Roaghaz

Myzaira's page

2 posts. Alias of mourge40k.


Full Name

Myzaira, the Deft Dragon

Race

White-Scaled Kobold

Classes/Levels

Swashbuckler (Mouser)/Summoner Gestalt 1

Gender

Female

Size

Small

Age

15

Languages

Draconic, Common

Strength 10
Dexterity 15
Constitution 13
Intelligence 13
Wisdom 13
Charisma 17

About Myzaira

Myzaira
Summoner 1; Favored Class Bonus - +1 Skill
Small humanoid (Reptilian)
Init +3; Darkvision 60 ft., Perception +6

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Defense
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AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 natural, +1 size)
HP 11 (1d10+1)
Fort +0, Ref +5, Will +2

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Offense
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Speed: 30 ft.
Ranged: +5 Heavy Crossbow (1d8/19-20/x2)
Melee: +1 Scimitar (1d4-1/18-20/x2); +5 Short Sword (1d4-1/19-20/x2)

Spells: CL 1st, Concentration +4

0-level (At-will): Open/close, Mending, Message, Detect Magic

1st-level (2/day): Grease, Mage Armor

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Statistics
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Str 8, Dex 16, Con 12, Int 13, Wis 10, Cha 16
Base Atk +1; CMB -2; CMD 10
Languages: Draconic

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Feats
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Traits and Drawbacks
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Natural Armor: Kobolds have a +1 natural armor bonus.
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Darkvision:Kobolds see perfectly in the dark up to 60 feet.
Light Sensitivity: Dazzled as long as remain in bright light.
Spellcaster Sneak: Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet- and to keep your spells quiet too. You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces crafty.
Frost Spitter: The icy breath of a white dragon fills your lungs. Once per day, you can quickly exhale to produce a frigid cloud of dense fog that quickly sinks to the ground. This freezing mist covers a 10-foot-square area with slippery ice that’s as difficult to traverse as an ice sheet (Core Rulebook 430).
Dirty Fighter: You wouldn’t have lived to make it out of childhood without the aid of a sibling, friend, or companion you could always count on to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal 1 additional point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Inspiring: As a child, you learned the power of a simple expression of faith in another when you gave a hero the inspiration to fight on in the face of terrible odds and save you from danger. As a standard action, you can speak words of encouragement to grant a +1 morale bonus to an ally within 30 feet who can see and hear you. The ally can use this bonus on any d20 roll of her choice before the start of your next turn. You cannot use this trait to grant a bonus to yourself or to an ally who has already benefited from this trait within the last 24 hours.

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Skills
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Acrobatics +7
Escape Artist +7
Knowledge (The Planes) +5
Perception +6
Stealth +13
Use Magic Device +7

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Gear
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Scimitar (15 gp)
Short Sword (10 gp)
Leather Armor (10 gp)

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Special Abilities
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Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.

Eidolon: A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons an aspect of the same creature. An eidolon has the same alignment as the summoner that calls it and can speak all of his languages. Eidolons are treated as summoned creatures, except that they are not sent back to their home plane until reduced to a number of negative hit points equal to or greater than their Constitution score. In addition, due to its tie to its summoner, an eidolon can touch and attack creatures warded by protection from evil and similar effects that prevent contact with summoned creatures.

A summoner can summon his eidolon in a ritual that takes 1 minute to perform. When summoned in this way, the eidolon hit points are unchanged from the last time it was summoned. The only exception to this is if the eidolon was slain, in which case it returns with half its normal hit points. The eidolon does not heal naturally. The eidolon remains until dismissed by the summoner (a standard action). If the eidolon is sent back to its home plane due to death, it cannot be summoned again until the following day. The eidolon cannot be sent back to its home plane by means of dispel magic, but spells such as dismissal and banishment work normally. If the summoner is unconscious, asleep, or killed, his eidolon is immediately banished.

The eidolon takes a form shaped by the summoner’s desires. The eidolon’s Hit Dice, saving throws, skills, feats, and abilities are tied to the summoner’s class level and increase as the summoner gains levels. In addition, each eidolon receives a pool of evolution points, based on the summoner’s class level, that can be used to give the eidolon different abilities and powers. Whenever the summoner gains a level, he must decide how these points are spent, and they are set until he gains another level of summoner.

The eidolon’s physical appearance is up to the summoner, but it always appears as some sort of fantastical creature. This control is not fine enough to make the eidolon appear like a specific creature. The eidolon also bears a glowing rune that is identical to a rune that appears on the summoner’s forehead as long as the eidolon is summoned. While this rune can be hidden through mundane means, it cannot be concealed through magic that changes appearance, such as alter self or polymorph (although invisibility does conceal it as long as the spell lasts).

Life-Link:Starting at 1st level, a summoner forms a close bond with his eidolon. Whenever the eidolon takes enough damage to send it back to its home plane, the summoner can, as a free action, sacrifice any number of hit points. Each hit point sacrificed in this way prevents 1 point of damage done to the eidolon. This can prevent the eidolon from being sent back to its home plane.

