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About Lyrysa ShadowhisperRound 1
Stats:
HP 15/15 AC 13 FF10 T13 CMD 13 F/R/W 1/4/2 Beguiling Touch 7/7 Arcane Bond 1/1 Spells 0th - Daze, Mage Hand, Message, Prestidigitation, Ray of Frost 1st - Charm Person, Magic Missile, Silent Image, Sleep 2nd - Scorching Ray, Hideous Laughter, Invisibility Name Lyrysa Shadowhisper Female, Elf, Enchanter (Manipulator) Wizard, 3
DEFENSE AC 13, touch 13, flat-footed 10
OFFENSE Speed 30' Melee
Ranged
Combat Options STATISTICS Str 8, Dex 17, Con 11, Int 18, Wis 8, Cha 18 Base Attack +1; CMB +0; CMD 13 Feats
Traits
Trained Skills
*Armor Check Penalty -0 Languages
EQUIPMENT
Armor
Other Gear
Wealth
SPELLCASTING
Spellbooks:
Warden's Spellbook (All spells deciphered) 0th - Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark, Touch of Fatigue 1st - alarm, charm person, expeditious retreat, feather fall, mage armour, magic missile, mount, shield, sleep. 2nd - bull's strength, flaming sphere, hideous laughter, invisibility Regendisque animo mihi est incantatio
Wizard:
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail. Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier. A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare. Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic). Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school. Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race. Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Wizards who select a bonded object begin play with one at no cost. 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 wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it 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 his 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 below). A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he 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 Craft Magic Arms and Armor feat). 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 his 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 his 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. Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. (Opposition Schools: Conjuration and Necromancy) Enchanting Smile (Su)" You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning. Beguiling Touch (Sp): You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Shape Emotions (Su): At 8th level, you can emit a 30-foot aura to either ward off or welcome emotional influence for a number of rounds per day equal to your wizard level. If you choose to ward, you and your allies within this aura receive a +4 morale bonus on saves against mind-affecting spells and effects, and any fear effects targeting you or your allies are reduced by one step (shaken has no effect, frightened becomes shaken, and panicked becomes frightened). If you chose to enhance emotional influence, enemies within the aura receive a –2 penalty on saves against mind-affecting spells and effects. These rounds do not need to be consecutive. Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Background:
Forty years ago our story begins as the mage Xrageddes comes to Talingarde's shore. Seeking to corrupt those in worship to Mitra, he focuses his talents on making his way into the favor of the nobility. One such way is by the capture, training, and selling of slaves to the nobility, a task he proved to be quite adept. He even hired mercenaries to gather subjects for his research as well as for profit. One of these included the young elf from the north named Lyrysa. At first, Xrageddes was surprised by this find. He thought she might be useful for his experiements at first, but as time went one another thought grew in his head. The girl had proven quite intelligent, already understanding the basics of the magic in his lab. And while she was timid and fearful, she was also curious about many of the things she saw. Xrageddes instead thought that perhaps she could be converted to the ways of Asmodeus, his own master. Thus began her lessons. Over the years he taught Lyrysa many things about magic, poisons, and deceptions. How to worm one's way into another's mind and twist their thoughts about and bend them to your will. She quickly took to the instruction, fear overcome by the desire to learn. Eventually Xrageddes came to even care for Lyrysa as a daughter, giving her the comforts she had never known. Eventually he went to learn more about her parentage only to discover she had been orphaned herself, her parents allies of House Barca and killed during the days of Markadian the Victor. How the girl had managed to survive for so long without anyone was nothing short of incredible. Xrageddes resolved to give all his teachings to her. Their life together was joyous as father and daughter, Xrageddes involved deeply into Talirean nobility. Alas, it was not to last. Sixteen years ago, the Asmodean purges came to Talingarde under Markadian the Zealous. When the Knights came, Xrageddes knew there was little for him to do for himself. They would not stop until he sat upon the pyre. This fate for himself he would face without fear, for he had grown old and he knew his time to serve Asmodeus beyond was near. But his time was not Lyrysa's. Xrageddes had arranged for this possibility, sending his daughter to live with others, Asmodeans who stayed in hiding, those who would protect her from the Knights of the Alerion. Lyrysa didn't even have a chance to say goodbye. Lyrysa worked with the cult in secret for the next 16 years, but her skills were still immature. Her life of comforts had stalled her study, and she was nowhere near her father's skill. Her presence was tolerated only out of loyalty, a loyalty which was quickly fading. If the Mitrans hadn't come, she may well have been killed, or worse, by her own allies. When the time came and she was sent to trial, her misfortune worsened. One of the mercenaries who worked for her father was at the trial, and he knew of Lyrysa's aid and study. She was blamed for assisting the mage those years ago. She was to be beheaded. The rest of the Asmodeans she knew dead, she now awaits her time to die.
Appearance:
Lyrysa is a beautiful elven woman, long flowing silver hair going down to her waist adn dark purple eyes, light of skin. Good threads:
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