Väinämöinen — The Eternal Singer of Kalevala

Väinämöinen knows the words that made a thing—and the words that may unmake it. He has come to a lakeside village where every door bears a different healing charm. The charms are failing. Before he will sing a cure, he asks who concealed the name of the sickness, and why.
At a Glance
| Identity | Väinämöinen, old wise singer, tietäjä and hero of Finnish and Karelian epic tradition |
|---|---|
| People and place | Finnish- and Karelian-speaking communities; Finland and the lakes of Kalevala |
| Nature | Primeval, human-shaped singer of tremendous power; a heroic NPC, not one of the pantheon’s gods |
| Allies | Ilmarinen the smith; sometimes Lemminkäinen |
| Rivals | Louhi of Pohjola; Joukahainen, the humiliated young singer |
| Family and origins | Linked to Ilmatar, the Air-Maiden and world-mother, in the Kalevala |
| Most sought | True names and origin songs; knowledge from the dead; the fate of the Sampo |
| Possessions | Kantele, traveller’s boat, runo-lore and an old sword; the instrument is not an automatic magic item for anyone who holds it |
| Demeanour | Patient, proud, dry-witted and capable of alarming mistakes |
What Is Happening Right Now?
Near the northern waters, an iron-smith has brought Väinämöinen half a boat-rib from a vessel stolen in the night. It bears an unfinished verse, cut by a hand that knew the language of the dead. Someone is trying to finish a ship that can cross the river into Tuoni’s country. Väinämöinen has refused to complete the song himself; he is searching for whoever first knew the missing words.
His arrival divides the settlement. Old singers want his knowledge; fishermen want him gone before Louhi hears where he has stopped. A young woman asks him to make a promise he cannot keep: that no one will ever again be traded away as the price of another person’s escape.
The Man Behind the Singing
He can change a landscape with a verse
Väinämöinen’s magic is not courtly entertainment. The singer who knows a thing’s beginning can command it, still it or expose what others have buried. His kantele draws listeners from land and water; his battle songs hold terrible force. He listens carefully before speaking, because words spoken without the right knowledge have nearly killed him.
He is not always right
When Joukahainen challenged him, Väinämöinen sang his rival into a bog. Joukahainen offered his sister Aino to buy his release. The bargain was accepted, but Aino had not agreed to it. Her grief and death are not a charming courtship episode. Her fate should colour any scene in which Väinämöinen is asked to decide someone else’s future.
Another time he cut his knee while attempting an impossible boat, then had to seek a healer who knew the origin of iron. In the journeys to Tuonela and the body of the ancient death-land seer Antero Vipunen, even he failed to recover necessary words easily. Age and might have not freed him from needing help.
His companions are not servants
Ilmarinen forged the wondrous Sampo; Väinämöinen could not simply conjure it. Lemminkäinen brings courage and volatility to journeys that require patience. Louhi rules an actual northern household and power, not merely a monster’s lair. Each can reject Väinämöinen’s counsel, and his authority alone cannot erase their claims.
Meeting Väinämöinen
He sits close to the hearth rather than on a throne. He asks where a traveller learned a song and which verse their mother taught them. A well-told truth wins more trust than lavish gifts. He is quick to stop a bully, but slower to admit that his own song can be an act of force.
What he offers: a true name, a guide across dangerous water, healing by old words, counsel about the Sampo, or a single protective verse before a journey.
His price: return stolen lore, repair the harm done to someone powerless, or investigate a claim before he chooses sides. He will not accept a young person as payment for someone else’s bargain.
When challenged: he replies with a test of knowledge or a song-duel before drawing steel. Those who injure his listeners learn that his patience has a limit. He is a powerful figure, not an unbeatable obstacle: uncertainty, the missing line of an incantation and the limits of a promise can all matter.
Game Statistics
Väinämöinen is a formidable solo NPC but much more useful as an ally, mentor, witness or rival. His strongest answer to a crisis is naming the thing that has been hidden. Choose the edition used at your table.
Väinämöinen — Keeper of the First Verses
Medium Humanoid (Human, Mythic), Neutral
Armor Class 18 (rune-warded coat)
Hit Points 253 (22d8 + 154)
Speed 30 ft.
Initiative +3 (13)
Saving Throws Constitution +13, Wisdom +12, Charisma +13
Skills History +17, Insight +12, Medicine +12, Nature +11, Perception +12, Performance +19, Persuasion +13
Resistances Thunder
Senses Passive Perception 22
Languages Finnish and Karelian speech; understands ancient runo-song
Challenge 17 (18,000 XP; proficiency +6)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 24 (+7) | 20 (+5) | 22 (+6) | 24 (+7) |
Traits
Legendary Resistance (2/Day). After failing a saving throw, Väinämöinen can succeed instead.
