Vandalia Chirion

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Vandalia Chirion

Total Hit Points: 74

Middle-aged Speed: 20 feet

Armor Class: 16 = 10 + 3 [hide]

+ 1 [light wooden] + 2 [dexterity]

  • Touch AC: 12
  • Flat-footed: 14

Witching Gown

Wild Shield

Swarm Bane Clasp

Spirit Naga Bindi

Wyvern Cloak

Dryad Boots

Belt of +4 Physcial Perfection

Vambraces of the Genie (Air)

Circlet of Justice

Ring of Revelation: Weather,Superior

Ring of Incredible Deeds

Female Half-Elf Bard 3 / Druid 3 / Rogue 3 / Loremaster 7 True Neutral Representing ELD-NPC

Light load:

Push or drag:

38 lb. or less

575 lb.

Languages:

Aklo Auran Celestial Common Draconic Druidic Elven Sylvan Terran

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Dart [1d4, crit x2, range inc. 20 ft., 1/2 lb, piercing]

Sling [1d4, crit x2, range inc. 50 ft., 0 lb, bludgeoning]

Sap [1d6 nonlethal, crit x2., 2 lb., light, bludgeoning]

Repeating Light Crossbow [1d8, 19-20/x2, range incr 80 ft., 6 lb., piercing]

Pistol [1d10, crit x3, range incr 50 ft, 3 lb, piercing]

Hide armor [medium; + 3 AC; max dex + 4; check penalty -3 25 lb.; arcane spell failure 20%] ; arcane spell failure 5%

Light Wooden Shield [ + 1 AC; check penalty -1; hardness 5; hp 7; 5 lb.]

Feats:

* = check penalty for armor/shield

** = some groups double armor/shield penalties for swimmers

This Character Also Has 3 Ranks In Linguistics. Zero-level Bard Spells: Unlimited Casting Of Cantrips Known

First-level Bard Spells: 6 (5 + 1) Per Day Second-level Bard Spells: 5 (4 + 1) Per Day

Third-level Bard Spells: 4 (3 + 1) Per Day Fourth-level Bard Spells: 2 (1 + 1) Per Day

Zero-level Druid 4 Can Be Select/day ; Unlimited First-level Druid Spells: 5 (4 + 1) Per Day

Second-level Druid Spells: 5 (4 + 1) Per Day Third-level Druid Spells: 4 (3 + 1) Per Day

Fourth-level Druid Spells: 3 Per Day Fifth-level Druid Spells: 2 Per Day

Favored Class Points: Hit Points +3; Skill Points +3 Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Half-Elf; This half-elf chose +2 to intelligence (already included) Immune to magical sleep

  • Allowed two favored classes. Here I am assuming it is the first two favored classes. Take a skill focus as a bonus feat at level 1
  • + 2 racial bonus on saves vs. enchantments Low-light vision + 1 racial bonus on perception checks + 2 racial bonus on diplomacy and gather information checks

Bard Bardic Knowledge Bardic Performance -- 4 + chr mod rounds per day. Two more rounds day for each level above 1.

  • Cantrips Can know only limited numbers of spells High charisma gains bonus spells daily
  • Countersong Distraction Fascination
  • Inspire Courage +1 Versatile Performance (Level 2) -- you'll need to hand-edit
  • Well-Versed (Level 2) -- +4 on saves vs other bards, and sounds in general Inspire Competence +2 (Level 3)
  • Inspire Courage +2 (Level 5) Lore Master 1/day (Level 5) Suggestion (Level 6)
  • Versatile Performance (Level 6) -- ( ) Inspire Competence +3 (Level 7) Concentration check: d20 + bard level + charisma modifier vs. DC

Druid Orisons Spontaneous Casting (summon nature's ally ( Dust Devil)

  • Nature sense: + 2 on Knowledge (nature) and Survival (already included) Wild Empathy Woodland Stride (level 2)
  • Trackless Step (level 3) Resist Nature's Lure (level 4) Wild Shape (level 4 now)
  • High wisdom gains bonus spells daily Concentration check: d20 + druid level + wisdom modifier vs. DC

Rogue Sneak Attack +2d6 Trapfinding -- add half of rogue level to find traps, minimum +1

Evasion (level 2) -- no damage on a successful reflex save Rogue talents -- gain one at every even-numbered level. Cloying Shades; Thoughtful Re-Examination; Charmer

  • Trap sense (level 3) -- armor class and reflex bonuses against traps Uncanny Dodge (level 4) -- cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible

Loremaster Hit dice d4 Slow increase in attack bonuses Slow increase in fortitude saves Slow increase in reflex saves

+2 on Ranged Attacks, +2 on Reflex Saves; +2 levels on Enchantment/Charm (Off.or Def); Use other class Magic Items +10

  • Fast increase in will saves Base 8 skill points per level Three bonus feats Additional bard spell levels: 7 Additional druid spell levels: 7

Vandalia's Equipment:

          • 43 lb
          • 10 lb
          • 4 lb
          • 3 lb
          • 2 lb
          • 5 lb
          • 2 lb
          • 10 lb
          • 1 lb
          • 1 lb
          • 1 lb
          • 3 lb
          • 2 lb
          • 1 lb
          • _____
          • 88 lb
          • Weapons / Armor / Shield (from above)
          • Crossbow bolts (quiver of 10) x10
          • Bullets (10) x2
          • Throwing daggers x3
          • Backpack
          • Bedroll
          • Caltrops
          • Ink vial
          • Ink pen
          • Parchment sheets x5
          • Rope (50', silk) x2
          • Sewing needle
          • Signal whistle
          • Signet ring
          • Whetstone
          • Healer kit
          • Holly and mistletoe
          • Holy symbol (silver)
          • Musical instrument
          • Spell component pouch
          • Thieves' tools
          • Total

More about Vandalia:

  • the only one to sleep her way through druid school

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Fey Magic

At 1st level, a feyspeaker allows the strange idylls of the fey to guide her magic. The feyspeaker uses her Charisma score instead of her Wisdom score as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, concentration checks, and so on).

