Geppa

La Siréene's page

391 posts. Alias of APersonAmI.


Full Name

La Siréene Dorée (Alias of Nameless)

Race

Aasimar

Classes/Levels

Urban Druid 9

Gender

Female

Size

5

Age

20

Special Abilities

Darkvision, Celestial Resistance

Alignment

N

Location

Ustalav

Languages

Common, Druidic, Fey, Undercommon, Celestial, Aquan, Halfling, Aklo, Terran

Homepage URL

La Siréene

Strength 9
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 27
Charisma 12

About La Siréene

La Siréene Dorée has blue eyes, golden blonde hair, and a small, thin, light build at a mere 5 feet.

Feats
Spell Focus: Conjuration. (human bonus feat)- +1 DC for Conjurations
Augment Summoning (Lvl 1)- +4 Con/Str for summoned monsters.
Craft Wondrous Item. (Lvl 3)- May craft wondrous items.
Persistent Spell (lvl 5)- Metamagic, +2 spell levels, targets must make 2 saves and make both rather than just 1 save.
Improved Initative (lvl 7)- You get a +4 bonus on initiative checks.
Natural Spell (lvl 9)- You can cast spells even while in a form that cannot normally cast spells.

Traits:
Magic Lineage: Charm Person - Reduce spell level by one when administering metamagic to Charm Person
Fast Talker - Bluff +1, Bluff as class skill

SPECIAL ABILITIES

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Nature Bond: Lust Domain.
An urban druid may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather.

Dazing Touch
You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spontanous Casting
An urban druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.

Nature Sense
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid 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. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Lorekeeper
At 2nd level, an urban druid adds Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) skills to her list of class skills. She also receives a +2 bonus on these skill checks.

Resist Temptation
At 4th level, an urban druid gains a +2 bonus on saves vs. divinations and enchantments.

A Thousand Faces
An urban druid gains this ability at 6th level. A druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Wild Shape
At 8th level, an Urban Druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

The Urbam Druids effective druid level for this ability is her Urban Druid level -4.

Anything To Please
Anything to Please (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.

Mental Strength (Ex)
At 9th level, an urban druid gains immunity to charm and compulsion effects.

Equipment:

See Mythweaver sheet for details.

Olivia’s Heart

Aura: Faint Conjuration; CL 1st
Slot Throath; Cost 2000 Weight
Description
This amulet is shaped as an intricate, tiny clockwork heart. While worn, this Amulet constantly creates an invisible field of force around its wearer, as the Mage Armor spell.

Shadow Sibling:
SHADOW SIBLING
Medium Aberration (Symbiont, Incorporeal)
Hit Dice: 1d8+3 (7 hp)
Initiative: +4
Speed: 15 ft. (3 squares)
Armor Class: 15 (+4 Dex, +1 insight), touch 15, fl atfooted
11
Base Attack: +0/—
Attack: Incorporeal touch +4 melee (1d6)
Full Attack: Incorporeal touch +4 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Corrupting touch
Special Qualities: Symbiont traits, second skin, telepathy
Saves: Fort +0, Ref +4, Will +2
Abilities: Str —, Dex 19, Con —, Int 5, Wis 12, Cha 10,
Ego 2
Skills: Stealth +14, Perception +4
Feats: Toughness, Weapon Finesse
Environment: Underground
Organization: Solitary
Treasure: None
Alignment: Neutral
Advancement: None
Level Adjustment:

A diaphanous shape undulates forward, shaped faintly like a humanoid, but
hollow and faceless.

Despite their appearance, shadow siblings are not undead,
just immaterial. A shadow sibling is twin to the creature with which it was birthed, or to the other
character who later grows or acquires one.
A shadow sibling does not speak any language, but it
understands Undercommon.

Combat
A shadow sibling can attach itself only to a willing or helpless
host (as a full-round action). In general, a creature seeks out
a shadow sibling (or grows one, as in the case of a half-blood)
to gain its benefi ts. A shadow sibling completely bonds with
its host, melding fl esh with incorporeal substance.
Attaching or removing a shadow sibling deals 1d3
points of Wisdom damage.

Host Benefit: A shadow sibling settles around its host
like a second skin, granting the host protection from some
physical attacks. While wearing a shadow sibling, a creature
can gain 50% concealment against any single attack
as an immediate action. You must decide whether to use
this benefi t before you know the result of the attack roll.
The creature can use this ability a number of times per day
equal to its Constitution modifi er (minimum once per day).
This concealment has no effect against weapons or effects
that ignore the miss chance of incorporeal creatures (such
as force effects or weapons enhanced with the ghost touch
special ability). Using this ability does not provoke attacks
of opportunity.
Moreover, a shadow sibling partly blocks ambient
light, giving the host creature and its equipment a shadowy
appearance even in full daylight. This effect grants the host
a +4 circumstance bonus on Stealth checks.
While attached to the host, a shadow sibling does not
make any attacks of its own.

Corrupting Touch (Ex): If a shadow sibling makes a
successful touch attack, it disrupts a foe with its ability to
bond fl esh, dealing 1d6 points of damage.

Symbiont Traits: When joined with a host, a symbiont gains a number of benefits. It acts on its host’s turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of.
A symbiont attached to its host is treated as a worn magic item for the purpose of taking damage from attacks and spells. The symbiont uses the host’s saving throw bonuses if they are better than its own.

Share Spells(Su): Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host can cast a spell with a target of “you” on its symbiont instead of on itself. Likewise, a symbiont can choose to have any spell or spell-like ability it uses on itself also affect the host creature, and can cast a spell with a target of “you” on its host instead of on itself. The host and symbiont can share spells even if the spells normaly do not affect creatures of the host’s or symbiont’s type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.

Telepathy (Su): A shadow sibling can communicate
telepathically with its host, if its host has a language.

Background:
Once, there had been… someone? What was his name again? William? Michael? Something like that? It does not truly matter, he was the Original, anyway, that’s the point.

La Siréene, dressed in a black suit with a white shirt and a red tie, smiled a beautiful smile at the nurses as she was finally leaving behind this bastion of helpfulness

At first, there had only been the Original. But that poor empathic sod could not handle the way things changed around him, how his beloved city became warped. So he made himself some company, some friends to share his brain’s living space with. The Original, Endbringer, Maria, La Siréene Dorée, Nameless and a few other ones La Siréene cannot remember.

The nurses and doctors had been good to her, and she was grateful.

It worked, for a while. The Original became happier, healthier. They had certainly been more at home with the city, since they were so much like it, shattered like glass. But this was not enough for Endbringer, oh no. He wanted more. He wanted control. So he took it. With force.

Of course, they did not recognize her as the one who had spent their time here for so long, but what can you do.

Endbringer slaughtered them all. The Original, Maria, La Siréene Dorée and a bunch of others. He wanted the body for his own. But Nameless loathed that irrational man, so unlike itself, and to kill. And succeeded. It was a strange feeling indeed, to have the body for its own.

She is just a well-dressed visitor, they think to themselves. And maybe that isn’t far from the truth.

Then, when the only mind left in that ravaged body was one that had never bothered to select a name or shape or gender for itself, the body stopped insisting on such things as well. Nameless had decided to use its memories of La Siréene Dorée as its main face towards the world, as it remembered her with fondness.

Nameless, in the shape of La Siréene Dorée, exits the hospital, intent to enter the world anew, and to enjoy itself among the beings unable to free themselves of the minds that hold them fettered.