Dragon-Charming Bard

Khazia Nyrazim's page

89 posts. Alias of HotLanta.


Gender

Female Suli-Jann (Genie Kin) Dual-Cursed Oracle 9/Paladin Hospitaler 9 | HP: 122/134 | Init:+1 | AC:25 | T:15 | FF:22 | CMD:21 | Fort:+14 | Ref:+9 | Will:+12 | Low-Light & Darkvision 60ft; Tremorsense 30ft (blind beyond 60ft) | Perception: +9

Age

36

Strength 20
Dexterity 11
Constitution 16
Intelligence 10
Wisdom 12
Charisma 21

About Khazia Nyrazim

Khazia Nyrazim
Female Gestalt Suli-Jann (Genie Kin) Dual-Cursed Oracle of Life 9/Paladin Hospitaler 9
LG Medium Outsider (Native)
Deity: Balance of Life & Death
Initiative: +1; Senses: Low-Light Vision & Darkvision 60ft, Tremorsense 30ft, Deathwatch; Perception +9 (blind beyond 60ft)

Current Spells & Other Per Diems:
Key:
*=Spell level/ability used once
strike=Prepared spell cast

(Dual-Cursed) Oracle of Life Spells Known (CL 9th; concentration +14):
5th (1/day)-No spells known
*4th (5/day)-Cure Critical Wounds, Neutralize Poison, Restoration, Divine Power, Spiritual Ally
*3rd (7/day)-Bestow Curse (DC 18), Cure Serious Wounds, Dispel Magic, Magic Circle Against Evil, Prayer
2nd (7/day)-Cure Moderate Wounds, Darkness, Calm Emotions, Oracle's Burden (DC 17), Shield Other, Spiritual Weapon,
*1st (8/day)-Bless, Cure Light Wounds, Divine favor, Ill Omen, Spiked Armor, Protection from Evil, Shield of Faith
0 (at will)-Create Water, Detect Magic, Spark, Light, Mending, Resistance, Stabilize, Purify Food/Water

Paladin (Hospitaler) Spells Prepared (CL 6th; concentration +11):
2nd Bullet Ward, Shield Other
1st Hero’s Defiance, Keep Watch, Honeyed Tongue, Endure Elements

Smite Evil 2/day (+5 attack; +9 damage; +4 Deflection AC vs target)
Channel Positive Energy 8/day (30ft burst; 3d6 +5; DC 20)
Channel Negative Energy 6/day (30ft burst; 5d6 +9; DC 21)
Divine Bond 2/day (Standard action, 9 min; +2 enhancement to melee weapon, or +2 worth select bonuses)
*Elemental Assault 1/day (Swift action, 1 round/level, +1d6 elemental damage (choose) to melee attacks)
Power Infusion 1/day (spell or ability using negative or positive energy applies 25% of original effect, rounding up, each round for 21 rounds. Expend remaining rounds to apply CL x rounds remaining of same energy effect, but take half that number in unavoidable non-lethal damage)

Backstory:

Youth
As a child, Khazia was picked up by the attendants in a merchant prince's trade caravan. They found her surviving off insects & lizards at an oasis along an irregularly traveled trade route through the Qadiran dessert, and quickly put her to work around the camp (as customary; in payment for saving her life). She has no recollection of her life before the oasis, but even as a girl everyone in the caravan knew there was something strange about her. Something not quite right, but oh so tempting. Her alluring charm only grew as she did, and her natural excellence at arms kept many ill-meaning suitors at bay, while moving her quickly through the ranks of the guard. At the prince's side (a known summoner of some power) as his personal guard, her charismatic charm and teasing wit won her presence at more dealings than he would normally "require."

It was one such meeting, the prince's final dealing with a bound genie, when Khazia's new mortal life would truly begin. The genie, a towering being of flame and muscle, had finished dealing with one of his master's most powerful rivals, and was determined to win his freedom with this news. The Efreeti was the first to recognize Khazia's Jann ancestry, and both were granted a brief vision of her twisted destiny.

Using this revelation, the genie talked his way to freedom between his master and the stunned concubine. How's that for a recognizable fantasy scene! The Efreeti left in a flash of light, blinding the revealed oracle outsider, but granting her another vision of her future greatness. When the blinding light that had become her world subsided days later, her sight was blurry and clouded. She could see no further than half the length of the caravan on a night's march, and was no use watching for bandits creeping in the dessert expanse during the day.

