Vainamoinen, The Eternal Bard
“Meet VĂ€inĂ€möinen: The Legendary Finnish Hero Who Shaped Worlds with Music!”
- Alias: The Eternal Bard
- Gender: Male
- Race: Demi-God
- Occupation: Bard, Sage, and Hero
- Religion: Deeply Spiritual, Reveres Natural Forces
- Allies: The Spirits of Nature, Fellow Heroes, and His People
- Enemies: Louhi, Chaotic Beings and Those Who Threaten the Balance of Nature
- Abode/Base of Operations: Wandering Nomad, Resides in the Hearts of His People
- Nationality: Finnish
- Languages: Primordial, Finnish
- Alignment: Neutral Good
- Affiliation(s): Protector of Finnish Mythology and Traditions
- Significant Others: None, as He Is Often Portrayed as a Solitary Figure
VÀinÀmöinen, a timeless and enigmatic figure in Finnish mythology, stands as a symbol of wisdom, music, and magic. As a revered hero, he embodies the spirit of ancient Finland, a land intertwined with the mystical forces of nature and music. VÀinÀmöinen is a man of few words, often speaking through his mesmerizing songs and melodies, which hold the power to create, heal, and command the elements.
This mystical bard fears the disruption of harmony in the world. His melodies are not only tools of creation but also a shield against chaos and destruction. VĂ€inĂ€möinen’s deep connection to nature drives him to safeguard the delicate balance of the natural world. He believes that through music and wisdom, he can guide his people toward a life of enlightenment and tranquility.
Driven by the desire to preserve the ancient traditions and values of the Finnish people, VÀinÀmöinen embarks on epic quests, where his magical singing, accompanied by his kantele, a unique Finnish instrument, proves instrumental in overcoming challenges. He seeks to maintain peace, wisdom, and the prosperity of his homeland.
VĂ€inĂ€möinen’s ultimate goal is to unlock the deepest mysteries of existence, delving into the secrets of creation and the cosmos. He yearns to discover the true potential of music, unravel the hidden knowledge of the universe, and share this wisdom with his people. In his pursuit of enlightenment, VĂ€inĂ€möinen journeys through mythological landscapes, facing mythical creatures and powerful adversaries, all while seeking the elusive Sampo, a magical artifact said to hold the key to ultimate wisdom and abundance.
Though VĂ€inĂ€möinen’s path is one of solitude and contemplation, he is ever watchful, ready to lend his musical talents and immense knowledge to those in need, ensuring that the spirit of ancient Finland thrives for generations to come.
Used with permission from Paolo
Vainamoinen | |
bard 23/paladin 10/ranger 3/Seeker of the Song 10 | |
DvR0 (hero-deity) | |
Medium humanoid | |
Hit Dice | 33 d6 + 3d8 +10d10 + 230 (462 hp) |
Initiative | +5 (+5 Dexterity) |
Speed | 30 |
AC | 23 (+8 armour, +5 Dexterity), touch 15, flat-footed 18 |
Base Attack/Grapple | +29/34 |
Attack | + 39 longsword (1d8 + 10 + 2d6 holy, 17-20×2, sever head on natural 20 followed by confirmed critical) melee, or + 39 longbow (1d8 + 5) or shortbow (1d6 + 5) ranged. |
Full Attack | + 39/34/29/24 longsword (1d8 + 10 + 2d6 holy, 17-20×2, sever head on natural 20 followed by confirmed critical) melee, or + 39/34/29/24 longbow (1d8 + 5) or shortbow (1d6 + 5) ranged, or spell +34 melee touch, or +34 ranged touch |
Space/Reach | 5 ft. x 5 ft./5 ft. |
Special Attacks | Combine song, Fascinate, Favored enemy (humanoid, human-pohjola), Mass suggestion, Seeker music, Smite evil 3/day, Subvocalize, suggestion, Turn undead |
Special Qualities | Aura of courage, Aura of good, Bardic music, Bardic knowledge, Countersong, detect evil, Divine bloodline, Divine grace, Divine health, Inspire competence, Inspire courage, Inspire greatness, Inspire heroics, Lay on hands, Song of freedom, Special mount, Rapture of the song, remove disease 2/week, Wild empathy, |
Saves | Fort +33, Ref +36, Will +34 |
Abilities | Strength 20, Dexterity 21, Constitution 21, Intelligence 22, Wisdom 24, Charisma 30 |
Skills | Appraise+16, Balance +15, Bluff +25, Climb+20, Concentration +25, Craft +26, Diplomacy +20, Disguise +20, Gather Information +20, Handle Animal+30, Heal +22, Hide +15, Jump +20, Knowledge (Arcana)+46, Knowledge (Geography)+22, Knowledge (nature) +27, Knowledge (nobility and royalty)+15, Knowledge (religion) +19, Listen +17, Move Silently +20, Perform (string instruments)+ 32, Perform (singing) +62, Profession (sailor) +17, Ride (Dexterity)+15, Sense Motive +17, Search +21, Spot +17, Spellcraft (charisma based) +59, Survival +19, Swim +20, Tumble +15, Use Magic Device +30, Rope Use+10 |
