Posts Tagged ‘dazzlings’

From Dusk Til…Dusk

January 1, 2017

Sonata Dusk has lived an interesting life.

Born a Siren in Equestria, she and her sisters Adagio and Aria were long ago banished to Earth by the great pony wizard, Star-Swirl the Bearded. Living as humans there, they managed to retain a low profile for a long time, stewing in their frustration at having their powers stunted by Earth’s magic-poor nature. Without sufficient magic, they had no way to enchant others to shower them with the adoration that they knew they inherently deserved.

It was purely by chance that they noticed the presence of Equestrian magic in the battle that Twilight Sparkle and her friends fought against Sunset Shimmer. But that was enough for them to hatch a plan to regain their full powers, eventually succeeding only to be near-immediately defeated again. That seemed like the end of the Sirens’ story, consigning them to an eternity of mundane drudgery on Earth, but something happened that no one could have predicted…

The three sisters somehow found themselves transported to the world of Everglow.

How exactly it happened remains unclear. Sonata remembers meeting an unknown pony on Earth – a dull-grey mare – who offered to restore their powers and transfer them to a world almost as magic-rich as Equestria, which she and her sisters eagerly accepted. But the identity of their benefactor is a mystery that she’s never felt was important enough to think back on, let alone solve.

What mattered to her was that, once on Everglow, Sonata and her sisters immediately returned to their old tricks. But a familiar face turned up to stop them; although Twilight had different friends with her this time, the result was the same, with the Sirens being defeated yet again.

For Sonata, that was enough. Renouncing her sisters (she’d never liked them very much anyway), she decided to try living in a way that didn’t make everybody want to stop them all the time. For a creature that wanted to be adored more than anything, the constant string of defeats was a pretty clear sign that they were doing it wrong.

That breakthrough had a profound effect on her, changing her from her original body (which she and her sisters had regained once they’d transferred to Everglow) into that of a pony. Precisely what precipitated that change was indeterminate, but was largely attributed to some sort of lingering mutability due to the body-altering side effects of the transfer between dimensions. Either way, Sonata was stoked by her new form, and started making a new life for herself, trying to learn about how to get people to like her without having to force them.

It was shortly thereafter that she met the unicorn Lex Legis.

Thrown together by happenstance, both of them were shocked when they began to develop feelings for each other over the course of their adventures. By the time they returned to Equestria, things between them had grown into a full-blown romance. Shortly thereafter, Lex took the western third of Equestria for his own, renaming it Legesia, and the two were wed as king and queen.

Current Sketch

Waifu 4 Laifu.

Waifu 4 Laifu.

Currently, Sonata is happier than she’s ever been. Her life is one of luxury, she’s still head-over-hooves in love with her new husband, and the public absolutely adores her. Everything is perfect, and she has no intention of letting anyone or anything disrupt that.

To that end, she’s almost as active socially as her husband is politically. While she does help him with very important negotiations and public addresses – he uses a message cantrip to transmit his words to her, and she parses them into more manageable and empathetic language, e.g. using her Diplomacy score rather than his – she spends a great deal of her time singing. From fundraising concerts to public rallies to private parties for important nobles and visiting dignitaries, Sonata’s voice has proven time and again to be the grease for the wheels of government that Lex has constructed.

Of course, it’s not very surprising that she’s been so effective, since she’s enchanting her audience.

Although she knows that Lex would be furious if he knew, Sonata regularly uses the magic of her voice to sway people so that they feel positively towards her husband and his regime. As far as she’s concerned, this is only fair, since most ponies simply can’t seem to appreciate the scope of his reforms; she’s heard plenty of them badmouth him for instituting taxes and regulations, but none of them seem to praise him for using that money to lay down a new series of brick roads or opening new schools. To Sonata, using some magic to help Lex get the recognition she feels he deserves is an act of love.

To that end, Sonata has no sympathy for those that she thinks are trying to ruin the happiness she’s found. Those who threaten her husband or her home will find that, in contrast to her usual sunny disposition, she’s capable of great cruelty. Although she respects the laws that Lex has made, if she feels that breaking them is necessary, she won’t hesitate to do so in order to protect everything she’s gained.

