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T'rissae Torana


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 "The dance of battle, like the dance of life, is played to the same impatient rhythm. What begins as a surge of motion, perhaps even a celebration of the tenacity of spirit, is always reduced to perfect stillness in the end."

~ T'rissae Toranaor really just a jumble of Sun Tzu and Robert Battle. ~

 

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T'rissae Torana
Female drow bard (swordDawnflower Dervish reflavoured to replace scimitar with bastard sword (including proficiency) and Sarenrae with Eilistraee. dancer & faith singer of Eilistraee) 8/swashbuckler (courser) 1/VMC wizardA character who chooses wizard as his secondary class gains the following secondary class features.

School: At 1st level, he chooses a school of magic in which to specialize. For all powers of that school, he treats his character level as his effective wizard level.

Familiar: At 3rd level, he gains a familiar, treating his character level as his effective wizard level.

School Power: At 7th level, he gains the 1st-level powers of his chosen school. If any of those powers grant an extra effect at 20th level, the character does not gain that extra effect.

Cantrip: At 11th level, if he has an Intelligence score of 10 or higher, he chooses a wizard cantrip from his chosen school and can cast that cantrip as a spell-like ability at will. He uses his character level as the caster level and Intelligence as the cantrip’s key ability score.

Discovery: At 15th level, he gains an arcane discovery or wizard bonus feat, treating his character level as his effective wizard level.

Greater School Power: At 19th level, he gains the 8th-level power of his chosen school.
(manipulator)
CG medium humanoid (elf)
Init: +8+6 dex
+2 darklands guide
; Senses darkvisionDarkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. 120 ft.; Perception +14
Defense
AC 2410
+4 armor (mithral shirt)
+2 enhancement
+6 dex
+1 deflection
+1 dodge
, touch 1810
+6 dex
+1 deflection
+1 dodge
, flat-footed 1710
+4 armor (mithral shirt)
+2 enhancement
+1 deflection
; +2 dodge vs AoO
HP 68Swashbuckler d10
Bard d8
Con +2

10+8*5+9*2
Fort +5Swashbuckler +1/3
Bard +2-2/3
Con +2
, Ref +12Swashbuckler +1/2
Bard +4
Good Save +2
Dex +6
, Will +8Swashbuckler +1/3
Bard +4
Good Save +2
WIs +2
; +2 vs. enchantment, underground traps/hazards
Defensive abilities defensive stanceYou can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, the penalty increases by -1 and the dodge bonus increases by +1.

You must choose to use Defensive Stance before making an attack roll and its effects last until your next turn.
-1/+2, spinning spellcasterA sword dancer gains a +4 bonus on concentration checks to cast spells defensively.
Immune sleep
Offense
Speed 35Base 30
Swift Target (Ex) +5 (as long as she has at least 1 panache point)
ft.
Melee +2 keen mithril bastard sword +16/+11BAB +7
Dex +6
Weapon Focus +1
Enhancement +2
(1d10+8+6 dex
+2 enhancement
/17-20)
Ranged darkwood composite longbow +14/+9BAB +7
Dex +6
Enhancement +1
(1d8+2/x3)

Special Attacks bardic performance 24 rounds/day [battle dance (courageA bard can use her battle dance to inspire courage in herself, bolstering against fear and improving her combat abilities. The bard receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +2, to a maximum of +8 at 17th level. Inspire courage is a mind-affecting ability. +4), countersongA bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong she makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components., distractionA bard can use her performance to counter magic effects that depend on sight. Each round of the distraction, she makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components., fascinateA bard can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to her. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
(3 targets, DC 2010
+1/2 bard level (8)
+6 cha
), inspire competenceA bard can use her performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. +3, suggestionA bard can use her performance to make a suggestion (as per the spell) to a creature she has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
(
DC 2010
+1/2 bard level (8)
+6 cha
), minuet of the midnight ivyYour winding, twisting dance is helpful in dodging obstacles and climbing.

Prerequisite: Perform (dance) 4 ranks.

Cost: Feat or 2nd-level bard spell known.

Effect: As ivy climbs walls and spills across even the rockiest and most uneven of terrain, so too does your dance propel you across broken stone and up walls. As long as you maintain the performance, whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain; this allows you to take a 5-foot step into difficult terrain. As long as you move laterally at least 10 feet, you may climb as if you had a climb speed equal to your base speed. You may spend the first round of this performance demonstrating the dance to up to one creature per two bard levels; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece as long as you maintain the performance.

