Yuki-Onna

Pharysene Ssethan's page

234 posts. Alias of Camris.


Full Name

Pharysene Ssethan

Race

Sylph

Classes/Levels

Sylph Oracle of Wind L5 | AC(22)16 (T14F13) CMD17 | hp 34/34 | Saves: F1R4W4 | Percep +0 | Invisibility: 45/50 rounds | Status: Normal

Gender

Female

Size

M

Age

77

Special Abilities

As Sylph Oracle of Wind

Alignment

Chaotic Good

Deity

Gozreh

Languages

Androffan, Auran, Common, Dwarven, Elven, Ignan

Occupation

Scholar/Clerk

Strength 10
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 11
Charisma 18

About Pharysene Ssethan

Appearance:

This pale, elf looking woman, her exotic blue-white hair waving in a nonexistent breeze, looks as if she might fade away into mist entirely at any minute. She wears glasses and robes of a scholarly habit.

Pharysene Ssethan L5
Female sylph oracle 5 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 2 258)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +0

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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +1 deflection, +3 Dex)
hp 34 (5d8)
Fort +1, Ref +4, Will +4
Resist electricity 5

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Offense
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Speed 30 ft.
Melee dagger +6 (1d4/19-20 plus 1d6 electricity) or
. . mwk quarterstaff +4 (1d6 plus 1d6 electricity) or
. . unarmed strike +6 (1d3 nonlethal plus 1d6 electricity)
Ranged +1 sling +8 (1d4+1 plus 1d6 electricity)

Spell-Like Abilities (CL 5th; concentration +9)
. . 1/day—feather fall
Oracle Spells Known (CL 5th; concentration +9)
XXX. . 2nd (5/day)—cure moderate wounds, gust of wind (DC 16), levitate, minor image (DC 16), lesser restoration, shatter (DC 16)
XXXX. . 1st (7/day)—alter winds[APG] (DC 15), bless, cure light wounds, obscuring mist, protection from evil, shield of faith
. . 0 (at will)—create water, detect magic, ghost sound (DC 14), mage hand, mending, purify food and drink (DC 14), read magic, spark[APG] (DC 14)
. . Mystery Wind

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Statistics
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Str 10, Dex 16, Con 10, Int 16, Wis 11, Cha 18
Base Atk +3; CMB +3; CMD 17

Feats
Extra Revelation[APG],
Weapon Finesse,
Weapon Focus (sling)

Traits
numerian archeaologist: You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result.
storm hunter: When fighting in windy weather, you treat the wind category as one level lower for the purposes of determining penalties on ranged attacks made with normal weapons.
thunderborn: Once per day when you cast a spell that deals electricity damage, you can choose to make half of the damage electricity damage and the other half sonic damage.

Skills
Acrobatics +11,
Diplomacy +9,
Escape Artist +8,
Fly +8,
Heal +8,
Knowledge (arcana) +4,
Knowledge (engineering) +4,
Knowledge (history) +11,
Knowledge (nature) +4,
Knowledge (planes) +10,
Perform (dance) +5,
Profession (clerk) +4,
Sense Motive +5,
Spellcraft +9
Languages Androffan, Auran, Common, Dwarven, Elven, Ignan

SQ
oracle's curse (haunted),
revelations (invisibility, lightning breath, touch of electricity)

Combat Gear
potion of cure light wounds (6),
potion of lesser restoration (2),
acid (4),
alchemist's fire (3),
antiplague[APG],
antitoxin (2),
elemental breath[ARG],
groaning bullets (10),
smoke bullet (10),
smoke pellet[APG] (3),
smokestick (5),
spongestone bullet (10);
Other Gear
+1 sling,
alchemical bullet,
dagger,
mwk quarterstaff,
sling bullets (40),
bracers of armor +2,
ring of protection +1,
backpack, bedroll, belt pouch, candle (10), eyeglasses, flint and steel, hemp rope (50 ft.), mess kit[UE], pocketed scarf[UE], pot, reinforced scarf[UE], soap, torch (10), trail rations (5), waterskin,
193 gp, 6 sp

