Iramine

Lyrune's page

21 posts. Alias of Snake Charmer.


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eladrin wizard 1 (AC 13 hps 7 mv 30 saves Str 0 Dex +3 Con +1 Int +5 Wis +3 Cha -1)

Be careful trying to hustle a wizard ...

"Harrow?" she asks. "No, I don't believe I know that game." She looks around, wondering if it's one of the games being played at the festival. She reaches around the back of her neck and pulls a mouse out.

"Stop that," she says to the mouse. "I'm sure he means no harm." Then she puts the little creature back on her shoulder.


eladrin wizard 1 (AC 13 hps 7 mv 30 saves Str 0 Dex +3 Con +1 Int +5 Wis +3 Cha -1)

"My family left Celwynvian long ago, because of a terrible cataclysm," Lyrune said. "I was born in the forests of Elysium. I suppose I will return to them one day, but there is so much I can learn while I am here."


eladrin wizard 1 (AC 13 hps 7 mv 30 saves Str 0 Dex +3 Con +1 Int +5 Wis +3 Cha -1)

Lyrune smiles to herself. She's traveled a very long way indeed, but not in the way that the bard means.

"It's true, I have seen very little of the world," she says. She looks around her, considering the crowds and the buildings. "I have read much of Varisia's history, but it's only recently that I've begun to explore the land itself. And what of you? You seem to be well-travelled."


eladrin wizard 1 (AC 13 hps 7 mv 30 saves Str 0 Dex +3 Con +1 Int +5 Wis +3 Cha -1)

Lyrune wanders through the crowds, observing the festival games for a while, until she sees Arezni returning from his errand. She waves the bard and approaches.

"This is quite a festive city, isn't it?" she says.


eladrin wizard 1 (AC 13 hps 7 mv 30 saves Str 0 Dex +3 Con +1 Int +5 Wis +3 Cha -1)

Lyrune has no interest in unloading. She wanders into the town, wide-eyed and curious about the semi-barbaric customs of this new land.


eladrin wizard 1 (AC 13 hps 7 mv 30 saves Str 0 Dex +3 Con +1 Int +5 Wis +3 Cha -1)

Lyrune was hired as a scribe, and has bored nearly everyone in the entire caravan to tears with lengthy discourses on the ruins that are scattered about Varisia, and the landscape you're passing through, and anything else that catches her attention.

Though clearly an elf, she is not like any other elf. She seems somehow otherworldly and at the same time naive, as if danger is something she has only recently learned of.


Once again, this time with fluff!

A few changes to crunch that came from writing the backstory.

I debated taking the Thassilonian language. I decided it makes sense given her story though, and I'm perfectly willing to change it to something else if you think it's too "convenient"

I also sort of invented the Eladrin race for Golarion, which I hope works for you, spinningdice. I'm happy to try to figure out something that works.

crunch:
Elf (Eladrin) Wizard - Sage
Str 10 0
Dex 16 +3
Con 13 +1
Int 16 +3
Wis 12 +1
Cha 8 -1

hps 7 AC 13 (16 w mage armor)

Proficiencies
Skills
Perception +3
Arcana +5
Investigation +5
History +5
Nature +5
Saves
Intelligence +5
Wisdom +3
Languages
Common
Elven
Celestial
Thassilonian

Racial Abilities
Darkvision 60'
Fey Ancestry (advantage on saves v. charm, can't be put to sleep magically)
Trance (4 hours meditation=8 hours sleep)
Elven Weapon Familiarity
Misty Step (bonus action, 30' teleport to unocupied space I can see, 1x, short or long rest restores)