Use: 1 bardic performance round per round.

Action: 1 full round.
], deeds (derring-doA swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1)., dodging panacheWhen an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.), panacheMore than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
(6), risky strikePrerequisite: Base attack bonus +1.

You can choose to take a –1 penalty on all attack rolls and combat maneuver checks to gain a +2 bonus on all damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use Risky Strike before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
-2/+4

Spell-Like Abilities (CL 9; concentration +4)
1/dayblindness* (DC 1810
+2 spell level
+6 cha
), faerie fire*
6/daybeguiling touchYou can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (DC 1710
+1/2 character level (9)
+3 int
, 4 rounds)
* during bardic performance
Statistics
Str 15, Dex 2318
+2 race
+1 level
+2 enhancement
, Con 1517-2 race, Int 16, Wis 15, Cha 2217
+2 race
+1 level
+2 enhancement
Base Atk +7; CMB +13BAB +7
Dex +6
; CMD 2710
+7 BAB
+2 str
+6 dex
+1 deflection
+1 dodge
(+2 vs. AoO, bull rush, grapple, reposition, trip)
Feats Agile CombatantFrom Swashbuckler Finesse replacing Weapon Finesse.

You’ve learned to use your quickness in place of brute
force when performing combat maneuvers.

Benefit: You add your Dexterity bonus to your base
attack bonus and size bonus when determining your
Combat Maneuver Bonus (see Combat) instead of your
Strength bonus.
, Combat ReflexesYou can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
, DodgeFrom Swashbuckler (courser)

Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
, Improved FamiliarThis feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.

Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
, Nimble MovesYou can move across a single obstacle with ease.

Prerequisites: Dex 13.

Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain
, Swift and SilentThe shadows are your friends, and your footfalls are whispers of death.

Region: elf (Cormanthor Drow)

Benefit: You can move up to your normal speed while using the Stealth skill at no penalty.

Special: You may select this feat only as a 1st-level character. You may have only one regional feat.

Normal: A character who moves faster than one-half her normal speed takes a -5 penalty on Stealth checks.
, Sword DanceYou have learned to turn your speed into power, even with a heavier blade.

Prerequisites: Dexterity 13, Perform (dance) 2 ranks, proficient with bastard sword.

Benefit: When wielding a bastard sword with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the bastard sword as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The bastard sword must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
, Weapon FocusChoose one weapon group listed under the fighter’s
Weapon Training class feature.
Prerequisites: Proficiency with at least one weapon
from the selected weapon group, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you
make using any weapon from the selected group.
(large blades),
Adventuring Skills Acrobatics +189 ranks
+3 class
+6 dex
, Bluff +131 rank
+3 class
+6 cha
+3 enhancement
, Climb +61 rank
+3 class
+2 str
, Diplomacy +153 ranks
+3 class
+6 cha
+3 enhancement
, Escape Artist +101 ranks
+3 class
+6 dex
, Intimidate +239 ranks
+3 class
+6 cha
+2 race
+3 enhancement
, Knowledge (arcana) +71 rank
+3 class
+3 int
, Knowledge (dungeoneering) +71 rank
+3 class
+3 int
, Knowledge (local) +71 rank
+3 class
+3 int
, Knowledge (nature) +71 rank
+3 class
+3 int
, Knowledge (planes) +71 rank
+3 class
+3 int
, Knowledge (religion) +115 ranks
+3 class
+3 int
, Perception +149 ranks
+3 class
+2 wis
, Sense Motive +105 ranks
+3 class
+2 wis
, Spellcraft +71 rank
+3 class
+3 int
, Stealth +259 ranks
+3 class
+6 dex
+2 race
+5 enhancement
, Swim +61 rank
+3 class
+2 str
, Use Magic Device +167 ranks
+3 class
+6 cha
Background Skills Artistry (choreography) +115 ranks
+3 class
+3 int
, Craft (alchemy) +71 rank
+3 class
+3 int
, Craft (weapons) +104 ranks
+3 class
+3 int
, Knowledge (geography) +71 rank
+3 class
+3 int
, Knowledge (history) +71 rank
+3 class
+3 int
, Knowledge (nobility) +71 rank
+3 class
+3 int
, Lore (Eilistraee) +115 ranks
+3 class
+3 int
, Perform (dance) +189 ranks
+3 class
+6 cha
, Perform (sing) +123 ranks
+3 class
+6 cha
, Profession (cook) +61 rank
+3 class
+2 wis
Languages Common, Abyssal, Chondathan, Drow Sign Language, Elven, Undercommon
SQ darklands guideThose who brave the lightless tunnels below Golarion’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime).