In addition, the eidolon and the summoner must remain within 100 feet of one another for the eidolon to remain at full strength. If the eidolon is beyond 100 feet but closer than 1,000 feet, its current and maximum hit point totals are reduced by 50%. If the eidolon is more than 1,000 feet away but closer than 10,000 feet, its current and maximum hit point totals are reduced by 75%. If the eidolon is more
than 10,000 feet away, it is immediately returned to its home plane. Current hit points lost in this way are not restored when the eidolon gets closer to its summoner, but its maximum hit point total does return to normal.

Summon Monster: Starting at 1st level, a summoner can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the summoner uses to call his eidolon. As a result, he can only use this ability when his eidolon is not summoned. He can cast this spell as a standard action and the creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon monster IX at 17th level). At 19th level, this ability can be used as gate or summon monster IX. If used as gate, the summoner must pay any required material components. A summoner cannot
have more than one summon monster or gate spell active in this way at one time. If this ability is used again, any existing summon monster or gate immediately ends. These summon spells are considered to be part of his spell list for the purposes of spell trigger and spell completion items. In addition, he can expend uses of this ability to fufill the
construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

Panache: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.

Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do: At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache: At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Underfoot Assault: At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space.

While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

Daenerys, Draconic Eidolon:
NG Medium Outsider Init +2; Senses Darkvision, Perception +4
DEFENSE AC 14, touch 10, flat-footed 16 (+2 Dex, +2 natural) hp 12 Fort +3, Ref +4, Will +0

OFFENSE Speed 40 ft. Melee bite +3 (1d6+2), 2 claws +3 (1d4+2), Tail Slap +3 (1d6+2) Space 5 ft.; Reach 5 ft.

STATISTICS Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11 Base Atk +1; CMB +3; CMD 15 (17 vs. trip) Feats: Power Attack Skills: Perception +4, Knowledge (Arcana) +2, Knowledge (The Planes) +2, Stealth +6

SPECIAL ABILITIES
Evolutions: Quadraped Base Form, Claws, Tail, Tail Slap

Description:

Height: 2'6"
Weight: 22 lbs.
Age: 15 years
Horns: One cut off, the other straight
Eyes: Ice Blue
Scales: White

Myzaira is small, even by Kobold standards. However, she also leans on the attractive side by kobold standards, so she figures it evens out. She wears simple clothing, much like that possessed by peasants, and her armor possesses some scrawled Holy symbols to Sarenrae, Iomadae, and Aspu.

Background:
Myzaira's story starts not with her, but with a tribe of White-Scaled Kobold in the far northern reaches of what would one day become the Worldwound. The tribe lived under the rule of an ancient white dragon known as Daenerys the White, and loyally served her for generation after generation. And then came Aroden's death, and the opening of the Worldwound. The tribe fought back in traditional kobold fashion, rallied time and again by their leader and his other servants, but the tide of demons proved too great for the warrens under her control. The demons slew Daenerys in front of the collected tribes under her control, and then proceeded to move in upon the tribes. Broken, leaderless, and scattered, the tribes were left with no option but to retreat. Few were able to escape the slaughter, but among them were Myzaira's distant ancestors, who allied themselves with the smooth-skins in the nation of Mendev in order to gain a measure of revenge against those who killed their families and their master.

Fast forward to closer to the present, and we come to Myzaira herself. Her clan has long-since settled within the town of Kenabres, the kobolds having firmly entrenched themselves within some of the various military organizations within the country. However, the girl never desired to follow in her clan's role of servant to a higher power. Indeed, she's relatively unstructured and rebellious for a kobold, and often spent her time after her 6th birthday playing various pranks upon the smoothskin crusaders around her.

It was one of these pranks that led to her life being set on the course she's set out on now. She settled upon pranking a woman within the town one day. Only, much to her surprise, the woman was not a smooth-skin like she though, but rather a dragon in disguise! After the dragon turned the tables on Myzaira, she had a good-natured talk with the girl. Eventually, she decided to show the young kobold a little something that would hopefully set her straight. She flew the girl up, and gave her a dragons-eye view of what the Worldwound was like.

The experience was both profound and disturbing. After that view, the Kobold turned her life around, and became as fervent a defender as any other person in Mendev. She studied many of the other humans fighting styles, finding a particular resonance in the style of the smoothskins who professed devotion to the Dawnflower, and the summons that some of the priests tended to prefer. She devoted herself to the study of both with only the intensity that a Kobold can bring to bear. Eventually, she used the latent magic of her draconic blood, combined with a new understanding of the planes, to bring forth a dragon of her own. Now she is getting ready to head out on her own, to leave her warren behind to face the demons that displaced her tribe all those years ago, and continue to ravage the land today....