Drow Priest

Lythrana Bayle's page

23 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Lythrana

Classes/Levels

Female CG Half-Elf Magus (Spell Dancer) 5| HP: 37/37| AC: 20 Touch, 15 Flatfooted 16 | CMB: +3, CMD: 19 | Fort: +5, Reflex: +5, Will: +5 (+7 Ench)| Init: +7 | Arcane pool 10/10 | Perception +2

Age

24

Deity

Elistree, Mystra

Strength 14
Dexterity 18
Constitution 15
Intelligence 18
Wisdom 13
Charisma 14

About Lythrana Bayle

Female Half-Elf Magus (Spell Dancer) 5
CG medium humanoid (elf/human)
Height: 5'4 Wt: 122lbs Hair: Silver Eyes: Violet
Init +7; Senses: Darkvision 60ft; Light Blindness, Perception (+2)

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DEFENSES
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AC 20 (+4 vs AoO) (24 w Shield spell) , touch 15, flat-footed 16 (+6 armor, +4 Dex, + Insight + Nat+1 Dodge)
Armor :+1 Mithral shirt (Max Dex Bonus +6; Armor Check Penalty 0)
hp 37 (5d8+10) Current: 37
Fort +6; Ref +5; Will +5 (+7 Enchantment)
Defensive Abilities: Immune to Sleep / +2 racial saving throw bonus against enchantment spells and effects.

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OFFENSE
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Speed 30 ft. (50 during spell dance)
Melee: +1 Mithral Elven Thornblade +9 (+8 bright light) (1d6+3 , crit. 18-20/x2 S/P {+2 to confirm})
Melee: +2 Keen Mithral Elven Thornblade (enhanced)+10 (+9 bright light) (1d6+4 , crit. 15-20/x2 S/P {+2 to confirm})
Melee: Kukri +7 (+6 bright light) (1d4+2, crit. 18-20/x2) s
Ranged Light Crossbow +7 (+6 bright light) (1d8, crit. 19-20/x2 Range 100ft)
Special Attacks - Touch spells +7 (+6 bright light)

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STATISTICS
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Str 14, Dex 18, Con 15, Int 18, Wis 13, Cha 14
Base Atk +3, CMB +3/+7, CMD 19

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Feats, Traits & Skills
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Feats:
Weapon finesse (EitR), Agile Maneuvers (EitR), Exotic Weapon Proficiency: Elven Thornblade, Extra Arcane Pool (1st level bonus), Skill focus (Perform: Dance), Dodge, Weapon focus (Elven Thornblade), Extra Acana, Extra Arcane Pool (5th level bonus)

Traits:

Arcane Temper
You have quick reactions and fierce concentration.
Benefits: You gain a +1 trait bonus on concentration and initiative checks.

Arcane Revitalization
Your martial prowess can feed your arcane power.
Benefit: Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can’t exceed your maximum number of arcane pool points.

Elven Reflexes (Half-elf)
One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes.
Benefit: You gain a +2 trait bonus on initiative checks

Racial:
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Dex)
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.
Drow Magic: A few half-elves with drow ancestry exhibit the innate magic of that race. Half-elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the half-elf’s character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.

2+Int (4)+Favored(1)= 7 skill points/ level
*Acrobatics +11 / + if jumping
Bluff +3
*Climb +6
*Decipher Script +8
Diplomacy +3
Escape Artist +5
*Fly +11
*Knowledge Arcana +11
*Knowledge Local +5
*Knowledge Planes +9
*Knowledge Nature +
*Knowledge Religion+5
Perception +2 (+1 in daylight/bright light)
Ride +5
Sense Motive +1
Stealth +7
Sleight of Hand +5
*Spellcraft +11
*Swim +5
*Use Magic Device +9

Background skills: (2/ level)
Appraise +1
*Linguistics +8
*Knowledge Nobility +
*Knowledge Engineering +8
*Knowledge Geography +8
*Knowledge History +8
*Perform (Dance) +10

Languages: Common, Elven, Drow, Draconic, Dwarven, Sylvan, Celestial
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Magic: CL: 6 *Concentration +10 (+12 during spell combat)
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Spell like abilities 1/day each: dancing lights, darkness, faerie fire
Cloak spells: mage hand, prestidigitation (at will) enlarge person, expeditious retreat (1/day each, CL 1)
Spells prepared:
0-level:Known all. Prepared: 4 (Read magic* from memory)
Daze, Arcane Mark, Spark, Disrupt Undead
1st level :Known:12 Prepared:4+1
Shield, Shocking grasp, Snowball, Dancing Darkness, Chill touch
2nd level :Known:4 Prepared:2+1
Ablative Barrier, Acid Arrow, Elemental touch