Feats | Combat Casting, Combat Expertise, Craft Wondrous Item, Endurance, Extend spell, Heightened spell, Improved Counterspell, Power Attack, Skill Focus (Perform, singing), Track, Two-Weapon Fighting, Words of creation |
Epic Feats | Epic Inspiration, Epic Spellcasting, Improved Spell Capacity x3, Lasting Inspiration, Music Of The Gods, Ranged Inspiration, Spell Knowledge |
Climate/Terrain | Finland |
Organization | Solitary, or with Ilmarinen or Lemminkainen |
Challenge Rating | 44 |
Treasure | standard, and see possessions |
Alignment | lawful good |
Aura of courage: Vainamoinen is immune to fear (magical or otherwise).
Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while heÂs conscious.
Aura of good: The power of Vainamoinen’s aura of good (see the detect good spell) is equal to his paladin level.
Bardic knowledge: Vainamoinen’s bardic knowledge check is at +29
Bardic music: Vainamoinen may use his bardic music ability 33 times per day to produce one of the bardic powers (countersong, inspire competence, courage, greatness
or heroics, fascinate, suggest, mass suggest or song of freedom) or one of the seeker of the song musical powers
Combine song: Vainamoinen can combine two types of bardic music or seeker music to provide the benefits of both. He can choose two musical abilities and activate them both using the same standard action; if either or both requires Concentration, he can maintain Concentration on both by using one standard action each round to concentrate.
Countersong: Vainamoinen can use his singing (or playing instrument as a second option, if he can’t sing) 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 him (including himself ) that is affected by a sonic or language-dependent magical attack may use Vainamoinen’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 Vainamoinen’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. Vainamoinen may keep up the countersong for 10 rounds
Detect evil: Vainamoinen can use detect evil, as the spell, at will.
Divine bloodline: +1 hp per HD (es, 6,5 instead of 5,5 on a d10), immune to polymorphing, petrification or any form-altering attack, energy drain, ability drain and ability damage; +15 vs poison, Paralysis, death effects, disintegration; +10 vs binding, soul bind, Temporal Stasis, Trap the soul; Spell Resistance 35
Divine grace: Vainamoinen gains a bonus equal to his Charisma bonus on all saving throws (those are accounted for in the stats above)
Divine health: Vainamoinen is immune to all diseases, including supernatural and magical diseases.
Fascinate: Vainamoinen can use his singing (or playing instrument as a second option, if he can’t sing) to cause up to seven creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear him, and able to pay attention to him. Vainamoinen 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, Vainamoinen 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, he cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to Vainamoinen, taking no other actions, for as long as he continues to sing and concentrate (up to a maximum of six 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 Vainamoinen 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.
Favored enemy (humanoid, human-pohjola): Vainamoinen has a +2 bonus on Bluff, Listen, Sense Motive, Spot and Survival, and a +2 bonus on damage rolls, against humans from the land of Pohjola
Inspire competence: Vainamoinen can use his oratory to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear him. Vainamoinen 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 he or she continues to hear him. Certain uses of this ability are infeasible. The effect lasts as long as Vainamoinen concentrates, up to a maximum of 2 minutes. Vainamoinen can’t inspire competence in himself. Inspire competence is a mind-affecting ability
Inspire courage: Vainamoinen can use his singing 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 Vainamoinen singing. The effect lasts for as long as the ally hears Vainamoinen and for 5 rounds thereafter. An affected ally receives a +4 morale bonus on saving throws against charm and fear effects and a +4 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.
