Grim Reaper

Lyr Scarheart's page

571 posts. Alias of Doomed Hero.


WD Channel 2/3, Life Channel 0/1, Quickrun 0/1.


ACTIVE EFFECTS: Life Link, hunter's blessing (elves), false life


HP 80/80 , Temp HP: 5, AC 20, Fort +6, Ref +5, Will +13, Perception +21, Survival +19

Special Abilities

Poison Use, WD channel 5d6, Life channel 7d6


Chaotic Neutral




Elven, Undercommon, Sylvan, Drow Hand Sign


Drow Hunter

Strength 10
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 22
Charisma 11

About Lyr Scarheart


Lyr was a child when he was captured by the Drow. His parents were both priests. Pilgrims on their way to an island called Mordent to try to make contact with a lost colony of Elves. Their hope had been to teach the Mordent elves about the Elven gods. Lyr was a very devout child and was looking forward to demonstrating the miracles his faith had blessed him with.

They never made it.

Now he remembers only hail of poisoned bolts and black smiles in the shadows, and then nothing but darkness.

That darkness lasted a hundred years. He was separated from his parents, his will broken and trained, and then bought by an Alchemist who specialized in brewing drugs and poisons.

He tested them on Lyr. Half his life was spent healing from the bruises his master left on his body. The other half he spent recovering from the agony of the chemicals coursing through his system.

Slowly, some resistance developed. His recovery times became shorter. He was grown by then, stronger in body but broken in will. It was faith that saved him. He had never stopped praying, and eventually he'd managed to steal a small knife and carve a holy symbol with it. Then Ketephys began to answer.

His god was notoriously silent, giving no direct commandments. Instead, he simply sent Lyr help. Heralds of the Forest Lord began to answer. Unlike their master, they spoke freely to him, telling him there was hope and bringing him small things with which to prepare.

After the third failed escape and subsequent punishment, each more inventive and agonizing than the last, Lyr was convinced the only escape was death. So that became his plan.

After so long with the Alchemist Lyr knew exactly how to mix a toxin that would make him appear dead. The next time he was used as a test subject, he dosed himself with the concoction he'd prepared and appeared to expire messily. He was quickly sold to a body collector.

He woke up in a pile of corpses.

From there escape was easy. Nobody locks up dead bodies. He did not seek revenge or make any elaborate plans. He simply fled. He took his small holy symbol out of his mouth, called up a guide, and made his way carefully into the Darklands.

The dark elves were not fools though. The slave collar and slave manacles he still wore were marked with tracking magics. The Alchemist realized he'd been played for a fool when the collar of his dead slave seemed to be moving much farther away than it should have.

Drow hunting parties were sent after Lyr. They did not expect him to be such dangerous prey. He defeated them through luck and surprise, then ran as quickly as he could, relying on prayers and summoned guides to make it to the surface. He knew the Drow would come for him again and this time they would not be so easy to trick.

He followed their hidden signs to the surface, discovering a hidden observation post where the Drow had been spying on an Elven outpost near Kyonin. The Drow spy did not expect to be attacked from the rear. Lyr added another dead drow to his list and made it to the surface in the dead of night.

He came out of the hidden crack in the stone like a madman, calling to his brethren, collapsing in rough sobs against the base of the tree the outpost stood in. He was taken in, fed and cared for by confused but concerned elven sentries.

His story was met with disbelief, and even hostility. He was speaking sacrilege and nonsense, but the sentries diligently sent a Hawk out with the message to the capitol.

The message quickly became a carefully guarded secret. A team of carefully selected, trusted warriors was sent to retrieve Lyr with powerful magics to move them great distances in the blink of an eye. When they arrived the Drow were just finishing their slaughter of the Outpost. The last sentry fell right as they teleported in.

They fought back and drove the Drow to retreat, but Lyr was dead. The Drow had ripped his heart from his body as proof they had done the job they had been hired for.