Class Abilities
Spell attacks +5, DC 13
Arcane Recovery (Once per day when finishing a short rest, recover 1 spell level worth of expended spell slots)
Cantrips:
Mage Hand (duration 1 minute, range 30', 10lbs)
Ray of Frost (+5 1d8 cold, speed reduced by 10')
Prestidigitation
Spellbook: (memorized spells*)
*Detect Magic
Identify
Find Familiar
*Mage Armor (AC 13, 8 hours)
*Sleep (5d8 hps worth of creatures fall asleep in 20' radius. Range 90', duration 1 minute)
*Thunderwave (15' cube, 2d8 thunder damage + pushed back 10', con save for ½ and no push)

Background:
Personality: I am horribly, horribly awkward in social situations
Ideal: No Limits: Nothing should fetter the infinite possibility inherent in all existence.
Bond: I've been searching my whole life for the answer to a certain question.
Flaw; I can't keep a secret to save my life, or anyone else's

Gear:
Dagger
Component Pouch
Scholar's Pack (backpack, book of lore, bottle of ink, ink pen, 10 sheets of parchment, bag of sand, small knife)
Spellbook
A bottle of Black Ink, a quill, a small knife, a letter from a dead colleague posing a question I have not yet been able to answer, common clothes, belt pouch
10gp spent on summoning familiar (mouse)


Story:
Nothing in Elysium could have prepared Lyrune for Thassilon. Or Varisia, as the people that occupied that land called it now. She had lived her whole life in a tiny village in the midst of an endless wilderness of boundless love and creation. From a ery young age, she'd been possessed by a boundless curiosity, and not only the Eladrin (as her people called themselves), but the plane itself encouraged her to pursue her passion to learn. She became curious to learn the fate of Thassilon.

From her reading, she learned that the once great empire had been threatened by a catastrophe beyond the scope of imagination. Most of the elves had fled elsewhere, but a small community of scholars and artists had chosen Elysium as their new home. Over the centuries, they became Eladrin. Few knew of their existence. They kept to themselves and enjoyed the wild utopia that they had adopted, and until Lyrune, none had ever left.

Her curiosity could not be satisfied by the records that were available to her, and for all her efforts, she could not discover more than hints at what had become of the ancient land. The azata became aware of her frustration, and they understood her need to uncover the truth. One night while she slept, they opened a gate to the material plane. When Lyrune awoke, she was in a strange place, unfamiliar, but immediately recognizable to her. She was in the ruin of a Thassilonian town.

A year later, she has learned something of the world she finds herself in. She knows that the wilderness is neither as infinite or as safe as what she had known. She knows there is evil. She knows there is a kind of society, though it is far too barbaric for her to think of it as a civilization. She has also learned that as savage as the Varisians seem to her, they are honorable and moral in their fashion. She recognizes that their world is dangerous and that they have been shaped by it as she was shaped by her home.

Though she has not lost her curiosity about the fate of Thassilon, she has grown almost as curious about the world that has grown up on her ruins. She has heard tales of Sandpoint's butterfly festival, and has traveled there from Magnimar.


Appearance:
Lyrune is quite pretty, with silvery hair and skin, and golden eyes that seem to radiate wisdom. She wears a simple grey robe with a hood trimmed in silver threads, and high boots.

Personality:
She means well. You can tell she does, but she just doesn't seem to understand people. She knows a lot, which can be useful, but if you're not careful, she'll start telling you. And once she starts, it's like an avalanche. Maybe somewhere there's someone who finds it all as interesting as she does. Golarion is full of all manner of impossible creatures, after all.


Lyrune:
Elf (Eladrin) Wizard - Sage

Str 10 0 hps 7
Dex 16 +3 AC 13 (16 with Mage Armor)
Con 13 +1
Int 16 +3
Wis 12 +1
Cha 8 -1

Proficiencies
Skills
Perception +3
Arcana +5
Investigation +5
History +5
Nature +5
Saves
Intelligence +5
Wisdom +3
Languages
Common
Elven
Goblin
Sylvan

Racial Abilities
Darkvision 60'
Fey Ancestry (advantage on saves v. charm, can't be put to sleep magically)
Trance (4 hours meditation=8 hours sleep)
Elven Weapon Familiarity
Misty Step (bonus action, 30' teleport to unocupied space I can see, 1x, short or long rest restores)

