Master of Voice, Foclucan (NG female half elf Brd14/Dru4)
History: Evressa Nightingale was born in the forests of Aglarond among the half elf communities there. She was trained in the ways of the druid, and grew to hate the Red Wizards of Thay for their intermittent plotting against her native country as well as their crimes against nature, such as the twisting magic used in the creation of darkenbeasts.
Soon realizing that containing herself to the small area of forest she called home would not provide her the breadth of experience she needed to fight the Red Wizards, she set out to see more of the world and even ventured into Thay briefly herself. While in Thay, she briefly met a Bard named Galvin while camped outside the city of Amruthar. From him Evressa learned that arcane magic could be wielded for good as well as evil, and she soon began to explore her own magical potential as she traveled.
She found that her voice, always a comfort to her during her lonely wanderings, could tie her into the Weave in a very powerful way. She began to experiment with voice magic and channeling her burgeoning power through her voice. She even began to mimic the songs of her animal companion, a beautiful, robust Aglarondan nightingale.
Her travels finally found her on the outskirts of Silverymoon, where she was overheard singing by a hunting party. As the rumors of the "siren of Silverymoon" spread, she was sought out by a group of bards from the local guild. While she was initially skeptical, she soon began to come into the city more often to share stories of her travels and, of more interest to most, her incredible voice. When she was invited to sing for Alustriel at the court she was very nervous. The Simbul, Alustriel's sister and ruler of Aglarond, just happened to be in court at the time, and upon discovering that Evressa was a native of the land over which she ruled invited her to stay at court during her visit. It was at this time that Alustriel herself submitted her name for a position in the Consortium.
Evressa felt it would be ungracious to refuse such a generous gesture from her host, so she reluctantly accepted. To this day she spends as much time as she can outside the city limits, and word is that once the school's administration starts to run more smoothly she will resign her post.
Appearance: Evressa has long, golden hair and fair features, so much so that people most often mistake her for an elf. Her thinly muscled frame does not belie the strength and fortitude she possesses, nor do her graceful movements (aided by her leather armor of silent moves +3) and beautiful voice reveal the fiercely defensive attitude she takes toward the natural world. She is usually seen wearing wispy, flowing cloth with her hair tied back with flower stems. She rarely dons her armor but she carries her longbow +2 with her often, as shooting is the only time she feels completely at ease within the boundaries of the city and the college.
Personality: Evressa is the most charming of the Consortia, when she isn't in one of her fierce moods. Occasionally, weary from being inside the college walls and frustrated by the administration of the school, Evressa will become very quick to anger and short of tongue. The Consortia have found the best way to deal with these moods is just to let her wander for a few days, whereupon she returns in a fabulous mood and ready to get down to the business at hand. It is only for her beautiful voice and ability to charm outsiders that they tolerate her as much as they do.
Evressa Nightingale: Size: M; HD: 14d6, 4d8; hp: 70; Init: +7; Spd: 30'; AC: 18 (+3 Dex, +5 Armor); Att: Longbow +18/+13(1d8+2), Dagger +13/+8(1d4); SV: Fort. +8, Ref. +13, Will +15; Str 11, Dex 16, Con 10, Int 17, Wis 14, Cha 21; AL: NG.
Skills: Animal Empathy +12, Concentration +11, Decipher Script +6, Diplomacy +12, Gather Information +10, Handle Animal +12, Heal +9, Hide +8, Intuit Direction +9, Knowledge (Arcana) +17, Knowledge (Nature) +10, Listen +8, Move Silently +6(+16), Perform +20, Profession (Singer) +8, Scry +7, Sense Motive +5, Spellcraft +19, Swim +3, Wilderness Lore +9, Use Magical Device +9;
Feats: Dodge, Far Shot, Improved Initiative, Mobility, Point Blank Shot, Precise Shot, Scribe Scroll
Half-elven Abilities: Low Light Vision, Elf Blood, Immunity to Magical Sleep, +2 vs. Enchantment spells and effects, +1 Spot, Listen, Search;
Bard Abilities: Bardic Knowledge, Bardic Music;
Druid Abilities: Nature Sense, Animal Companion (Nightingale), Woodland Stride, Trackless Step, Resist Nature's Lure
Bard Spells (4/5/4/4/4/2):
[0-lvl]- dancing lights, detect magic, flare, mage hand, read magic, resistance;
[1st]- charm person, cure light wounds, expeditious retreat, silent image;
[2nd]- cat's grace, cure moderate wounds, invisibility, tongues;
[3rd]- charm monster, dispel magic, cure serious wounds, wind wall;
[4th]- cure critical wounds, hallucinatory terrain, locate creature, dimension door;
[5th]- control water, mislead, persistent image
Druid Spells (5/4/3):
[0-lvl]- create water, detect poison, purify food and drink, detect magic, cure minor wounds;
[1st]- detect animals or plants, entangle, summon nature's ally, faerie fire;
[2nd]- hold animal, lesser restoration, tree shape