Inspire heroics: Vainamoinen can use his singing to inspire tremendous heroism in himself or up to three willing allies within 30 feet. To inspire heroics, he must sing and an ally must hear him sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 Dodge bonus to AC. The effect lasts for as long
as the ally hears Vainamoinen sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Inspire greatness: Vainamoinen can use his singing to inspire greatness in himself or up to five willing allies within 30 feet, granting him or her extra fighting capability. To inspire greatness, a he must sing and an ally must hear him sing. The effect lasts for as long as the ally hears Vainamoinen sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the targetÂs Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Lay on hands: Vainamoinen can heal wounds (his own or those of others) by touch. Each day he can heal up to 100 hp. He may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, he can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Vainamoinen decides how many of his daily allotment of points to use as damage after successfully
touching an undead creature.
mass suggestion: This ability functions like suggestion, below, except that Vainamoinen can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.
Rapture of the song: Vainamoinen gains a +2 insight bonus to AC and to saving throws, and damage reduction 2/-, whenever he uses his bardic music ability, seeker music, or similar ability. Furthermore, he acts as though affected by a freedom of movement spell.
Remove disease: Vainamoinen can produce a remove disease effect, as the spell, twice per week.
Smite evil 3/day: three times per day, Vainamoinen may attempt to smite evil with one normal melee attack. He adds +10 to his attack roll and deals 10 extra point of damage. If he accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
Seeker music: Vainamoinen can use his singing or music to produce the following magical effects: burning melody, song of unmaking, dirge of frozn loss, song of life, anthem of thunder and pain, hymn of spell death, ballad of agony reborn, aria of everywhere, dirge of song death, note of solitude, and all the associated refrains. See -Complete arcane- pag 57-59 for further details.
Song of freedom: Vainamoinen can use his singing to create an effect equivalent to the Break enchantment spell (23 caster level). Using this ability requires 1 minute
of uninterrupted Concentration and music, and it functions on a single target within 30 feet. Vainamoinen can’t use song of freedom on himself.
Special mount: heavy warhorse, +4 bonus HD, +6 natural armr, +2 Strength adj, empathic link, improved evasion, share spells, share ST, improved speed.
Subvocalize: Vainamoinen can begin a new bardic music or seeker music song as a swift action, but only if he already has one bardic music or seeker song already active.
Suggestion: Vainamoinen can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break his Concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn’t count against Vainamoinen’s daily limit on bardic music performances. A Will saving throw (DC 31) negates the effect. This ability affects only a single creature. suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Turn undead: Vainamoinen may turn undead 13 times per day. He turns undead as a cleric of 7° level.
Wild empathy: Vainamoinen can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person: he rolls 1d20 and adds +13 to determine the wild empathy check result. Vainamoinen 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. Influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. Vainamoinen can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a Â4 penalty on the check.
Possession:
- +5 holy, keen, vorpal longsword. forged by the great smith Ilmarinen.
- +4 ghost touch keen Battleaxe
- +5 studded leather armor
- Seven +5 longbows and seven +5 shortbows. Once every week, one of those bows can move by itself for three hours, much like an everdancing weapon. The bow acts as instructed by Vainamoinen, moves at 30 feet and can auto generate and fire every day seven arrows and hit with a +15 (+10 BAB, +5 enchantment) on the attack roll.
The Kentele
This magic instrument may be used only by a bard with 18 levels minimum. Actually, Vainamoinen crafted two kentele, the first more powerful than the second. The first Kentele, build from the jaws of a magic fish, adds +12 to a bard‘s Perform checks while using the bardic music abilities (not accounted to in Vainamoinen’s stats above) and adds +2 to DC ST versus a bard‘s spells (not accounted in the stats above). The second adds +8 to Perform and +1 to DC.
Spells:
Paladin spells/day (1-2): 3/3. Caster level 5°. Save DC: 17 + spell level
Bard spells know (0-6): 6/5/5/6/5/6/4;
- 0-level: Daze, Detect magic, Light, Lullaby, Read magic, Resistance;
- 1-level: Cause fear, Charm Person, Disguise self, Remove fear, Sleep;
- 2-level: Blindness/deafness, Blur, Darkness, Hold person, Locate object;
- 3-level: Charm monster, Crushing despair, Cure serious wounds, Major image, protection from energy, Speak with animals
- 4-level: Break enchantment, Hold monster, Locate creature, Neutralize poison, Speak with plants;
- 5-level: Dispel magic (greater), Dream, Mind fog, Adoring Crowd, Shadow evocation, Summon monster V;
- 6-level: Charm monster(mass), Eyebite, Geas/quest, Veil
Bard spells/day(0-9): 4/7/7/6/6/6/6/2/2/2 Caster level 23°. Save DC: 20 + spell level
epic spells/day: 4. Spellcraft +59.