shaddow walk, heroism greater, song of discord
Str 10, Dex 18 (16), Con 10, Int 12, Wis 10, Cha 22 (20)
Feats: Iron will (+2 will save), Weapon Finesse, Spell Focus (enc), Greater Spell Focus (enc) Spell Penetration (+2) Greater spell penetration (+2) dodge (+1 ac) toughness
Traits: Mordant Heritage (+1 Swim, +1 on saving throws against enchantment effects) Performance Artist* (+1 Perform (Oratory))
Skills: Acrobatics +14 (2), Appraise +5 (1), Climb +4 (1), Disguise +8 (1), Escape Artist +8 (1), Kno (Arcana) +26 (15), Kno (Dungeoneering) +21 (10), Kno (Engineering) +12 (1), Kno (Geography) +13 (2), Kno (History) +13 (2), Kno (Local) +13 (2), Kno (Nature) +13 (2), Kno (nobility) +13 (2), Kno (Planes) +15 (4), Kno (Religion) +13 (2), Linguistics +8 (1), Perception +12 (7), Perform (oratory, diplomacy, sense motive) +24 (15), Perform (comedy: bluff, intimidate) +24 (15), Spellcraft +19 (15), Stealth +13 (1), Use magic Device +10 (3)
Languages Elven, Taldan, Draconic, Undercommon
SQ Low-light Vision, Keen Senses, Elven Immunities, Elven Magic, Bardic Knowledge, Bardic Performance, Cantrips, Countersong, Distraction, Fascinate, Inspire Courage +1, Well-Versed (+4 to saving throws against bardic performance, sonic- and language-dependent effects), inspire competence
Equipment on person: Entertainer's Outfit (4 lb.), +1 Buckler (5 lbs), +2 Mithral Shirt (12,5 lbs), Circlet of the Inspired (1/day Inspirational boost, 1/day Remove Fear) (1 lb.), Gold Holy Symbol of Sarenrae (1/day Detect evil, 1/day Daylight) (1 lb.), Voldigris (1 lb.), Belt of Incredible Dexterity +2 (1 lb.), cloak of resistance +1 (1 lb.), Boots of Levitation (1 lb.), Ring of Protection +2, ring of waterwalking, amulet of natural armor +1, mwk bandolier (0.5 lb.), arcane wand of magic missile (21) (0.1 lb.), arcane wand of magic missile (14) (0.1 lb.), arcane wand of levitate (8) (0.1 lb.), divine wand of cure light wounds (14) (0.1 lb.), arcane scroll of charm monster (0.1 lb.), arcane scroll of disguise self (0.1 lb.), 6x potion of cure light wounds (0.6 lb.), 2x potion of cure moderate wounds (0.2 lb.), potion of remove paralysis (0.1 lb.), potion of lesser restoration (0.1 lb.), Headband of Charisma +2 (1 lb.), Spell component pouch (2 lb.)
Backpack (2 lb.) Piece of Chalk, waterskin (4 lb.), bedroll (5 lb.), flint & steel, silk rope (5 lb.), grappling hook (4 lb.)
Encumbrance: without backpack 32.6 lb., with backpack +20 lb. (light 33 lb./medium 66 lb./heavy 100 lb.)
Voldigris (Säkenöijä) +1 Shocking Mithral Rapier - Pistomiekka, jonka terä hohtaa hopeista valoa. Väistin on matan hopeanharmaa ja muistuttaa punottua köynnöstä, joka peittää koko käden.
Performance artist: Choose one type of Perform skill. You gain a +1 trait bonus on related Perform skill checks. This bonus increases to +5 when using that Perform skill to make money.
Entertainer's Outfit: This set of flashy—perhaps even gaudy—clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).
Charm Person School enchantment (charm) [mind-affecting]; Level bard 1, sorcerer/wizard 1 Casting Time 1 standard action, Components V, S Range close (25 ft. + 5 ft./2 levels), Target one humanoid creature Duration 1 hour/level, Saving Throw Will negates; Spell Resistance yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
Hideous Laughter School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 2 Casting Time 1 standard action, Components V, S, M (tiny fruit tarts and a feather) Range close (25 ft. + 5 ft./2 levels),Target one creature; see text Duration 1 round/level,Saving Throw Will negates; Spell Resistance yes
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally. On the creature's next turn, it may attempt a new saving throw to end the effect. This is a full round action that does not provoke attacks of opportunity. If this save is successful, the effect ends. If not, the creature continues laughing for the entire duration. A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster's receives a +4 bonus on its saving throw, because humor doesn't “translate” well.
Expeditious Retreat School transmutation; Level bard 1, sorcerer/wizard 1, Casting Time 1 standard action Components V, S, Range personal, Target you, Duration 1 min./level (D)
This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).