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Tracked Resources
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Acid - 0/4
Alchemist's fire - 0/3
Antiplague - 0/1
Antitoxin - 0/2
Dagger - 0/1
Elemental breath - 0/1
Feather Fall (1/day) - 0/1
Groaning bullets - 0/10
Invisibility (5 minutes/day) (Su) - 0/5
Lightning Breath (5d4 electricity damage, 30 feet line, 2/day, DC 16) (Su) - 1/2
Potion of cure light wounds - 0/6
Potion of restoration, lesser - 0/2
Sling bullet, alchemical - 0/1
Sling bullets - 0/40
Sling bullets, smoke - 0/10
Sling bullets, spongestone - 0/10
Smoke pellet - 0/3
Smokestick - 0/5
Thunderborn (1/day) - 0/1
Torch - 0/10
Touch of Electricity (1d6+2 electricity damage, 7/day) (Su) - 0/7
Trail rations - 0/5

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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Invisibility (5 minutes/day) (Su) Invisibility
Lightning Breath (5d4 electricity damage, 30 feet line, 2/day, DC 16) (Su) As a standard action, deal electricity dam in 30 ft line (Ref half).
Touch of Electricity (1d6+2 electricity damage, 7/day) (Su) As a standard action, melee touch deals electricity damage.

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Numerian Archaeologist
Source Iron Gods Player's Guide pg. 9, People of the River pg. 31 (Amazon)
Category Campaign
Requirement(s) Iron Gods
Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.

STORM HUNTER
Benefit: When fighting in windy weather, you treat the wind category as one level lower for the purposes of determining penalties on ranged attacks made with normal weapons.

THUNDERBORN (Sylph)
The rumble in your voice and the spark in your eyes hint at a lineage of lightning and thunder, possibly tracing back to lightning elementals from the Plane of Air, or else to a magic-touched birth during a powerful thunderstorm.
Benefit(s) Once per day when you cast a spell that deals electricity damage, you can choose to make half of the damage electricity damage and the other half sonic damage.

Personality:

Shy, she is tentative to approach new situations.
When exploring Numerian Technology, she is eager to explore and experiment, writing everything down for publication.
She loves music and dance; there is no faster way of making friends with her.

Background:

.

GAS GRENADE 2 grenades
PRICE 750 GP
SLOT none WEIGHT 1 lb.
CAPACITY 1 USAGE disposable
A gas grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher.
Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial.
The grenade detonates at the beginning of the wielder’s next turn, hopefully in the area targeted.
When a gas grenade detonates, it creates a 20-foot spread of foul-smelling toxic gas. All creatures in this area of effect must succeed at a DC 15 Fortitude save or become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves.
The gas created lingers in the area for 5 rounds, and any creature that succeeds at its initial save but remains in the cloud must continue to save each round on its turn.
The gas is thick enough to obscure obscures all sight, including darkvision, beyond 5 feet, and is a poison effect. The vapors can be dispersed in 1 round by moderate or stronger wind.

SOOTHE, drug (4 doses)
PRICE 200 GP
TYPE contact
ADDICTION minor
FORTITUDE DC 12
EFFECTS 1 minute; see below DAMAGE 1d2 Wisdom damage
This strange, pink, gel-like substance is generally contained in a small glass jar that holds 1 dose.
A single dose of soothe dulls pain and creates a euphoric sensation, particularly when applied to an open wound. Rubbing a dose of soothe onto one’s skin or imbibing the faintly citrus flavored stuff cures 1 point of damage, but rubbing a dose onto a wound received in the last minute heals the user of 1d8 points of damage.
In addition, for the next minute, the user becomes immune to bleed damage and gains a +2 morale bonus on saving throws against fear effects.
As a somewhat unusual and disturbing side effect, wounds healed by soothe tend to form raw, unsightly scars, giving the appearance of the wound still being fresh but disturbingly bloodless.
Soothe has a further side effect—the stuff is slightly addictive, and those who use it run the danger of developing a habit.
Soothe’s side effect of transforming wounds into raw, ugly scar tissue tends to make those who abuse the drug-like pharmaceutical increasingly into hideous monstrosities over time. In fact, some subcultures, like the Smilers of Scrapwall, use this side effect to make themselves appear more ferocious, and openly encourage self-mutilation followed by healing via of this strange substance.
All the members of the Smiler gang are addicted to this substance and only their leader the hobgoblin doctor knows how to make it. He uses this drug to keep his gang under his control.