Spells Known:
0 level - All
1st -Shocking Grasp, Shield, Feather fall, Grease, Burning hands, Magic Missile, Touch of combustion, Snowball, Chill touch, Coin shot, Color spray, Dancing Darkness
2nd -Ablative Barrier, Acid Arrow, Bladed Dash, Elemental touch

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Equipment
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Combat: +1 Mithral shirt, +1 Mithral Elven Thornblade, Kukri, Light Crossbow,

Gear Magi's kit- includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a magus begins play with a spellbook.
5 tindertwigs,darklight lantern, 20 doses night tea, 50ft silk rope,
Spellbook, Traveler’s outfit, Sleeves of many Garments, Cloak of the Hedgewizard, Ring of Spell Knowledge I (Mage armor)

Scrolls:

Potions:
2 potions Purify food and drink, Oil of Bless Weapon, 2 potions Cloak of Shade, 3 potions CLW, Potion Remove sickness, Potion Cure moderate wounds

Gold on hand: 963 gp
Gold Stored:

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BONUS FEATS AND SPECIAL ABILITIES
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Arcane Pool (Su) 10: Used:
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Spell Dance:
Expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance.

Cantrips
Spell Combat:
-2 to attack and cast a spell in same round.

Spellstrike (Su)
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana Spell Shield,
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Spell Shield (Su) (+4 AC)
Benefit: The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.

Spell Recall (Su)
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.
Bonus Feats
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Arcane Movement (Su)
At 5th level, whenever a spell dancer casts a magus spell, he gains a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth checks equal to the spell’s level until the beginning of his next turn.

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BACKGROUND & APPEARANCE
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Lythrana Bayle
Height: 5'4 Wt: 122lbs Hair: Silver Eyes: Violet Skin: Dusky Grey-lavender
Visual appearance: Notably half-drow with a sleek dancer’s body, wearing light armor and carrying a beautifully crafted, mithral sword. In daylight she practically always has the hood of her cloak up and tries to stay out of the direct midday sunlight as much as possible.
Aside for the tell-tale incidental scars from the nicks and cuts associated with spending a long time working with the sword and various bladed weapons, the most notable would be the arcane sigil for “movement” tattooed in the small of her back.
Lythrana moves like a dancer, every movement is fluid and elegant. Once in conversation with her for a while, she’s far more intelligent than her first impression might lead one to believe, since she can be rather impulsive

Background:
Born in Waterdeep and raised by her parents, (her mother) a Sword Dancer of Eilistraee, and (her father) a retired Cormyran War Wizard, Lythrana was raised to embrace both magic and dance, finding in the practice of both disciplines, an indescribable beauty and freedom that allow her to fully express herself in a way nothing else ever has.
To Lythrana, The Weave is alive, and through her movement, when she slipped into a battledance, feeling the flow of it around her, she transcended the mundane. With her continued study, she found movement to be the key to influencing the forces of the world around her. The young magus feels closest to Eilistraee when dancing to embrace her magic, seeing magic, dancing, and combat all as a fluid meditation that connects to something beyond the everyday mundane world.
Her wanderlust and hunger for knowledge have led her to adventuring, seeking to help those in need, embrace life and the inherent magic and beauty of movement. As a warrior-mage, she brings both arcane expertise and martial might to any group that she is a part of, and uses her expertise both to earn a living, and expose herself to the vast world of knowledge and experiences that exist.

Flaw:
Spending any substantial amount of time with her, one would notice that she is definitely hyperactive, finding the idea of confinement or being physically restrained, abjectly terrifying.

Extended periods of inactivity tend to leave her agitated, and she finds it near impossible to remain completely still. She feels like she’s not fully living if she isn’t in motion, and forced stagnation has a profound effect on her emotional state. On a related note, she tends to find irritation with indecisiveness, or those who willingly choose inaction in situations that call for something to be done.

Allies & Associations:
Lythrana is a proud graduate of Eltorchul Academy.

Both of her parents are alive, residing in Castle Ward of Waterdeep, and due to her mother's status within the faithful of Elistree, she is somewhat known to and well regarded by Elistree's clergy