Drow can take this trait in place of keen senses.
, daylight adaptationSome drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance., devout spell knowledgeAt 2nd level, a faith singer can select one domain from among those belonging to her deity. Once per day as a spell-like ability using her bard level as her caster level, she can cast the 1st-level domain spell while giving a bardic performance. At 6th level, and every 4 bard levels thereafter, he can similarly cast the next-higher domain spell as a spell-like ability (to a maximum of the 5th-level domain spell at bard level 18th). He can use each spell-like ability only once per day. (moonSpells:
1st—faerie fire
2nd—blindness
), enchanting smileYou gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. +3, poison useDrow are skilled in the use of poisons and never risk accidentally poisoning themselves., swashbuckler finesseA swashbuckler gains the benefits of the Agile Combatant feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Agile Combatant feat for purposes of meeting feat prerequisites., darklands stalkerThe lands outside of drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate. Drow with this racial trait may move through difficult terrain without penalty while underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat.

This racial trait replaces the spell-like abilities racial trait.
, voice in the darknessPrerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.

Drow and elves can take this trait in place of weapon familiarity.
Traits magical knackYou were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
(bard), threatening defenderYou know how to avoid a blow while still maintaining your offensive posture.

Benefit: When you use defensive stance, reduce the number you subtract from your melee attack rolls by 1.

Familiar

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Olathan'ar (Sage Familiar)
NG Tiny outsider (agathion, extraplanarThis subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, or the Plane of Shadow., goodThis subtype is usually applied to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields are good-aligned.)
Init +6; Senses darkvisionDarkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. 60 ft., low-light visionCharacters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.

Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
; perception +10
Defense
AC 17, touch 14, flat-footed 15 (+2 dex, +3+1 base
+1/2 of 5
natural, +2 size)
hp 34 (9 hd)
Fort +5+3 master's base
+1 con
+1 cat's luck
Ref +9+6 master's base
+2 dex
+1 cat's luck
Will +8+6 master's base
+1 wis
+1 cat's luck
; +4 vs. poison

Defensive Abilities improved evasion
DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 13
Offense
Speed 30 ft., fly 90 ft. (good)
Melee bite +9 (1d3–4), 2 claws +9 (1d2–4)
Special Attacks heroic strengthOnce per day, a silvanshee can grant itself a +8 enhancement bonus to Strength for 1 minute.pounce
Spell-Like Abilities (CL 2nd; concentration +3)
Constantknow directionspeak with animals
At willdancing lightsprestidigitationstabilize
1/daydimension door (self plus 5 lbs. of objects only)
1/weekcommune (6 questions, CL 12th)
Statistics

Str 3, Dex 15, Con 12, Int 145 + 9 class levelsWis 12, Cha 13
Base Atk +7; CMB +7+7 BAB
+2 dex
-2 size
CMD 1310
+7 BAB
-4 str
+2 dex
-2 size
(17 vs. 
trip)
Feats Improved InitiativeYour quick reflexes allow you to react rapidly to danger.

Benefit: You get a +4 bonus on initiative checks.
, Agile CombattantReplacing Weapon Finesse.

You’ve learned to use your quickness in place of brute
force when performing combat maneuvers.

Benefit: You add your Dexterity bonus to your base
attack bonus and size bonus when determining your
Combat Maneuver Bonus (see Combat) instead of your
Strength bonus.

