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About Lyra StoneheartLyra Stoneheart History:
Born from the womb of a rape victim, Lyra and her twin sister Rosasaria were shielded from that evil by the untarnished love of their human mother Lisa who took an act of violence and depravity and turned it into two lives filled with love and hope. While at first she was convinced she was raising two half elves their mother soon realized that as the two grew even slower than that, her daughters were something more than mortal. As a priestess of Shelyn she retreated to her prayers for answers and received a divine vision in response; her two daughters, fully grown and steadfastly loyal to each other, venturing far to the south of Brevoy and giving rise to a magnificent lilly that grew from the devastation of old and purified all that it touched. Convinced that her daughters would grow up to lead many people into a better future she taught them everything she knew, including apprenticing them both to her old adventuring partners. While Rosasaria labored over complex alchemical formulas Lyra struggled to master language and the magic of logic. Her teacher was a wizened old human man named Rathor that loved to laugh and would often take her deep into the forest to identify as many plants as she could memorize and to gather them as materials for her sister. It was on one of these trips deep into the mountains with her teacher that she found Shirak as a newborn cub, mewling for it's mother. While at first she and her teacher kept a wide distance from the cub for fear of disturbing the mother, the two changed their mind when they came across the body of the fierce mountain cat. Nearby was the corpse of an immense bear, both bearing wounds from the fearsome battle that claimed both of them. Taking Shirak home was a tricky decision as her master Rathor told her how big the cat would grow and that Snow Tigers grew slowly and could live as long as a human. Was she really ready to take care of a creature for such a long time? One look at the nursing cub melted Lyra's heart and she resolved to study every iota of information on animal husbandry as she could. In a few years this turned into initiation into the secrets of druidism under the tutelage of a dryad who lived near their house. Lyra found it difficult to study both wizardry and druidism at the same time but soon she soon saw that despite their sources, magic was just magic. With her new found power Lyra began to help her mother and sister by gathering the herbs that Rosa and their mother used in the small alchemy shop that they ran. For ten years the three women lived in serene bliss as the two half elves slowly matured and their potential became clear to everyone to see. The first blow to Lyra's happiness came in the form of a letter from Rathor's granddaughter to tell Lyra the old man had slipped away in his sleep. Not long after she began to notice that her own mother Lisa often moved very slowly and took several breaks throughout the day. It was only then that the half-elf really noticed that her mother's hair had gone all grey and the cane she often used when going into town. It took only a little research in the town archives to see that their mother was nearing eighty years of age and only the grace and blessing of Shelyn had kept her spry and able to keep up with her slow-aging daughters. In two short years after the death of her mentor Lyra lost her mother as well. Only the presence of her twin sister kept her from feeling adrift in the world. For a time the two women plied their wares in translation and basic alchemy, slipping into a comfortable but boring lifestyle. On one trip into town to buy parchment Lyra saw several people clustered a new post on the notice board. She could feel herself drawn to that simple parchment and waited patiently for the clustered people to move aside. What she read in that letter set her imagination aflame and she had run home to tell her sister. In a few short months they had sold the shop and house and used the money to buy a wagon and horses and moved south with an adventuring party to conquer the Stolen Lands. Lyra and her sister Rosa formed a group with Domitian Albercoft; a holy warrior of Erastil, Moira Renet; a human fighter and devotee of Erastil, Mehaila Silverstike; a cleric of Calistria who constantly tried to bed Domitian. The group managed to protect Oleg's Fort from a group of bandits and capture one of the bandits alive. They convinced him to lead the group to the nearest bandit camp and the group was successful in wiping out all of the bandits. One of the bandits they captured was a raving lunatic and self professed rapist and murderer. Through him they learned of a minor artifact that could be fueled with the death of 100 innocents at the hands of the wielder. At 100 murders the wielder would be transformed into a fearsome half-demon. The group extracted the artifact from the corpse of the bandit after his execution and purged it with group prayer/ritual. The power behind the foul magic was cleansed of demonic taint and sank deep into the forest, stimulating fantastic new growth. In addition to the drastic expansion of the forests borders, where the coin had been buried was now a magical tree sapling barely a foot tall that connected to the party and gave them each a unique, mysterious tattoo. After this the group returned to Oleg's Fort to relay the cessation of bandit hostilities. One the way the party was caught in the middle of