Class Abilities
Spell attacks +5, DC 13
Arcane Recovery (Once per day when finishing a short rest, recover 1 spell level worth of expended spell slots)
Cantrips:
Mage Hand (duration 1 minute, range 30', 10lbs)
Ray of Frost (+5 1d8 cold, speed reduced by 10')
Prestidigitation
Spellbook: (memorized spells*)
*Detect Magic
Identify
Find Familiar
*Mage Armor (AC 13, 8 hours)
*Sleep (5d8 hps worth of creatures fall asleep in 20' radius. Range 90', duration 1 minute)
*Thunderwave (15' cube, 2d8 thunder damage + pushed back 10', con save for ½ and no push)

Background:
Personality: I am horribly, horribly awkward in social situations
Ideal: No Limits: Nothing should fetter the infinite possibility inherent in all existence.
Bond: My life's work is a series of tomes related to a specific field of lore.
Flaw; I can't keep a secret to save my life, or anyone else's

Gear:
Dagger
Component Pouch
Scholar's Pack (backpack, book of lore, bottle of ink, ink pen, 10 sheets of parchment, bag of sand, small knife)
Spellbook
A bottle of Black Ink, a quill, a small knife, a letter from a dead colleague posing a question I have not yet been able to answer, common clothes, belt pouch
10gp spent on summoning familiar (poisonous snake)


This is a ridiculously good list of characters.


1 person marked this as a favorite.

Update: Currently in a 3rd game.


@ Soroza: I can see our characters knowing each other. Perhaps having met at some point in the past, depending on timelines, or maybe at a temple of Calistria on the way to Falcon's Hollow.


Thanks GM, I had thought there were connections, but I certainly see that they were on the tenuous side.

I'll go with Freed Slave and Alchemical Adept, then.

[edit]...and profile updated.


Lyrune:
Elf alchemist 1 (Pathfinder RPG Advanced Player's Guide 26)
CN Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 9 (1d8+1)
Fort +3, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee spear +0 (1d8/x3)
Ranged bomb +5 (1d6+3 Fire) or
. . shortbow +4 (1d6/x3)
Special Attacks bomb 4/day (1d6+3 fire, DC 13)
Alchemist Extracts Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds, reduce person (DC 14)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Brew Potion, Point-blank Shot, Throw Anything
Traits indomitable faith, reactionary
Skills Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +8, Heal +4, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +6, Spellcraft +7 (+9 to identify magic item properties), Stealth +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Draconic, Elven, Gnome, Sylvan
SQ alchemy (alchemy crafting +1), elven magic, mutagen (+4/-2, +2 natural armor, 10 minutes)
Other Gear leather armor, arrows (20), blunt arrows (20), shortbow, spear, alchemy crafting kit, backpack, thieves' tools, 3 gp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Lyrune's History:
Lyrune was born into slavery in Oregent, when Andoran was still a part of Cheliax's empire. Her father owned one of the mines in the region, and bought slaves to work them. Her mother was his housemaid and mistress, and Lyrune was raised in unusual circumstances. Though a slave, she received an education suitable to a free elf of a good family, learning fencing and archery, and studying arcane lore. She was still a child when the Andorans broke away from Cheliax, and had the misfortune to be with the last loyalists to take ship in Almas for Egorian.

Her father/master, about to lose his mines and on the brink of poverty, had sold her mother to a brothel before leaving Andoran. He used the proceeds to apprentice Lyrune to a respected alchemist, who treated her no differently than his other apprentices. At least, until she ran away. For two weeks, she traveled east, walking at night, pilfering what food she could from villages as she passed them. Slave-catchers tracked her down, though, and she was returned to the alchemist, who kept her in leg irons after that.

