Myriana

Cynara's page

608 posts. Alias of John Woodford.


Full Name

Cynara Eruthiel

Race

Elf

Classes/Levels

Oracle (Life)/7 Swashbuckler (Inspired Blade)/1 HP 55/65 AC 20/T 14/FF 18 Init +3 Perc +14 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

Gender

Female

About Cynara

Cynara Eruthiel
Swa1/Ora7

Daily Expendables
Inspired Panache* [ ] [ ] [ ] [ ] [ ] [ ]
Channel Energy (7*/day) [x] [ ] [ ] [ ] [ ] [ ] [ ]
1st-level Spells (7/day) [x] [x] [x] [ ] [ ] [ ] [ ]
2nd-level Spells (7/day) [x] [x] [ ] [ ] [ ] [ ] [ ]
3rd-level Spells (5/day) [x] [x] [x] [x] [ ]
hp 65 (7d8+7+1d10+1+4)
Current hp 35

NG Medium humanoid (elf)
Init +3 Perception +13; darkvision 60'

DEFENSE
AC 21, touch 15, flat-footed 18 (+4 armor, +3 DEX, +1 armor enhancement, +1 shield, +1 natural, +1 deflection)
Fort +3+1, Ref +6+1, Will +6+1/+8+1 vs. enchantment spells and effects
Weaknesses Oracle's curse (clouded vision)

OFFENSE
Speed 30 ft.
Melee +1 cold iron rapier +11 (1d6+4/18-20/x2) or cold iron longspear +6 (1d8/x3) or mw alc silver light mace +7 (1d6/x2) or cold iron dagger +6 (1d4/19-20/x2)
Ranged None
Special Attacks Channel energy (7*/day) 4d6; DC 17* Will save for half
Spells Known (CL 7th; * denotes bonus spell)
3rd (4/day; 2 known)-neutralize poison*, cure serious wounds*, remove disease, prayer
2nd (6/day; 3 known)-lesser restoration*, cure moderate wounds*, aid, bull's strength, shield of fortification
1st (7/day; 5 known)-detect undead*, cure light wounds*, bless, magic weapon, protection from evil, divine favor, liberating command
0 (at will; 7 known)-detect poison, purify food & drink, detect magic, guidance, read magic, create water, mending

STATISTICS
Str 10, Dex 15, Con 12, Int 14, Wis 12, Cha 18*
Base Atk +6; CMB +9; CMD 22

Feats
Inspired Finesse (Swashbuckler bonus) Uses DEX bonus instead of STR bonus to hit with rapier.
Weapon Focus (rapier) (Swashbuckler bonus)
Extra Channeling (L1) Can channel 2 extra times per day
Fencing Grace (L3) Can use DEX for damage with rapier
Selective Channeling (L5) When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Agile Maneuvers (L7) You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.

Skills
Healing +16/+18 (8 ranks, +1 WIS, +3 class skill, +2 healer's kit, +4 revelation bonus)
Spellcraft +10 (5 ranks, +2 INT, +3 class skill)
Knowledge (Nature) +6 (1 rank, +2 INT, +3 class skill)
Knowledge (Local) +6 (1 rank, +2 INT, +3 class skill)
Knowledge (Planes) +6 (1 rank, +2 INT, +3 class skill)
Knowledge (Religion) +9 (4 ranks, +2 INT, +3 class skill)
Sense Motive +12 (8 ranks, +1 WIS, +3 class skill)
Perception +14 (8 ranks, +1 WIS, +3 class skill, +2 racial)
Craft (Textiles) +7 (2 ranks, +2 INT, +3 class skill)
Profession (Spy) +7 (3 ranks, +1 WIS, +3 class skill)
Bluff +9 (2 ranks, +4 CHA, +3 class skill)
Acrobatics +7 (2 ranks, +2 DEX, +3 class skill)
Diplomacy +10 (3 ranks, +4 CHA, +3 class skill)
Linguistics +3 (1 rank, +2 INT) 46
Racial Modifiers +2 on Perception checks
Note: +3 skill ranks for favored class (oracle)

Traits
Into Enemy Territory You gain a +1 trait bonus on all Fortitude saving throws.
Sacred Touch Can stabilize a dying creature with a touch as a standard action

Languages Elvish, Common (Taldane), Kelish, Undercommon, Dwarvish
SQ

Combat Gear mithral shirt +1, cold iron rapier +1, cold iron longspear, mw buckler, cold iron dagger, mw alchemical silver light mace, handy haversack, healer's kit, bedroll, belt pouch (2), traveler's outfit, magnifying glass, embroidered holy symbol (flower with sun in center and wings surrounded by wreath of leaves), sack (2), 6 days trail rations, waterskin, rice paper (20 pcs), ink, pen, CLW wand (46 charges), 4 antitoxin, 4 antiplague, headband of alluring charisma +2, amulet of natural armor +1, ring of protection +1, cloak of resistance +1, yarn, knitting needles, crochet hooks, embroidery floss, fabric, 0 pp, 4316 gp, 0 sp, 0 cp