Skills Acrobatics +112 ranks (2 hd base)
+3 class
+2 dex
+4 race
, Climb
 +72 ranks (2 hd base)
+3 class skill
+2 dex
, Fly
 +141 rank (of 16 ranks from Sage's knowledge)
+3 class
+2 dex
+4 size
+4 good maneuverability
Knowledge (arcana) +132 ranks (2 hd base)
+2 ranks (of 16 ranks from Sage's knowledge)
+3 class
+2 int
+4 (1/2 master level)
, Knowledge
 (dungeoneering) +132 ranks (2 hd base with increased Int)
+2 ranks (of 16 ranks from Sage's knowledge)
+3 class
+2 int
+4 (1/2 master level)
, Knowledge
 (local) +132 ranks (of 16 ranks from Sage's knowledge)
+2 ranks (of 16 ranks from Sage's knowledge)
+3 class
+2 int
+4 (1/2 master level)
, Knowledge
 (nature) +112 ranks (of 16 ranks from Sage's knowledge)
+3 class
+2 int
+4 (1/2 master level)
, Knowledge
 (planes) +152 ranks (2 hd base)
+4 ranks (of 16 ranks from Sage's knowledge)
+3 class
+2 int
+4 (1/2 master level)
, Knowledge
 (religion) +142 ranks (2 hd base with increased Int)
+3 ranks (of 16 ranks from Sage's knowledge)
+3 class
+2 int
+4 (1/2 master level)
, Knowledge (untrained) +60 ranks
+2 int
+4 (1/2 master level)
, Perception
 +102 ranks (2 hd base)
+3 class
+1 wis
+4 race
, Stealth +192 ranks (2 hd base)
+3 class
+2 dex
+8 size
+4 race
Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth
Languages Celestial, Draconic, Infernal; speak with animalsThis ability works like speak with animals (caster level equal to the agathion’s Hit Dice): but is a free action and does not require sound., truespeechAll agathions can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.
SQ cat's luckA silvanshee adds its Charisma modifier as a luck bonus on all its saving throws. Once per day as a standard action, it can also grant this bonus to one ally within 30 feet for 10 minutes., empathic link, flightlay on hands (1d6, 1/day, always as a 2nd-level paladin), share spells, speak with master, spectral mistA silvanshee can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except the silvanshee retains its own DR and supernatural abilities and can move at its normal speed. It can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.

Spells

CL 9, DC: 16+spell level
 
0th (at will) (6) detect magic, ghost sound, mage hand, mending, message, read magic
1st (6/day) (5) cure light wounds*, expeditious retreat, grease, liberating command, vanish
2nd (6/day) (4-1) allegro, blistering invective, glitterdust
3rd (3/day) (3) good hope, haste, slow
 
*meditative whirlWhen using battle dance, the Sword Dancer can enter a trancelike state where her spinning motion represents the movement of the moons around Toril, and her spirit is attuned to the healing aspects of Eilistraee. By spending a move action focusing on her whirling, the dancer can apply the Quicken Spell feat to any cure spell she is about to cast (effectively spending a move action and swift action to cast the spell). This does not alter the level of the spell or the casting time. The dervish can use this ability once per day at 8th level and one additional time per day for every two dervish levels she has beyond 8th.

Equipment

Armor: mithril shirtThis extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor. of shadowThis armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor’s armor check penalty still applies normally. +2 (8,850 gp, 10lbs)
Weapons: mithril bastard sword +2 keen (19,535 gp, 3 lbs), darkwood composite (+2) longbow (605 gp, 1.5 lbs)
Wondrous Items:
Head: earring of panachereskinned Plume of Panache

Once per day when the wearer performs a deed, the earring provides her with 1 panache point that can be used for that deed.
(1,000 gp)
Headband: headband of alluring charisma +2 (4,000 gp, 1 lb)
Eyes:
Shoulders: pauldrons of the serpentThese pauldrons grant their wearer a +2 dodge bonus to AC against attacks of opportunity, and increase the wearer’s CMD by 2 against bull rush, grapple, reposition, and trip combat maneuvers. (3,000 gp, 3 lbs)
Neck:
Chest:
Body:
Belt: belt of incredible dexterity +2 (4,000 gp, 1 lb)
Wrists: sleeves of many garmentsThese translucent cloth tubes easily fit over their wearer’s arms.

