Ashaya d’Lyrandar last saved: March 5, 2010

Female half-elf bard 7/windwright captain 5

CG Medium humanoid (half-elf)

Init +3; Senses low-light vision; Listen +8, Spot +8

Languages Common, Dwarven, Elven, Halfling

AC 17, touch 13, flat-footed 17; uncanny dodge

·  (+3 Dex, +4 armor)

hp 74 (12 HD)

Immune endure elements, magic sleep effects

Fort +6, Ref +13, Will +13 (+15 against enchantment)

Speed 30 ft. (6 squares)

Melee masterwork whip +8/+3 (1d3–1 nonlethal)

Ranged masterwork shortbow +12/+7 (1d6–1, x3)

Space 5 ft.; Reach 5 ft. (15 ft. with whip)

Base Atk +8; Grp +7

Special Actions bardic music 7/day (countersong, fascinate, inspire courage +3 (or +4), inspire competence +3, suggestion DC 19), rebuke air elementals 7/day (+4, 2d6+16, 12th)

Combat Gear charm of countersong, eternal wand of shield, headband of conscious effort, healing belt, spell components (2x clothier’s closet, 5x insight of good fortune)

Bard Spells Known (CL 10th, save DC 14 + spell level):

·  4th (1/day)––ruin delver’s fortune, voice of the dragon (DC 18)

·  3rd (3/day)––alter fortune, cure serious wounds (3d8+10), mass curse of impending blades, tiny hut

·  2nd (4/day)––battle hymn, clothier’s closet, insight of good fortune, whispering wind

·  1st (4/day)––expeditious retreat, feather fall, inspirational boost, share talents

·  0 (3/day)––detect magic, know direction, mage hand, mending, prestidigitation, read magic

Spell-Like Abilities (CL 11th, save DC 14 + spell level):

·  2/day––endure elements

·  1/day––wind’s favor

Abilities Str 8, Dex 16, Con 14, Int 14, Wis 16, Cha 18

SQ bardic knack, dragonmark control, elf blood, greater shipbond, lesser shipbond, master pilot, shipboard fighter

Feats Jack of All Trades, Leadership, Least Dragonmark (storm), Lesser Dragonmark (storm), Song of the Heart

Skills Balance +10, Bluff +9, Climb +6 (+8 ropes), Concentration +17, Decipher Script +7, Diplomacy +91, Disable Device +9, Disguise +61 (+8 act in character), Escape Artist +31 (+5 ropes), Gather Information +61, Heal +71, Intimidate +11, Jump +10, Knowledge (geography) +7, Listen +41, Open Lock +10, Perform (string instruments) +21, Profession (sailor) +18 (+23 elemental vessels), Search +31, Sleight of Hand +51, Spellcraft +7 (+9 decipher scrolls), Spot +41, Tumble +10, Use Magic Device +19 (+23 scrolls), Use Rope +10

1: for purpose of making skill checks, counts as having 4 ranks

Possessions combat gear plus adventuring equipment (incl. climber’s kit, disguise kit, glamerwave clothing, healer’s kit, identification papers, noble’s outfit, …), amulet of constitution +2, boots of agile leaping, cloak of charisma +2, glamerweave clothing, gloves of dexterity +2, handy haversack, headband of wisdom +2, jewelry, life ring, masterwork lute, masterwork shortbow, masterwork thieves’ tools, masterwork whip, +1 studded leather, vest of resistance +1, 24 gp.

Bardic Knack (Ex): When making any skill check, Ashaya can use ½ her bard level (rounded up) in place of the number of ranks she has in the skill (even if that number is 0). She can’t take 10 when she uses bardic knack (to take 10 she has to use her actual ranks). She can even use bardic knack with “Trained Only” skills, due to her Jack of All Trades feat.

Bardic Music (Su or Sp): Seven times per day, Ashaya can use her music to produce magical effects on those around her (usually including herself, if desired). Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means Ashaya must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, she cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If she fails, the attempt still counts against her daily limit.

Countersong (Su): Ashaya can use her music (playing a lute) or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, she makes a Perform check. Any creature within 30 feet of her (including herself) that is affected by a sonic or language-dependent magical attack may use her 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 her Perform check result for the save. Countersong has no effect against effects that don’t allow saves. She may keep up the countersong for 10 rounds.

Fascinate (Sp): Ashaya can use her music (playing a lute) or poetics to cause up to three creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear her, and able to pay attention to her. She must also be able to see the creatures. The distraction of a nearby combat or other dangers prevents the ability from working. To use the ability, she makes a Perform check. Her check result +1 is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, she cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as she continues to play and concentrate (up to a maximum of 8 rounds). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires her to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): Ashaya can use music (playing a lute) to inspire courage in her allies (including herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear her play. The effect lasts for as long as the ally hears her play and for 5 rounds thereafter. An affected ally receives a +3 (or +4, with inspirational boost) morale bonus on saving throws against charm and fear effects and a +3 (or +4, with inspirational boost) morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.