First-Song Magic. Charisma is his spellcasting ability (spell save DC 21; +13 to hit). He requires a spoken or sung verse, not a separate spell component. At will: Detect Magic, Minor Illusion, Message. Three times per day each: Calm Emotions, Counterspell, Lesser Restoration, Greater Restoration. Once per day each: Legend Lore, Mass Suggestion, Heal, Control Weather. Concentration and action costs follow each spell.
Cannot Be Lied to by a Song. Väinämöinen has Advantage on Insight checks against a creature he has heard singing for at least one minute.
Actions
Multiattack. Väinämöinen makes three Runic Word attacks, or makes one Runic Word attack and uses Healing Origin if available.
Runic Word. Ranged Spell Attack: +13 to hit, range 90 ft., one creature. Hit: 34 (5d10 + 7) Thunder damage. A creature struck cannot take Reactions until the start of Väinämöinen’s next turn.
Healing Origin (Recharge 5–6). One creature Väinämöinen can see within 60 ft. regains 34 (5d10 + 7) Hit Points and has one disease or the Poisoned condition ended. An unwilling target gains no benefit.
Bonus Action
Kantele Cadence. One ally within 60 ft. gains 15 Temporary Hit Points and can move half its Speed without provoking Opportunity Attacks.
Reaction
Counter-Verse (3/Day). When a creature he can see within 60 ft. makes an attack roll, Väinämöinen imposes Disadvantage on it; he must declare this before the roll.
Legendary Actions (3/Round)
At the end of another creature’s turn he can spend one legendary action for Unbroken Rhythm (move up to half Speed without provoking Opportunity Attacks), or two for Voice of Warning (one ally within 60 ft. ends Frightened or Charmed). He regains all uses at the start of his turn.
At the table. He begins with words, separation and restraint; he only unleashes destructive verses if the party harms bystanders or refuses a final warning.
Väinämöinen — Ancient Runesinger
Medium humanoid (human), neutral
Armor Class 18 (magical ward)
Hit Points 253 (22d8 + 154)
Speed 30 ft.
Saving Throws Con +13, Wis +12, Cha +13
Skills History +17, Insight +12, Medicine +12, Nature +11, Perception +12, Performance +19
Damage Resistances thunder
Senses passive Perception 22
Languages Finnish, Karelian; primeval sung verses
Challenge 17 (18,000 XP; proficiency bonus +6)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 16 (+3) | 24 (+7) | 20 (+5) | 22 (+6) | 24 (+7) |
Special Traits
Legendary Resistance (2/Day). If he fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. Charisma (spell save DC 21, +13 to hit). At will: detect magic, message, minor illusion; 3/day each: calm emotions, counterspell, lesser restoration, greater restoration; 1/day each: legend lore, mass suggestion, heal, control weather. Each spell uses its normal casting time and concentration.
Kantele Wisdom. Advantage on Wisdom (Insight) checks made to judge a creature after hearing it sing.
Actions
Multiattack. Väinämöinen makes three Rune-Word attacks.
Rune-Word. Ranged Spell Attack: +13 to hit, reach 90 ft., one target. Hit: 34 (5d10 + 7) thunder damage, and the target cannot take reactions until the start of Väinämöinen’s next turn.
The Healing Name (3/Day). A creature within 60 ft. regains 30 hit points and can end one disease or poisoned condition. It must be willing.
Bonus Actions
Song of the Way. One ally within 60 ft. gains 15 temporary hit points and may use its reaction immediately to move up to half its speed without provoking opportunity attacks.
Reactions
Words Against Words (3/Day). When a visible foe within 60 ft. succeeds on an attack, Väinämöinen subtracts 1d10 from that attack roll, potentially turning it into a miss.
Legendary Actions (3/Round)
At the end of another creature’s turn he spends one for Step Between Notes (move half speed without opportunity attacks) or two for Break the Enchantment (end charmed or frightened on one ally within 60 ft.). Regains all at the start of his next turn.
Encounter. Powerful mortal allies may talk him down by supplying the missing words; violence does not provide a shortcut to learning them.