The wearer of these sleeves can, when she slips them on, choose to transform the appearance of her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
(200 gp, 1 lb)
Hands:
Feet: boots of the catThe boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on her feet. (1000 gp, 1 lb)
Ring 1: ring of protection +1 (2,000 gp)
Ring 2:
None: swordmaster's flairOnce per day, the bearer can use the token to gain the full benefit of the token without spending panache. Non-swashbucklers can use the tokens, but unless they have another way of gaining panache, they can use the ability only once per day. A character can benefit from only one token at a time; holding a second token provides no additional benefit. There are four types of tokens, each offering a different benefit.white lace kerchiefThe user can spend 1 panache point as a swift action to pinpoint an unseen, adjacent enemy and gains the benefits of the Blind Fight feat for 1 round. (2,500 gp), handy haversack (2000 gp, 5 lbs)
Wand: cure light wounds–50 (750 gp), lead blades–50 (750 gp [UMD DC 21]),
 
Standard equipment: silver holy symbol of Eilistraee (25 gp, 1 lb), belt pouch (1 gp, 0.5 lb), familiar satchel (25 gp, 6 lbs), traveller's outfit
In handy haversack: bedroll (1 sp, 5 lbs), blanket (5 sp, 3 lbs), canteen (2 gp, 1 lb), chalk x10 (1 sp), charcoal x10 (5 gp), cooking kit (3 gp, 16 lbs), flint and steel (1 gp), holy text (25 gp, 2 lbs), ink (8 gp), inkpen (1 sp), journal (10 gp, 1 lb), mess kit (2 sp, 1 lb), paper x 10 (4 gp), 50ft silk rope (10 gp, 5 lbs), small steel mirror (10 gp, 0.5 lbs), small tent (10 gp, 20 lbs), soap (1 cp, 0.5 lbs), trail rations x10 (5 gp, 10 lbs)
outfits: cold weather (8 gp, 4 lbs), hot weather (8 gp, 4 lbs),
 
Wealth: 668.99 gp
 
Encumbrance: 34 lbs (light)

Background

The First Movement

T'rissae was born in the Middledark city of Maermydra, the last female child to be born to House Torana. Her father had been some light-eyed commoner who had some short-term appeal to her mother before he was slain. It was to this commoner that T'rissae's failings were attributed. Her white hair had a silvery sheen to it, marking her as mentally deficient, demonstrated by her early displays of compassion. This failing, amongst others led to frequent beatings which reduced somewhat when she was able to suppress these kindly urges.

Nonetheless, T'rissae was not killed outright as she displayed extraordinary beauty and grace that her elder siblings sought to take advantage of, training her in dance to show off to House Torana's Matron Mother what they were able to get the girl to do, even to the point of designing her own choreography. She had the potential to be an House asset in the NedeirraA dancing competition where those who mistepped were marked with harmless faerie fire.. T'rissae threw herself into the training as the surge of motion brought a still calmness to her mind and soul, pushing back her fear and pain.

When she turned 10, as all drow noble girls, she was sent to the priesthood. It wasn't long before poor performance and feeble devotion were identified resulting in her expulsion, transferred to the military academy, where she was taught swordcraft. While she also showed some aptitude in the Art, it was not something she was actively trained in, given that the arcane was considered beneath women. She trained in several fighting styles but was most apt in Sargh'elggThe style was very simple but required extensive training to become a master.

It focused on striking with a light weapon, for example the rapier, and maximizing a drow's effectiveness with it.

The style exploited the natural dexterity of a drow by learning to use a light weapon with finesse, that is, not with muscle strength but with agility.
, Ust sreenAs the name "first danger" suggested, the fighting style was about fast reactions to the first appearance of an enemy and being the first danger to the same.

The majority of drow scouting groups had at least one user of this style among them, wielding a hand crossbow with a sleeping poisoned bolt That individual's role was to react fast and shoot to incapacitate an enemy before combat really began.

The style taught fast reactions and the ability to draw a weapon quickly. As drow society was one in which vigilance was paramount, the basics of this style were part of the standard curriculum of every drow fighting academy. It was certainly useful at the start of combat, but, being almost useless in prolonged combat, users tended to learn other styles to give themselves other offensive abilities.
, and Bautha z'hinThis style favored the tactic of surrounding an enemy and attacking on all sides. It was commonly used against bizarre monsters that not only had several ways to attack but also had long reach. Users of this style often cooperated with users of the z'ress a'thalak style for they could serve as good anchor points for flanking maneuvers.