Inspire Competence (Su): Ashaya can use her music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear her. She must also be able to see the ally. The ally gets a +3 competence bonus on skill checks with a particular skill as long as he or she continues to hear her music. Certain uses of this ability are infeasible. The effect lasts as long as Ashaya concentrates, up to a maximum of 2 minutes. She can't inspire competence in herself. Inspire competence is a mind-affecting ability.

Suggestion (Sp): Ashaya can make a suggestion (as the spell) to a creature that she has already fascinated. Using this ability does not break her concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect. Making a suggestion doesn’t count against her daily limit on bardic music performances. A Will saving throw (DC 19) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Greater Shipbond (Su): Ashaya can telepathically communicate with her vessel’s bound elemental at any range up to 4 miles. Ashaya can even order the elemental to begin moving the ship while she is not aboard, though the elemental’s piloting skills are inferior to her own. Use the elemental’s Profession (sailor) check (usually +0) instead of Ashaya’s if she is not aboard. If Ashaya is aboard the vessel, she and it act almost as one, allowing her to command it as a free action instead of a move action.

Lesser Shipbond (Su): Ashaya can forge a magical bond with a single vessel powered by a bound elemental. Once the lesser shipbond is established, it grants her several benefits with regard to that specific vessel. She no longer requires a wheel of wind and water to use her dragonmark to control the bound elemental. She can telepathically communicate with it without standing at the helm, allowing her to give it orders from anywhere aboard the ship as a move action.

The vessel’s top speed increases by +20 feet while she is at the helm, giving a standard airship or wind galleon a speed of 24 miles per hour (or 576 miles per day). This increase is an enhancement bonus.

The elemental acknowledges and accepts her dominance of it, becoming a trusted ally and friend to her. As long as she is on board the ship, it can initiate telepathic contact with her should it desire. It also offers advice when it can and warns her of any approaching danger, even if she is not at the helm.

At the same time, the elemental becomes even more resistant to accepting orders from others. Anyone other than Ashaya or her cohort Ivello who attempts to control the elemental without benefit of a dragonmark takes a –8 penalty on their Charisma check. Even a dragonmark heir using a wheel of wind and water must succeed on a Charisma check to control the ship. The elemental also gains a +4 circumstance bonus on its saving throw to resist any spell or infusion that would grant control over it to anyone other than Ashaya.

Ashaya can have a lesser shipbond with only one vessel at a time. If the vessel is destroyed (or if she wishes to revoke the shipbond so that she might bond with a different vessel), she must make a DC 15 Fortitude save. Failure means she loses 1,000 XP; success reduces the loss to one-half that amount.

Rebuke Air Elementals (Su): Ashaya can rebuke air elementals 7 times per day. She rebukes the closest rebukable air elementals first, and she can’t rebuke air elementals that are more than 60 feet away or that have total cover relative to her. She doesn’t need line of sight to a target, but she does need line of effect. First, she makes a rebuke check. She rolls 1d20+4 and consults the following table:

Rebuke Check Result / Most Powerful Air Elemental Affected (max. HD)
0 or lower / 8
1-3 / 9
4-6 / 10
7-9 / 11
10-12 / 12
13-15 / 13
16-18 / 14
19-21 / 15
22 or higher / 16

If the rebuke check result is high enough to rebuke at least some of the air elementals, she rolls 2d6+16 to see how many hit dice of air elementals are affected. Rebuked air elementals cower as if in awe (giving any attack rolls against them a +2 bonus) for 10 rounds (1 minute). If she approaches within 10 feet of them, however, they overcome being rebuked and act normally. (She can stand within 10 feet without breaking the rebuking effect—she just can’t approach them.) She can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the rebuking effect. If the air elementals have six Dice or less, she commands them instead of rebuking them.

Shipboard Fighter (Ex): Ashaya can take 10 on Balance and Climb checks even if threatened or distracted, and does not lose her Dexterity bonus to Armor Class when balancing or climbing. Due to her boots of agile leaping, she can stand from prone as a swift action, and does not provoke attacks of opportunity when standing from prone.

Uncanny Dodge (Ex): Ashaya retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Skills (120): Balance 5, Bluff 5, Climb 5, Concentration 15, Decipher Script 5, Disable Device 5, Intimidate 5, Jump 5, Knowledge (geography) 5, Open Lock 5, Perform (string instruments) 15, Profession (sailor) 15, Spellcraft 5, Tumble 5, Use Magic Device 15, Use Rope 5.