Lyrathwen Alethiel Beragaion


Lyrathwen, more commonly known as ‘Lyra’, was born and raised in Waterdeep. She never knew her father, and learned to be quiet and polite from a young age so she would not disturb her mother’s research. Lyra found at an early age, she was able to touch the minds of others, to share thoughts, to see what they see. Faelana did not approve of such things, but did allow Lyra to train to control it, and to shut out the thoughts of others. Eventually, Lyra was able to step through space and occasionally time. Faelana also ensured that Lyra’s education included pursuits more becoming of a young lady.

Faelana worked as a research assistant to several of the brightest minds in Waterdeep, until very recently.

Lyra awoke to her mother throwing decades of thaumaturgical research into the fireplace, and was instructed to gather up her things and get ready to depart immediately. The only question she knew she would get an answer to was “Where are we going?”.

The travel was easy, at least up until her mother’s divinations pinpointed the boat of settlers to Phlan. Have you ever tried to teleport onto a moving target while inside someone else’s mind to be able to see the destination?

After a brief and unpleasant career as an chartered adventurer in Phlan, she retired and took up work as personal Herald to the Clerk of the Council of New Phlan (i.e. her mom).


Race: Half-elf
Homeland: Waterdeep
Class: Bard / Psionicist
Kit: Exile
Alignment: Neutral Good
Religion: Tyr
Level: 5th / 5th
Experience: 17,832 / 17,832
Next Level: 20,000 / 30,000
Max Level: 15th / 9th

Ability Scores:

Stamina 11 Weight Allowance: 45 lbs Movement Bonus +0
Muscle 13 Max Press 140 lbs Attack +0 Damage +0 Feat of Strength 20%
Aim 15 Missile Attack +0
Balance 18 Surprise +2 AC +4
Health 15 System Shock 85% Poison Save +0 PSPs +0 Regeneration 0
Fitness 10 Resurrection 70% Hit Points +0 / level
Reason 18 Max Spell Level 9th Max Spells/Level 25 PSPs +3/level Illusion Immunity: none
Knowledge 16 Bonus Profs 5 Bonus Paths 3 Learn Spell 70%
Intuition 14 Spell Failure 0% Bonus Runes 0 Bonus Spells 1st x2 Earned XP +5%
Willpower 16 Mental Save +2 PSPs +1/level Spell Immunity: none
Leadership 16 Max Henchmen: 8 NPC Loyalty +4
Appearance 18 NPC Reactions +7


  • NPC Reaction: +7
    • +2 vs. Enemies of Waterdeep; -3 vs. those in positions of power; -3 vs. Calishites; -2 vs. Rustic/Rural NPCs
  • Surprise: +0
  • Initiative: +0
  • Movement: 12

Combat Statistics:
Hit Points: 16
Armor Class: 14 (Dex), 16 (w/ Bracers)
Base Attack Bonus: +2
Saves: +4 vs. Lightning/Electricity

  • Paralyzation/Poison/Death: 12
  • Rod/Staff/Wand: 12
  • Petrification/Polymorph: 9
  • Breath Weapon: 15
  • Spells: 13 (+2 vs. Enchantment, -2 vs. Priests of Xvim)
  • Fear: 13
  • Horror: 13
  • Madness: 14
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Mace’s Talon 1/round +3 2d4+1 1d6+2 4 melee Magic. Cold Iron.
Tanar’ri must make morale check when brandished.
Knife 1/round +2 1d3 1d2 2 10/20/30
or melee
Sling 1/round +2 1d4 1d4 6 40/80/160 Stones for ammo.
Quarterstaff 1/round -1 1d6 1d6 4 melee Nonproficient.

Non-Weapon Proficiencies:

  • Available Groups: Academic, Craft, Detection, Larceny, Performance, Psionic, Social
Proficiency Proficiency Score Notes
Modern Languages (Common) 14 bonus Half-elf
Modern Languages (Espruar) 14 bonus Half-elf
Modern Languages (Northern) 14 bonus Waterdeep
Modern Languages (Tharian) 14 1 slot
Literacy 17 bonus Waterdeep
Numeracy 15 2 slots
Local History (Waterdeep) 14 bonus Waterdeep
Local History (Moonsea) 14 bonus Bard
Bureucracy 16 2 slots
Forgery 12 1 slot
Climbing 15 Plus Balance from Bard.
Survival (Swamp) 16 bonus Exile
Endurance 13 bonus Exile
Disguise 15 bonus Exile
Hiding 15 bonus Exile
Arcanology 11 bonus Bard
Singing 14 bonus Bard
Musical Instrument (Harp) 12 bonus Bard
Rejuvenation 12 1 slot
Harness Subconscious 13 2 slots
Distance Sense 12 1 slot
Tumbling 16 1 slot
Thaumaturgy 12 1 slot
Spellcraft 14 1 slot
Tactics, Magical 15 1 slot

Weapon Proficiencies:

  • Broadsword
  • Sling
  • Knife

Special Powers:

  • Half-Elven infravision enables them to discern gradients of heat within 60 feet in darkness.
  • Half-Elves require only half the amount of sleep compared to a human. An half-elf needs only four hours to gain the benefit of a full night’s sleep. This applies in terms of both natural healing, and the recovery of spells.
  • When dealing with enemies of his former government or church, whether they are oppressed peasants, foreign governments, or criminals, he receives a +2 modifier to his reaction rolls. Additionally, he and his companions will be given food and shelter from all such NPCs whose modified reaction is Friendly.
  • A Waterdhavian may make a proficiency check to attempt any non-weapon proficiency within the allowed groups for their class even if he does not have the particular non-weapon proficiency. When attempting a nonweapon proficiency in which the character is not proficient, the proficiency check is rolled, but with a -4 penalty assessed against the appropriate ability score. Note that this penalty is cumulative with the normal modifiers for the appropriate proficiency. If the character gets a 20 on a nonweapon proficiency roll when attempting to try a skill he does not know, it is not only a failure, it’s a potentially catastrophic failure.
  • Psionicists gain a +2 bonus on all saving throws us. enchantment/charm spells and the like. This is in addition to their magical defense adjustment for high Willpower.
  • Influence Reactions: When performing for an audience, the bard can attempt to alter the mood of his listeners. After a length of time (1d10 rounds is suggested), all NPCs able to hear the performance (regardless of whether or not they are paying attention) must roll a saving throw vs. paralyzation at -1. For small groups, roll individual saving throws. For large groups, the DM may split the audience into groups of ten or so and roll a separate saving throw for each group. Those failing the roll have their reactions adjusted one level (from friendly to indifferent, for example) in the desired direction (see NPC Reactions). Those whose saving throws succeed have their reactions adjusted one level in the direction opposite from that intended by the bard.
  • Rally Allies: To use this ability, the bard must know the nature of the upcoming combat. Such heroic recitals always take at least three rounds, and the audience must be in close proximity to the bard for the effects to occur (within a 10-foot radius per level of the bard). When complete, all the affected allies automatically receive one of the following three benefits (as decided by the bard’s player): +1 to attack rolls, +1 to saving throws, or +2 to morale. The chosen effect lasts one round per level of the bard. It is impossible to rally allies who are actively battling opponents.
  • Counter Song: This is the intricate art of canceling the effects of hostile sound, whether it be songs, chants, wails, or even commands and suggestions from magical spells. In order to sing the proper counter song or chant the proper counter poem, a bard must concentrate intensely. He may perform no additional actions other than a slow (half speed) walk. If he is struck by an attack or fails a saving throw, his attempt is ruined.
    Success of the counter song is realized only if the bard rolls a successful saving throw vs. spell. If this is successful, the hostile sounds have no effects within 30 feet of the bard. If the saving throw fails, the bard’s attempt is fruitless and the hostile sounds have their standard effects (applicable saving throws and other defenses still apply).
    Counter singing does not prevent hostile spellcasters from reading scrolls, using magical item command words, or casting spells (even spells with verbal components). Counter singing does prevent all other hostile sounds from functioning, including spell effects that require the caster to speak (e.g., command, quest, suggestion, tongues, etc.).

Psionic Powers:

Disciplines: Psychoportation, Telepathy
PSPs: 120 (regain 15 per hour of rest)

Power Discipline Level Power Score Cost Maintenance Effect
Tower of Iron Will Telepathy Defense Mode 14 6
Intellect Fortress Telepathy Defense Mode 13 4
Mind Blank Telepathy Defense Mode 9 0 always active
Contact Telepathy Wild Talent 16 3+ 1/round
Sight Link Telepathy Wild Talent 7 Contact 5/turn
Mind Link Telepathy Wild Talent 11 Contact 8/round
Ego Whip Telepathy Discipline 13 4
Invisibility Telepathy Discipline 13 Contact 2/round
Post-Hypnotic Suggestion Telepathy Discipline 15 Contact 1 / level
Life Detection Telepathy Discipline 16 3 3 / round
Mind Wipe Telepathy Science 12 Conctact 8/round
Dimension Walk Psychoportation Discipline 9 8 4 / round
Dimension Door Psychoportation Discipline 10 4 2 / round
Dream Travel Psychoportation Discipline 10 1 / 25 miles
Time Shift Psychoportation Discipline 18 16
Time/Space Anchor Psychoportation Discipline 18 5 1 / round
Teleport Trigger Psychoportation Discipline 19 0 2 / hour
Banishment Psychoportation Science 17 30 10 / round
Teleport Psychoportation Science 18 varies Instantly teleport yourself to a known location (you must be able to accurately picture it in your mind). If you pay double the cost (see below), you can take up to 2 passengers. If you roll your power score exactly (natural 18), the cost is reduced by 20 PP.
Teleport Distance PSP Cost Check Modifier
up to 10 yards 10 -1
up to 100 yards 20 0
up to 1000 yards 30 +1
up to 10 miles 40 +2
up to 100 miles 50 +3
up to 1000 miles 60 +4

Bard Spells: Caster level 5th

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3 1

Paths Known: Councilor’s Path, Path of Stars, Knight’s Road, Skulking Path, Timekeeper’s Path, Donovan’s Path

Spell Book:

  • 1st level (19 of 25): Armor, Comprehend Languages, Dancing Lights, Detect Untruth, Disarm, Donovan’s Erratic Thaumaturgy, Donovan’s Heroic Fray, Fire Burst, Friends, Khinasi Trade Tongue, Message, Mount, Normal Aura, Phantom Armor, Protection from Evil, Sleep, Slingstar, Storm’s Frozen Moment, Traceless Travel
  • 2nd level (18 of 25): Calder’s Starry Sky, Camouflage, Circle Dance, Donovan’s Ominous Valediction, Fascinate, Fire Shuriken, First Strike, Flaming Sphere, Infratorch, Invisibility, Magic Mouth, Power Word Sleep, Rainfire, Seal Mouth, Silence 15-ft. Radius, Speak in Tongues, Speedmount, Summon Equine Beings, Words of Fire
  • Prepared Spells:
    • 1st: Comprehend Languages, Donovan’s Erratic Thaumaturgy, Protection from Evil
    • 2nd: Invisibility


  • High-ranking NPCs are reluctant to associate too closely with an exile, fearing they might invite the wrath of the exile’s former government or church. Therefore, sensing the exile’s discomfort and distrust, all characters in positions of power suffer a –3 modifier to their reaction rolls.
  • Officials of the exile’s original government or church consider him an embarrassment at best, a traitor at worst. An exile is constantly hunted and harassed by his former society, who may seek to punish, arrest, or even execute him.
  • When dealing with NPCs in rustic areas, the Waterdhavian suffers a -2 penalty to reaction rolls. In addition, Calishites are less than impressed with Waterdeep’s extravagant claims. When interacting with Calishites, characters from Waterdeep suffer a -3 penalty to reaction rolls.
  • All characters from Waterdeep suffer a -2 penalty when checking any proficiency.
  • When a player wishes to create a character with this kit, she must create a second persona who is that character’s nemesis. There is a 5% chance per level of the PC (25%) that her rival appears in any given adventure. The rival advances in experience at the same rate as the PC.

Advancement Notes

  • Armor Allowed: Non-metal Armor, Small Shields
  • Weapons Allowed: Any Weapons
  • +1 Non-weapon proficiency per 2 levels.
  • +1 Weapon proficiency per 4 levels.
  • Gain 2d6+4 PSPs per Psionicist level.
  • Gain +4 PSPs per Bard level.
  • A Waterdhavian is not subject to the increased slot cost for learning additional non-weapon proficiencies outside his initial groups.
  • A Waterdhavian may also select any languages indigenous to the surface Realms, human or otherwise, no matter how exotic.
  • Being something of a warrior, a bard can build a stronghold and attract followers upon reaching 9th level. The bard attracts 10d6 0th-level soldiers into his service.
  • At 9th level, a psionicist becomes a contemplative master. He can build a sanctuary (usually in an isolated place), and use it as his headquarters. Most importantly, he begins to attract followers. One neophyte psionicist (1st or 2nd level) will arrive each month, coming to study at the feet of the master.
  • Upon reaching 10th level, a bard can attempt to use any magical devices of written nature-scrolls, books, etc. His understanding of magic is imperfect, so the bard must make a successful Literacy check.


  • 3pp 5gp 7sp 10cp
  • belt
    • large belt pouch
  • green linen dress
  • grey hooded traveling cloak
  • leather gloves
  • chemise
  • hose
  • high soft boots
    • boot sheath
      • knife (0.5 lbs)
  • leather backpack (2 lbs)
    • bread, sourdough (2 lbs)
    • blanket (3 lbs)
    • spellbook (5 lbs)
    • dried apples (1 lb)
    • mess kit (1 lb)
    • flint and steel
    • 50’ hemp rope (9 lbs)
    • spare clothes (chemise, hose)
  • quarterstaff (4 lbs)
  • sling (0.5 lbs)
  • soap (1 lb)
  • sleeping bag (8 lbs)
  • 50’ string
  • wineskin, 3 gallon wineskin (25 lbs)
  • dry rations, 1 week (5 lbs)
  • chalk, charcoal, lead pencil
  • 8 vials (1d3 healing each) of Sacred Ghi
  • candles, 10


Base Speed: 12

Total Weight of Gear: ??? lbs.

Unencumbered Light Moderate Heavy Severe
Weight 0 – ?? lbs. - lbs. - lbs. - lbs. - lbs.
Movement 12 8 6 4 1
Attack Penalty 0 0 -1 -2 -4
AC Penalty 0 0 0 -1 -3

Lyrathwen Alethiel Beragaion

Ruins of Adventure Brand_Darklight darcvader