Adolescence & Young Adulthood
In many ways defeated by the Jann spirits haunting her, Khazia was left in the care of Madam with a close friend of the merchant prince

Most recently

Personality:
Moving ever onward to discover and direct her worldly destiny; Khazia looks to her extraplanar roots for guidance.

All of Khazia's visions are binary; imparting a vague sense of two possibilities. She has always seen what she understands as the future, and the visions are focused on her wielding great power; one aspect for good, the other for evil.

Whenever she channels this power directly, Khazia is only able to produce a dark, foul, life-negating energy. Because of this, she strives to do the best thing for the most people in all situations. From tending to the sick to killing the unlawful bandits raiding the trade routes. Through pure determination, will, & force of personality, shaped by an immutable personal code (she is stubbornness incarnate), Khazia has managed to manipulate her strange connection to her ancestors into powerful healing magics. The fact that the mysterious source of her connection remains tainted, granting her only negative energy when she calls on it, drives her forward to greater heights.

Khazia draws strength from the raw force of her personality. Her presence is difficult to ignore, and impossible not to feel. Her wrath is no less furious, and fueled by her prophetic curse. She is brash, but polite. Since that first revelation brought about her strange powers, Khazia rarely lets her guard down. On the rare occasion she does relax, Khazia is quite charming. Keep Watch prepped daily, cast nightly.

She prefers to talk her way through situations, never seeking to harm others, and uses her palpable charisma to win over many initial opponents. When words fail, she is very capable with her powerful pole-hammer. Crafted to destroy evil extraplanar beings, the hammer represents what Khazia has come to see as her mission in Life: protect the innocent from the power of evil outsiders.

She has yet to glimpse the final course of that goal.

Big Ol' Crunch:

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Defense
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AC 25; Touch 15; Flat-Footed 22; (+9 Armor, +1 Dex, +1 Nat AC, +2 Deflection, +2 Luck)
CMD 21
HP 134 (9d10+45)
Fort +14, Ref +9, Will +12 (+2 vs Death effects; +2 vs Negative Level effects)
Immune Fear, Disease, Charm Spells & Spell-like abilities, Fatigue, Exhaustion
Resist Acid 5, Cold 5, Electricity 5, Fire 5, Negative Energy 13, Positive Energy 13
DR 1/-
Weakness Tainted Spirit; Oracle's Curses (Cloudy Vision, Haunted); Fey Foundling
Medium Fortification 50% chance to negate each critical hit or sneak attack (calculating damage normally)

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Offense
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Speed 20ft. Climb 20ft (+8)
Melee +2 Grayflame Evil Outsider Bane Lucern Hammer +16/+11 (1d12+9/×3; +2d6+2 vs evil outsiders)
Ranged Masterwork Sling +10/+5 (1d4+5)
Special Attacks Channel Negative Energy 6/day (DC 21, 5d6 +9); Channel Positive Energy 8/day (DC 20, 3d6 +5); Smite Evil 2/day

(Dual-Cursed) Oracle of Life Spells Known (CL 9th; concentration +14):
5th (1/day)-No spells known
4th (5/day)-Cure Critical Wounds, Neutralize Poison, Restoration, Divine Power, Spiritual Ally
3rd (7/day)-Bestow Curse (DC 18), Cure Serious Wounds, Dispel Magic, Magic Circle Against Evil, Prayer
2nd (7/day)-Cure Moderate Wounds, Darkness, Calm Emotions, Oracle's Burden (DC 17), Shield Other, Spiritual Weapon,
1st (8/day)-Bless, Cure Light Wounds, Divine favor, Ill Omen, Spiked Armor, Protection from Evil, Shield of Faith
0 (at will)-Create Water, Detect Magic, Spark, Light, Mending, Resistance, Stabilize, Purify Food/Water

Paladin (Hospitaler) Spells Prepared (CL 6th; concentration +11):
2nd Bullet Ward, Shield Other
1st Hero’s Defiance, Keep Watch, Honeyed Tongue, Endure Elements

