Kyra

Cyradis's page

4 posts. Alias of Berenzen.


Full Name

Cyradis

Race

Azatablooded Aasimar

Classes/Levels

Oracle (Seer) 5

Gender

Female

Size

Medium

Age

73

Special Abilities

Darkvision, Glitterdust 1/day

Alignment

Neutral Good

Deity

Pharasma

Languages

Celestial, Common

Strength 14
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 22

About Cyradis

Skills:

Diplomacy: +19
Knowledge (local): +8
Knowledge (planes): +8
Use Magic Device: +14
Perform(Oratory): +19
Perform(Sing): +10

Combat:

HP: 41 (8,3,5,8,7)(5d8+10)
AC: 15
Touch: 12
Flat: 10
CMD: 17

Speed: 30
Init: +10

BAB: +3
Melee: +2
Ranged: +2
CMB: +5

Walking Cane(Hanbo) +5 (1d6+2) x2, B.

Saving Throws
Fort: +3
Ref: +3
Will: +4

Traits:

Dilettante Artist (Elf) (Adopted racial trait)

Benefit: You gain a +1 trait bonus to Perform(oratory) checks and a +1 trait bonus to Diplomacy checks. One of these skills (your choice) is always a class skill for you.

Birthmark
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.

Benefit: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Feats:

Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.

Benefit: You get a +4 bonus on initiative checks.

Extend Spell (Metamagic)
You can make your spells last twice as long.

Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.

Level Increase: +1 (an extended spell uses up a spell slot one level higher than the spell's actual level.)

Extra Revelation
You have discovered a new aspect of your mystery.

Prerequisite: Revelation class feature.

Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Special: You can gain Extra Revelation multiple times.

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Bonus Feats
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Heighten Spell (Metamagic)
You can cast spells as if they were a higher level.

Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level.

Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Persuasive
You are skilled at swaying attitudes and intimidating others into your way of thinking.

Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Prodigy
You are naturally skilled at arts, professions, and the acquisition of knowledge.

Benefit: Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks with these skills. If you have 10 or more ranks in any one of these skills, the bonus increases to +4 for that skill.
-Perform(oratory), Perform(sing)

Curse:

Clouded Vision

Your eyes are obscured, making it difficult for you to see.

Effect

You cannot see anything beyond 30 feet, but you can see as if you had darkvision.

At 5th level, this distance increases to 60 feet.

At 10th level, you gain blindsense out to a range of 30 feet.

At 15th level, you gain blindsight out to a range of 15 feet.

Mystery:

Time(Seer)

Class Skills: An oracle with the time mystery adds Fly, Knowledge (arcana), Perception, and Use Magic Device to her list of class skills.

Bonus Spells: memory lapse (2nd),detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).

Revelations:

Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.

Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Appearance:

Height: 5'7"
Weight: 124 lbs.
Eye Colour: White.
Hair: Blonde
Skin: Luminescent White
Other Notable Features: Cyradis wears a white cloth strip across her eyes. Additionally, she has a set of white silk robes which she wears near-constantly.

Racial Traits:

Dex +2, Cha +2
Senses: Darkvision
Racial Skill Bonuses: Diplomacy and Bluff +2
Spell-Like Abilities: Glitterdust 1/day
Resistances: Acid 5, Cold 5, Electricity 5
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Gear:

Armour
Silken Ceremonial Armour +1. +2 AC, 8 Dex, Light.

Weapons
Masterwork Hanbo- Walking cane. 1d6/20/x2/B

Other Magical Items
Minor Caster's Tattoo
Headband of Alluring Charisma +2
Ring of Protection +1

Mundane Items
Travelling Outfit
Cold-Weather Outfit
Backpack

~310 gp

Others

Background:

When Cyradis was a babe, she was found on a the side of the road, in a bundle. No one knows where she came from, only that she was alone. The only major notable thing about her was that her eyes were totally white. Found by an elven caravan, she was raised by them, learning their ways and their culture. For the next three decades, she learned with them, though they noticed that she was growing increasingly mystic. One day, she put on a white blindfold, not allowing anyone to take it off. At twilight of that day, she spoke in Prophecy.

It was at that point that the elven caravan realized what she was, a Seer. Not knowing what to do, as they did not have the resources to help a blind girl, they decided to plea to various magical academies, trying to get her a stable environment so that she could take care of herself better. Eventually one boarding school decided to take her, at no cost, provided that she work for them. Accepting, Cyradis was placed under their tutlage, getting her own room, and being enrolled into the school. In return, Cyradis was asked to perform auguries and other future sight abilities to people who paid, which went to her tutition. Unbeknownst to Cyradis- and if she did know, she wouldn't care- the money that she has brought in with her abilities has been more than enough to cover her tuition.

Cyradis is highly bound to prophecy, she will do almost anything in order to make sure that a prophecy is fulfilled. While she almost never shows it, Cyradis has a iron core resolve, making her somewhat frightening when she shows it. She is also a keeper of many secrets- of both the student's and teacher's secrets, as well as her own- however, she would never reveal them without that person's consent.