Sapphiria Paix's page

141 posts. Alias of Jesse Heinig.

Full Name

Sapphiria Paix




Oracle (Psychic Searcher) 8/Mythic Hierophant 2 | 43/64 HP | AC 22 T 12 FF 21 | Fort +4 Ref +4 Will +8 {+2 vs. fear} | Initiative +3 | Perception +6 | Inspiration 7/7 | Interstellar Void 0/1 | Oracle spells: 1st—4/8 2nd—6/8 3rd—3/7 4th—1/4








Neutral Good






Common (Taldane); Celestial, Gesture, Sign Language


Healer, artist

Homepage URL

Inspirational picture

Strength 13
Dexterity 13
Constitution 12
Intelligence 12
Wisdom 14
Charisma 22

About Sapphiria Paix

Sapphiria Paix
Female human oracle (psychic searcer) 8/mythic hierophant 2
NG Medium humanoid (human)
Init +3; Senses Perception +6


AC 22, touch 12, flat-footed 21 (+6 armor, +4 shield, +1 Dex, +1 deflection)
HP 64 (8d8, +8 Con, +5 mythic, +8 mythic hierophant 2)
Fort +4 (+2 base, +1 Con, +1 resistance), Ref +4 (+2 base, +1 Dex, +1 resistance), Will +9 (+6 base, +2 Wis, +1 resistance) {+2 trait bonus vs. fear}


Speed 20 ft. (30 ft. unarmored)
Melee Masterwork cold iron falcata +9/+4 (1d8+1/19-20/x3; slashing)
Ranged Javelin +7/+2 (1d6+1/x2; piercing)
Spells Known (CL 8th; concentration +14)
• 4th (4/day)—cure critical wounds*, divination (ps), holy smite
• 3rd (7/day)—communal resist energy, cure serious wounds*, dispel magic, locate object (ps), prayer (fc)
• 2nd (8/day)—augury (ps), communal protection from evil, consecrate (fc), cure moderate wounds*, lesser restoration, suppress charms and compulsions, touch of mercy (fc)
• 1st (8/day)—bless, cure light wounds*, diagnose disease (fc), divine favor, protection from evil, remove fear, remove sickness (fc), shield of faith
• 0 (at will)—create water (fc), detect magic, enhanced diplomacy, guidance, light, mending, purify food and drink (fc), read magic, resistance, spark (fc), stabilize

* Bonus cure spell.
(fc) Favored class bonus spell.
(ps) Psychic searcher bonus spell.


Str 13, Dex 13, Con 12, Int 12, Wis 14, Cha 22 (24 with +2 enhancement bonus)
Base Atk +6/+1; CMB +7; CMD 18
Languages: Common (Taldane); Celestial, Gesture, Sign Language


Psychic Sensitivity: You unlock the secrets of the occult world.
Benefit(s): You gain access to occult skill unlocks for any skills in which you have ranks. If you have no ranks in the appropriate skill, you can’t use the occult skill unlock, even if that skill can be used untrained.
Normal: You must have the ability to cast psychic spells in order to use occult skill unlocks.

Level 1
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Level 3
Shield Focus (Combat): You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Level 5
Exotic Weapon Proficiency (Combat): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
Weapon Chosen: Falcata

Level 7
Shielded Mage (Shield Mastery): You have learned how to cast spells from behind the safety of a shield.
Prerequisite(s): Shield Focus, base attack bonus +3 or fighter level 1st.
Benefit(s): You reduce the arcane spell failure of any shield you use by 15% (to a minimum of 0%). Using a shield does not prevent you from completing somatic spell components with the hand wielding the shield.

Mythic Tier 1 bonus feat
Eschew Materials (Mythic): You can cast even the most powerful spells without using material components.
Prerequisite(s): Eschew Materials.
Benefit: You can cast any spell with a material component costing 10 gp per tier or less without providing that component. If you expend one use of mythic power while casting a spell that requires a material component costing 50 gp per tier or less, you can cast it without providing that component. Expending two uses of mythic power instead allows you to cast a spell that requires a material component costing 100 gp per tier or less without providing that component.

Bonus mythic awakening feat
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.


Touched by Divinity (Campaign): As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you’re associated with—it should be the same deity shared by all of you. You might even share the same dreams.
Domain: Good

Child of the Crusades (Regional): Your parents stood strong against the demons of the Worldwound, facing down the worst of this world and the Great Beyond. You have inherited their indomitable spirit, and you gain a +2 trait bonus on all saves against fear.


Total skill ranks: 48/16 (32 oracle, +8 Int, +8 human; 16 background)

Climb +2 (1 rank, +1 Str)
Fly +5 [+2] (1 rank, +1 Dex, +3 class skill)
Heal +15 (8 ranks, +2 Wis, +3 class skill, +2 mythic)
Knowledge (arcana) +5 (1 rank, +1 Int, +3 class skill)
Knowledge (planes) +12 (8 ranks, +1 Int, +3 class skill)
Knowledge (religion) +12 (8 ranks, +1 Int, +3 class skill)
Perception +6 (1 rank, +2 Wis, +3 class skill)
Sense Motive +13 (8 ranks, +2 Wis, +3 class skill)
Spellcraft +12 (8 ranks, +1 Int, +3 class skill)
Survival +6 (1 rank, +2 Wis, +3 class skill)
Swim +2 [-1] (1 rank, +1 Str)

Background Skills

Artistry (illustration) +12 (8 ranks, +1 Int, +3 class skill)
Knowledge (history) +12 (8 ranks, +1 Int, +3 class skill)
Linguistics +3 (2 ranks, +1 Int)

Untrained Skills

Acrobatics +1 [-2] (+1 Dex) {no armor check penalty on jump checks}
Bluff +6 (+5 Cha, +1 Cha enhancement)
Diplomacy +6 (+5 Cha, +1 Cha enhancement)
Intimidate +6 (+5 Cha, +1 Cha enhancement)
Ride +1 [-2] (+1 Dex)


Starting wealth total: 16,000 gp

Traveler's outfit (free)
Masterwork cold iron falcata (336 gp, 4 lbs.)
Javelins, 6 (1 gp ea., 2 lbs. ea.)
Masterwork agile breastplate (550 gp, 25 lbs.)
Heavy darkwood reliquary shield +1 (1,507 gp, 5 lbs.)
Cloak of resistance +1 (1,000 gp, 1 lb.)
Headband of alluring charisma +2 (4,000 gp)
Ring of protection +1 (2,000 gp)
Silver holy symbol (free from campaign trait, 1 lb.)
Specialized healer's satchel (3,000 gp, 2 lbs.)
Wayfinder (500 gp, 1 lb.)
Handy haversack (2,000 gp, 5 lbs.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
Boline (10 gp, 2 lbs.)
• Bottle (2 gp, 1 lb.) of black tea, 10 cups (2 cp ea., ½ lb. ea.)
• Charcoal, 10 sticks (5 sp ea.)
• Crowbar (2 gp, 5 lbs.)
• Grappling hook (6 gp, 14 lbs.)
• Grooming kit (1 gp, 2 lbs.)
• Flint and steel (1 gp)
• Folding chair (2 gp, 10 lbs.)
• Folding table (10 gp, 20 lbs.)
• Incense, 10 sticks (10 gp, 1 lb.)
• Journal (10 gp, 1 lb.)
• Lamp (1 sp, 1 lb.)
• Lamp oil, 2 pints (2 sp, 2 lbs.)
• Mess kit (2 sp, 1 lb.)
• Night tea, 30 (1 sp ea.)
• Rope, spider's silk, 50' (100 gp, 4 lbs.)
• Shovel (2 gp, 8 lbs.)
• Signal whistle (8 sp)
• Soap (1 cp, ½ lb.)
Surgeon's tools (20 gp, 5 lbs.)
• Teapot (1 sp, 1 lb.)
• Tent, medium (15 gp, 30 lbs.)
• Tent cover (15 gp, 15 lbs.)
• Trail rations, 7 days (3½ gp, 7 lbs.)
• Waterskin (1 gp, 4 lbs.)
• Whetstone (2 cp, 1 lb.)
• 880 gp, 7 sp, 7 cp

Total weight carried (not including contents of handy haversack): 56 lbs.
Carrying capacity: 0-50/51-100/101-150

Special Abilities


Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans 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.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Oracle (psychic searcher) 8

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.
Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
Chosen Mystery: Heavens

Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must a single curse. All curses can be found here.
Mute (Ex): Sapphiria's oracle curse renders her mute—she can’t speak or use verbal spell components as a result. This same curse, though, grants her the ability to cast all spells as if using the Silent Spell metamagic feat without modifying that spell’s actual level. In addition, Sapphiria can communicate telepathically with any creature she is in physical contact with. She can also maintain a telepathic bond with one specific creature at a time by taking a full-round action to link her mind to that creature during telepathic communication. Sapphiria can change the target of her telepathic link once per day.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
1st level revelation: Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
7th level revelation: Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage per level. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.