One of the other apprentices taught her the trick of opening the shackles. That girl had been a servant in one of Calistria's temples, and taught Lyrune to bide her time and wait for the right opportunity. Despite the chains, the alchemist treated them reasonably well, and Lyrune knew better than to incur his wrath by trying to escape again.

She completed her apprenticeship shortly after her 120th birthday. The alchemist returned her to her father's house, where she was set to work brewing potions and other alchemical substances for sale. By then, her father's finances had recovered, and he had a new slave/mistress. When Lyrune asked after her mother, he freely admitted he knew nothing of what had happened to her since he'd sold her, forty years earlier.

Detecting a sullen streak in his daughter, he determined to sell her. A trader bound for Absalom was impressed with her education, and instantly recognized the value of an elven alchemist as a slave. She was sold for a small fortune. To protect his investment, she captain of the slaveship kept her in his cabin during the voyage, thinking himself safe as long as she was in chains.

When an Andoran ship gave chase, the slaver raised all sails to run, knowing the Andorans would steal their cargo. With the captain on deck, Lyrune was left alone. She released herself, and opened the cabinet where the captain had stashed her alchemist's kit. When she heard the sound of combat on deck, she knew they had been boarded. She let herself out of the captain's cabin and found herself in the midst of a chaotic melee. She cleared a path to the Andoran ship with a couple of bombs, and picked up a fallen sailor's bow, firing arrow after arrow at the Chelaxian captain.

The Andorans recognized that she was a cut above the ordinary, and invited her to join their crew, but she told them her mother was in Falcon's Hollow. They put her ashore in Almas, along with the rest of the captured cargo of former slaves. For her help in the fight, they gave her a half share of the spoils, which she used to equip herself for her journey. Determined to find her mother, though the trail is over forty years old, she is making her way to Oregent.


As long as horse is off the menu.


I like that we're already talking about stabbing each other. Makes for a good, family dynamic.


Easily corrected.

Hit reply, delete the QUOTE tags and add your characters to the list.


@ meeko. Turns out somebody already did.

KingmakerDM wrote:


Avery Delman – male Halfling Bard (Archaeologist)
Mark Talbot – male human Mutation Fighter
Gordon Bratiwade – male human Monk
Valeska Talanova – Female human Tactician
Radek Pruzkumnik – Male Half-elf Druid (World Walker)
Andrea – Female human Cleric of Urgathoa
Lyrune – Female human Ranger (Snake Charmer may change)
Halcyon Rastler – Male Human Arcanist
Aestereal – dotted for Hooded Champion Ranger – waiting on app
Celyne – Female Half-elf Oracle
Theodric Medvyed – Male Human Ranger (Guide)
Marlik – Male Dwarf Ranger
Biggle Furfoote – Male Halfling Cavalier (Beast Rider, Emissary)
Brynmordwyrdd the Benevolent – Male Half-Elf Sorcerer (Green Dragon bloodline)
Poshment Underhill – Male Gnome Bard 1
Zokon Santyev – Male human Slayer
Titian Stagson – Male human Sorcerer (Imperious bloodline)


KingmakerDM wrote:
Lyrune wrote:
KingmakerDM wrote:

Everyone, I updated the Campaign Info for this campaign to include information on the noble houses of Brevoy. In addition to the seven major houses I also included some names on the lesser houses that pledge fealty to the other houses.

Hopefully that will help in creating backgrounds and such.

More info will continue to be added.

Thanks.

Awesome. The flavor is almost enough to want to change my whole story so I'm from one of the houses.
Honestly, I'd prefer people stay away from one of the seven major houses as that can potentially cause problems later. But any of the lesser houses would be great, or a lesser house of your own creation.

I'm good with sitting tight. I like my character pretty well, and making her a Brevoy native wouldn't really work. I may add a few months of mercenary work for one of the minor houses.


KingmakerDM wrote:

Everyone, I updated the Campaign Info for this campaign to include information on the noble houses of Brevoy. In addition to the seven major houses I also included some names on the lesser houses that pledge fealty to the other houses.

