Vaelthasi Vaeloniel the Celoralanalath

The One Who Sings The Trees

Female Brownie (1' 9" tall)
7th Bard/ 7th Druid

 

Tiny Seelie Court Fey

Hit Dice:

7d6 + 7d8 + 14 (70 hp)

Initiative:

+5 (+5 Dex)

Speed:

20 ft. (4 squares), fly 60 ft. (good)

Armor Class:

17 (+2 size, +5 Dex), touch 17, flat-footed 12

Base Attack/Grapple:

+10/+0

Attack:

Tiny +5 merciful scimitar +15 melee (1d3+3+1d6, all subdual unless supressed/15–20)

Full Attack:

Tiny  +5 merciful scimitar +15/+10 melee  (1d3+3+1d6, all subdual unless supressed/15–20)

Space/Reach:

2 ½ ft./0 ft.

Special Attacks:

Spell-like abilities, Arcane Spells, Divine Spells, Vernal Touch

Special Qualities:

Spell resistance 25, Damage Reduction 10/iron, Bardic Knowledge, Bardic Music, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape 3/day, aura of glory, iron vulnerability, sanctuary

Saves:

Fort +8, Ref +12, Will +15

Abilities:

Str 6, Dex 20, Con 12, Int 16, Wis 20, Cha 18

Skills:

Bluff +8, Concentration +8, Craft (Baskets) +17, Diplomacy +8, Escape Artist +10, Gather Information +9, Handle Animal +5, Heal +12, Hide +15, Jump +8, Knowledge (nature) +12, Listen +11, Perform (lyre) +14, Perform (sing) +14, Perform (sexual technique) +7, Spellcraft +10, Spot +6, Survival +14, Swim +5, Tumble +15, Use Magic Device +9

Feats:

Improved Critical (Scimitar), Natural Spell, Proportionate Wild Shape, Plant Defiance, Plant Control

Environment:

Temperate forests

Organization:

Solitary, but aids Nai'ivae's Druid Circle of Adonquarlini Chas'lerretravan

Challenge Rating:

16

Treasure:

No coins; 50% goods; 50% items; +5 merciful scimitar, torc of plant speech

Alignment:

Neutral good

Advancement:

1–3 HD (Tiny) or by Character Class

 

 

Vaelthasi is an individual known as a celoralanalath, one who sings the trees.  She is a respected, if mysterious, figure even in fey folklore.  She lives in isolation from fey communities, singing her haunting songs to the plants and animals of the woods.  She inspires fierce loyalty in her animal companion (a brown bear) and uses her music to inspire courage and greatness in the animals of her forest when threatened.  She forged an alliance many decades ago with Nai'ivae, and will come to her aid when summoned.  She is a member of the seelie court, and her attitudes betray that loyalty: purity and beauty forms the basis of social status with her.  Her parents were both members of the seelie court as well. 

While rarely seen, she appears to be a diminutive elf (slightly under 2 feet tall), with sharp features and a long, pointed nose.  Her bright green eyes reflect the beauty of the ancient fey forests.

Vaelthasi knows several entities that have recently been seen in the dreams of many people of Inzeladun: The Tree and the Owl, and the Speaker in Dreams.  She is also a friend of Elah the Mystic for services rendered to her three decades in the past.  She guards the location of Anduin's Standing Stone, a powerful druidic relic from the Fourth Age.  She also knows the location of three ancient Chaos mages from the First Age city of Oard that had escaped the final devastation and were put into suspended animation until such time as their knowledge was needed.

She likes to weave baskets, and her baskets are much valued by the fey community and has gained recognition far and wide.  She also enjoys swimming and playing around with dryads and satyrs.  She is often found in the company of a brown bear.

Combat
Spell-Like Abilities: 1/day—lesser confusion (DC 16), dancing lights, prestidigitation, silent image, ventriloquism, command, disrupt undead, prestidigitation, charm person, unseen servant, enthrall, create food and water, suggestion, minor creation*, charm monster, Leomund's secure shelter, emotion, major creation*, mass suggestion, Mordenkainen's magnificent mansion. Caster level 14th. The save DCs are Charisma-based. *items created by seelie court fey will vanish if touched by iron or steel.  She cannot create iron or steel items.

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Arcane Spells: A bard casts arcane spells, which are drawn from the bard spell list. She can cast any spell she knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music).

Divine Spells: A druid casts divine spells, which are drawn from the druid spell list.

Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to her bard level + her Intelligence modifier to see whether she knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC

Type of Knowledge

10

Common, known by at least a substantial minority drinking; common legends of the local population.

20

Uncommon but available, known by only a few people legends.

25

Obscure, known by few, hard to come by.

30

Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.


Bardic Music: Once per day per bard level, a bard can use her song or poetics to produce magical effects on those around her (usually including herself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, she does not gain the bardic music ability until she acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). 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): She can use her music 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 the bard (including the bard himself ) 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 check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use her music or poetics 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 able to pay attention to her. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, she can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. Her check result is the DC for each affected creature’s Will save against 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 listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in her allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill 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 the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as she or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that she has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.


Animal Companion (Ex): She has a brown bear for an animal companion.  This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

A 1st-level druid’s companion is completely typical for its kind except as noted below.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid 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.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Tiny, Small, or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Vernal Touch (Su): To receive a vernal touch is like being kissed by springtime itself, full of life and promise.  At will, as a standard action, she can touch a creature with a vernal touch.  This touch removes dazed, nauseated, fatigued, and exhausted conditions from living creatures.  For undead creatures, this touch attack acts like a cleric's turn undead ability equal to 12th level.  Unlike a cleric's turn ability, each use of vernal touch affects only the touched undead.

Aura of Glory (Su): As a seelie court fey, she radiates calm.  She is immune to fear (magical or otherwise).  Allies within 10 feet of her gain a +5 morale bonus on saving throws against fear effects.

Iron Vulnerability (Ex): The mere touch of iron causes 1 point of damage to the seelie court fey.  A hit with an iron or steel weapon deals an additional +1d6 points of damage.

Sanctuary (Sp): Once per day, a seelie court fey can cast sanctuary on herself.  Unlike a normal casting of the spell, this ability affects only the seelie court fey.  Caster level is 14, and the DC is 16.