Chivane

Hyalinnea "Lina" Kyrithra's page

710 posts. Alias of Qunnessaa.


Full Name

Hyalinnea Kyrithra

Race

Elf

Classes/Levels

Magus (Hexcrafter, Puppetmaster) 5 HP 36/36 | AC 19 | T 13 | FF 16 | CMD 17 | Fort +5 | Ref +4| Will +3 | Init +3 | Perc +1 | Arcane pool: 6/6 points

Gender

Female

Size

Medium (6' 1")

Age

137

Alignment

Chaotic good

Deity

Yuelral (and elven pantheon)

Languages

Celestial, Common, Draconic, Elven, Sylvan

Strength 12
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 8
Charisma 13

About Hyalinnea "Lina" Kyrithra

Elf Magus (Hexcrafter, Puppetmaster) 5
CG Medium Humanoid (Elf)
Init +3 Senses low-light vision; Perception +1

DEFENSE
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 36 (5d8 + 5)
Fort +5 , Ref +4 , Will +3 (+2 to saves vs. enchantment spells and effects)
Defensive Abilities: Immune magic sleep effects

OFFENSE
Speed 30 ft.
Melee MW elven thornblade +7 (1d6+1/18-20 piercing or slashing), cold iron duelling dagger +6 (1d4+1/19-20 piercing or slashing), elven branched spear +6 (1d8+1/x3 piercing: brace, reach), +8 for AoO provoked by movement *(or +4 (1d6+1) bludgeoning (as quarterstaff) or piercing (wielded short-hafted as shortspear), improvised?)*, spiky heels +6 (1d4+1/x3 piercing), chitin sibat +4 (1d6+1/x3 piercing or slashing)
Ranged composite longbow +6 (1d8+1/x3 piercing, 110’ range increment), cold iron duelling dagger +6 (1d4+1/19-20 piercing or slashing, 10’ range increment), chitin sibat +6 (1d6+1/x3 piercing or slashing, 10' range increment)
Space 5 ft.; Reach 5 ft.

Magus Spells Prepared (CL 5; concentration +9; 4/5/3)

2nd (DC 16)-contagious zeal, suppress charms and compulsions, umbral weapon
1st (DC 15)- biting words, blend, burning hands, cure light wounds, shield
0 (at will, DC 14)- acid splash, detect magic, disrupt undead, unwitting ally

Magus Spells Known:

2nd- beloved of the forge, blood biography, bull's strength, contagious zeal, mathematical curse, mirror image, searching shadows, suppress charms and compulsions, umbral weapon
1st-auditory hallucination, blend, biting words, burning hands, charm person, colour spray, comprehend languages, discretion's cowl, delusional pride, cure light wounds, ears of the city, feather fall, frostbite, ill omen, illusion of calm, lock gaze, magic weapon, moment of greatness, monkey fish, mount, obscuring mist, peace bond, shadow trap, share language, shield, silent image, sleep, tears to wine
0 -acid splash, arcane mark, brand, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, grasp, haunted fey aspect, know direction, light, lullaby, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, scrivener’s chant, sift, spark, summon instrument, unwitting ally, vacuous vessel

STATISTICS
Str 12, Dex 16, Con 12, Int 18, Wis 8, Cha 13
Base Atk +3; CMB +4; CMD 17
Feats Catch Off-Guard, Craft Wondrous Item, Ritual Hex, Weapon Finesse
Skills Acrobatics +8, Bluff +3 +1*, Craft (alchemy) +12, Diplomacy +8 +1*, Intimidate +6 +1*, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (nature) +9, Knowledge (planes) +9, Spellcraft +12, Survival +0, Use Magic Device +5 Background skills Knowledge (nobility) +6, Perform (dance) +5, Perform (sing) +5, Perform (string) +9, Profession (herbalist) +7
Languages Celestial, Common, Draconic, Elven, Sylvan
Traits and drawbacks Noble Born (House Medvyed ally): +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves vs. their spells and supernatural abilities
Arcane Revitalization: 1/day, add 1 point to arcane pool (not over max.) after confirming weapon crit.
Extremely Fashionable: Diplomacy a class skill, +1 trait bonus to Bluff, Diplomacy, and Intimidate when wearing at least 150 gp clothes/jewelry and otherwise cleanly
Self-doubting: First time each day after failing Will save or skill check, take -2 penalty on next check of that kind
FCB (magus) 2 skill points, 3/6 of a magus arcana

Hex Magus (Su):
At 4th level, gains access to witch hexes. Picks one and uses as witch of a level equal to her magus level. This feature replaces spell recall. Thereafter, may select any witch hex in place of a magus arcana. (At 12th level, major hexes open up, and at 18th, grand.
(Standard action, no AoO, save DC 16) Evil Eye, [Ritual Hex: ]

Hex arcana:
Evil Eye: Target a foe within 30 feet that she can see. The target takes a –2 penalty on one of: AC, ability checks, attack rolls, saving throws, or skill checks (her choice). Lasts for 3 + her Int mod. rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Magus arcana

Flamboyant Arcana:
Gains the derring-do and opportune parry and riposte swashbuckler deeds, paid for with points from her arcane pool, can’t regain like panache points.
Derring-Do (Ex): Spends 1 pool point when making an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. Explodes (stacks) on natural 6s, up to a number of times equal to her Dex mod. (min. 1)
Opportune Parry and Riposte (Ex): When an opponent makes a melee attack against her, she can spend 1 pool point and expend a use of AoO to attempt to parry that attack. She makes an attack roll as if taking that AoO; she takes a –2 penalty for each size category the attacker larger. If her result is greater, the attacker automatically misses. She must declare the use of this ability after the attack is announced, but before the roll is made. If successfully parries and has at least 1 pool point, as an immediate action can make an attack against the creature whose attack she parried if within her reach.

Equipment:
Combat Gear Iadaran dress uniform, amulet of natural armour +2, elven branched spear, composite longbow (+1 Str) and 18 arrows, masterwork elven thornblade, alchemical silver elven leafblade, cold iron duelling dagger, chitin sibat (drains 1 Str and Con /round while maintains grapple), spell component pouch; Alchemical tricks 3 doses bloody mandrake, vermin repellent, dose centipede venom (DC 14, 1d4 Dex damage, 1/round for 6 rounds, cure 1 save), 1 doses tatzlwyrm poison (inhaled, DC 12, 1d2 Str damage, 1/round for 2 rounds, cure 1 save), 2 doses komodo venom (DC 16, 1d2 Dex damage, 1/round for 10 rounds, cure 1 save, 1 min onset); Other Gear Backpack, scholar's outfit, signet ring (with continual flame), stiletto boots of elvenkind (sort of combat gear too), belt pouch, spellbook, violin, bedroll, mess kit, iron pot, 5 days' trail rations, flint and steel, hooded lantern and 2 pints oil, whetstone, sewing needle, soap, scroll case, potion vial, 1 oz. ink and pen, wooden holy symbol of Yuelral, 3 candles, 5 sheets parchment, waterskin, 10 torches, rope (50 ft.), 2 013 gp, 4 sp, 5 cp
Treasure Small sail/rowboat, jade carving of nude ♀ elf monk (85 gp), courtier's outfit and jewelry to match: short royal blue silk dress, hawthorn hair pin with gold floral ornaments (80 gp), Leaves from a Dark Wood (focus for Ritual Hex, 150 gp), seerbloom and tintalviel seedlings (100 gp), travelling garden, raw materials for (komodo) antitoxin, scroll of heroism, everlasting mint gelatinous cubes, crystal wand of magic missile (CL 5, 25 charges), wand of burning hands (CL 2, 4 charges), found spellbook (identify, mage armour, reduce person, silent image, unseen servant)

Party resources, pooled or to be divided:
potion of cure moderate wounds, potion of lesser restoration, share in building the Nénuphar (keelboat) (750 gp), and specialized healer's satchel (for Brental, 750 gp)

SPECIAL ABILITIES

Arcane Pool (Su):
At 1st level, the magus gains a reservoir of mystical arcane energy that she can draw upon to fuel her powers. This arcane pool has a number of points equal to 1/2 her magus level (minimum 1) + her Intelligence modifier. The pool refreshes once per day when the magus prepares her spells.

A puppetmaster cannot expend points from her arcane pool to grant enhancement bonuses or weapon special abilities to a weapon she’s holding. As a swift action whenever the puppetmaster casts a spell of the enchantment or illusion school, she can expend 1 point from her arcane pool to increase the spell’s save DC or caster level by 1. At 7th level, the increase to the spell’s save DC or caster level changes to 2, at 13th level to 3, and at 19th to 4. This alters the magus’ arcane pool ability.

(6/6 points)
Puppet Combat (Ex):
At 1st level, a magus learns to cast spells and wield her weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, she can make all of her attacks with her melee weapon at a –2 penalty and can also cast any spell of the enchantment and illusion schools of magic from her spell list a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If she casts this spell defensively, she can decide to take an additional penalty on her attack rolls, up to her Intelligence bonus, and add the same amount as a circumstance bonus on her concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks.

At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever she uses the spell combat ability, her concentration check bonus equals double the amount of the attack penalty taken.