Sonata Dusk, Level 9 Enchantress

Naturally enough, Sonata’s stats are made with Eclipse: The Codex Persona, a d20 supplement that allows for point-buy character-generation.

Unique Race: Altered Siren (31 CP/+0 ECL)

  • Adept, specialized for one-half cost/only for Perform (sing) and Swim (3 CP).
  • Attribute Shift/-2 Int, +2 Cha (6 CP).
  • Fast Learner, specialized for one-half cost/only for skills, corrupted for two-thirds cost/only for Adept skills (2 CP).
  • Adaptation/underwater (6 CP).
  • +2 bonus to Swim checks (2 CP).
  • +3 bonus to Perform (sing) checks, specialized for double effect/only for Mystic Artist (3 CP).
  • Immunity to aging (uncommon/minor/great) (6 CP).
  • Privilege/being treated as fey versus type-based effects (3 CP).
  • Being a quadruped grants +10 movement speed, +50% carrying capacity, and +4 on checks to avoid being tripped. This is balanced against minor penalties (much smaller than normal for quadrupedal creatures): their ring and hand magic item slots are combined (as anklets), and they are only considered to have a single hand for wielding/holding things – that being their mouth; this does not prevent comprehensible speech or interfere with verbal spell components (no cost).

Having been born as a (hippocampus-like) Siren, spending centuries on Earth as a human, and finally becoming a pony after arriving on Everglow, Sonata’s racial characteristics are now a muddle of all three. She has a human’s skillfulness, applied to a Siren’s specialties, with a pony body.

Available Character Points: 240 (level 9 base) + 10 (disadvantages) + 30 (levels 1, 3, 5, 7, and 9 feats) + 6 (starting traits) = 286 CP.

Sonata’s disadvantages are Foolish (she has trouble with concepts like “consequences” and “learning from experience.” Lex is helping her to offset this somewhat via the Mentor ability; see below), History (the events of Rainbow Rocks), and Inept (all Intelligence-based skills).

Ability Scores (20-point buy):

Ability Scores Initial Scores (point cost) Racial Bonuses Level Bonuses Items Total
Strength 10 (0) 10 (+0)
Constitution 12 (2) +2 +2 belt 16 (+3)
Dexterity 12 (2) 12 (+1)
Intelligence 10 (0) -2 8 (-1)
Wisdom 13 (3) +1 (8th level) 14 (+2)
Charisma 17 (13) +2 +1 (4th level) +4 headband 24 (+7)

Sonata uses the Pathfinder package deal. This gives her an additional +2 to an ability score (applied to her Constitution) and her “favored class bonus” has been put into hit points.

Basic Abilities (93 CP)

  • Proficient with simple weapons and light armor (6 CP).
  • 9d6 Hit Dice (18 CP).
  • +6 BAB, corrupted for two-thirds cost/no iterative attacks (24 CP).
  • Fort +6, Ref +3, Will +6 (45 CP).
  • 0 skill points (0 CP).

She’s an (Evil) Enchantress (95 CP)

  • 9 caster levels, specialized for one-half cost/wizard progression only (27 CP).
  • 9 wizard progression levels (Charisma-based; arcane magic; components and studies (spontaneous casting) limitations), specialized for one-half cost/only spells with the mind-affecting or sonic descriptors are on her spell list (49 CP).
  • Immunity to charm effects (common/major/major), this grants immunity to charm effects of 5th level or below, and a +6 bonus on saves versus those of higher levels (6 CP).
  • Shaping, specialized for increased effect/only works for level 0 wizard spells on her spell list, corrupted for two-thirds cost/must be free to gesture and speak (4 CP).
  • Easy metamagic modifier, specialized for one-half cost/only for material and somatic components (3 CP).
  • Streamline, specialized for double effect/only for the Easy metamagic modifier (6 CP).

Since Sonata uses the studies limitation with her magic progression, set to limit her to a list of spells known, it’s necessary to list what specific spells she has. Ergo, her spells known are listed above. Note that she only treats sorcerer/wizard spells with either the mind-affecting or sonic descriptors as being on her spell list; this affects what spell trigger or spell completion magic items she can use.