His body was brought back to Kyonin and it was decided that the information he possessed was worth the powerful magics to bring him back to life.

So Lyr awoke, alive, feeling much like he'd always felt when he came back from the brink of death so many times before. He was used to waking up with new scars so the terrible rip across his chest hardly fazed him. The lack of a heartbeat was a little concerning, but still he accepted his strange condition quickly. He had long since become convinced that he was alive by the grace of Ketephys. This was only more proof of that.

The Shin'Rakorath did what they could to repair the damage done to his mind, but some scars never heal. He was one of them now. He had more information on the Drow and their society than any elf alive so to them he was a valuable asset, but he did not feel as though he belonged. He came to love his people and the community they had built in the ruins of Kyonin, but he always felt apart from it. He knew the elven dream could never become a reality as long as the cancerous Drow brewed plots and poison in the dark below.

So he decided to go back. It was time to take the fight back to the shadows. The Drow were a blight that needed eradicated. His whole life had been preparing him to be the tool of that task.

Besides, they had his heart. He wanted it back.



Half Elf Witch Doctor Shaman 9

Init +1
...+2 in surprise rounds

Movement: 30'

HP: 77 (8, +8d8, +16 con, +10 toughness)



18 AC (+1 dex, +4 MW mithril chain shirt, +1 darkwood buckler, +1 deflection)
Flat Footed: 17
Touch: 13

16 CMD (+6 bab, +0 str, +1 dex)

+6 Fort (3 base, +2 con, +1 cloak)
...+4 vs Poisons
...+2 vs Disease

+5 Ref (3 base, +1 dex, +1 cloak)

+13 Will (6 base, +6 wis, +1 cloak)



BaB +6/+1
CMB +6

Masterwork Sawback dagger, +7/+2, 1d4, 19-20 crit, masterwork survival tool
Masterwork drow Rapier, +6/+1, 1d6+ drow poison, 18-20/x2 crit,

+1 Composite Longbow, +7/+2, 1d8+1, x3 crit
+1 Attack and Damage within 30 feet (point blank shot)
+1 attack vs. Drow

Masterwork Hand Crossbow, +7/+2, 1d4 + drow poison

Net +3, entangle

Feats, Traits and Drawbacks:


Scouting for Drow +1 trait bonus on all attack rolls made against foes you know to be Drow.
Wisdom in the Flesh: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you. (stealth)

Skill Focus: (half elf) +3 to Survival checks
Point Blank Shot: +1 Attack and Damage with a ranged weapon within 30 feet. (1st)
Precise Shot (3rd)
Toughness (5th)
Improved Familiar (7th)
Quick Channel (9th)



[4 (shaman), +1 Int, 2 background*] x9
63 total

+21 Perception (5 rank, +3 class, +6 wis, +2 racial, +5 competence)
+15 Sense Motive (6 ranks, +3 class, +6 wis)
+9 Spellcraft (5 ranks, +1 int, +3 class)
+16 Heal (1 rank, +3 class, +6 wis, +2 eq, +4 healer's touch)
+5 Know: Religion (1 ranks, +3 class, +1 int)
+5 Know Nature (1 rank, +3 class, +1 int)
+5 Know: Dungeoneering (1 rank, +3 class, +1 int)
+10 Know: Local* (Darklands) (6 rank, +3 class, +1 int)
+10 Craft Alchemy* (4 rank, +3 class, +1 int, +2 eq)
+7 Craft Leatherworking (1 rank, +3 class, +1 int, +2 eq)
+20 Stealth (9 ranks, +3 class, +6 wis, +2 eq.)
+10 Slight of Hand (9 ranks, +1 dex)
+10 Use Magic Device (9 rank, +1 cha)
+19 Survival (5 rank, +3 class, +6 wis, +3 skill focus, +2 masterwork tool)

Class Abilities


Life Link Hex (Su): (2nd level) The shaman creates a bond between herself and another creature within 40 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Counter Curse (Su) At 8th level, the witch doctor can choose to lose any prepared spirit magic spell that is 3rd level or higher in order to spontaneously cast dispel magic or remove curse. This ability can only target a spell effect that is on an ally (including herself ). If she forfeits a spirit magic spell higher than 3rd level, she gains a +2 sacred bonus on her caster level check to dispel the spell or to remove the curse for every spell level higher than 3rd that she sacrifices.
This ability replaces the hex gained at 8th level.

Channel Energy (Su) At 4th level, the witch doctor can draw transcendental energies to her location, flooding it with positive energy as the cleric class feature. The witch doctor uses her shaman level – 3 as her effective cleric level, and can channel energy a number of times per day equal to 3 + her Charisma modifier. This is a separate pool of channel energy that does not stack with the life spirit’s channel spirit ability.
This ability replaces the hexes gained at 4th and 12th levels.

Channel Energy (Su) Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Healer’s Touch (Su): The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check.

Wandering Spirit Abilities below

Touch of Flames/Acid (flames or stone spirit) As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire/acid damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming/corrosive weapon.

Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.

Doors to Everywhere (slums) (Ex) As a standard action, the shaman can step through any door and instantly exit through another distant doorway. Regardless of what spell this functions as, it can transport only you, and both your departure and arrival spaces must be adjacent to a door or similar opening. Initially, this functions as per jester’s jaunt. At 9th level, the shaman can use this ability as per dimension door. At 14th level, the shaman can use this ability as per tree stride (treating all doors as generic coniferous trees). You can use this ability three times per day, plus one additional time per day at 12th level and at 20th level.



Favored Class Bonuses:
1) +5 feet to Life Link
2) +5 feet to Life Link
3) add Shatter to spell list
4) add Silence to spell list
5) add Shield Other to spell list
6) add Paragon Surge to spell list
7) add Blessing of Fervor to spell list
8) add Freedom of Movement to spell list
9) add Terrible Remorse to spell list

Thinblood Resilience: Half-elves from the underdark with this racial trait are accustomed to torture at the hands of their drow forebears, and gain a +2 racial bonus on Fortitude saves against poison and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poisoning themselves. This racial trait replaces the elven immunities racial trait.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces multitalented.



DC 10 + 1/2 Level + Wisdom
Life Spirit Spells marked in Bold
Wandering Spirit Options marked in [i]italics
Spontaneous Cast Dispel magic (use spirit spell of level 3+)

Following spells added to list via Favored Class: Shatter (2), Shield Other (2), Paragon Surge (3), Glyph of Warding (3), Blessing of Fervor (4),
Freedom of Movement (4), Terrible Remorse (4)

Darkness x1 per day
Levitate x1 per day

Orisons (4 per day, at will)
Detect Magic
Detect Poison
Dancing Lights

1st level (4 per day, +2 bonus, +1 spirit) (one slot open)
Obscuring Mist
Cure Light Wounds
Detect Evil (up to 10 min/level)
Comprehend Languages (10 min/level)
Heightened Awareness (10 min/level)
Detect Undead
Burning Hands (flames)
Charm Animal (nature)
Magic Stone (stone)
Charm Person (slums)

2nd level (4 per day, +2 bonus, +1 spirit)
Shared Sacrifice
False Life
Owl's Wisdom (1 min/level)
Shield Other (1 hour/level)
Splinter Spell Resistance (10 min/level)
Lesser Restoration
Resist Energy (flames)
Barkskin (nature)
Stonecall (stone)
Summon Swarm (slums)

3rd level (4 per day, +1 bonus, +1 spirit) (One slot open)
Nauseating Trail x (cast)
Glyph of Warding
Paragon Surge (1 min/level) (cast)
Magic Circle vs Evil (10 min/level)
Neutralize Poison
Fireball (flames)
Speak With Plants (nature)
Meld to Stone (stone)
Hold Person (slums)