As the name suggested, would-be users needed to learn to dodge and to be mobile. They trained themselves to be able practitioners of hit-and-run tactics.
, as they played to her strengths borne from dancing but, even so, her form often was out of place, as she always tried to incorporate more of her dance techniques into the flow of motion. It was an attempt to regain the exalted calm she had experienced in her dance but only served to draw the ire of her trainers, who were not stingy with the rod.

After years at the Academy, the time for her BloodingA drow coming-of-age ritual in which a maturing drow must hunt down and kill an intelligent or dangerous creature from the surface. Much of the time the ritual was fulfilled during a surface raid, the preferred target being surface elves, but captives may sometimes be placed in the Underdark for the purposes of slaughter. event was coming fast. This, however, would not come to pass, as the month before the ceremony, a planned surface raid with the young recruits, was to occur, the city began experiencing unrest. The Silence of Lolth had begun, and the following month, the city's archmage, allied with a fiendish giant, attempted a coup (while at the same time, the cult of the Vengeful Banshee, took control over Castle Maerimydra). T'rissae's academy class was sent to the front lines to confront the giant's army but ultimately the city fell. T'rissae herself was only barely able to survive herself after a blow from a heavy club launched her into the darkness.

Dazed and confused, T'rissae ran through the dark tunnels. Hours blended in days, days into weeks, her natural grace and instinct helping her traverse the dangerous Underdark passages, until she felt cool air on her face, a bright white circle bathing her in it's glow. She had reached the surface, the Dalelands, before collapsing in exhaustion under the moon.

Movement the Second

As fate would have it, a priestess of Eilistraee was passing through the area, one among many, searching for survivors of the fall of Maerimydra. T'rissae was brought to the Eilistraeean shrine nearby Semberholme where her wounds were cared for. As she learned more of these good drow and the Dark Dancer, she realized that she had finally found her place, one of freedom with compassion. She joined the Church wholeheartedly, demonstrating her faith through her dance and song, training under the Sword Dancers allowing her to properly blend her swordwork with her dance as she always wanted to do.

After a year had passed, T'rissae was finally ready to participate in the Run, a ritual journey for followers to build relationships, share culture, and offer help to those in need. It was during her journey west where T'rissae encountered a delegation of surface elves, travelling from Silverymoon to Waterdeep, being preyed upon by a group of orcs. Without a thought, the lithe drow entered the fray, her blade whirling in time with her steps. While alone, she would have been in grave trouble, she was joined in her efforts by a human wizard and a halfling rogue on one side, and a half-elf cleric of Mystra on the other. Together they made short work of the orcs and were able to save the elves, who, despite her dark skin, offered their thanks. On further talks with the elves and a search of the orc corpses, the allies uncovered a dark plot aiming to corrupt the lands of the Silver Marches and reducing the ability of the confederation to communicate and coordinate, taking their focus away from the mountains, where the orcs were amassing their horde. Deciding to band together the new party of adventurers set off to prevent this rising evil. They followed the trail of clues that led them to a dark druid looking to enable the destruction of the city-states so that his corrupt view of the natural order could take over the land. The battle with the druid and his warped minions was fraught but the group was victorious. With the death of the dark druid, the corruption of the land waned. Now that the Marches were able to organize again, the orc horde retreated to their mountains to lick their wounds and await an opportunity for another day.

Finale

Even after the plot was foiled, T'rissae's remained with this band of heroes for two more years, adventuring across northern Faerun, from their start in the North, through the Western Heartlands, Cormyr and the Dragon Coast, until the group finally split apart. This was not a sad departure, however, as two of the band were settling down to marry and create a family. T'rissae thought this was an opportune time to return to what she considered her home, back in Semberholme. She had recently acquired a new blade and, while the Promenade of the Dark Maiden was nearby, she wanted to perform the Sword DanceA ritual held when a new sword was forged or acquired by a worshiper of Eilistraee, in order to ask her blessing on the blade. It was performed by planting the weapon in the ground (the point turned down), and then dancing, drawing a drop of blood from each limb by momentarily moving against the blade. If the ritual was successful, the sword would gleam with silvery light, and for three months it wouldn't rust and would be able to harm creatures that could only be wounded by magic. with those that brought her into the Chosen.

-30-

{T'rissae's part of the story would begin some time after the sword dance ritual}

 

 

Edited by DarkNetwerk
Familiar satchel (see edit history)
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