Hopefully that will help in creating backgrounds and such.

More info will continue to be added.

Thanks.

Awesome. The flavor is almost enough to want to change my whole story so I'm from one of the houses.


I'm starting to feel like I made a mistake not taking an archetype, but none of the available ranger archetypes really seem to improve this character. What would you think of one level dip into fighter (dragoon)?


This is Lyrune, Snake Charmer's submission.

Lyrune:

Lyrune
Female human ranger 1
NG Medium humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 shield)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +3 (1d6+2/18-20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (humans +2)
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 15, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +3; CMD 17
Feats Mounted Combat, Point-blank Shot
Traits pioneer, shoanti steed
Skills Handle Animal +4, Knowledge (geography) +4, Knowledge (nature) +4, Perception +6, Ride +6, Stealth +6, Survival +7
Languages Common
SQ track +1, wild empathy +1
Other Gear studded leather, buckler, arrows (20), blunt arrows (20), longbow, scimitar, bullseye lantern, light horse (combat trained), arrows, bedroll, bit and bridle, flint and steel, grappling arrow, hammer, hemp rope (50 ft.), military saddle, oil, piton, pot, saddlebags, 106 gp, 5 sp, 4 cp
--------------------
Special Abilities
--------------------
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Shoanti Steed Gain a combat trained light horse.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Haflax:

Haflax
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6, Ride +2 (+4 to stay in the saddle)
SQ combat riding
Combat Gear oil (3); Other Gear arrows (60), bedroll, bit and bridle, flint and steel, grappling arrow, hammer, hemp rope (50 ft.), military saddle, piton (2), pot, saddlebags
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

background:
Lyrune was born and raised on the Storval Plateau, part of one of the lesser Shoanti clans. Like any member of her clan, she learned to ride and hunt and track from the time she was a baby. Her family were charged with enforcing the law and protecting the clan from their rivals. They lived surrounded by more powerful clans that raided often, and she soon learned the techniques of hunting and killing mankind.

A year ago, raiders came, striking at the clan's encampment and making off with several of the clan's children. Lyrune and her brothers tracked them east for several days before a column of smoke behind them made them turn for home, fearful of what might have befallen them. When they returned to their camp, they found a silent ruin. The tents burned, the wagons shattered or stolen, and every man, woman and child slain. The first raid had been a feint, to draw away the clan's best warriors.

She and her brothers tracked the raiders easily. They were bringing all of the clan's herds and flocks, so it was no great challenge to follow them. Her brothers said honor left them no choice but to attack and kill as many as possible. Lyrune thought they could find help from the other Shoanti clans, but she was outvoted. She couldn't let her brothers risk certain death while she rode back to look for uncertain aid. They attacked, but they were badly outnumbered.

One by one, her brothers fell, and she took three arrows before she lost consciousness. Three days later, she found herself in the shade of a willow tree by the banks of a stream. She broke the arrows off and carefully pulled them out, reopening the wounds, and fainting again from the pain. When she came to again, it was to find her horse, Haflax, licking her face. When she had lost consciousness, Haflax had carried her to safety, and only shaken her loose under this tree by this stream. Slowly, Lyrune recovered from her injuries. When she was strong, she set off in pursuit of the raiders that had killed her tribe.

It took a year to hunt down and kill them all, by which time Lyrune was weary of the plateau. She decided to find a new life, far away. She hunted as she travelled across the Hold of Belkzen, through Lastwall and Ustalav and Numeria, finally reaching the frozen shores of the Lake of Mists and Veils. There she heard of a place called Brevoy, where a warrior could make a name for herself.

Note:
So it turns out both the traits I took gave her a horse. The shoanti steed gives a combat trained light horse (Haflax) who will likely become her animal companion should we make it that far. Pioneer gives her a horse as well, which will either serve as a pack animal or a loaner should another character need a mount.