For the spells listed above, those not in the SRD are hyperlinked to their source. However, trying to assign her twelve 0-level spells turned out to be rather difficult, since there simply aren’t that many sorcerer/wizard cantrips that have one of those two descriptors! As such, I had to reach further afield. She has two spells from the hedge wizard list (consider them to be arcane variants, since that’s a unique spell list), and one from the 3.5 Spell Compendium. One is from the SRD, and another is from an obscure Pathfinder supplement.

The last seven are new spells, listed below:

Backup Performers

Enchantment (Charm) [language-dependent, mind-affecting]

Level bard 0, sorcerer/wizard 0

Components V, S

Casting Time one standard action

Range close (25 ft. + 5 ft./2 levels)

Target one creature/level

Duration 1 min./level

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Creatures enchanted by this spell gain insight as to how to sing and dance in such a way as to enhance someone else’s performance. For the duration of the spell, they gain a +2 bonus on Perform (dance or sing) checks made to aid another.

Earworm

Enchantment (Compulsion) [mind-affecting]

Level bard 0, sorcerer/wizard 0

Components V

Casting Time one standard action

Range close (25 ft. + 5 ft./2 levels)

Target one creature

Duration 1 minute

Saving Throw Will negates; Spell Resistance yes

When casting this spell, you sing, hum, whistle, or otherwise vocalize a tune as part of the spell’s casting. If the target creature fails its saving throw, this tune then becomes stuck in their head, becoming a mild distraction that causes a -1 penalty on skill and ability checks.

 

Enchant Instruments

Transmutation [sonic]

Level bard 0, sorcerer/wizard 0

Components V, S

Casting Time one standard action

Range touch

Target one instrument touched/level

Duration 10 min./level (D)

Saving Throw none (object); Spell Resistance yes (harmless)

When this spell is cast, the touched instruments begin to play themselves. The tune played can be adjusted by the caster as a free action. This accompaniment is of basic quality, and grants any musical-based Perform check a +1 circumstance bonus, even if the instruments are of masterwork quality. Damaged or substandard instruments still apply any penalties that they would normally impose.

Instrumentality

Transmutation [sonic]

Level bard 0, sorcerer/wizard 0

Components V, S

Casting Time one standard action

Range touch

Target object touched (see below)

Duration 1 min./level

Saving Throw none; Spell resistance no

This spell allows a touched object to serve as an improvised musical instrument, with no penalty for its improvised nature. This spell may work on a small group of objects if they’re all being used together as a single instrument. For example, this spell can be cast on a knife, fork, and metal bowl, allowing them to function together as a drum.

Know Performance (Various)

Enchantment (Charm) [mind-affecting]

Level bard 0, sorcerer/wizard 0

Components V, S

Casting Time one standard action

Range touch

Target creature touched

Duration 10 minutes

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

There are many different kinds of know performance spells, each one specific to a different type of performance. The recipient receives a +15 bonus to the relevant Perform check when making that particular performance. For example, a version of this spell keyed to the song The Ballad of Barnaby Bramble would receive a +15 bonus when making a Perform (sing) check to sing that song, but not for any other Perform check, including other instances of Perform (sing). The bonus received from this spell does not stack with any other skill bonuses the character might have in Perform, including ranks, synergy bonuses, Skill Focus, spells or magic items, etc. However, bonuses from ability score modifiers, masterwork items used in conjunction with the performance, and circumstance bonuses still apply. Penalties of all types still apply as normal.

Lend Assistance

Enchantment (Charm) [mind-affecting]

Level bard 0, sorcerer/wizard 0

Components V, S

Casting Time one standard action

Range close (25 ft. + 5 ft./2 levels)

Target one creature

Duration 1 minute

Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

You grant the target creature the ability to provide helpful assistance where it normally wouldn’t be able to do so. For the spell’s duration, it can make aid another attempts with trained-only skills that it has no ranks in. This does not help with skill checks for tasks that take longer than the spell’s duration (unless you can extend this spell to last as long as the period of time that the skill check covers), or allow aid another checks to be made for skill checks that cannot normally receive them. At the GM’s discretion, certain skills may be too alien for this skill to assist with (e.g. Occult Skills).