Väinämöinen — Runesinger (Pathfinder 1e)
Male human bard 18; Medium humanoid (human), neutral
CR 17 (heroic NPC-class build; benchmark, not a published official NPC)
XP 102,400
Init +8; Senses Perception +26
AC 26, touch 18, flat-footed 22 (+4 Dex, +6 armor, +4 deflection, +2 natural)
hp 207 (18d8 + 126); Fort +16, Ref +18, Will +19 (includes +3 resistance); Speed 30 ft.
Base Atk +13; CMB +14; CMD 28
Languages Finnish, Karelian, runo-cant of the old singers
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 24 (+7) | 18 (+4) | 20 (+5) | 28 (+9) |
Offense and Skills
Melee masterwork longsword +15/+10/+5 (1d8+1/19–20); Ranged masterwork shortbow +18/+13/+8 (1d6/×3). Weapons are carried for defence; he prefers spells and countersong.
Skills Perform (sing) +36, Diplomacy +30, Knowledge (history) +25, Knowledge (nature) +25, Linguistics +25, Perception +26, Sense Motive +26, Spellcraft +25, Use Magic Device +30. Feats Improved Initiative, Lingering Performance, Extra Performance, Skill Focus (Perform [sing]), Spell Focus (enchantment), Greater Spell Focus (enchantment), Combat Casting, Spell Penetration, Greater Spell Penetration, Quicken Spell (10 feats, including human bonus).
Bardic Performance 47 rounds/day (4 + Cha modifier 9 + 2 × 17); inspire courage +4; countersong, fascinate, inspire competence +5, suggestion, inspire greatness, dirge of doom, soothing performance, frightening tune, inspire heroics. Standard Pathfinder action and maintenance rules apply.
Bard Spells
CL 18th; concentration +27; spell DC 19 + spell level (enchantment 21 + spell level). Spells/day 1st–6th: 8/7/7/7/6/4 including Charisma bonus spells (base 5/5/5/5/4/3); cantrips at will. Representative spells known:
0: detect magic, light, mage hand, message, prestidigitation, read magic.
1st: cure light wounds, charm person, comprehend languages, expeditious retreat, grease, remove fear.
2nd: calm emotions, cure moderate wounds, detect thoughts, glitterdust, invisibility, suggestion.
3rd: cure serious wounds, dispel magic, fear, good hope, haste, remove curse.
4th: cure critical wounds, dimension door, freedom of movement, greater invisibility, neutralize poison.
5th: greater dispel magic, healing song (use mass cure light wounds), mind fog, song of discord.
6th: greater heroism, mass suggestion, irresistible dance, find the path.
Special Runo (Su)
Speak the Origin (3/day): a standard-action touch that duplicates remove disease at caster level 18, requiring the true name or history of the affliction (Knowledge [nature] DC 25 or a successful research scene). On failure to identify, the daily use is not spent. This is an original NPC ability, not a published bard class feature.
Equipment enchanted protective coat (treated as a mithral breastplate, armor bonus +6), ring of protection +4, amulet of natural armor +2, cloak of resistance +3, masterwork kantele, masterwork longsword, masterwork shortbow and restorative herbs. His spells known and equipment are an original compact high-level NPC interpretation, not Paolo’s older 3.5e build.
Väinämöinen — Epic Singer (D&D 3.5e)
Male human bard 20; Medium humanoid (human), neutral
CR 20 (20 PC-class levels; unplaytested)
Initiative +8; Speed 30 ft.
AC 25, touch 17, flat-footed 21 (+4 Dex, +6 armor, +3 deflection, +2 natural)
Hit Dice 20d6 + 100; hp 170 (average)
Fort +14, Ref +19, Will +20 (including +3 resistance)
Base Attack/Grapple +15/+16
Languages Finnish and Karelian; old singer’s cant
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 20 (+5) | 18 (+4) | 20 (+5) | 26 (+8) |
Attacks, Skills and Feats
Melee masterwork longsword +17/+12/+7 (1d8+1/19–20); Ranged masterwork shortbow +20/+15/+10 (1d6/×3). Skills Perform (sing) +34, Diplomacy +31, Knowledge (arcana) +27, Knowledge (history) +27, Listen +28, Sense Motive +28, Spellcraft +27. Feats Improved Initiative, Combat Casting, Skill Focus (Perform [sing]), Spell Focus (enchantment), Greater Spell Focus (enchantment), Extend Spell, Spell Penetration, Greater Spell Penetration (8 feats including human bonus).
Bardic music 20/day: countersong, fascinate, inspire courage +4, inspire competence, suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion. Bardic knowledge +24 before circumstance bonuses.
