Seneka Volstadt

Lady Lyrona Del-Azeene's page

1 post. Alias of Johnny_Panic.


Classes/Levels

Lady Lyrona Del-Azeene

Gender

Female

Size

6'3"

Age

120

Alignment

LN

Deity

Law

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

About Lady Lyrona Del-Azeene

Lady Lyrona Del-Azeene

Race: Aasimar-[Peri-Blooded (Emberkin)]
Class:Investigator - Psychic Detective [L5]

Description
Lady Lyrona Del-Azeene is tall and slender, Lyrona has golden toned skin, Amber eyes and golden hair. Lyrona has elf like feminine looks so its hard to tell if he is a she. Having no facial hair and never needs to shave. Also Lyrona moves with unearthly grace and confidence. Lyrona mind is strong but has a weak body. Ynjan likes ranged attacks more than hand to hand combat, but in a fight Ynjans hands can be deadly. Lyrona clothing is very well made, and well kept liking to keep clean at all times. Lyrona carries a odd looking light crossbow [spring cross-bow], A cold Iron thin blade and Dagger Lyrona keeps in one boot.

Personality
Lady Lyrona Del-Azeene - Was known from childhood to be touched by the other worlds. Clever and cunning in a fight or hunt. Lyrona would talk to anyone at all, asking countless questions and hearing any stories to be told. Lyrona is fainated by every thing around her/him. Curious to the point of recklessness, Ynjan loves Gnomes and Halfling because of this. Lyrona likes good company, ale, good songs, puzzles and problems. Lyrona is not into wealth but knowledge and interesting things. He follows the faith of Cayden Cailean.

Crunch:

Init +2; Senses: Dark vision 60; Perception +6
[Move 30']

STATISTICS
[20 point buy]
Str = [11][+0][10][01p]
Dex = [14][+2][10][5p]
Con = [10][+0][10][00p]
Int = [18][+4][12][7p][+2Race][+1Level][+2Item]
Wis = [12][+1][10][02p]
Cha = [16][+3][12][05p][+2Race]

OFFENSE
Base Atk +0;
RA +2 [+0BAB+2Dex]
MA +1 [+0BAB+1Str]
CMB +1; CMD 13

Weapons:
Unarmed Strike TH+1 [DMG1d3+1] x2
Cold Iron Dagger TH+1 [DMG1d4+1] x2 R20'
Cold Iron Rapier TH+1 [DMG1d6+1] 18-20 x2

Weapons: Ranged-
Advanced Revolver +1 [TH+3] [DMG1d6+1] [19/20x2] R80'

DEFENSE
AC 18, touch 14 flat-footed 15
(10 +5Armor +3Dex, +0dodge, +0natural, +0size+0Item *)

HP 28/28 = D8+0con+[4x(d8+0Con)]

Fort [+01][+1Class+0Con]
Ref- [+06][+3Class+3Dex]
Will [+04][+3Class+1Wil]

Defensive Abilities:
DR 2/Magic [Race]
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. [Race]

Feats
Race
1:

Levels
1:Eschew Materials
2:Amitro Gun Slinger
3:Extra talent

Items
1:Improved Unarmed Strike [Wayfinder slotted stone]

Campaign
1:

class
1:Amitro Gun Slinger
2:Gun Smith

Weapon Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. Fire Arms [feat]

Traits 2+2[Feat]
1:Acrcane Dabbler [Magic]
1:Mend 1/day
2:Read Magic 1/day [10mins]

2:Rich Parents

3:Reckless
You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield.
Benefits: You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Drawbacks
1: Righteous Indignation
Effect(s): Whenever a foe provokes an attack of opportunity from you, you must take it unless you succeed at a Will save against a DC equal to 10 + your level. You take a –1 penalty on Will saving throws against spells with the emotion descriptor that do not also have the fear descriptor.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Skills:

Skill Ranks per Level: 5x[6+5int+1FC] = [70][Used][-left][2 back ground]

