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The_Werebear
2005-12-04, 01:23 PM
A gust of wind enters the room, and the tempeture seems to drop even lower than the freezing blizzard outside. A form starts to manifest itself out of the breeze in front of you. As the mist clears, it can be seen to be a girl of about sixteen years old. Her hair floats above her head in a ghastly halo, and her skin is tinted the blue of a victim of freezing. Her clothing is simple, peasent made stuff. She would be quite beautiful, if it wasn't for the twisted expression of hate on her face. She floats closer, and starts to sing, in a chillingly beautiful voice, a song of death.

Syna Icerunner is cursed. The northern plains have affected her, and her soul is bound to them forever in cursed agony, an agony she is more than willing to share with others

Born in a human settlement in the far northlands, she, her two sisters, and her parents scraped out a meager living farming. Syna always had an excellent singing voice, and as she aged, she picked up the basics of bardism. Her family encouraged her, and it was believed that she could escape the hard existance. She was happy, had a future, had hope. Then, when she was 16, it all crashed down.

Her family's farm was raided by goblins, and the neighboring town's militia showed up to late to stop them. The entire family was kidnapped by goblin raiders, and brought back to their encampment. Her father was tortourously sacrificed by the goblin shamen, and her mother, sister, and she herself were repeatedly raped by the goblins. One by one, they were shoved under the ice, and left to freeze and drown. As Syna died, as the cold water filled her lungs with freezing fire, she pleaded for help from any power that could give her vengance.

She was heard.

The dark powers that inhabit the iceland gave her a new form. Two days later, while her corpse still floated under the ice near the goblin's camp, her spirit floated up, through the water, and through the ice. A banshee was born of the aspiring bard.

During the night, while the goblins dozed, she possesed one of them, and snuck through the camp. One by one, she slit the throat of each goblin in their sleep. Then, she threw the goblin form under the ice to drown, the same fate she suffered. It was not enough for her.

Crazed with lust for vengence and still in shock from her death, she blamed the neigboring town for her family's destruction, since they hadn't come to help fast enough.

Over the next year, the town suffered innumberable accidents and streaks of inexplicable suicides. The mayor was found to have drowned himself in a barrel of water. The children of the militia captain leapt headfirst off a balcony, one by one. The schoolmaster ran into the wilderness, screaming he was being chased by spirits, and was found frozen and dead the next week. The inhabitants that weren't killed began fleeing the town. The few that remained called for adventurers. However, when the party got there, they found everyone dead. They had all, during the night, flung themselves into a hole in the ice. And instead of silence, the party heard a voice singing, a mournful song of sorrow, pain, and bitter vengance.

She now wanders the abandoned town, eternally singing and mourning her family. She attacks anyone who comes to the town, viewing them, in her vengenace and grief driven madness, as people at fault for the loss of her life and the cause of her pain.

Syna Icerunner (CR 4)
Race: Human Ghost, Medium Undead, Incorpreal
AL: CE
Level: Bard 2
Initiative: +3
Senses: Spot: +9, Listen: +14 Darkvision: 60ft
Aura: Wherever she goes, the tempeture drops by 10 degrees, and ethereal singing is sometimes heard
Languages: Common, Goblin, Elven

AC:17, Touch: 17, Flat Footed: 14
HP: 24
Immunities: Mind Affecting, poison, sleep effects, paralysis, stunning, disease, death effects, critical hits, death from massive damage, nonlethal damage, ability drain, energy drain, fatigue and exhaustion effects. Immune to everything requiring a fortitude save.
Incorpreal, Can not be affected by material plane, magic has a 50% chance of affecting.
Turn Resistance: +4
Fort: +1
Ref: +6
Will: +4

Speed: Fly, 30feet, perfect movement
Melee: None
Ranged: None
Base Attack +1
Grapple: +3 (Incorpreal/Ethereal only)
Attack Option: Malevolance: Once per round, Syna, while manifested, can merge her body with a creature on the Material Plane. This ability is similar to a magic jar spell, except that it does not require a receptacle. To use this ability, Syna must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 19). A creature that successfully saves is immune to Syna's malevolence for 24 hours, and she cannot enter the target’s space. If the save fails, the Syna vanishes into the target’s body.
Frightful Moan: Syna can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save (dc 16)or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Combat Gear: None
Spells Known:
Level0; Ghost Sound, Open/Close, Mage Hand, Daze, Lullaby; Level1; Sleep, Summon Monster 1
Spells per day: L0; 3 L1; 2
Spell like Abilities:Inspire Courage: A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his 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.
Fascinate: A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. 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, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His 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.
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.
Countersong:A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he 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.

Abilities: Str 14, Dex 17, Con -, Int 14, Wis 12, Cha 18
Special Qualities: Rejuvination; If destroyed, Syna may make a level check, if she sucedes, then she is restored in 1d4 days at her destroyed home.
Bardic knowledge, +6
Feats: Dodge, Mobility
Skills: Bluff +9, Diplomacy +9, Hide +16, Knowledge:History +7, Perform +9, Spellcraft + 7, Search +10, Tumble +8
+8 to Spot, Search, Listen, and Hide
Posessions: Ethereal Peasent Garb.

Syna Prefers to avoid direct confrontation. She usually attacks in the dark of night, using lullaby to power up a sleep spell. She then posseses whoever resists the sleep spell, and has them Coup de Grace any companions. She then has her possesion victim drown himself, or leap from a tall height. If her manifestation is resisted, she uses summon monster as a distraction to get away. She then usually tries again the next night.

The_Werebear
2005-12-04, 01:24 PM
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