At-Will
Detect Evil

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Statistics
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Str 20, Dex 12, Con 16, Int 10, Wis 12, Cha 21
Base Attack Bonus +9/+4; CMB +14; CMD 21
Feats Selective Channel, Channel Smite, Fey Foundling, Quick Channel, Toughness, Echoes of Genesis (Echo of Divinity; Echo of Supremacy: Dermal Enhancement, Denser Skeletal Structure, Cardiopulmonary Enhancement, Arboreal Aptitude)
Traits Dangerously Curious, Valashmai Veteran, Fate's Favored, Blessed Touch
Drawbacks Tainted Spirit
Skills (AC penalty -5) Appraise (untrained) +5; Bluff (untrained) +10; Climb (untrained) +8; Diplomacy +23; Heal +8; Intimidate (untrained) +10; Knowledge (History) +12; Knowledge (Planes) +8; Knowledge (Religion) +8; Linguistics +3; Lore (Genie History) +4; Perception +9; Profession (Courtesan) +2; Sense Motive +15; Use Magic Device +18; Racial Modifiers +2 Diplomacy; +2 Sense Motive
Languages Auran, Celestial, Common, Infernal, Terran
Revelations Misfortune, Channel Negative Energy, Life Link, Combat Healer
Mercies Fatigued, Staggered, Cursed

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Equipment
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Equiped Magic Items:
Headband: Circlet of Duality
Body: Resplendent Robes
Hands: Gloves of the Oligarch
Head:Jingasa of the Fortunate Soldier
Eyes:Deathwatch Eyes
Neck:Necklace of Adaptation
Shoulders:Eagle Cape
Wrist:Merciful Vambraces
Unslotted:Insignia of Valor
Chest:Unfettered Shirt
Feet:Tremor Boots
Belt:Belt of Physical Might +2 (Str, Con)
Rings:Ring of Foe Focus
Ring of Protection +2
Weapon:+2 Grayflame Evil Outsider Bane Lucern Hammer
Armor:+1 Medium Fortification Full-Plate
Bag:Handy Haversack

Noteworthy Mundane Items:
Adamantine Weapon Chain
20 Adamantine Bullets (61 gp each)
30 Sling Bullets
Approx. 3 weeks/food
Strange coin with an engraved "C" given by her black-armored abductor.
Carried Gold: 5 platinum, 8 gold, 17 silver, 16 copper

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Special Abilities
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Elemental Assault: 1/day, 1 round/level, swift action; +1d6 elemental damage (choose) to melee attacks
Fate's Favored: +1 from each source of any luck bonus
Tainted Spirit: Fort save after combat, DC 10 + rounds of combat; fatigued 10 minutes/round of combat
Blessed Touch: +1 HP healed w/channel, lay on hands, & cures
Haunted Oracle Curse: Standard action to retrieve stored item; spirits make small bad things happen
Cloudy Vision Oracle Curse: Blind beyond 60ft (Darkvision)
Fey Foundling: +1 damage taken from cold iron; +2 HP healed/die
Channel Positive Energy: 8/day (DC 18, 3d6 +5); 30ft burst
Channel Negative Energy: 6/day (DC 19, 5d6 +9); 30ft burst
Smite Evil: 2/day; +5 attack; +9 damage (x2 damage vs outsiders, dragons, & undead)
Lay on Hands: 9/day; standard action; heal 5d6 HP & apply mercies; swift action on self.
Life Link:Standard action to establish, immediate action to end, medium range, no duration; each creature (1/Oracle level) heals 5 HP at start of Oracle’s turn; Oracle takes same amount of damage
Combat Healer: 1/day; expend 2 spell slots to cast cure spell as swift action
Misfortune: Immediate action; force creature to reroll d20 & take 2nd result (every creature, 1/day)
Aura of Courage: Allies within 10ft +4 morale vs fear
Aura of Resolve: Allies within 10ft +4 morale vs charm
Divine Bond: Standard action, 2/day, 9 min; add +2 enhancement to melee weapon, or +2 worth select bonuses

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Unique Equipment
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Circlet of Duality:
Circlet of Duality
Aura moderate necromancy, moderate conjuration; CL 10th
Slot headband; Price 10,000 gp; Weight

DESCRIPTION
When worn, a divine channeler can enhance their positive or negative energy channeling by +1 per two divine channeler character levels. This half adamantine and half mithral circlet is studded in clear spherical gems, those on the adamantine side seem tinted purple whereas those on the mithral side seem tinted gold.

When channeling negative energy the purple gems glow brightly and their eye on that side glows purple as well.