Bard Spells Known
CL 20; spell save DC 18 + spell level (enchantment DC 20 + spell level); spells/day 1st–6th 4/4/4/4/4/4 before bonus spells. Spontaneous casting; 0-level spells at will are not a 3.5e bard feature (use the published daily cantrip allotment instead).
0: detect magic, light, mage hand, message, prestidigitation, read magic.
1st: charm person, cure light wounds, expeditious retreat, grease, remove fear.
2nd: calm emotions, cure moderate wounds, detect thoughts, glitterdust, suggestion.
3rd: cure serious wounds, dispel magic, haste, remove curse.
4th: cure critical wounds, dimension door, freedom of movement, neutralize poison.
5th: cure light wounds, mass; greater dispel magic, mind fog, song of discord.
6th: greater heroism, mass suggestion, Otto’s irresistible dance.
Special Song (Su)
The Lost Healing Word (3/day): as a standard action he can duplicate remove disease on a willing touched creature (caster level 20) after a successful Knowledge (nature) DC 25 check to identify the malady. No slot is spent; a failed identification does not consume a use. This is a campaign supernatural ability, not a standard 3.5e bard feature.
Equipment: mithral breastplate, ring of protection +3, amulet of natural armor +2, cloak of resistance +3, masterwork kantele, masterwork longsword and shortbow. The credited earlier Dicefreaks 46-level hybrid build is preserved separately below; these twenty bard levels are an independent alternative, not a claimed correction of that build.
Adventures in His Company
The Song Aino Never Chose
At the western shore, the widow of a boat-builder has found a pledge carved into the hull of an old fishing craft. Joukahainen claims it gives him the right to demand the hand of a living girl whose family owes him. Väinämöinen recognises his own wording in the pledge and refuses to pronounce judgement alone. The characters can trace the boat’s history, defend the girl against family pressure and persuade two proud singers to publicly release the claim. Destroying the hull is easy; changing the bargain’s consequences is harder. A successful resolution forces Väinämöinen to acknowledge his part in the first bargain.
Three Words Beneath Vipunen’s Wood
An unfinished vessel has begun drifting upstream on the blackwater road to Tuonela. A singer believes its missing lines lie beneath a stand of trees growing from the resting-place of Antero Vipunen. The party must cross a marsh that repeats their own voices and decide whether to wake the giant sleeper, bargain with the guardians or find the missing words in a healer’s family song. Väinämöinen can protect them on the approach, but his own prior dealings make him unwelcome at the place where the words are held.
The Ninth Fever at Pohjola
Louhi’s envoys arrive with a plague-touched child and a demand: trade a fragment of the Sampo for the cure. The ailment is one of Loviatar’s Nine Diseases, and the healing verse is missing its final name. The party can carry the child safely, gather three conflicting accounts of the sickness and confront the person who erased its name. A bargain that saves one child while condemning the next village will not satisfy Väinämöinen; he wants the origin learned and the cure preserved.
Connections and Further Reading
Finnish Characters · Finnish Pantheon · Ilmarinen · Louhi · Joukahainen · Lemminkäinen · Pohjola · The Sampo · Loviatar · Ilmatar
Mythic sources: Kalevala Society — plot and rune cycles; Kalevala Society — emotions and worldview; Rune III — Joukahainen and Aino; Rune VIII — the wounded knee; Kirby’s Kalevala, Volume II — music and the Sampo. The Kalevala is Elias Lönnrot’s nineteenth-century compilation and literary shaping of older Finnic oral-poetry traditions; the events here are drawn from that epic, not all equally attested as independent ancient rites.
Game material: The four rules panels are original unofficial interpretations and have not been playtested. The older 3.5e/epic hybrid attributed to Paolo at Dicefreaks remains below in its credited historical form; its exact arithmetic, original licences and individual hyperlinks require a separate specialist review.
Historical Dicefreaks build — original Paolo version, source credits and game statistics
This preserved legacy build is not the current four-edition character sheet. Original permission credit and associated public-domain art attribution remain intact below.
Vainamoinen, The Eternal Bard
“Meet Väinämöinen: 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
Väinämöinen, 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. Väinämöinen 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. His healing songs can oppose Loviatar and the Nine Diseases, as told in the Kalevala.
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. Väinämöinen’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, Väinämöinen 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.
Väinämöinen’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, Väinämöinen 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 Väinämöinen’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
As seen in Paolo’s thread at Dicefreaks
| 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 hes 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 targets 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 4 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.
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