+13 Acrobatics*(+3dex, +5rank +3class +1Trait +1Item)<
+08 Appraise(+5int, 1rank +3class)<*
+08 Bluff(+3cha, +1rank +3class)<
+00 Climb*(+0str, 0rank +0class)
+03 Craft(Traps)(+3int, +0rank +0class)<*
+07 Diplomacy(+3cha, +1rank +3class)<
+03 Disable Device (+3int, +0rank +0class)<
+03 Disguise(+3cha, 0rank +0class)<
+02 Escape Artist(+2dex, 0rank +0class)<
+01 Heal (+1wis +0rank +0class)<
+03 Intimidate(+3cha, +0rank +0class)<
+05 Perception(+1wis, +1rank +3class)<[+1 V traps*]
+02 Ride (+2Dex 0ranks)
+03 Profession (ALL) (+3wis, +0rank +0class)<*
+02 Perform (ALL) (+3Cha +0Rank +0Class)<
+08 Sense Motive(+2wis, +1rank +3class)<
+02 Sleight of Hand(+2dex, +0rank +0class)<*
+09 Spellcraft(+3int, 1rank +3class +2race)[+1d6]<
+02 Stealth(+2dex, +0rank +0class)<
+03 Survival(+1Wis 0rank +0class+2Item)
+01 Swim (+1Str +0rank +0Class)
+03 Use Magic Device(+3cha, +0rank +0class)<

^Knowledge (Arcana)(Int)____+07{+1rank,+3Int +3class} [+1d6]
^Knowledge (Dungeoneering)(Int)____+07{+1rank,+3Int +3class} [+1d6]
^Knowledge (Engineering)(Int)____+07{+1rank,+3Int +3class} [+1d6]{B}
^Knowledge (Geography)(Int)____+07{+1rank,+3Int +3class} [+1d6]
^Knowledge (History)(Int)____+07{+1rank,+3Int +3class} [+1d6]*{B}
^Knowledge (Local)(Int)____+03{+0rank,+3Int +0class} [+1d6]
^Knowledge (Nature)(Int)____+07{+1rank,+3Int +3class} [+1d6]
^Knowledge (Nobility)(Int)____+03{+0rank,+3Int +0class} [+1d6]
^Knowledge (Planes) (Int)____+09{+1rank,+3Int +3class +2race} [+1d6]
^Knowledge (Religion) (Int)_____+07{+1rank,+3Int +3class} [+1d6]
^Linguistics(Int)_____+03{+0rank,+3Int +0class} [+1d6]
[Common+Celestial+Elf+Sylvan]

+06 Concentration (+3int +1CL +2trait)

Inspiration[+1d6][4/day]
The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

*Trapfinding [+1]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Race
+2 racial bonus on Spell Craft, Kn Planes

Trait

Race Aasimar:

Aasimar Peri-Blooded (Emberkin)

Standard Racial Traits
Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Int and +2 Cha

Type: Aasimars are outsiders with the native subtype.

Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Aasimars have a base speed of 30 feet.

Scion of Humanity:
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Defense Racial Traits

Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits

Skilled:
Peri-Blooded (Emberkin) Aasimar have a +2 racial bonus on Spell Creft and Kn Planes.

Magical Racial Traits

DR 2/Magic

Darkvision:
Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Class Investigator - Psychic Detective L1:

Investigator - Psychic Detective [L1]

BAB+0
Saves +F0/R+1/W+1
Alignment: Any.
Hit Die: d8.
Parent Classes: Alchemist and rogue.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Weapons
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Spell Casting
A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.

Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.

At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.

In effect, the psychic detective loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast.

A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.

1st—Detect chaos, detect evil, detect good, detect law, find traps.
3rd—Calm spirit*, daylight.
4th—Modify memory.
6th—Banishment, moment of prescience, scrying (greater).

This ability replaces alchemy.

Inspiration (Ex)] [4/day]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding [+1]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Spells
0Level spells DC15 [unlinied]
1:Detect Magic
2:telekineti Projectile
3:Detect Psychic Significance
4:Prestidigitation

1 level spells [DC15] [2 Known] [1+1/day]
1:mage-armor [+4AC force / 1hour]
3:Detect Thoughts [1 mins]

other
Blue Light at Will [Item]
1:Mend 1/day [Trait]
2:Know Direction 1/day [Trait]

Equipment:

Starting cash 900+105gp

Clothing
Fine clothing 20gp

Weapons:
Cold Iron Dagger 1lb 4gp In boot
Rapier 2lb 20gp
Spring Crossbow, light + 30 bolts 90gp