When channeling positive energy the gold gems glow brightly and their eye on that side glows gold as well.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, creator must be a 9th-level cleric, cure light wounds, inflict light wounds Cost 5,000 gp

Resplendent Robes & Gloves of the Oligarch:

Resplendent Robes
Aura moderate transmutation; CL 10th
Slot body; Price 10,000 gp; Weight 5 lbs.

Description
This pure white robe is made of fine silk and embroidered in complex golden designs all along its edges which are interspersed with tiny gems of all colors. When worn it grants you a +2 bonus to Bluff and Diplomacy checks and a +1 bonus to Charisma. The robes must be worn for at least one week for the Charisma bonus to become permanent.
When worn with Gloves of the Oligarch you gain an additional +3 to Bluff and Diplomacy, a +1 to Will Saves against Fear effects and use of the following ability:

Corona of the Beloved(Sp): Once per day for 1min you may behave as if your Charisma modifier was doubled when using Bluff or Diplomacy.

Construction Requirements
Craft Wondrous Item, eagle's splendor, creator must have 10 ranks in Bluff and Diplomacy; Cost 5,000 gp

Gloves of the Oligarch
Aura moderate transmutation; CL 10th
Slot hands; Price 10,000 gp; Weight 1 lbs.

Description
These rich, brown gloves are made of fine leather and embroidered in complex golden designs all along their knuckles and fingertips, the knuckles being interspersed with tiny gems of all colors. When worn they grant you a +2 bonus to Appraise and Intimidate checks and a +1 bonus to Charisma. The gloves must be worn for at least one week for the Charisma bonus to become permanent.

When worn with Resplendent Robes you gain an additional +3 to Appraise and Intimidate, a +1 to Will Saves against Fear effects and use of the following ability:

Font of Riches(Sp): Once per day you may add 10% to the total value of the next loot dissemination. This affects the overall pool of monetary reward as in Platinum, Gold, Silver or Copper pieces found. More than one instance of this effect upon any one loot dissemination does not stack.

Construction Requirements
Craft Wondrous Item, eagle's splendor, creator must have 10 ranks in Appraise and Intimidate; Cost 5,000 gp

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Epochryphon Faction Details
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The Brotherhood of Nature's Eternal Renewal:
The Brotherhood of Nature's Eternal Renewal
Symbol: A tree with half of it alive and half of it dead.
Alignment: Neutral Good
Leader: Archdruid Erasmus Kale
Description: The Brotherhood is the least violent of all Epochryphon factions and is lead by the eponymous Archdruid Erasmus Kale.

Archdruid Kale oversaw the planting of the Hideaway Arboretum and he and his closest confidants grew and enchanted a portion of the vast complex of trees to create the Woods of Where, a place where even the keenest ranger could get lost.

At the heart of the Woods of Where lies the Grove of the Elders where Erasmus and all Brotherhood druids go to center themselves.
Prestige Class Options: The Brotherhood counts among its ranks the foremost healers and spiritual leaders in the Epochryphon. Those looking to improve their healing powers or ascend to a higher spiritual plane should seek them out.

Sold Equipment: The Brotherhood sells all manner of healing gear from staves to potions and favors nature motifs on all their gear.

Faction Benefits:

Duality Incarnate (Su) (Passive)
The cool wisdom of Erasmus Kale has swayed you and you gain +1 faction bonus to DCs with effects using Positive or Negative Energy, +11 faction bonus to your Resistance vs. Positive or Negative Energy, and +1 faction bonus vs. Effects That Would Cause You to Incur a Negative Level. These bonuses increase by +1 at 8th level and every four levels thereafter.

Kale's Blessing (Su) (Passive)
Erasmus Kale has acknowledged you as a worthy acolyte and grants you a 25% reduction in price when purchasing items from the Brotherhood of Nature's Eternal Renewal.

Power Infusion (Su)
Once per day as a supernatural ability you may infuse any spell or ability that utilizes Positive/Negative Energy with additional power allowing the resultant effect to heal/deal 1/4 the damage healed/dealt every round for a number of rounds equal to your Wisdom or Charisma Score, whichever is higher. At any point in its duration you may expend the effect healing/inflicting damage equal to your Caster Level x the remaining rounds of the effect and dealing half that damage to you as nonlethal damage. This nonlethal damage cannot be mitigated.