a ferocious rain storm when Lyra made the mistake of tapping into the power of the storm to calm the frantic animals. Doing so brought her into direct contact with the air elemental monolith controlling the tempest and fulfilled a treaty by the ancient druids from millenia ago. Touching her with a fragment of its power Lyra was made mythic...painfully. The day after, following the directions they had uncovered, the party set out to deal with the Stag Lord directly. On the way they encountered an immense tree that stretched hundreds of feet into the air with a massive top that shaded acres. In the root of the huge tree the group found a hole leading underground. Within they found a ruined hall bearing hints of strange elvish architecture and a tribe of mites. By the time the aggressive negotiations had failed all of the mites were dead and the party succeeded in rescuing a single kobold survivor. This kobold was unusual in her succinct speech patterns and forthright nature, begging the party to aid her in saving her clan from the clutches of an evil shaman who was slowly destroying them. Following her they arrived at a strange kobold burrow a few miles from the mite lair, a set of thick wooden doors set into whitewashed walls on the side of a hill. Within they found straight corridors and paper doors, a strange kobold tribe transported from another part of the world. In the kobold lair they fought and defeated Tartuk, an evil kobold spellcaster who had murder Shezen's, the kobold survivor, father. Shezen claimed the leadership of the tribe as the murdered chieftain's daughter and executed the guard who had been directly responsible for her father's death. Afterwards the new Chief led the party on a tour through the entire lair and revealed a set of massive adamantine doors chained, barred and bolted shut and guarded by a contingent of kobold fighters. On the other side of the door the Chief claimed was the rest of the kobold's lair, flooded and uninhabitable after the kobolds accidentally breached the walls of an unknown aquifer during their mining of adamantine. They had lost most of the skilled blacksmiths and scholars in the accident and now...something was lurking beyond the portal, returning every few days to slam into the door with immense force and shaking them. Three days later as promised Shezen and her guards led the party directly to the Stag Lord's fort. On the way they encountered a majestic phoenix who circled the party once before vanishing into a flash of light, leaving behind 19 fiery feathers. The rest of the party, upon touching the feathers, went into a deep slumber for several days as they were infused with mythic power. Upon waking they resumed their trek towards the Stag Lord's fort. Upon arriving the party discovered some kind of magical explosion had leveled the buildings inside the fort and bowed all of the wooden palisade out and now a single half-vrock laired within, drinking. Making their numerous preparations the party assaulted the transformed Stag Lord and the zombie remnants of his bandit forces, wiping them out. For removing the threat of a powerful nascent demon the group was granted with a second mythic tier and Domitian received a magical bow empowered with the soul of a redeemed paladin of Erastil. Clearing the threat of bandits and making friends with an unusual clan of kobolds the party returned to Oleg's Fort to find it being expanded as merchants discovered the northern road to be much safer. With the presence of a permanent guard contingent from Brevoy protecting the Fort the group has decided to fully explore and map the entire area nearby. Appearance:
Level 5 Creation Wizard/Druid, level 2 Archmage/Hierophant
STATS
DEFENSE
Speed 30 ft.
OFFENSE
1/day - Faerie Fire, Entangle, Glitterdust 3/day - Dancing Lights FEATS
Bonus Feats
CLASS BONUS FEATS
TRAITS
ADVENTURING SKILLS
BACKGROUND SKILLS
LANGUAGES
SPECIAL ABILITIES
Wildshape 1/day:
At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken. At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I. At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I. At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II. At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III. Speedy Summons*:
When you cast a summon monster spell, the casting time is 1 standard action instead of 1 round. If you expend one use of mythic power, the casting time becomes 1 swift action. Mighty Summons*:
Each creature you conjure with any summon spell gains DR 5/epic for the duration of the summoning. If you cast a summon spell to summon more than one creature, you summon one additional creature of the same type. If you cast a summon spell to summon just one creature, you can expend one use of mythic power to give it the agile or savage mythic simple template for the duration of the summoning. Amazing Initiative*:
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round. Transformative Familiar*:
Your familiar is able to assume the shape of a single masterwork amulet, ring, staff, wand, or weapon. While it’s in this form, treat the familiar as an intelligent magic item with the familiar‘s mental ability scores but no magical abilities. You can add magical enhancements, intelligent item powers, and intelligent item senses as if you possessed the appropriate crafting feat. (For example, if your familiar transforms into a staff, you could craft it into an intelligent staff of fire as if you possessed the Craft Staff feat.) You must still pay for enhancements as normal.