Armor:
Fine Leather 15lb 40gp

Belt: Sling Belt 2gp
Body: Fine clothing 10gp
Chest:-
Eyes: -
Feet: Fine Boots 2gp
Hands: Fine gloves 2gp
Head: -
Headband:-
Neck: -
Shoulders: Fine Long Cloak 8gp
Wrists: Sleeves of many Garments 200gp
Ring L: -
Ring R: -

Belt Pouch1
Pouch 1:
Whistle, signal 8sp --lb
Note book and pen. 10gp
Flint and Stone 5sp

Pouch 2
Wand of CLW 5/50 75gp
Way finder 1lb 500gb
-: Slotted stone Deep red sphere: [cracked] 200gp
+1 competence bonus on initiative checks
Resonant Powers - Improved Unarmed Strike [Feat]

On belt.
Water Flask 10gp.
Holy Tankard 5spa

-=Carrying Capacity=- .
Light 0-36 lb. Medium 27–53 lbs Heavy 54–80 lbs
-=Current Load Carried=- 26lb [light]
Starting cash
-=Money=- 0 GP 0 SP 0 CP

10 mins backstory:

Five things about Ynjan Ragnavold's background
1. Ynjan Ragnavold was born into an old noble clan whose hunting lands where expansive. A younger child Ynjan was to be a life of a well to do, marriage to a lesser chefs daughter. Ynjan's elder brother taking the Clan name rights, but form an early age it was clear Ynjan had the touch of a higher plan. Ynjan was kind, loving new things and interesting challenges. Ynjan read every book he has ever meet. Ynjan is happy go lucky and loves being with others.

2. Ynjan is a gifted thinker, with a mind running well ahead of Ynjans teachers and tutors. By 40 Ynjan had read or paid bards to hear all the great tails. One teacher Ynjan respected was a blind Elf called Milrank, old and well traveled. He told Ynjan off far off lands and cultures. He also showed him how to craft a mind Palace in which to hold facts and information. To this day Ynjan uses this skill to remember things.

3. Magic and the use of it came as second nature to Ynjan. Milrank said it was in his blood. So Ynjan worked hard to master what skills and gifts he had. But being a magic detective has lead Ynjan to become a little Paranoid at all times believes that someone or something is out there waiting to pounce.

Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

4. Ynjan had never married, Having both male and female lovers over the years, but Ynjan knows that ageing is slower for him than others. This has lead Ynjan to move on from relationship to relationship.

5. Ynjan will always seek to think a way to victory, out smarting and thinking others. Often with a joke. Ynjan follows the ways of Cayden Cailean having fun while drinking with fellows.

Two Goals
1. To become a god so he can spend all of time having fun and drinking good wine.
2. To help the weak and poor with a smile and a joke.

Two Secrets [One known/one unknown]
1. Ynjan like many Angels has no genitalia, being A-Sexual and not male or female. She/he is happy to be called either male or female.
2. Ynjan is the grate grand child of Cayden Cailean, who had a child with a bar maid while having an epic year long drinking celebration with a clan chieftain. He fathers father having seduced his Great grand mother when she was a maiden and it was all hushed up.

Three People [2 friends 1 enemy]
1. Lord Kilvon Lankily, A human noble Ynjan likes who had Ynjan investigate some problems for him.
2. Wild Heart Reena, A female elf, who hired Ynjan once. They like each other and have spent some time in each others company than is good for them, drinking and fighting.
3. The smuggler "Oful Rog", Ynjan uncovered his undergraund smuggling network and passed the information on. "Oful Rog", has said he will kill Ynjan should he ever get his hands on him.

Three Memories
1. Looking over a murder scene, winter time and the Inn was locked form the inside. 20 dead bodies, most ripped apart, blood frozen to the walls. The wards still intact and no one left alive. A feeling of excitement working out, what had happened.

2. Standing on a mountain top a large orc coming at him. Sword out, face of teeth and anger. Taking two steps to the left and waiting. Feeling the orcs breath as came close, lifting his word, counting. The Orc stoping looking at Ynjan as if to asking Why are you counting then getting to zero and the small chemical charge going off. The puff of acid and a kick. The orc falling down to rocks below.

3. A night on the town with Wild Heart Reena, getting drunk and into a bar fight. Hiring a bard and singing rude songs all night.

notes: