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Lyra Stelymes's page

No posts. Alias of KatGrey.


Full Name

Lyra Stelymes

Classes/Levels

Saves: Fort +1 Ref +2 Will +2 | Perception: +0 | Init: +6 | Status: Normal | Spell Effects:

Gender

Female Human Diviner (Pact Wizard) 1 | HP 8/8 | AC 12 Touch 12 Flat-Footed 10 | CMB -2 CMD 10 |

About Lyra Stelymes

Lyra Stelymes
Female Human Diviner (Pact Wizard) 1
CG Medium humanoid (human)
Init +6 Senses Perception +0
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Defense
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AC 12 Touch 12 Flat-footed 10 (+2 Dex)
HP 8 ((1d6)+1+1)
Fort +1 Ref +2 Will +2
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Offense
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Speed 30 ft.
Melee
Ranged
Special Attacks inspiring prediction 8/day
Diviner Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—diviner’s fortune (+1)

Diviner Spells Prepared (CL 1st; concentration +6)
. . 1st (3+1/day)—grease (DC 16), heightened awareness, magic missile, ____ (DC)
. . 0 (at will)—dancing lights, detect magic, ray of frost
Opposition Schools enchantment, necromancy; Specialized School Prophecy
Patron Stars

Astra et Pecto (26/100 pages used)
. . 1st—color spray (DC 16), enlarge person (DC 16), grease (DC 16), heightened awareness, mage armor (DC 16), magic missile, starsight, vanish (DC 16)
. . 0—acid splash, arcane mark, dancing lights, detect magic, detect poison, flare (DC 15), ghost sound (DC 15), haunted fey aspect, light, mage hand, mending (DC 15), message, open/close (DC 15), prestidigitation, ray of frost, read magic, resistance (DC 15), spark (DC 15)
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Statistics
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Str 7 Dex 14 Con 12 Int 20 Wis 10 Cha 14
Base Atk +0 CMB -2 CMD 10
Feats Improved Initiative, Spell Focus (Divination)
FCB +1 HP
Traits Fate’s Favored, Harrow Chosen
Skills Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (Engineering) +9, Knowledge (History) +9, Knowledge (Local) +9, Knowledge (Nature) +9, Knowledge (Planes) +9, Spellcraft +9,
Background Skills Appraise +9, Knowledge (Geography) +9
Languages Common, Draconic, Kelish, Osiriani, Polyglot, Varisian
SQ bonded object (masterwork amulet), bonus feat, cantrips, divination school (prophecy), effortless magic, patron (Stars), patron spells, skilled
Other Gear masterwork amulet, spectacles, outfit (scholar's), backpack [bedroll, blanket, grooming kit, trail rations, waterskin], spell component pouch, waterproof bag [inkpen, ink (1 oz. vial), journal, scroll of mage armor (2), spellbook (Astra et Pecto), harrow deck] 39gp, 3sp
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Special Abilities
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Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly. A bonded object can be used once per day to cast any one spell that the wizard has in her spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school). A wizard can add additional magic abilities to her bonded object as if she has the required item creation feats and if she meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type. If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares her spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as her bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Diviner’s Fortune (Sp) When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Effortless Magic (Ex) Although a pact wizard still uses a spellbook to prepare her wizard spells, her close ties with her otherworldly patron allow her to do so nearly effortlessly. A pact wizard can prepare all of her spells in only 15 minutes, and her minimum preparation time is only 1 minute.

This alters the wizard’s spellcasting.

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Harrow Chosen All your life you've been drawn to the mysteries surrounding your family's harrow deck. You begin play with your family's heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.

Improved Initiative Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks.

Inspiring Prediction (Su) A number of times per day equal to 3 + your Intelligence modifier, you can predict an ally’s success, bolstering others’ resolve. As a swift action, you can shout an inspiring prediction, granting each ally within 50 feet who can hear you a +4 luck bonus on their next attack roll, saving throw, or skill check.

Patron Spells At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds her patron’s spells to her spellbook instead of to her familiar. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from her arcane school in order to spontaneously cast one of her patron’s spells of the same level or lower.

This ability replaces Scribe Scroll.

Stars 2nd — faerie fire, 4th — dust of twilight, 6th — guiding star, 8th — wandering star motes, 10th — dream, 12th — cloak of dreams, 14th — circle of clarity, 16th — euphoric tranquility, 18th — astral projection.

Spell Focus (Divination) Any spells you cast of the divination school are more difficult to resist. Add +1 to the Difficulty Class for all saving throws against spells from the school of divination.

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Background
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Daughter of a Lirgeni navigator and a Varisian mother, Lyra was a result of a torrid love affair on the high seas. The family to be would come to settle in The City at the Center of the World, so that no matter where her father's travels took him, he would never be too far from home. Growing up, Lyra was always an imaginative girl, and her whimsical streak only grew the more her parents taught of their people's cultures. This was especially true when she learned of the mystical Varisian tradition of harrowing and the nearly lost art of Lirgeni astrology, with the girl often playing like she could see a person’s fate written in the stars or revealed with the flip of a card. But as she grew older and such flights of fancy became more and more uncannily accurate, her parents realized she had the gift of foresight. Wanting to nurture this gift, her father began taking on extra assignments and setting aside a hefty portion of his earnings for tuition. Once she became of age, her parents had her enrolled in the Arcanamirium.

One night, shortly after her first year of school had begun, a terrible feeling of dread overcame the young woman. Her father was due to set sail on another voyage the following day, and Lyra knew without a doubt that if he did, she would never see him again. That morning she went down to the docks to beg her father not to go. But rather than pay heed to his daughter's fears, the man, oddly resigned to his fate, gave Lyra his lucky North Star amulet, told her to be strong, and boarded the doomed ship. She mourned then and there for the loss of her father as she watched the ship leave the harbor. She cried for days and weeks on end, much to the bemusement of her peers and instructors, until she had no more tears left to shed. When the news finally made it to back to Absalom some months later that the fated ship and its crew had been lost at sea, Lyra took it with all the stoicism of a person being informed about tomorrow’s weather.

Much time has passed since those terrible events, and Lyra has thrown herself completely into her studies, seeing them as the only thing that’s kept her going. Unfortunately, since her father's disappearance, the money set aside for Lyra’s tuition has been drying up. If Lyra cannot find a way to supplement those savings, her future at the Arcanamirium could be in jeopardy.