4th level (2 per day, +1 bonus, +1 spirit)
Freedom of Movement
Blessing of Fervor
Terrible Remorse
Wall of Fire (flames)
Grove of Respite (nature)
Wall of Stone (stone)
Confusion (slums) (cast)

5th level (1 per day, +1 bonus, +1 spirit)
Hunter's Blessing
Wall of Thorns x (cast)
Breath of Life
Summon Monster V (fire elementals only) (flames)
Awaken (nature)
Stoneskin (stone)
Wall of Stone (slums)



Quiver 1 (efficient quiver, 60 arrows)
5 Durable Thistle arrows
5 Durable Adamantine Angel Quill arrows
5 Durable Silver Angel Quill arrows
5 Durable Cold Iron Angel Quill arrows
5 Raining arrows (holy water)
4 Slow Burn arrows (1 used)
10 durable Ghost Salt'd arrows

Quiver 2 (poison arrows, 20 arrow capacity)
The bottom of this quiver is separated into a grid, each area packed with ground pumice soaked in poisons. Arrows sheathe into the poison sand.
2 +1 Durable Drow Bane arrows (treated with Blue Whinnis poison)
2 Splintercloud arrows treated with Nightmare Vapor and Ragespittle
3 Splintercloud arrows treated with Oil of Taggit
5 Drow poison arrows
8 durable bloodcrystal arrows (deals bonus damage to bleeding enemies)

Quiver 3, (utility arrows, 20 arrow capacity)
This quiver is full of arrows not designed for normal combat.
3 Grapple arrows
5 Dye/Pheramone arrows
2 Whistle arrows
4 Incendiary arrows (rigged with tinder twigs)
5 Smoke arrows (rigged with tinder twigs)

Alchemical Weapons in Bandoleers
2 Acid
5 Alchemist fire
2 Alchemical Ice
5 Tangleburn
5 Tanglefoot
4 Burst Jars
2 Tar Bombs
5 Shard gel (with Drow poison)
5 Stun Vial
2 Suffocating Powder with Drow poison

Alchemical items and poisons in pouches
2 Holy Blanch
10 Smokesticks
10 Antitoxin
5 Antiplague
Smelling Salts
2 Orbicular sac
5 Silence Dust
3 Spiderdraw
10 Chameleon Pill

Alchemical Items in Handy Haversack
25 Alchemist Fire
20 Tangleburn
15 acid
15 liquid ice
15 lightning bottles
10 Burst Jars
5 Tar bombs
5 Stun Vials
1 gallon lamp oil.
5 Spider Sac
Tracking powder (20)
5 Tunnel Creeper

Wands (in bandoleers)

Wand of Cure Moderate (41)
Wand of false life (12)
Wand of Cure Light (50)

Potions, Scrolls, etc

potion of Cure Light x2
Potion of Fly
Potion of Invisibility x2
Scroll of Stoneshape

Soul Soap x3
Dust of Dryness
Tree feather token x2
Boat feather token
Fan fether token



Efficient Quiver (1800 gp)

Armor: Masterwork Mithril Chain Shirt
Shield: Darkwood Buckler
Head: Phylactery of positive channeling
Headband: +2 wis
Eyes: eyes of the eagle
Neck: Silver Holy Symbol Wayfinder (10 gp) w/ ioun stone with Heightened Continual Flame cast on the inside (500 gp), Bloodlink
Shoulders: Cloak of Resistance +1
Ring: of Sustenance
Ring: of Protection +1

Unslotted: Quickrunner's Shirt


In pouches/on belt:

Masterwork Healer's kit
Skeleton Key x2
Travelers Any-Tool

In Masterwork Backpack:

Masterwork Alchemical tools
Block of obsidian and arrow knapping tools
ball of twine
Survivalist trapping supplies





House Vonnarc: drow house the Alchemist belonged to. Powerful wizards and alchemists.

House Azrinae: Large and powerful house. known for delving into lost secrets.

House Misraria: Weaker house allied with house Azrinae