Difference between revisions of "Zyindra"
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* Base talent at 1st level used to purchase access to ''Protection Sphere'' | * Base talent at 1st level used to purchase access to ''Protection Sphere'' | ||
* First bonus talent at 1st level used to purchase ''Armored Magic (aegis)'' talent in ''Protection Sphere'' | * First bonus talent at 1st level used to purchase ''Armored Magic (aegis)'' talent in ''Protection Sphere'' | ||
− | * Second bonus talent at 1st level used to purchase '' | + | * Second bonus talent at 1st level used to purchase ''Ranged Healing talent'' in ''Life Sphere'' |
==Life Sphere== | ==Life Sphere== | ||
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** Removes the dazzled condition. | ** Removes the dazzled condition. | ||
+ | ===Ranged Healing talent=== | ||
+ | Your ''cure'', ''invigorate'', and ''restore'' abilities have a range of Close rather than Touch. | ||
==Fate Sphere== | ==Fate Sphere== | ||
You command cosmic forces including luck, destiny, and alignment. | You command cosmic forces including luck, destiny, and alignment. |
Revision as of 00:12, 31 December 2014
Zyindra | ||||||||||||||||||||||
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Background
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.
Character Sheet
Attributes
STR 12 (+1) • DEX 15 (+2) • CON 13 (+1) • INT 18 (+4) • WIS 17 (+3) • CHA 12 (+1)
Hit Points 7 • Initiative +2 • Speed 30 ft (land) • Inspiration Points: 4
Defenses & Attacks
Armor Class 12 • Touch 12 • Flat-Footed 10 • CMD 13 • Flat-Footed CMD 11
- Armor: XYZ • AC Bonus +0 • Max DEX NA • Armor Check Penalty 0 • Spell Failure 0%
Fortitude Save +1 • Reflex Save +2 (+4 w/ fox) • Will Save +5
Base Attack Bonus +0 • Melee Attack +1 • Ranged Attack +2 • CMB +1
- Spellstaff • Attack Bonus +4 • Damage 1d6 • Crit 19-20/x2 • Range 60 ft • Type Blunt
Skills
- Craft (Alchemy) +14
- Diplomacy +1 (+2 for gathering information)
- Heal +8
- Knowledge (Arcana) +8
- Knowledge (History) +8
- Knowledge (Local) +9
- Knowledge (Nature) +8
- Perception +3 (+5 when within arm's length of your familiar)
- Sense Motive +3 (+5 when within arm's length of your familiar)
- Spellcraft +8
- Use Magic Device +5
Languages: Amethystish, Emeraldish, Sapphirish, Rubbish, Jadenese, Amazonite
Proficiencies
- Weapons: Simple Weapons
- Armor/Shields: None
Traits, Drawbacks and Feats
- Adopted (Trait): You were raised by Halflings and gain a Halfling trait at first level (you picked Well-Informed).
- Alchemical Adept (Trait): You gain a +2 trait bonus on all Craft (alchemy) checks. You never ruin raw materials upon failure unless you roll a natural 1.
- Caretaker (Trait): You gain a +1 trait bonus on Heal checks and Heal is always a class skill for you.
- Well-Informed (Trait): You gain a +1 trait bonus on Diplomacy to gather information and on Knowledge (local) checks. Knowledge (local) is always a class skill for you.
- Attached (Drawback): Whenever your familiar is in threatened, in danger, or in someone else's possession you suffer a -1 penalty on Will saves and a -2 penalty on saves vs fear effects. If your familiar is ever lost or killed, exchange this drawback for the Doubt drawback.
- Alertness (Class Feature Feat): When within arm's length of your familiar you gain +2 on Perception and Sense Motive checks.
- Brew Potion (Class Feature Feat): You can create a potion of any 3rd level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if the base price is 250 gp or less or one day for each 1,000 gp in the base price. When you create a potion you set the caster level, which must be sufficient to cast the spell in question. The cost in raw materials is one half the base price.
- Amateur Investigator (Feat): You gain an Inspiration Pool equal to your INT modifier. You can spend 1 Inspiration Point as a free action to add 1d6 to the result of a Knowledge, Linguistics or Spellcraft check so long as you are trained in the skill. You may spend the point even if you are taking 10 or 20 on the check. You spend the point after the check is rolled but before the results are revealed. You can only spend an Inspiration Point once per day per skill. Your Inspiration Pool refreshes each morning.
- Extra Hex (Feat): Gain 1 extra hex class power. You chose Healing Touch.
Racial Abilities
- +1 Skill Point per level
- +1 Feat at 1st level
- +2 to any attribute at 1st level
Class Abilities
- Spells: You can cast arcane spells. You must choose and prepare your spells ahead of time. To know/cast a spell you must have an INT score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spells is 10 + the spell's level + your INT modifier. You must prepare your spells ahead of time by getting 8 hours of sleep and communing with your familiar for 1 hour. See the Witch's Familiar trait for the number of spells your familiar has stored for you to pick from when preparing. Currently you can prepare/cast 2 1st level spells per day.
- Cantrips: You can prepare 0 level spells as described above. Prepared 0 level spells can be cast an unlimited number of times each day (though no more than once per round). You can currently prepare 3 cantrips each day.
- Hex: You have learned magical tricks called hexes that grant you power. Unless otherwise noted, a hex is a standard action and does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 your witch level + your INT modifier.
- Cauldron (Ex): You receive Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) checks.
- Healing (Su): You can soothe wounds by touch. This acts as a Cure Light Wounds spell using your witch level. Once a creature has benefited from your Healing hex it cannot benefit from it again for 24 hours. At 5th level the hex upgrades and acts as a Cure Moderate Wounds spell.
- Witch's Familiar: You have formed a close bond with a familiar, an animal that guides you and teaches you magic. At 1st level, your familiar stores all possible 0 level spells plus 3 + your INT modifier 1st level spells. At each new witch level, your familiar can store two new spells of any spell level which you can cast from the Witch spell list. It is also possible to teach your familiar new spells from a scroll (assuming the spell is on the Witch spell list). Your familiar may also learn spells from another familiar. In addition, due to your familiar you gain the following benefits:
- While the familiar is within arm's length you gain the Alertness feat.
- You may cast spells with a target of "You" on your familiar as a touch spell.
- You share an empathic link with your familiar that extends to a 1 mile radius. Only general emotions can be shared.
- Your familiar gives you a special ability (+2 bonus on Reflex saves).
Equipent
Item | Weight | Location |
---|---|---|
Dagger | 1 lb | Belt, left |
Quarterstaff | 4 lbs | Held, left |
Alchemy Crafting Kit | 5 lbs | backpack |
backpack | 2 lbs | Worn, both shoulders |
bedrol | 5 lbs | Tied beneath the backpack |
belt pouch | 0.5 lbs | Belt, right |
flint & steel | belt pouch | |
ink | backpack | |
pen | backpack | |
iron pot (cauldron) | 5 lbs | backpack |
mess kit | 1 lbs | inside iron pot |
soap | backpack | |
5 torches | 5 lbs | backpack |
5 days rations | backpack | |
waterskin | 4 lbs | left shoulder |
Formula Book | 3 lbs | backpack |
Healer's Kit (stocked herself) | 1 lbs | backpack |
Midwife's Kit (stocked herself) | 2 lbs | backpack |
Surgeon's Tools (case embossed with Icon for John the Barber) | 5 lbs | healer's kit |
Spell Component Pouch | 2 lbs | waist |
Explorer's Outfit | 8 lbs | backpack |
10 Candles | backpack | |
10 Chalk | backpack | |
Chalkboard | 2 lbs | backpack |
iron skillet | 2 lbs | inside iron pot |
ladle | 1 lbs | inside iron pot |
skewer | inside iron pot | |
wooden cutting board | 1 lbs | backpack |
cutting knife | 1 lbs | inside iron pot |
iron tripod for the pot | 1 lb | backpack |
packet of tinder | belt pouch | |
selection of seasonings | belt pouch | |
50 foot of rope | 10 lbs | tied around backpack |
Sack | 0.5 lbs | right shoulder |
Shaving Kit | 0.5 lbs | backpack |
Sealing Wax | 1 lb | backpack |
Antidote Kit (stocked herself) | 3 lbs | Healer's kit |
1gp, 18sp | belt pouch |
Spheres of Magic
High Caster, gaining talents 1 per level (+2 bonus @ 1st level), but they would also get one bonus every even level derived from their Patron, and applicable ONLY within the sphere or spheres deemed appropriate for their patron. Gain one Sphere of choice, and one Sphere for Patron at first level.
- Healing Patron (Positive Material Plane), using Life sphere, gained as bonus at 1st level.
- Fate Sphere taken at 1st level.
- Base talent at 1st level used to purchase access to Protection Sphere
- First bonus talent at 1st level used to purchase Armored Magic (aegis) talent in Protection Sphere
- Second bonus talent at 1st level used to purchase Ranged Healing talent in Life Sphere
Life Sphere
Base Powers:
- Invigorate: As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.
- Cure: As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).
- Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health. This accomplishes all of the following. Note that if the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.
- Heals 1d4 points of ability damage to one ability score of your choice.
- Removes the fatigued condition or lessens exhaustion to fatigued.
- Removes the sickened condition or lessens nauseated to sickened.
- Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
- Removes the staggered condition.
- Removes the dazzled condition.
Ranged Healing talent
Your cure, invigorate, and restore abilities have a range of Close rather than Touch.
Fate Sphere
You command cosmic forces including luck, destiny, and alignment.
Base Powers:
- Word: As a standard action, you may invoke a word of power, affecting a single creature within Close range. When you gain the Fate sphere, you gain the following word. Some Fate talents are marked (word). These talents grant you additional words.
- Hallow: You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.
The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target.
- Hallow: You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed.
- Consecration: As a standard action, you may affect a 20 ft radius centered on you with a consecration. This aura moves as you do. When you gain the Fate sphere, you gain the following consecration. Fate talents marked (consecration) grant you additional consecrations.
- Serendipity: You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
Protection Sphere
Base Powers:
- Ward: As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft + 5 ft per caster level, but can also be made so small as to only cover yourself. Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration. Wards remain in the location they were created, even if you move. When you gain the Protection sphere, you gain the following ward:
- Barrier: You may create a ward that stops attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).
A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets. Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.
If you maintain your barrier through concentration, its HP is renewed each round on your turn. - Aegis: As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis. You gain the following aegis when you gain the Protection sphere:
- Deflection: You grant the target a +1 Deflection bonus to AC, +1 per 5 caster levels.
- Barrier: You may create a ward that stops attacks, movement, breath weapons, and any spells or sphere effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks). Other spells or sphere effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward. Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).
Armored Magic (aegis) Talent
You may create an aegis that wraps the target in protective barriers, granting them either a +3 armor bonus or a +1 shield bonus to AC (your choice). This does not stack with other armor or shield bonuses, but does apply against attacks made by incorporeal creatures. These bonuses increase by +1 for every 5 caster levels you possess.
Gallery
Pathfinder: Krystallos | ||
Setting • People • Locations • Monsters • Journal • House Rules • Noteboard |