Rearrange Voice

Transmutation [sonic]

Level bard 0, sorcerer/wizard 0

Components V, S

Casting Time one standard action

Range touch

Target creature touched

Duration 10 min./level (D)

Saving Throw Fort negates; Spell Resistance yes

This spell causes a touched creature’s voice to change, allowing the caster to set it to anything from a squeaky soprano to a sepulchral bass. The determination is made when the spell is cast, and cannot be changed thereafter. This spell merely changes the recipient’s vocal range; it cannot be used to make them sound like someone else, though the altered voice does grant a +2 circumstance bonus to Disguise checks.

Alluring Voice (77 CP)

  • Mystic Artist for Perform (sing) (6 CP) with Amplification x3 (18 CP), Echoes (6 CP), Enduring (x10 modifier) (12 CP), Projection (6 CP), Rapid (6 CP).
    • Inspiration abilities: emotion, competence, greatness, mass greatness, mass excellence.
    • Manipulation abilities: hold audience.
    • Synergy abilities: block, amplify, harmonize (emotion and hold audience), serenity.
  • The Path of Whispers modifier: Subliminal (6 CP).
  • Art of the Occult modifier: The Hidden Way (6 CP).
  • The Celebrated Way modifier: Fame (6 CP).
  • Traceless/magic, specialized for one-half cost/only for Mystic Artist abilities (3 CP).
  • Skill Focus/+1 Perform (sing) (2 CP).

When she sings, Sonata’s Mystic Artist abilities make the magic she brings to bear virtually impossible to notice. The use of Subliminal, The Hidden Way, and Traceless allow for Sonata to use myriad abilities – including casting spells – during a performance without anyone being the wiser for it, even if they use detection magic.

Even without using spells, Sonata’s abilities allow her to manipulate her audience on a grand scale. She’ll typically utilize her emotion and hold audience powers to remind everyone of everything Lex has done for his country, with Echoes making that take effect the next time someone speaks ill of him or his accomplishments. And of course, Fame guarantees her access to the upper strata of society both in Legesia and Equestria (on top of her privilege; see below).

Monarch Among Social Butterflies (21 CP)

  • Mentor (6 CP).
  • Finesse/use Charisma for skill points per level (12 CP).
  • Privilege/nascent queen (3 CP).

Sonata’s mentor is, as mentioned previously, Lex. Although the queen of a country would normally have Major Privilege, Sonata still acts more like a pop idol than newly-minted royalty, eschewing formality and ranks in favor of having a good time.

Gear

  • Headband of alluring Charisma +4 (headband). 16,000 gp.
  • Chain shirt +3 (armor). 9,250 gp.
  • Ring of protection +2 (ring/hand). 8,000 gp.
  • Amulet of natural armor +1 (neck). 2,000 gp
  • Belt of mighty constitution +2 (belt). 4,000 gp.
  • Cloak of resistance +2 (shoulders). 4,000 gp.
  • Necklace of fireballs type II (slotless). 2,700 gp.
  • Pearl of the sirins (slotless). Free.
  • 50 gp.

Sonata’s gear was purchased for her by Lex, over the course of several trips to Everglow. As he was worried about her, he focused on defensive magic items, though he did bring her a few that would enhance her abilities. Her necklace of fireballs is meant to be used as a last-ditch weapon. Similarly, her pearl of the sirins was a wedding gift to her from Lex, and came out of his gear value rather than hers.