As a standard action, the familiar can transform into and out of its item form and does so in such a way that you can have it immediately equipped when the transformation is complete. While in item form, your familiar retains its original hit points, but gains the hardness of the item it transforms into. If your familiar takes enough points of damage in item form to become broken, it automatically reverts to its familiar form and cannot change to item form again until it is healed to its maximum hit point total. You must have a familiar to select this path ability. Summoner’s Charm (Su):
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends. Create Gear (Su):
At 1st level, you can create any object that weighs no more than 1 pound per wizard level you possess. Creating an object in this way is a standard action. The Item remains for 1 minute before fading away, although it disappears after one round if it leaves your possession. Creating an Item to an exact specification might require a Craft skill check, subject to GM discretion. The object must be made of simple materials, such as wood, stone, glass, or metal, and cannot contain any moving parts. You could use this ability to create a dagger, but not a vial of alchemist’s fire. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Creator’s Will (Sp):
At 8th level, you can cast minor creation as a spell-like ability. You can have no more than one minor creation active at a time. If you cast the spell again, the previous casting immediately ends. At 12th level, this ability improves to major creation. You can use this ability a number of times per day equal to 1/2 your wizard level. Leyline Mastery (Su):
Through her hyper-analytical thought processes Lyra has gained the ability to see leylines as a supernatural ability that is active at all times. As a ten minute action that provokes AoO Lyra can focus her arcane senses and try to mentally traverse the lines within 1 mile/5 wizard levels (minimum of 1) with a DC 35 Spellcraft. Success increases her effective caster level by 5 (this ability does not grant use of abilities granted at a higher level) within range of her leyline senses for that specific area. She also gains a +1/wizard levels bonus to all Knowledge and spellcraft checks as well as Spell DCs within the area. Lyra is permanently attuned to locations she has succeeded. Wild Arcana* (Su):
As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.
You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class. Beast’s Fury* (Su):
As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any other actions it takes during its turn. Crafting Master* (Ex):
You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you’re crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item’s cost or any other requirements. Mythic Craft* (Ex):
When you use the Craft skill to create an item, you double the progress each check provides. In addition, you can make an item masterwork simply by paying for the cost, and don’t need to increase the time to create the item or attempt additional checks. Add your tier to any skill checks associated with making magic items. Mythic Scribe Scroll*:
At the beginning of each day when you regain your uses of mythic power, you can expend one use of mythic power to accomplish eight hours of work on one magic scroll you are scribing. You can only do this once per day on each scroll you are scribing, though you may also add an actual eight-hour work day toward the scribing of such an item. Unlike normal magic item crafting, work accomplished by expending a use of mythic power does not require any special work space or quiet (though the cost of making magic items created this way is normal).
Additionally, you can cast a spell from a scroll in your possession without having it in hand. As long as it is on your person, or in containers on your person, you may use a scroll. Summoning Templates:
Can apply the aerial, aqueous, chthonic, dark, fiery, primordial, fiendish and celestial templates on summoned creatures. Variant Aasimar Abilities: 1) Any good creature you call via summon monster remains for 3 rounds longer than usual.
Fey Creature Abilities: 1) Dancing Lights 3/day, Faerie Fire, Entangle, Glitterdust
Items:
Map of the Lands:
- A map that became magical by accident which fills itself in with the area and features that the wielder sees/travels through. On top on providing a +10 to Survival and K. Geography checks to avoid becoming lost the map is able to store unlimited amounts of maps and diagrams within itself. Any building, any cave, any structure that is represented on the map with an icon can be tapped and the image on the map will change to show the current layout of the structure. This makes it possible to use the map to navigate through a dense forest or tangled cave system as easily as traveling to the next street. Step through a portal to a new plane and the map begins to fill itself in with the landscapes and unique locations of the plane.
Currently the Map of the Lands only has images stored for Southern Brevoy to a very narrow section of the Stolen Lands. Mantle of the Solar Hierophant:
Aura Strong (Abjuration, Transmutation); CL 9th; Slot Body This snow white robe is made from shimmering silks and hemmed with silvery Mithril. Firstly it provides the effects of Endure Elements, per the spell, continuously. It also provides Fire Resist 20 which turns to Fire Immunity at 6th tier that can only be overcome by a mythic effect. The coat also provides the wearer of the mythic ability Plantbringer with their mythic tier counting as levels of Hierophant. At tier 3 the wearer can spend 5 mythic points to superchange the effects of the coat, doubling the radius and power of the Plantbringer effect for 1 day per mythic tier. At tier 6 the character wearing this coat can expend 10 mythic points to triple the radius and power of the Plantbringer effect for 1 week per mythic tier. At tier 9 the character wearing this coat can expend 15 mythic points to quadruple the radius and power of the Plantbringer effect for 1 month per mythic tier. Lastly any undead within 60 feet take a -4 to their saves vs. positive energy. Creatures susceptible to positive energy or sunlight such as undead or oozes must make a DC 20+Mythic tier will save when they are within the 60 feet of the character or take a -1/mythic tier to attack and damage. This counts as positive energy for the -4 to their save. Creatures who succeed on their will save are immune to the effects of the cloak for 24 hours. To utilize the full power of this item the character wearing it must have mythic tiers. Otherwise it only provides the Endure Elements effect and Fire Resist 20.