SPECIAL ABILITIES

Racial Traits +2 on saving throws vs. enchantment spells and effects, +2 on caster level checks to overcome spell resistance, +2 on Spellcraft checks to identify magical items, immune to magical sleep effects, +2 on Perception checks, weapon proficiencies

Spells

Favored Class: Oracle +1 HP 1st level, +1 SR 2nd level, +1 SR 3rd level, +1 SR 4th level

Mystery Life

Oracle's Curse Clouded vision: Cannot see past 60', but has darkvision. (Note: I'm also treating this as including poor resolution even w/in 60'. She can't read fine print w/o assistance, but her sense of touch is very good.)

Revelation Channeling: Channels positive energy as a cleric of her level; cures/inflicts 4d6, save DC 16*.

Revelation Healing Hands: +4 on Heal checks, can use the Heal skill on two people at a time.

Inspired Panache (Ex): More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier and Intelligence modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following way.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as he rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within her reach.

Inspired Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.

Appearance: Cynara is, like most elves, tall and slender. Her hair is a shade of blond so pale as to appear white in most light, and her eyes are also pale and cloudy. She typically wears a scarf over her eyes, as they look somewhat disconcerting even to those used to dealing with elves. Only the faintest hint of tan touches her skin despite the years she's spent outdoors in the brutal Katapesh sun. When not adventuring she wears simple light-colored robes and carries a staff with which she feels her way; she invariably carries a ball of yarn and knitting needles, or several hanks of embroidery floss and a needlepoint frame.

Old Cynara:
Daily Expendables
Channel Energy (6/day) [ ] [ ] [ ] [ ] [ ] [ ]
1st-level Spells (7/day) [x] [x] [x] [ ] [ ] [ ] [ ]
2nd-level Spells (4/day) [ ] [ ] [ ] [ ]
hp 28 (4d8+4+1)
Current hp 28

NG Medium humanoid (elf)
Init +2 Perception +7

DEFENSE
AC 16/17 (+4 armor/+2 Dex/+1 buckler), touch 12, flat-footed 14/15
Fort +2, Ref +3, Will +5/+7 vs. enchantment spells and effects
Weaknesses Oracle's curse (clouded vision)

OFFENSE
Speed 30 ft.
Melee rapier +6 (+5 w/buckler) (1d6/18-20/x2) or longspear +3 (+2 w/buckler) (1d8/x3) or light mace +6 (+5 w/buckler) (1d6/x2)
Ranged None
Special Attacks Channel energy (6/day)
Spells Known (CL 4th; * denotes bonus spell)
2nd (4/day)-lesser restoration*, cure moderate wounds*, aid
1st (7/day)-detect undead*, cure light wounds*, bless, magic weapon, protection from evil
0 (at will)-detect poison, purify food & drink, detect magic, guidance, read magic, create water

STATISTICS
Str 10, Dex 14, Con 12, Int 15, Wis 12, Cha 16
Base Atk +3; CMB +3; CMD 15

Feats
Weapon Finesse Uses DEX bonus instead of STR bonus to hit with light weapons and other weapons as noted in their descriptions.
Extra Channeling Can channel 2 extra times per day

Skills
Healing +12/+14 (4 ranks, +1 WIS, +3 class skill, +2 healer's kit, +4 revelation bonus)
Spellcraft +7 (2 ranks, +2 INT, +3 class skill)
Knowledge (Nature) +6 (1 rank, +2 INT, +3 class skill)
Knowledge (Religion) +9 (4 ranks, +2 INT, +3 class skill)
Sense Motive +8 (4 ranks, +1 WIS, +3 class skill)
Perception +7 (4 ranks, +1 WIS, +2 racial)
Craft (Textiles) +7 (2 ranks, +2 INT, +3 class skill)
Profession (Spy) +7 (3 ranks, +1 WIS, +3 class skill)
Diplomacy +8 (2 ranks, +3 CHA, +3 class skill)
Linguistics +3 (1 rank, +2 INT)
Racial Modifiers +2 on Perception checks
Note: +3 skill ranks for favored class (oracle)

Traits
Sacred Conduit +1 save DC vs. channeling
Sacred Touch Can stabilize a dying creature with a touch as a standard action

