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Genie

Pharysene Ssethan's page

143 posts. Alias of Camris.


Full Name

PHARYSENE

Race

Sylph

Classes/Levels

Oracle L2 (Wind Mystery) | AC 18, | hp 10/16 (62%) | Percep +3 | STATUS: 3 Wis damage

Gender

Female

Size

M

Age

127

Special Abilities

As Sylph Oracle

Alignment

NG

Deity

Shelyn

Languages

Common, Auran, Elven, Gnome

Occupation

Oracle

Strength 12
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 10
Charisma 16

About Pharysene Ssethan

PHARYSENE 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
NG Medium Humanoid (Sylph)
Init +2; Senses DarkVision (60ft); Perception +3

--------------------
DEFENSE
--------------------
AC 18, touch 16, flat-footed 16. . (+2 Dex, +2 Leather armor, +4 Air Barrier)
hp 10 [62%](2d8+2) Max:16
STATUS: 3 Wis damage
Fort +1, Ref +2, Will +3
Defensive Abilities
Air Barrier +4 (1 hours/day);
Resist electricity resistance 5.
Weakness Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee
. . Dagger +3 (1d4+1/19-20/x2) and
. . Scarf, Bladed +3 (1d6+1/20/x2) and
. . Unarmed Strike +3 (1d3+1/20/x2)
Ranged
. . Sling +3 (1d4+1/20/x2)

Oracle Spells Known
(CL 2, +3 melee touch, +3 ranged touch):

Spells (L1) (5/day)
XXOOO

Alter Winds,
Obscuring Mist,
Cure Light Wounds (DC 14),
Burning Disarm (DC 14)

Orisons (L0) (at will)
Ghost Sound (DC 13),
Mage Hand,
Mending,
Sotto Voce (DC 13), Your dry, rasping whisper fills a living creature of 4 or fewer Hit Dice with unnatural dread. The affected creature must make a Will save or be shaken for 1 round.
Guidance (Will DC 13),
Spark (DC 13)[/i]

--------------------
STATISTICS
--------------------
Str 12, Dex 14, Con 12, Int 14, Wis 10, Cha 16
Base Atk +1; CMB +2; CMD 14

Feats
Exotic Weapon Proficiency: Scarf, Bladed,

Campaign bonus feats
Prophetic Visionary (1/day),
Weapon Finesse

Traits
Dangerously Curious,
Ear for Music: Perform (Sing)

Skills
Acrobatics +7,
Diplomacy +8,
Heal +5,
Knowledge (Planes) +7,
Perception +4,
Perform (Sing) +6,
Spellcraft +6

Languages Common, Auran, Elven, Gnome

Combat Gear
Dagger,
Leather Armor,
Scarf, Bladed,
Sling;

Other Gear
Clothing-- Entertainer's Outfit
Adventurer's Sash (4 @ 2.32 lbs),
Musical instrument, masterwork: Flute,
Powder (3),
Scarf, reinforced

Judge Felgor's Letter, accuses Judge Trabe
potion of lesser restoration,
potion of bear’s endurance,
a potion of cure moderate wounds,
and masterwork dagger rests in an ornate emerald-and-silver sheath

--------------------
SPECIAL ABILITIES
--------------------
Air Barrier +4 (1 hours/day) (Ex) +4 AC.
Ear for Music: Perform (Sing) +1 to a chosen Perform skill, +2 to Knowledge (local) checks dealing with the local art or music scene.
Spell-Like Abilities:
Feather fall 1/day (caster level equals the sylph’s Hit Dice).
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
DarkVision See in the dark up to 60'
Prophetic Visionary (1/day) Once per day, enter a deep trance (10 min) and gain a prophetic vision

=================================
Sylph Racial abilities
=================================
Sylph
Bestiary Entry: Sylph

Sylphs are humans whose family trees include elemental beings of air, such as djinn.

Sylph Characters
Sylphs have the following racial traits:

•Ability Adjustments: +2 Dexterity, +2 Intelligence, –2 Constitution. Sylphs are quick and insightful, but slight and delicate.
•Senses: darkvision (60 feet.)
•Spell-Like Abilities: feather fall 1/day (caster level equals the sylph’s Hit Dice).
•Resistance(s): electricity resistance 5.
•Elemental Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.
•Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose any of the following bonus languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran
==================================

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.

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