Derived Stats

  • Hit points: 6 (d6; 1st level) + 28 (8d6) + 27 (Con bonus) + 9 (“favored class bonus”) = 70 hp.
  • Speed: 40 ft.
  • Alignment: Chaotic Neutral.
  • Saving Throws:
    • Fort: +6 (base) +3 (Con bonus) +2 resistance (cloak) = +11.
    • Ref: +3 (base) +2 (Dex bonus) +2 resistance (cloak) = +7.
    • Will: +6 (base) +2 (Wis bonus) +2 resistance (cloak) = +10.
  • Armor class: 10 (base) +2 (Dex bonus) +7 armor (chain shirt +3) +2 deflection (ring of protection) +1 natural armor (amulet) = 22, touch 14, flat-footed 20.
  • Attacks: +6 (BAB) +0 (Str bonus) = +6 touch.
  • Ranged Attacks: +6 (BAB) +2 (Dex bonus) = +8 ranged touch.
  • Combat Maneuver Bonus: +6 (BAB) +0 (Str bonus) = +6 CMB.
  • Combat Maneuver Defense: 10 (base) +6 (BAB) +0 (Str bonus) +2 (Dex bonus) +2 (ring) = 20 CMD (24 vs. trip).
  • Skills: 45 skill points (Cha bonus) + 9 skill points (Fast Learner; only for Perform (sing) and Swim at half-cost each).
Skills Ranks Ability Modifier Class Bonus Misc. Modifier Total
Appraise 9* -1 Int +3 -2 disadvantage +9
Bluff 9* +7 Cha +3 +19
Diplomacy 9 +7 Cha +3 +19
Perception 9 +2 Wis +3 +14
Perform (sing) 9 +7 Cha +3 +6 racial (Mystic Artist only), +1 Skill Focus +20 (+26 with Mystic Artist)
Perform (dance) 9 +7 Cha +3 +19
Sense Motive 9** +2 Wis +3 +10 (+18 to sense enchantments)
Spellcraft 9 -1 Int +3 -2 disadvantage +9
Swim 9 +0 Str +3 +2 racial +14

Sonata’s class skills are Acrobatics, Appraise, Bluff, Craft, Diplomacy, Disguise, Intimidate, Perception, Perform, Profession, Sense Motive, Spellcraft, Survival, Swim. As the above table indicates, she’s only taken ranks in a few of these.

*Because Sonata gains skill points from Charisma, rather than Intelligence, Charisma-boosting items such as her headband of alluring Charisma +4 grant her additional skill ranks. In this case, the additional ranks are for Appraise and Bluff.

**5 skill ranks purchased normally, the other 4 are specialized for double effect; only to detect if someone is under an enchantment.

Further Development

Sonata is vaguely aware that her powers aren’t good for all situations. While she knows that she can beguile enemies and support allies with her magic – and function to a great degree in watery environments – she’s fully aware that outside of these situations she’s relatively powerless. When facing off against creatures that are mindless or not vulnerable to enchantments, she has very few options open to her. Likewise, a single silence spell can severely curtail what she can do.

Despite this, Sonata has little desire to try and diversify her powers; even with Lex’s mentoring, she simply gains experience too slowly (thanks to her Foolish disadvantage) to make that feel worthwhile. She instead prefers to surround herself with protectors and allies that can cover her weaknesses should a fight break out. These are typically some of her husband’s retinue.

Beyond that, Sonata’s only ambition is to protect her current status quo. Although she worries about Lex’s continued striving to raise his power to new heights, she’s determined to stay by his side no matter what. Those who try to change that will find her preparing their funeral dirge.

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Song of the Sirens

December 28, 2014

Recently, Netflix uploaded Rainbow Rocks, the second movie for My Little Pony: Friendship is Magic. Needless to say, I not only watched it immediately, but once again can’t help but blog about it in conjunction with my habit of translating characters from various media into d20 stats using the excellent point-buy character-builder that is Eclipse: The Codex Persona.

A direct sequel to Equestria Girls, Rainbow Rocks has several things going for it that make it a better movie than its predecessor. One of these is that it highlights the now-repentant villain from the first film, Sunset Shimmer, as she tries to atone for her previous actions. Her personal quest for redemption is a central aspect to the movie, and it’s stronger for it (particularly since this has only lightly been touched upon for previous redeemed villains, such as Luna and Discord).

Another notable strong point for the movie is the music. While they’re not all winners (“Tricks Up My Sleeve” and “Awesome as I Wanna Be” are sub-par, to my mind) the vast majority of the movie’s songs are not just catchy, but quite masterful in their presentation. This is especially true for the songs sung by the Dazzlings (the band formed by the villains), which were appropriately captivating.

The Sirens - Adagio, Sonata, and Aria

Clearly they’re monsters that have to be stopped.

It’s these villains that form the remaining strong point in Rainbow Rocks. While the trio of sirens – Adagio Dazzle, Sonata Dusk, and Aria Blaze – have a far simpler plan than Sunset Shimmer did (wanting only to be adored by the masses, rather than desiring domination and conquest), they’re by far more charismatic characters, at least in terms of being bad guys.

A large part of this is due to their singing, which as I noted above, is wonderful to listen to (I’m honestly starting to think that Kazumi Evans, the voice of Adagio – as well as the singing voice of Rarity and Luna – is simply incapable of singing anything less than heavenly). However, they also have a degree of aplomb that Sunset never did. Notwithstanding their sisterly sniping at each other, the sirens never lose their poise, keeping the heroines on the defensive throughout the entire film (at least before the climactic battle at the end).

It’s on that note (pun intended) that we’ll present stats for the leader of the sirens:

Adagio Dazzle, level 5 equestrian siren

Banished to Earth millenia ago by the unicorn wizard Star-Swirl the Bearded, Adagio – along with the other sirens – loathes her life here. Unable to draw much power from the negative emotions of non-magical beings, and therefore incapable of manipulating people on a grand scale, Adagio is tormented by her inability to attain the adulation to which she feels entitled.

It’s thus with dark glee that she notices that magic from her native Equestria is being used at a local high school. Now that a source of magic is finally within reach, Adagio will stop at nothing to restore the sirens’ full powers, and make everyone on Earth adore them!

While the stats below are for Adagio, Sonata and Aria are virtually identical to her. The only differences are likely to be their ability scores (except for Charisma) – Sonata has definitely made Intelligence her dump stat! – and their skill ranks (except for Perform (sing)).

Available Character Points: 144 (level 5 base) + 10 (disadvantages) + 12 (levels 1 and 3 feats) + 6 (human bonus feat) = 172 CP.

Adagio’s disadvantages are Accursed (Mystic Artist abilities that require skill level 15 or above – as well as the Conditioning modifier – cannot be used, unless they have used Rite of Chi with a group of people that have magical powers within the last 24 hours; see below), Showman (Adagio often sings exactly what she and the other sirens are doing with their songs), and Unarmored (wearing armor imposes arcane spell failure chances on their use of mystic artist each round).

Ability Scores (25-point buy):

Ability Scores Initial Scores (Point Cost) Level Bonuses Total
Strength 10 (2) 10 (+0)
Dexterity 11 (3) 11 (+0)
Constitution 10 (2) 10 (+0)
Intelligence 13 (5) 13 (+1)
Wisdom 13 (5) 13 (+1)
Charisma 15 (8) +1 (4th level) 16 (+3)

As the above point-buy total makes clear, Adagio is being built as a 3.5 character, rather than using the Pathfinder rules.

Human Traits (9 CP/+0 ECL)

  • Fast Learner, specialized in skills (3 CP).
  • Bonus feat (6 CP).

Originally, the sirens had bodies that were like that of hippocampi. However, as with all Equestrian natives that come to Earth (save, apparently, for dragons, which become dogs), their bodies were changed to that of humans. As such, they have the physical characteristics of humans.

Of course, having been on Earth for several thousand years, it’s likely that the sirens are, in fact, the original sirens from Greek mythology! They’re likely also the basis for several others mythological creatures as well.

Basic Abilities (87 CP)

  • Simple weapons proficiency (3 CP).
  • 5d8 Hit Dice (20 CP).
  • +2 BAB (12 CP).
  • Fort +1, Ref +4, Will +4 (27 CP).
  • 25 skill points (25 CP).

The vast majority of their basic abilities are purchased under the assumption that they must have developed some minor skills over the last few millenia, rather than anything we see them do in the course of the film.

Elder Evil (6 CP)

  • Immunity to aging (uncommon/minor/great) (6 CP).

Like many of Equestria’s power-players, the ravages of time simply cannot touch the sirens.

