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About Pharysene SsethanPHARYSENE CR 1/2 Appearance:
This pale, waifish woman, her exotic blue-white hair waving in a nonexistent breeze, looks as if she might fade away into mist entirely at any minute. She is partial to Varisian fashions, with scarves and sashes and flowing skirts. Her unearthly nature becomes apparent as her clothes move and flutter in a breeze you cannot feel. When impassioned or casting, the breeze become winds that knock things over. Female Sylph Oracle 2
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Oracle Spells Known
Spells (L1) (5/day)
Orisons (L0) (at will)
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Feats
Campaign bonus feats
Traits
Skills
Languages Common, Auran, Elven, Gnome Combat Gear
Other Gear
Judge Felgor's Letter, accuses Judge Trabe
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Sylphs are humans whose family trees include elemental beings of air, such as djinn. Sylph Characters
•Ability Adjustments: +2 Dexterity, +2 Intelligence, –2 Constitution. Sylphs are quick and insightful, but slight and delicate.
Personality:
Pharysene is initially off-putting; she has learned not to make friends with peope who will ultimately reject her. But when she warms up to you she is a friendly and engaging personality. She loves music and dance; there is no faster way of making friends with her. She seeks the meaning behind her status as an Oracle of the Wind, and will try her best to live up to it, despite the isolation she has experienced because of it. When she is in a Prophetic Trance, her attitude changes radically. Her voice becomes hollow and booming, and her eyes roll up in her head. While she speaks the prophecy, its like hearing the voice of doom. Background:
Born to a powerful sylph clan on the elemental plane of air, her birth was foretold in prophecy; she would become an Oracle of the Winds, so it was foretold. She was raised as a priveleged child, kept apart from the rest of the people for fear of contamination. Music was her only solace. Little did they know that when she came to her power as a teenager, the winds that surrounded her were uncontrollable, wrecking things and hurting anyone who came near her. But when she started making prophetic visions, it was too much. They never told her what she pronounced (she could never remember them after they happened), but whatever it was it frightened them so badly they exiled her to the prime material despite her pleas. Here, the winds surrounding her seem to be less powerful, but her prophetic visions were no less terrifying. Time and again, she would slowly make friends only to lose them when a vision would overtake her. She wanders now, like the Varisians who first took her in after her exile, trying to find a purpose to her existance, and maybe some friends who won't run from her in fright. Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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