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About Cyrene Two-spellSabach:
LG Medium Eidolon (Angel)
Perception +7; Darkvision. Languages: Celestial, Hallit. AC: 20 [+6 prof, +2 dex, +2 AC (+3 Dex cap)]
Fort: +11, Ref: +8, Will: +9
Speed 25ft
Melee (Flaming Whip): +10, d8+4+1good [fire, trip]
Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 10; Cyrene ‘Two-spell’
Senses: Perception +10 (+8 prof, +2 Wis), low-light vision.
DEFENSE
Fort +10 (+8 prof, +2 Con)
Spd 25ft
ATTACK
SPELLS
Constant: Speak with Animals
STATISTICS
SKILLS
LANGUAGES
EQUIPMENT
14.8 gp FEATS
Ancestry Feats:
Angelkin [Ancestry 1]: You descend from an angel—a winged messenger from Nirvana or one of the other celestial realms—which gives you a knack for cultures and languages. You gain the trained proficiency rank in Society. If you would automatically become trained in Society (from your background or class, for example), you instead become trained in a skill of your choice. You know the Celestial language, and you gain the Multilingual skill feat. ------------------------------------------- Class Feats:
Energy Heart [Evolution 1]: Your eidolon's heart beats with energy. Choose an energy damage type other than force (fire). One of its unarmed attacks changes its damage type to the chosen type, and it gains resistance to that type equal to half your level (minimum 1).
Reinforce Eidolon [Class 2]: You buffer your eidolon. You gain the reinforce eidolon link cantrip. Animal Trainer Dedication [Free Archetype 2]: You gain the services of a young animal companion that travels with you and obeys simple commands as best as it can. This trained animal is trained in Performance instead of the skill listed for its type. Tandem Movement [Class 4]: You and your eidolon move together. You each use a single action to Stride. Either of you that has the corresponding movement type can Burrow, Climb, Fly, or Swim instead. Beast Speaker [FA 4]: You constantly have the effects of speak with animals as a 2nd-level innate primal spell. You gain a +2 circumstance bonus to Diplomacy checks to Make a Request of animals while this spell is active. ------------------------------------------- Skill Feats:
Train Animal [Background]: You spend time teaching an animal to do a certain action. You can either select a basic action the animal already knows how to do (typically those listed in the Command an Animal action) or attempt to teach the animal a new basic action. The GM determines the DC of any check required and the amount of time the training takes (usually at least a week). It’s usually impossible to teach an animal a trick that uses critical thinking. If you’re expert, master, or legendary in Nature, you might be able to train more unusual creatures, at the GM’s discretion.
Success: The animal learns the action. If it was an action the animal already knew, you can Command the Animal to take that action without attempting a Nature check. If it was a new basic action, add that action to the actions the animal can take when Commanded, but you must still roll. Failure: The animal doesn’t learn the trick. Multilingual [from Ancestry]: You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary. Sign Language [Bonus feat]: You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory. Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment. Tame Animal [Campaign Bonus]: Animals born and raised far from humanoid settlements rarely get along with two-legged beings, whom they assume to be dangerous predators. In spite of this, you know how to approach and entreat a wild animal so that it's more receptive to your presence and requests. To use this feat, choose a wild animal that isn't actively hostile to you and which isn't confined to an area smaller than its Speed in diameter (animals held in place or trapped are typically too scared to be tamed). Attempt a Nature check against a DC determined by the GM; this is usually the animal's Will DC, but circumstances might adjust the precise DC. This attempt usually takes an hour, but you can perform it in 10 minutes if you have expert proficiency in Nature, 1 minute if you have master proficiency, or as a three-action activity if you have legendary proficiency. Critical Success You form a friendly bond with the animal. As long as it isn't starving, the animal won't attack you or creatures obviously allied with you, even if they're creatures the animal would normally prey upon. This effect is permanent. Success As critical success, but the effect lasts for 1 month. If you or an ally teach the animal a basic action during that time with the Train Animal skill feat, the effect is permanent. Failure You fail to make any kind of meaningful impression on the animal. Critical Failure The animal does its best to attack you and is immune to Tame Animal for 1 month. Intimidating Glare [Skill 2]: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Battle Medicine [Skill 4]: You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. ------------------------------------------- General Feats:
Toughness: You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. Background: Mammoth Herder: You’re adept at calming, wrangling, and living beside woolly mammoths and other megafauna commonly found in the Realm of the Mammoth Lords. Perhaps you’ve even formed a particularly strong bond with one or two of your following’s animals, and you tend to get along with other herders in the following, such as young Imek or old Chultei.
CLASS FEATURES
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Although both her parents were executed for their ‘treason’ Cyrene was deemed too young to be complicit and was sold to a new master, fetching a high price since her angelic heritage and lack of tongue made her a desirable and valuable commodity. Brought up on tales of her parents sacrifice Cyrene became obsessed with escaping and, as she grew into a teenager and demonstrated an affinity with animals, her master dispatched her to his country estate in the north to work with his hunting dogs. The country estate was vast and its security rested heavily on the gamekeeper and the pack of hunting dogs who were used to enforce the rules and hunt down run-away slaves so when Cyrene made her own escape it was a simple matter to make sure the gamekeeper was asleep and then to slip the dogs a harmless concoction that made them slow and stupid. The Bellflower Network trafficked Cyrene much further than normal, the fortune in gold and jewels that she and her fellow escapees took with them ensured their death if any of them had been caught and she eventually found herself first in Mendev and then soon even further north in the Land of the Linnorn Kings. The Broken Tusks took pity on the young halfla and she was rapidly adopted into the Following, first as a mascot and then as a valued herder when she demonstrated her ability with animals. The sight of the tiny woman silently commanding even a young mammoth caused great hilarity amongst the fellowship’s herder and assured Cyrene’s place in the group. The main reason for her acceptance though was Sabach, the celestial spirit who had watched over Cyrene since her birth. Unable to manifest during Cyrene’s youth for fear of discovery the spirit only came to her after her escape. ”Since our true relationship is too distant for you to imagine.” The celestial said, ”You may call me grandfather, or grandmother if you prefer.” Tall and powerful Sabach was responsible for keeping Cyrene safe throughout her journey north and its obvious prowess was the main reason that the Broken Tusks adopted Cyrene, until it became clear that she had her own skills to bring to the Following. |