Isabella Lyrverga

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Isabella Lyrverga
Basic Information
Titles {{{majornpc_titles}}}
Aliases
Nicknames 'Bella,
Isabella the Loreseeker
Home Ardûs
Sex Female
Race Human
Occupation Writer, bard, sage, traveler
Age {{{majornpc_age}}}
Known
language(s)
Common, Varsic, Calandish,
Elvish
Dates
Born {{{majornpc_born}}}
Family
Parent(s) {{{majornpc_parents}}}
Child(ren)
Statistics
Alignment Neutral Good
Class Bard


Isabella Lyrverga (PRONOUNCED: /iːsʌbelɑː lɪrverɡɑː/ Iss-sah-behll-lah leer-vehr-ga), is a widely traveled human bard and writer of Ardûs. She is a well-known traveler, explorer, and charismatic bard, reaching just as many hearts with her poems and song as she breaks along her travels.

TEMP STATS: 10 | 13 | 15 | 10 | 8 | 12
DEX: 12, INT: 13, CHA: 15, STR: 8, CON: 10, WIS: 10

Personality

Description

Abilities

Relationships

Friendships

Romances

Memberships

Activities

Possessions

History

Notable Works

Stats

AD&D 2e

STR DEX CON INT WIS CHA
8 12 10 13 10 15

Prime Requisite: Dexterity, Charisma

Strength | Hit Prob: Normal; Dmg Adjust: None; Weight Allow: 35; Max Press: 90; Open Doors: 5; Bend/Lift Gate: 1%

Dexterity | No adjustments

Constitution | System Shock: 70%; Resurrection Survival: 75%; Poison Save: 0

Intelligence | # of Lang: 3; Spell Level: 6th; Chance to Learn Spell: 55%; Max # of Spells/LvL: 9

Wisdom | Magical Defense: 0; Bonus Spells: 0; Chance of Spell Failure: 15%

Charisma | Max # of Henchmen: 7; Loyalty Base: +3; Reaction Adjust: +3

Bard Spells
1st 2nd 3rd 4th 5th 6th
3 1 - - - -
Climb

Walls

Detect

Noise

Pick

Pockets

Read

Languages

50% 20% 10% 5%

Hit Points:

Armor Class:

Thac0:

Saving Throws:

Skills:

Languages:

Spells:

Equipment:

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Climb Walls enables the bard to climb near sheer surfaces without the aid of tools, just like the thief.

Detect Noise improves the bard’s chances of hearing and interpreting sounds. He may be able to overhear parts of a conversation on the other side of a door or pick up the sound of something stalking the party. To use the ability, the bard must stand unhelmeted and concentrate for one round (one minute). During this time, all other party members must remain silent. The DM secretly makes the check and informs the player of the result.

Pick Pockets enables the bard not only to filch small purses, wallets, keys, and the like, but also to perform small feats of sleight-of-hand (useful for entertaining a crowd). Complete details on pickpocketing (and your character’s chances of getting caught) can be found in the Thief description.

Read Languages is an important ability, since words are the meat and drink of bards. They have some ability to read documents written in languages they do not know, relying on words and phrases they have picked up in their studies and travels. The Read Languages column gives the base percentage chance to puzzle out a foreign tongue. It also represents the degree of comprehension the bard has if he is successful. The DM can rule that a language is too rare or unfamiliar, especially if it has never been previously encountered by the bard, effectively foiling his attempts to translate it. At the other extreme, the bard need not make the dice roll for any language he is proficient in. Success is assumed to be automatic in such cases.

The bard can also influence reactions of groups of NPCs. When performing before a group that is not attacking (and not intending to attack in just seconds), the bard can try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment—a fiery speech, collection of jokes, a sad tale, a fine tune played on a fiddle, a haunting lute melody, or a heroic song from the old homeland. Everyone in the group listening must roll a saving throw vs. paralyzation (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by –1 for every three experience levels of the bard (round fractions down). If the saving throw fails, the group’s reaction can be shifted one level (see the Reactions section in the DMG), toward either the friendly or hostile end of the scale, at the player’s option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.

The music, poetry, and stories of the bard can also be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the bard can heroically inspire his companions (immortalizing them in word and song), granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The bard must spend at least three full rounds singing or reciting before the battle begins. This affects those within a range of 10 feet per experience level of the bard. The effect lasts one round per level. Once the effect wears off, it can’t be renewed if the recipients are still in battle. However, troops who have withdrawn from combat can be reinspired by the bard’s words. A troop of soldiers, inspired by Cwell, could charge into battle. After fighting a fierce fight, they retreat and the enemy does not pursue. Cwell, seeing them crestfallen and dispirited, once again rouses their will to fight. Reinvigorated, they charge back into battle with renewed spirit.

Bards are also able to counter the effects of songs and poetry used as magical attacks. Characters within 30 feet of the bard are immune to the attack as long as the bard sings a counter song (or recites a poem, etc.). While doing this, the bard can perform no other action except a slow walk. Furthermore, if he is struck or fails a saving throw, his effort is ruined. Success is checked by having the bard make a saving throw vs. spell. Success blocks the attack, failure means the attack has its normal effect (everyone affected rolls saving throws, normal damage is inflicted, etc.). The bard can use this ability once per encounter or battle. This power does not affect verbal spell components or command words; it is effective against spells that involve explanations, commands, or suggestions.

Finally, bards learn a little bit of everything in their studies and travels. Thus, all bards can read and write their native tongue (if a written language exists) and all know local history (without cost if the optional proficiency rules are used). Furthermore, bards have a 5% chance per experience level to identify the general purpose and function of any magical item. The bard need not handle the item but must examine it closely. Even if successful, the exact function of the item is not revealed, only its general nature.

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. They arrive over a period of time, but they are not automatically replaced if lost in battle. Of course, a bard can build a stronghold any time, but no followers arrive until he reaches 9th level. Upon reaching 10th level, a bard can attempt to use magical devices of written nature—scrolls, books, etc. However, his understanding of magic is imperfect (although better than that of a thief), so there is a 15% chance that any written item he uses is read incorrectly. When this happens, the magical power works the opposite of what is intended, generally to the detriment of the bard or his friends. The DM will tell you what happens to your character, based on the situation and particular magical item. The result may be unpleasant, deadly, or embarrassing.

Castles & Crusades