Comprehend Languages School divination; Level bard 1, cleric 1, sorcerer/wizard 1 Casting Time 1 standard action, Components V, S, M/DF (pinch of soot and salt) Range personal, Target you, Duration 10 min./level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
School illusion (glamer); Level bard 1, sorcerer/wizard 1, Casting Time 1 standard action Components V, S, Range personal, Target you, Duration 10 min./level (D)
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
Eagle's Splendor School transmutation; Level bard 2, cleric 2, paladin 2, sorcerer/wizard 2 Casting Time 1 standard action, Components V, S, M/DF, Range touch Target creature touched, Duration 1 min./level, Saving Throw Will negates (harmless); SR yes + 4 charisma
Glitterdust School conjuration (creation); Level bard 2, Casting Time 1 standard action Components V, S, M (ground mica), Range medium (100 ft. + 10 ft./level) Area creatures and objects within 10-ft.-radius spread, Duration 1 round/level Save Will negates (blinding only); SR no
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.
Invisibility School illusion (glamer); Level bard 2, sorcerer/wizard 2, Casting Time 1 standard action Components V, S, M/DF, Range personal or touch Target you or a creature or object max. 100 lbs./level, Duration 1 min./level (D) Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object)
The creature or object touched becomes invisible. 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
Hold Person School enchantment (compulsion) [mind-affecting]; Level bard 2, cleric 2, sorcerer/wizard 3 Casting Time 1 standard action, Components V, S, F/DF (a small, straight piece of iron) Range medium (100 ft. + 10 ft./level) Target one humanoid creature Duration 1 round/level (D); see text, Saving Throw Will negates; see text; Spell Res: yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.
School illusion (figment); Level bard 2, sorcerer/wizard 2, Casting Time 1 standard action Components V, S, Range personal, Target you, Duration 1 min./level
When mirror image is cast, 1d4 images plus one image per three caster levels (maximum eight images total) are created. Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead. If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss. Area spells affect you normally and do not destroy any of your figments. Spells and effects that do not require an attack roll affect you normally and do not destroy any of your figments. Spells that require a touch attack are harmlessly discharged if used to destroy a figment. An attacker must be able to see the figments to be fooled. If you are invisible or the attacker is blind, the spell has no effect (although the normal miss chances still apply).
Glibness School transmutation; Level bard 3, Casting Time 1 standard action, Components S Range personal, Target you, Duration 10 min./level (D)
You gain a +20 bonus on Bluff checks made to convince another of the truth of your words. If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.
Displacement School illusion (glamer); Level bard 3, sorcerer/wizard 3, Casting Time 1 standard action Components V, M (a small loop of leather), Range touch, Target creature touched Duration 1 round/level (D), Saving Throw Will negates (harmless); Spell Res: yes (harmless)
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. Unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location and negates the miss chance.
Crushing Despair School enchantment (compulsion) [mind-affecting]; Level bard 3, sorcerer/wizard 4 Casting Time 1 standard action, Components V, S, M, Range 30 ft. Area cone-shaped burst, Duration 1 min./level, Saving Throw Will negates; Spell Res: yes
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair counters and dispels good hope.
Slow School transmutation; Level bard 3, Casting Time 1 standard action, Components V, S, M Range close (25 ft. + 5 ft./2 levels) Targets one creature/level, no two of which can be more than 30 ft. apart Duration 1 round/level, Saving Throw Will negates; Spell Resistance yes
An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this spell are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed. Multiple slow effects don't stack. Slow counters and dispels haste.
School conjuration (teleportation); Level bard 4, sorcerer/wizard 4, Casting Time 1 standard action, Components V, Range long (400 ft. + 40 ft./level) Target you and touched objects or other touched willing creatures, Duration instantaneous Saving Throw none and Will negates (object); Spell Resistance no and yes (object)
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.
School enchantment (compulsion) [mind-affecting]; Level bard 4, sorcerer/wizard 5 Components: V, S, M/DF (one hard metal bar or rod, which can be as small as a three-penny nail), Target one living creature
This spell functions like hold person, except that it affects any living creature that fails its Will save.
School enchantment (compulsion) [mind-affecting]; Level bard 4, sorcerer/wizard 5 Casting Time 1 round, Components V, S, Range close (25 ft. + 5 ft./2 levels) Target one humanoid, Duration 1 day/level, Saving Throw Will negates; Spell Res: yes
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject's mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject's behavior is being influenced by an enchantment effect (see the Sense Motive skill description). Changing your orders or giving a dominated creature a new command is a move action. By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can't communicate with you. You can't actually see through the subject's eyes, so it's not as good as being there yourself, but you still get a good idea of what's going on. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
If you don't spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination. Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect does not automatically dispel it.
Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.