Charmstrike (Su):
At 2nd level, as a swift action when a foe fails a saving throw against a spell (but not a spell-like or supernatural ability) cast by a puppetmaster, she can expend 1 point from her arcane pool to cast a prepared 1st-level enchantment on the foe. The foe must be one that the spell can target, and is the only creature affected (even if the spell can normally target multiple creatures). At 10th level, the puppetmaster can instead cast a 2nd-level enchantment spell on the foe, and at 16th level, a 3rd-level enchantment spell. The prepared spell is expended, as if cast normally. This ability replaces spellstrike, fighter training, and counterstrike.

Spells:
A hexcrafter magus adds the following spells to her magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor. A puppetmaster can also cast spells from the bard spell list, and treats bard spells as magus spells. She must add bard spells to her spellbook prior to preparing them as normal. This replaces knowledge pool and greater spell access.

10-minute background:

5 key concept elements:
Collector of secrets: Hyalinnea has been intensely interested in all forms of magic for at least as long as she can remember, which may explain, she supposes, how she has muddled her way into a rather more eclectic style at the expense of a certain amount of focus. Beyond the practical implications of combining witchy hexwork and the charms and illusions more usually associated with bards with the more aggressive magic of the magus, she is easily fascinated by the interweaving of even the smallest branches of magical traditions writ large and the natural magic of alchemy.
Charmingly disingenuous: Since she has had occasion in the past both to keep things close to her chest and to worry about what others might be hiding, Hyalinnea enjoys a bit of subterfuge, though less in the way of cloak-and-dagger business as opposed to fast talk and other modes of persuasion. Why skulk about if one can persuade the guard that one’s meant to be there, or why lie outright when one might let the principle of caveat emptor quietly sort out the greedy and the wicked on its own?
Bohemian: Having grown up in a fairly itinerant family that floated quite extensively about the waterways of and around Hymbria, Hyalinnea both yearns for the particular excitement offered by larger cities and has never really experienced it. She is also, as she would herself admit, a bit vain. This has certainly affected her personal style – itself unaffected but elegant – which is often peculiarly elaborate for the small settlements and wildernesses she often finds herself in (who breaks out heels and the good eye shadow with only the trees on either bank to appreciate it?), but also her taste for peculiar elven weaponry.
Botanist: Although her interest in plant-based alchemy was initially practical, first for healing and then for vengeance and for combat, Hyalinnea loves plants dearly for the beauty of their flowers and foliage too, quite apart from any utility, one of many things she has in common with her on-again-off-again partner, though the latter is a bit more interested in fruit than flower.
Romantic: It’s not that Hyalinnea has lived a comparatively sheltered life, or is superstitious, exactly, but since she comes from a place where pretty much anyone can carve out a homestead and call herself queen of it, and doesn’t necessarily have huge ambitions, she perhaps hopes that things might turn out like they do in the stories more often than they condescend to actually do.
Goals:
(IC): In keeping with the terms of the assistance she was offered when she was even younger than she is now, pay it forward by crafting an elixir of sex shift and offering it someone who needs it at no charge.
(IC): She doesn’t need to emulate Baba Yaga perfectly, and she’s certainly not cruel enough to do so, but a comfortable mobile home as well as a place where she doesn’t have to worry about answering to too many people over her sound nice. A luxurious houseboat and a peerage somewhere will do: she doesn’t need a chicken-footed hut and a whole queendom.
(IC): That said, if she were to find herself in charge of a whole queendom, especially in the River Kingdoms, Hyalinnea’s main interest would be stewardship and preservation, both of the wild places and the ancient remains of when the area was an elven hunting reserve. Her sense of fairness balks at the idea of turning non-elves out outright – though the example of Sevenarches rankles – but neither does she want her people’s history lost nor the wilderness spoiled. In the worst case, she’s not above playing the long game and consolidating her power over the course of several human generations until everyone knows that what will then be her queendom has always been dominated by elves.
(OOC): Mainly figure out how to make a puppetmaster magus work, since I’ve never played one before? Mainly enjoying as many weird enchantments and illusions and spells that magi don’t normally get as possible, including shadow magic and hexes, including by way of the Ritual Hex feat. And perhaps some swashbuckling by way of suitable arcana, since we are in the neighbourhood of the swordlords.
(OOC): If possible, craft a greenwood wyroot branched spear. Certainly wyroot, but if I can keep it alive, that would make it all that much more fun, especially if I can imagine/flavour it as almost moving/growing around Hyalinnea's hands as she wields it.
Secrets:
1) Hyalinnea has few secrets as such, but there are a few things she doesn’t like to talk much about unless they’re really relevant. Water under the bridge, and all that. For example, that when she was born, her family thought she was a boy at first, and while that got sorted out easily, that when everyone found out she was actually a girl, her mismatched eyes and talent for particular forms of magic caused concern in her hometown that she was a changeling after all. Similarly, that she acquired her skill in alchemy and poison-making after being abused by the friends of an ex-lover. And so on.
2) What she does really keep private is that her mother’s side of the family traces its oldest roots to Sevenarches, and her almost inherited willingness to work towards elven (and Kyoni, especially) interests in the River Kingdoms. It’s not that she has particularly sinister plans, but that she has any plans at all that might complicate the goals of the people she’s signed up with for or backing this new adventure seems like the sort of thing to wait and see rather than miss an opportunity when it comes.
3) Something that neither she nor her family knows is that there really is a changeling at home, her younger sibling, who has recently started hearing her birth mother’s call. So far her poor sister’s been able to resist, but she is beginning to worry about what’s happening to her, and even if she doesn’t answer the Call, she might turn to desperate measures to cope.
Important people:
Alaïs Thalanassa: Hyalinnea’s on-again-off-again girlfriend, the youngest child and only daughter of a minor noble house in Kyonin, a court bard who nonetheless loves the woods at least as much as Hyalinnea. It’s not for lack of interest: the two of them are stupidly well-matched, and driving their friends and families to distraction by not confessing and declaring their intentions, but they are both young and unsure about how they would make it work until they’re both more settled in the world, and where they might do so.
Gurev Medvyed: It is somehow fitting that the head of a family dedicated to the “Old Way” should make the mistake of asking in open court how he could ever repay Hyalinnea for saving one of his children by her quick-thinking and good humour when the young human noble was being pixie-led after having gotten lost on a hunt. Gurev has got to know the strange elf mage well enough to know that she won’t take too much advantage of an open-ended favour owed, and indeed expects that it will come to one introduction or intervention at the right moment. Perhaps sooner rather than later, depending on how this business with settling the Stolen Lands goes, and in the meantime they occasionally correspond when he has a question about fey or natural lore that he suspects she would be well-placed to answer.
Feriel Nellmyr: Relations between the king, so to speak, of Hymbria and Hyalinnea are decidedly cool. He would not normally deign to take much notice of her, but Mimere, his capital, is a small place, and he worries that she’s stumbled onto the verge of realizing/discovering too much about how his small kingdom is able to punch above its weight on one of her rare expeditions inland. She knows a bit too much, even if she doesn’t actually know that, yet, and while it doesn’t much matter now, it will be another thing if she finds herself rising rapidly to a position of power in another kingdom.
Quirks:
Water in the blood: A true daughter of the river, as her father would say fondly, Hyalinnea thinks of rivers first when she thinks of long-distance travel, and doesn’t care much for horses. She knows more about obscure places along the branches and tributaries of the Sellen River than the woods a day’s march in from the closest berth she has to a home in Hymbria, and indeed it was on an expedition to the headwaters of the East Sellen that she stumbled upon an opportunity to do a favour for House Medvyed. Nonetheless, she’s a middling swimmer at best.
Musician: Hyalinnea would have a nice voice if it was trained – and she would love to – but perhaps unsurprisingly, to those her know her history, she’s self-conscious about it and never got around to it. Instead, she pours her heart into her violin, which she insists on calling a fiddle. “I’m not some princess,” she will object, lying through her teeth before conceding, “Yet. Maybe.” For such a cheerful person, her preferred music is surprisingly solemn, intricate compositions that she hopes capture the majesty and mystery of the forest.
Word nerd: Although not a trained linguist (or much interested in formal study in that line), Hyalinnea has a poet’s fascination with words and language. She may not be able to trace the development of the differences in detail, but beyond quickly correcting pronunciations of her name (Hoo-ah-LINN-ay-ah), she will happily point out the dialectal variants in Elven in which the final diphthong is preserved, and in which it slips into either e or a, and that she will accept either Lynée or Lena/Lina as a nickname.

Physical appearance:
Hyalinnea is fairly tall for an elf (at 6’1”), but still almost as skinny as she was in her late girlhood, though enjoying the correct maturity has softened her angles and lines into gentle curves. A mane of hair dark as old oak frames her face, which she finds satisfyingly pretty even if decidedly not a ravishing beauty. The twinkle in her mismatched eyes – the right a deep, warm brown and the left a cooler, cat’s-eye green like a pale older leaf – and her easy smile help. She has a weakness for vivid tones of eye shadow that rather highlight the pallor of her complexion, which she indulges on even the oddest occasion. Her taste in footgear is similarly impractical, though she is more likely to make concessions for travel there, even as she argues for the occasional helpfulness of a viciously spiked heel. She isn’t built for most armour or impressed by its design, so she keeps an eye open for exotic materials and patterns that might meet her exacting (aesthetic) requirements.