Bottle of Magic Ink:
Aura Moderate (Conjuration, Transmutation); CL 10th; Slot - This unassuming plain crystal bottle is filled with a wine-red fluid that shimmers with swirls of silver. Firstly the ink in this bottle never runs out. The ink dries and loses it's magical power five minutes after being removed from the bottle if not utilized in the creation of scrolls or other writing. This ink provides the material costs in the scribing of spellbooks and cuts the cost of magic scroll creation in half. Furthermore the ink provides a +10 alchemical bonus to all checks related to writing such as Scribe Scroll or attempting to make false orders. This mythic magic item is able to store 1 mythic point that regenerates once a day. This mythic point can be used to craft the mythic version of a magical scroll without increasing the craft time, costs or craft DCs. Construction Requirements
Scrolls:
Doom x1 Create Water x1 Protection from Law x1 Flare x1 Hypnotism x1 Light x1 Magic Missile x2 Message x1 Summon Nature's Ally 1 x1 Touch of Fatigue x1 Virtue x1 Shield of Faith x2 Cure Moderate Wounds x1 ------------------- Chill Touch x1!! Enlarge Person x1 Magic Aura x1!! Protection from Evil x1 Detect Undead x1!! True Strike x1!! Resilient Sphere x1!! Eagle's Splendor x1!! Blessed Book:
1st Level - Alarm, Animate Rope, Ant Haul, Burning Hands, Cause Fear, Color Spray, Comprehend Languages, Crafter's Fortune, Cultural Adaptation, Enduring Elements, Enlarge Person, Expeditious Retreat, Fabricate Disguise, Feather Fall, Floating Disk, Hold Portal, Hypnotism, Hypnotism, Identify, Identify, Mage Armor, Magic Aura, Magic Missile, Magic Weapon, Moment of Greatness, Mount, Obscuring Mist, Open and Shut, Protection from Chaos, Protection from Evil, Protection from Law, Ray of Enfeeblement, Reinforce Armaments, Restore Corpse, Shield, Shocking Grasp, Sleep, Stone Fist, Summon Monster 1, Touch of Gracelessness, Touch of the Sea, Touch of the Sea, Unerring Weapon, Unseen Servant, Wizened Appearance 2nd level - Acid Arrow, Alter Self, Bear's Endurance, Bestow Weapon Proficiency, Blindness/Deafness, Bull's Strength, Cat's Grace, Command Undead, Compulsive Liar, Continual Flame, Darkness, Darkvision, Fire Breath, Fox's Cunning, Ghoul Touch, Gust of Wind, Invisibility, Knock, Know Peerage, Languid Venom, Levitate, Mirror Image, Misdirection, Owl's Wisdom, Scorching Ray, See Invisibility, Spectral Hand, Summon Monster 2, Symbol of Mirroring, Tactical Acumen, Tears to Wine, Telekinetic Assembly, Touch of Idiocy, Visualization of the Mind 3rd level - Bleed for you Master, Conjure Carriage, Daylight, Dispel Magic, Eldritch Fever, Fireball, Fly, Halt Undead, Heroism, Hold Person, Lesser Animate Dead, Lightning Bolt, Major Image, Matchmaker, Phantasmal Affliction, Protection from Energy, Ray of Exhaustion, Sleet Storm, Suggestion, Summon Monster 3, Tongues, Water Breathing, Wind Wall 4th level - Bestow Curse, Charm Monster, Confusion, Contingent Venom, Demanding Message, Dimension Door, Enervation, Familiar Melding, Fear, Hollow Heroism, Ice Storm, Lesser Geas, Mass Daze, Remove Curse, Wall of Fire, Wall of Ice 5th level – Absorb Toxicity, Break Enchantment, Conditional Curse, Hold Monster, Mages Private Sanctum, Magic Jar, Mass Charm Person, Overland Flight, Secret Chest, Sending, Teleport, Wall of Force, Wall of Stone, Waves of Fatigue 6th level – Chain Lightning, Control Water, Create Undead, Disintegrate, Envious Urge, Greater Contagion, Greater Heroism, Sirocco, True Seeing 7th level - Banishment, Control Undead, Delayed Blast Fireball, Finger of Death, Force Cage, Greater Teleport, Mass Hold Person, Prismatic Spray 8th level – Antipathy, Horrid Wilting, Orb of the Void 9th level – Energy Drain, Mages Disjunction, Power Word Kill, Soulbind
Future Options: Spoiler:
2nd burning gazeXX 6th
8th
9th
Shirak___________________________________
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Mylee____________________________________
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(Planes of Power)Elemental-infused Abilities: Resist Electricity 10, Improved Flight, Energy Attacks (Claw, Electricity), Energy Immunity (Electricity) |