Ruins of Adventure
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).
Class: Bard / Psionicist
Alignment: Neutral Good
Level: 5th / 5th
Experience: 17,832 / 17,832
Next Level: 20,000 / 30,000
Max Level: 15th / 9th
|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
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.
|Sling||1/round||+2||1d4||1d4||6||40/80/160||Stones for ammo.|
- Available Groups: Academic, Craft, Detection, Larceny, Performance, Psionic, Social
|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|
|Local History (Waterdeep)||14||bonus Waterdeep|
|Local History (Moonsea)||14||bonus Bard|
|Climbing||15||Plus Balance from Bard.|
|Survival (Swamp)||16||bonus Exile|
|Musical Instrument (Harp)||12||bonus Bard|
|Harness Subconscious||13||2 slots|
|Distance Sense||12||1 slot|
|Tactics, Magical||15||1 slot|
- 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.).
Disciplines: Psychoportation, Telepathy
PSPs: 120 (regain 15 per hour of rest)
|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|
|Sight Link||Telepathy||Wild Talent||7||Contact||5/turn|
|Mind Link||Telepathy||Wild Talent||11||Contact||8/round|
|Post-Hypnotic Suggestion||Telepathy||Discipline||15||Contact||1 / level|
|Life Detection||Telepathy||Discipline||16||3||3 / 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/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
Paths Known: Councilor’s Path, Path of Stars, Knight’s Road, Skulking Path, Timekeeper’s Path, Donovan’s Path
- 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
- 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.
- 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
- large belt pouch
- green linen dress
- grey hooded traveling cloak
- leather gloves
- high soft boots
- boot sheath
- knife (0.5 lbs)
- boot sheath
- 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.
|Weight||0 – ?? lbs.||- lbs.||- lbs.||- lbs.||- lbs.|