Campaign Feat: Echoes of Genesis(Trail of the Dead God):

Echoes of Genesis (Campaign: Trail of the Dead God)
Requirements: Must bear the Mark of Solivagus.
Description: Those who have been chosen by Solivagus to aid him in his endeavor eventually unlock a hidden set of talents due to the unique nature of Hideaway's construction. Built within a dead world and then artificially implanted with leylines derived from ancient and forbidden magics, Hideaway bestows a gift upon its dwellers.
Those using magic find it comes to them much easier and with incredible potency whereas more physically inclined individuals find their skeletal structure and musculature enhanced. Some residents even report enhanced senses like an incredible boost to their sense of smell or even the ability to see in darkness.

The Immortal Initiative claims that these are merely side-effects to Hideaway's innate uniqueness in the cosmos. Others insist on a darker reason...

Benefits: Choose up to two of the following benefits. These cannot be changed.

Echo of Divinity(Su)-(Divine Spellcasters Only): Your divine magic has returned and the feel of it is unlike anything before. Power surges through your body like a pulsing warmth, almost like a second heart was pumping pure divinity throughout your being. You may cast any divine spell without having to expend any required materials and reduce the level penalty incurred by Metamagic effects by 1 (Minimum 0). This effect does not negate the need for material components it merely negates the consumption of them when casting a spell.

In addition, all divine spells you cast ignore the first 10 points of energy resistance and can only be resisted by a Spell Resistance equal to twice your Caster Level or higher. Antimagic effects incur an additional 50% + 2%/CL chance to simply fail when you cast a spell(Maximum 90%). When an opponent attempts to counterspell a divine spell you cast they must expend an additional spell slot to do so.

Echo of Mastery(Su)-(Arcane Spellcasters Only): Your arcane magic is almost palpable, incandescent bolts of raw power dancing on your fingertips. The freedom of your newfound power is akin to a great burden finally being lifted. You may cast any arcane spell without having to expend any required materials and reduce the level penalty incurred by Metamagic effects by 1 (Minimum 0). This effect does not negate the need for material components it merely negates the consumption of them when casting a spell.

In addition, all arcane spells you cast ignore the first 10 points of energy resistance and can only be resisted by a Spell Resistance equal to twice your Caster Level or higher. Antimagic effects incur an additional 50% + 2%/CL chance to simply fail when you cast an arcane spell(Maximum 90%). When an opponent attempts to counterspell an arcane spell you cast they must expend an additional spell slot to do so.

Echo of Supremacy(Su): Your body feels somehow stronger, muscles bulge beneath your skin and the weight of years of living seem like nothing more than a bad dream. Something has changed within you but you can't quite put your finger on it.
(Choose four** of the following effects.)
-Enhanced Eyesight- Lowlight Vision(Must be able to see normally.)
-Preysight- Darkvision 60ft(Must have Lowlight Vision and a Wisdom Score of 12 or higher.)
-Greater Preysight- Darkvision 120ft(Must have Darkvision 60ft as a racial trait.)
-Olfactory Enhancement- Scent(Must have a Wisdom Score of 12 or higher.)
-Denser Musculature- +5ft to Movement Speed*(Must have a Dexterity Score of 12 or higher. Must have a Dexterity Score equal to the bonus gained in this way)
-Aquatic Aptitude- Swim Speed Equal to Movement Speed(Must have a Strength Score of 12 or higher.)
-Arboreal Aptitude- Climb Speed Equal to Movement Speed(Must have a Strength Score of 12 or higher.)
-Dermal Enhancement- Natural Armor +1*(Must have a Constitution Score equal to 5 x the Natural Armor bonus gained in this way.)
-Enhanced Resistance- +5 Energy Resistance(Must have Energy Resistance as a racial trait. Only affects one form of Energy Resistance. If taken more than once choose a different Energy Resistance each time.)*
-Antivenin Lymph Glands- Immunity to Poisons(Must have a racial bonus to Constitution or a racial bonus vs. poisons.)
-Antiviral Marrow Cores- Immunity to Diseases(Must have a racial bonus to Constitution or a racial bonus vs. diseases.)
-Cardiopulmonary Enhancement- Immunity to Exhaustion & Fatigue(Must have a Constitution Score of 12 or higher.)
-Denser Skeletal Structure- Damage Reduction 1/-*(Must have at least a +1 Natural Armor bonus. Must have 25 Hit Points per DR1/- gained in this way.).
*These can be taken more than once but must follow any additional guidelines if listed.
**Characters without spellcasting ability may take up to eight effects.