Unparalleled Performance (23 CP)

  • Perform (sing) 8 ranks (8 CP), with Skill Emphasis (3 CP), and Skill Focus with double Mastery (12 CP), all specialized for double-effect/may only be used with Mystic Artist, and corrupted for increased effect/may not be used without enchanted gemstone.

The 8 ranks in Perform (sing) taken here are separate from the 25 skill points that Adagio purchased as part of her basic abilities.

When the sirens are defeated in the final battle, their mystical gemstones shatter. This not only prevents them from using their song-based powers, but leaves them completely tone-deaf. Between that, and that they apparently never tried to use their singing to gain fame via mundane means, we can confidently say that their ranks in Perform were artificially inflated via the corruption and specialization given above.

Enchanting Intonations (42 CP)

  • Mystic Artist (Perform (sing)) (6 CP).
    • Basic Ability modifiers: Amplification (x9) (54 CP), Echoes (6 CP), Enduring (x10) (12 CP), Projection (6 CP), Rapid (6 CP), Whispers (6 CP).
    • The Path of Whispers modifiers: Subliminal (6 CP), Conditioning (6 CP).
    • Art of the Occult modifiers: The Hidden Way (6 CP).
    • All of these powers are specialized/uses of Mystic Artist must be recharged via Rite of Chi, and corrupted/may not be used without enchanted gemstone, for one-third cost (except Mystic Artist itself, which is for triple effect).

As listed in her skills table below, Adagio has a +48 bonus in the type of Perform skill that’s the focus of her Mystic Artist ability. As such, she has thirteen basic Mystic Artist abilities, in addition to the modifiers purchased above: (inspiration abilities:) emotion, (manipulation abilities:) fascinate, hold audience, suggestion, emotional auras, freedom, mass suggestion, alter attitudes, puppet master, (synergy abilities:) block, group focus, amplify, harmonize, rule the horde.

Tripling the effect of the basic Mystic Artist ability means that it can be used three times as often, which for Adagio is 3 rounds per level per day, or 15 rounds per day in other words. However, rounds that are used are not automatically restored each day, but must instead be regained via Rite of Chi, below.

Spiteful Convalescence (10 CP)

  • Rite of Chi with +4 Bonus Uses, corrupted for two-thirds cost/may only be used when in the presence of a group of people who are angry or upset, specialized for one-half cost/results are minimized results unless the crowd has magical powers (4 CP).
  • Reflex Training/may use Rite of Chi whenever in proximity to an angry group of people (6 CP).

While Rite of Chi normally recovers mana, spell levels, or psionic strength points, it’s not too much of a stretch to use it to restore rounds of Mystic Artist. In this case, we’ll say that a typical use recovers 2d4 rounds’ worth of Mystic Artist. Of course, in conjunction with the specialization of the above ability, this will only ever return 2 rounds’ worth each time it’s used, unless the crowd it’s used on has magical abilities. Together with their Accursed disadvantage, these are the main reasons why the sirens are unable to wield their full power on magic-poor Earth.

Pinnacle of Power (4 CP)

  • Inherent Spell (6 CP, specialized for one-half cost/only as a prerequisite) with the Advanced modifier (6 CP, specialized for one-half cost/may only be used during an instance of Mystic Artist). Both corrupted/may not be used without enchanted gemstone.
  • Eldritch/when using Rite of Chi with creatures that have magical powers, Adagio may manifest small, cosmetic changes to her personal appearance (e.g. pony ears, hair-tail, glowing red eyes, etc.) (0 CP).

The inherent spell used above is summon construct V (The Practical Enchanter, p. 85), using the “pre-specified construct” option to make it effectively a 4th-level spell. In this case, the construct uses the following options from Menu A: fly (x3), knockdown (variant that affects stored spells only), semisentient, and spell storing I (x2). The spells stored are five instances of lesser shout – a 2nd-level variant of the basic shout spell that cannot deafen or shatter objects, and deals 3d6 sonic damage to creatures with a save for half damage.

These are the copies of the sirens’ original bodies that they manifested during the final battle.