Inspiration (Ex): At 2nd level, a psychic searcher gains an inspiration pool, as the investigator class ability. A psychic searcher uses her oracle level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, history, local, nobility, planes, religion), and Sense Motive skill checks without spending a use of inspiration, provided she’s trained in that skill. A psychic searcher’s inspiration pool refreshes each day, usually when she refreshes her spells. A psychic searcher’s inspiration pool is based on her Charisma modifier, not her Intelligence modifier. This ability replaces the mystery spell gained at 2nd level.
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Psychic Talent (Su): At 3rd level, a psychic searcher’s mastery of her supernatural insight grows, granting her a new investigator talent from the following list: amazing inspiration, eidetic recollection, empathy, inspired alertness, item lore, perceptive tracking (except using Sense Motive instead of Perception or Survival), rogue talent (only for hard to fool APG), and tenacious inspiration. Whenever a psychic searcher can select a new revelation, she can instead select an investigator or rogue talent from the above list. This ability replaces the revelation gained at 3rd level.
3rd level talent: Inspired Alertness (Ex): Benefit: Whenever the investigator becomes flat-footed, he can expend one use of inspiration to ignore that condition. He must be conscious to do so, and must decide to do so when he becomes flat-footed. Using this ability doesn’t require an action.

Bonus Spells: Augury (4th), locate object (6th), divination (8th), find the path (12th), discern location (16th), foresight (18th). These bonus spells replace the oracle’s normal mystery bonus spells at these levels.

Mythic Hierophant Tier 2

Bonus Hit Points: Whenever you gain a hierophant tier, you gain 4 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics.

Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.
You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of “1 standard action” (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.

Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Mythic Sustenance: Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You’re immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.


Description: Sapphiria is slightly taller than most other human women, though she isn't a towering Amazon or muscular warrior. She has straight blonde hair and sparkling blue eyes, and a fair complexion. She seems to be of mixed heritage, though as an orphan her lineage is unknown; she probably has some combination of Varisian, Skald, and a splash of Irriseni ancestry.
Sapphiria is almost always smiling, and she has a broad, charming smile that tends to uplift other people. She is healthy and well-formed, lean, not especially curvy but not twig-like either.

Hair: Blonde
Eyes: Blue
Height: 5' 10"
Weight: 152 lbs.

Personality: Sapphiria is bright and sunny, with a positive, upbeat disposition. She is energetic and a morning person, though she tends to give leeway to people who prefer to sleep in. She takes wonder in natural beauty and enjoys the company of other people, even if it's hard for her to communicate with them.
Sapphiria likes all kinds of domestic animals, and even had a pet fish in her youth, and later a cat. (Both are now long gone.) She has had a pair of short-lived romantic summer flings previously, both of which ended amicably. (She does not know what has befallen her exes since the fall of Kenabres.)
Sapphiria is not a very picky eater; she is happy with bread, meat, poultry, fish, vegetables, fruits—she likes a little variety but has a generally broad palate.

Background: Sapphiria is a Mendevian native, having been raised in Kenabres by parents who settled down after surviving sorties in the crusades in their youth. Age and wisdom prompted them to make a home in the city before the vagaries of the war against the Worldwound caught up with them, and they put their arms and armor away, purchased a small cottage, and took up raising a family. Sapphiria is adopted: Her parents are both women, and they took her in as a war orphan. Thus her biological heritage is unknown, but she was loved and raised nonetheless.
Sapphiria's parents started to worry about her at a young age when it became clear that she could not or would not speak. She was still insightful, happy, and energetic, and she enjoyed interacting with people - she simply had no voice. She could not even scream for help, which concerned her parents greatly; for this reason she was often kept close to home, with one of her parents watchfully nearby.
An intuitive child, she grasped reading and writing at an early age, and also learned to read and communicate with body language. She learned a formal sign language (a kind fairly common up and down the Varisian coast, used both by the deaf and mute as well as by rogues who wanted to communicate with their fellows silently) and became well-known to the neighbors. Her sunny disposition made her popular in spite of her inability to speak.
As a young adult she studied religious texts and considered the possibility of becoming a physician or herbalist, but a different fate awaited her. She was chosen by Sarenrae—without explanation—and she had a strange summer fever in which she saw visions of the sky, the stars and sun, the wheeling of time and turning of the heavens. For some reason the redeemer had chosen her for a destiny, but she didn't understand what. She recovered from this strange dream-haze with intuitive magical powers. Seeking advice from the church of Sarenrae, she could only learn cryptically that she had some destiny, but nobody could tell her what it was. Nevertheless, she studied for a short time with the church, both to learn the ways of the Crusade and to better understand Sarenrae's motives and thus the possible plan for her.
Then disaster struck Mendev. The silver dragon was struck down and the Wardstone shattered. The spinning and whirling visions came home: Sarenrae had prepared her for this disaster, chosen her as a vessel to foresee the future and shape the warp and woof of destiny in order to protect the people of Mendev, to contain the demons in the new Crusade, and, perhaps, to finally deal with the Worldwound itself.
Sapphiria's home survived the destruction—partially—as did her parents, but that just motivated her more to get out and do something about the invading demonic army. Now she is looking for other like-minded warriors to use their talents against the demons.