At 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels, a feyspeaker adds one enchantment or illusion spell from the sorcerer/wizard spell list to her druid spell list as a spell of 1 level higher (for instance, at 4th level, she could add color spray as a 2nd-level druid spell). In order to select a spell, she must be of a level high enough (including the increased spell level) to cast it. Once selected, the spell cannot be changed.

A feyspeaker loses the ability to spontaneously cast summon nature's ally spells. She gains the wild shape ability at 6th level and gains all benefits related to wild shape 2 druid levels later than usual. She can never use wild shape to transform into an elemental.

This ability alters wild shape and spellcasting.

Fey Speech (Ex)

At 1st level, a feyspeaker's words carry a tiny fragment of the otherworldly power of the fey's voices. She gains Bluff, Diplomacy, Disguise, and Sense Motive as class skills. A feyspeaker also learns Sylvan as a bonus language. In addition, the feyspeaker gains a number of skill ranks at each level equal to 6 + her Intelligence modifier, instead of 4 + her Intelligence modifier. The feyspeaker's base attack bonus from her druid levels is equal to half her druid level (much like a sorcerer's base attack bonus is calculated), rather than the usual druid base attack bonus.

This ability replaces nature sense and alters the druid's base attack bonus, class skills, and skills ranks per level.

Wild Mischief (Ex)

At 1st level, a feyspeaker can fool an animal into thinking there is food, a potential mate, or a predator nearby. This ability functions just like a Bluff check to deceive a character. To determine the result of the wild mischief check, the feyspeaker rolls 1d20 and adds her druid level and her Charisma modifier. As with Bluff checks, wild mischief checks are modified depending on the believability of the false information. A typical domestic animal is not particularly suspicious of the feyspeaker (no circumstance modifier), whereas wild animals are usually suspicious (–5 penalty on the check).

To use wild mischief, the feyspeaker and the animal must be able to study each other, which means they must be within 30 feet of one another under normal conditions.

Generally, influencing an animal in this way takes 1 minute, but as when influencing people, it could take more or less time. A feyspeaker can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

This ability replaces the druid's proficiency with medium armor.

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Half-Elf Homeland

  • Raised in an Elven Homeland.
  • Roll on Table: Elf Homeland

Elf Homeland

  • Non-Elven City or Metropolis
  • If you're an elf, you gain access to the Civilized social trait and the Forlorn race trait. If you're a half-elf, you gain access to the Civilized social trait and the Failed Apprentice race trait.

Half-Elf Parents

  • Both of your parents are dead. You gain access to the Orphaned social trait.

Siblings

  • Male Elf (half-sibling) [older than you]

Circumstances of Birth

  • Middle-Class Birth
  • You were born to the middle class, which includes merchants, artisans, and tradespeople. You likely grew up in a good-sized settlement, and one of your parents is likely associated with a guild or other trade organization. As a free person, you don't experience the bondage of serfdom or peasantry, but you also lack the privilege of the nobility. You gain access to the Artisan social trait and the Merchant social trait.

Parents Profession

  • Tradespeople
  • You gain access to the Artisan social trait and the Life of Toil social trait.

Major Childhood Events

  • Competition Champion
  • You distinguished yourself at an early age when you won a competition. This might have been a martial contest of arms, a showing of apprentice magicians, high stakes gambling, or something mundane like an eating championship. You gain access to the Influence social trait and the Champion story feat.

Druid

  • Tree Tender
  • You learned to care for plants in your youth by tending a small garden, orchard, grove, or field. These plants flourished like no others. You've always understood plants better than people. You gain access to the Devotee of the Green faith trait.

Influential Associates

  • The Liege Lord
  • You became close with someone you were bound to serve, be it a minor lord or lady, master (in the case of a slave), prince or princess, king or queen. Though this person held power over you, she held you closer than a subject or servant. As a result, you're used to dealing with and being close to power, and your name is known among the ranks of the privileged. You gain access to the Influence social trait.

Conflict

  • Destroyed a Reputation
  • You deliberately ruined the honor, reputation, or fortunes of another individual or group.

Conflict Subject

  • Scoundrel

Conflict Motivation

  • Family

Conflict Resolution (Choose One)

Regret and Penance (-3 CP)

Sincere Regret (-2 CP)

Secret Regret (-1 CP)

Mixed Feelings (0 CP)

Denial (+1 CP)

No Guilt (+2 CP)

You Enjoyed It (+3 CP)

Conflict Points

  • Total CP:
    • 8

Romantic Relationships

  • Experienced but No Substantial Relationships
  • You've had a fling or two, but have so far shied away from any ties or commitments.

Drawbacks

  • Attachment (Object)
  • You are attached to a precious possession with immense sentimental value and significance. Without it, you are no longer yourself and are prone to suffer from depression, moodiness, or aggressive behavior. You gain access to the Attached drawback.

Relationship with Companions

  • Companion 1 - Contractor and employer
  • Companion 2 - Former allies
  • Companion 3 - Criminal connections
  • Companion 4 - Met on a pilgrimage, caravan, or journey

Accessible Traits

  • Civilized social trait and the Forlorn race trait
  • Artisan social trait and the Merchant social trait
  • Artisan social trait and the Life of Toil social trait
  • Influence social trait and the Champion story feat
  • Devotee of the Green faith trait
  • Influence social trait
  • Attached drawback

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