The Sirens’ Gemstones

The core weakness of the sirens is their reliance on their gemstones, without which they not only cannot absorb negativity and turn it into magical power, but can’t even sing.

Shattered at the end of the film, the sirens are said to be reduced to “ordinary teenage girls” without their gemstones (albeit ones who will likely live forever). However, that discounts the possibility that they could ever find a way to make new ones.

In game terms, the sirens’ gemstones have no powers unto themselves, serving only as a focus for their powers via corrupting a large number of their abilities. Creating new gemstones requires either Create Artifact or Create Item (wondrous items).

That would explain why the Mane Six feel so confident that the sirens’ power is beyond repair. After all, in a world as magic-poor as Earth, where could they possibly find someone that can create magic items? Of course, as the Mane Six themselves demonstrate, sometimes magic can be found where it’s least expected…

Derived Stats

  • Hit points: 8 (d8 1st level) + 18 (4d8) = 26 hp.
  • Speed: 30 ft.
  • Init: +0 (Dex bonus) – 3 (showman disadvantage) = -3 Initiative.
  • Saving Throws:
    • Fort: +1 (base) + 0 (Con bonus) = +1.
    • Ref: +4 (base) + 0 (Dex bonus) = +4.
    • Will: +4 (base) + 1 (Wis bonus) = +5.
  • Armor Class: 10 (base) + 0 (Dex bonus) = 10, touch 10, flat-footed 10.
  • Attacks: +2 (BAB) +0 (Str bonus) = +2 unarmed strike (1d3 nonlethal).
  • Skills: 25 skill points (25 ) + 8 for Perform (8 CP) + 8 (Int bonus) + 8 (human bonus) = 49 skill points.
Skills Ranks Ability Modifier Misc. Modifier Total
Bluff 3 +3 Cha +6
Concentration 3 +0 Con +3
Diplomacy 1 (2 points spent) +3 Cha +4
Gather Information 2 +3 Cha +5
Intimidate 3 +3 Cha +6
Knowledge (arcana) 1 +1 Int +2
Knowledge (geography) 1 (2 points spent) +1 Int +2
Knowledge (history) 1 (2 points spent) +1 Int +2
Knowledge (local) 1 +1 Int +2
Knowledge (the planes) 1 (2 points spent) +1 Int +2
Listen 3 +1 Wis +4
Perform (sing) 24 (8 points) +3 Cha +21 (Skill Emphasis and Skill Focus) +48
Sense Motive 1 (2 points spent) +1 Wis +2
Speak Language 2
Spellcraft 3 +1 Int +4
Spot 3 +1 Wis +4
Survival 2 (4 points spent) +1 Wis +3
Swim 3 +0 Str +3

For the sake of simplicity, we’re giving Adagio twelve class skills – Bluff, Concentration, Gather Information, Intimidate, Knowledge (arcana), Knowledge (local), Listen, Perform, Speak Language, Spellcraft, Spot, and Swim – as well as Craft and Profession, though she hasn’t taken any ranks in the latter two.

In terms of Adagio’s languages spoken, the only language she uses throughout the movie is English. If we presume that she’s been on Earth for several thousand years, however, then it’s likely that she knows at least a few others. Given her Intelligence bonus and her ranks in Speak Language, she should know three languages plus English. Since, as mentioned above, she’s likely the source of the mythological sirens, I’d recommend Greek, Italian, and Latin.

Overall, Adagio – like the other sirens – makes for a very poor combatant. In this regard, she’s very similar to the Elite Beat Agents, save that she uses her musical powers to exploit others, rather than coming to their aid.

Having no martial skills worth noting, her power is entirely focused on manipulating those around her. If things were to come to blows, she would likely use the power of her voice to either beguile her attackers, or charm bystanders to do her fighting for her.

Like many villains, Adagio has achieved a great deal of power by taking multiple shortcuts (via her many specializations, corruptions, and her accursed disadvantage), something which ultimately comes back to haunt her more than once. Now, with her power broken, it’s unlikely that she and the other sirens have learned anything, instead trying to figure out how she and her companions can come back for an encore attempt at captivating the world’s attention.