Languages Elvish, Common (Taldane), Kelish, Undercommon, Dwarvish
SQ

Combat Gear mw chain shirt, mw rapier, longspear, buckler, dagger (2, 1 silvered), mw alchemical silver light mace, mw backpack, healer's kit (1+1*), bedroll*, belt pouch (2), traveler's outfit, magnifying glass, embroidered holy symbol (flower with sun in center and wings surrounded by wreath of leaves), sack (2), 6 days trail rations*, waterskin, rice paper (20 pcs), ink, pen, CLW wand (48 charges), 3 lesser restoration potions, yarn*, knitting needles*, crochet hooks*, embroidery floss*, fabric*, 0 pp, 95 gp, 6 sp, 0 cp (*denotes item carried on pack animal, where applicable)

SPECIAL ABILITIES

Racial Traits +2 on saving throws vs. enchantment spells and effects, +2 on caster level checks to overcome spell resistance, +2 on Spellcraft checks to identify magical items, immune to magical sleep effects, +2 on Perception checks, weapon proficiencies

Spells

Favored Class: Oracle +1 HP 1st level, +1 SR 2nd level, +1 SR 3rd level, +1 SR 4th level

Mystery Life

Oracle's Curse Clouded vision: Cannot see past 30', but has darkvision. (Note: I'm also treating this as including poor resolution even w/in 30'. She can't read fine print, but her sense of touch is very good.)

Revelation Channeling: Channels positive energy as a cleric of her level; cures/inflicts 3d6, save DC 16; 1+CHA bonus/day.

Revelation Healing Hands: +4 on Heal checks, can use the Heal skill on two people at a time.

Appearance: Cynara is, like most elves, tall and slender. Her hair is a shade of blond so pale as to appear white in most light, and her eyes are also pale and cloudy. She typically wears a scarf over her eyes, as they look somewhat disconcerting even to those used to dealing with elves. Only the faintest hint of tan touches her skin despite the years she's spent outdoors in the brutal Katapesh sun. When not adventuring she wears simple light-colored robes and carries a staff with which she feels her way; she invariably carries a ball of yarn and knitting needles, or several hanks of embroidery floss and a needlepoint frame.

Background:
Studious and clever, albeit more gregarious than the stereotypical bookish recluse, Cynara had always intended to be a scholar, but the Fates had other plans. Her Mystery chose her in her 105th year, just before she reached adulthood. For some time afterward she was despondent over the effect of the curse on her vision--it made reading fine script extremely difficult. She could no longer easily follow the tomes and scrolls she had loved, so the path of the scholar seemed to be closed to her. In addition, oracles of her sort are quite rare in elven society--the deities associated with her Mystery are not those typically worshiped by elves. So despite the generally positive reception given to elven oracles, she had very few peers. It was at that time that she was recruited into the Shin'Rakorath, as they needed an agent in Katapesh to (among other things) keep track of the flourishing trade in exotic items--anything that might betray drow origin needed to be reported. The Shin'Rakorath have given her a purpose she thought she'd lost with her vision, these many years ago, and she is a true believer in their mission.

Because of her curse she has trouble with direct examination of items, so she acts primarily as a point of contact for the network that Indriel, her handler in the Lantern Bearers, set up and maintains. She cannot read or write well, but she can encode information in knitted or needlepointed pieces; the blind elf healer with her knitting needles has become a fixture of the Katapesh bazaars in the time that she's been there.

History:
Cynara is a member of the Lantern Bearers, a shadowy group of elves devoted to standing against the threat of the drow and their allies, and concealing their existence from the rest of the world. Because her Mystery is one favored by Sarenrae, she was sent to Katapesh by Swallowtail himself some forty years ago. Since then she has worked as a healer and otherwise kept her ears open for any sign of dark elves in the lands south of the Inner Sea. Few other Shin'Rakorath members are permanently stationed in the area (the closest are Aerel, a wizard in Quantium, and Shiriena, a ranger in Ipeq), and her primary contact in the organization is Indriel, a rogue who passes through every year or two.

Five years ago she sent a report that included mention of Zolurket as something to watch for; the possibility that the depths of Tar-Urkatha hide a way into the Underdark made it a potential conduit for drow activity. The Elder-moot's unwillingness to back the reclamation made it a low priority, or so she thought. Six months ago she received a directive to prepare to investigate Zolurket personally, since Sangvit had defied the Elder-moot and was about to return. Reestablishment of the dwarven stronghold there is thought by her superiors to reduce the possibility of a drow incursion; despite the risk of discovery of the dark elves, the Lantern Bearers have an interest in seeing the reclamation succeed. If it does, she has been ordered to remain there if at all possible, to discourage further exploration into the Underdark and keep watch for the drow. (Besides, potentially embarrassing the Governing Council is a little something extra--the Lantern Bearers are elves, after all!)

Notes & Useful Pastes:
Round :

Status:

HP: 31/31 AC: 17 Conditions: none

Expendables used:

L1 spells: 3/7 L2 spells: 0/4 Channel energy: 0/6 CLW wand: 3/50