Telandia Edasseril

Sylsalitae Dwinghymnaear's page

99 posts. Alias of Rizzym Jaderenai.


Full Name

Sylsalitae Dwinghymnaear

Classes/Levels

Dragonrider 4/ Paladin of Sarenrae 3

Gender

Female

Size

Medium

Age

133

Alignment

Lawful Good

About Sylsalitae Dwinghymnaear

Name means "Sweet Beloved Faerie Who Walks in the Forgotten Waters"
Female Elf
Medium Humanoid (Elf)
Init +6; Senses Superior Low-Light Vision;
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DEFENSE
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AC 22, touch 15, flat-footed 17. (+6 chainmail, +1 buckler, +4 Dex, +1 deflection)
hp 50 (4d10+4+3d10+3)
Fort +12, Ref +13, Will +11
Immune sleep, fear; Resist Elven Immunities; Cold 5

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OFFENSE
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Spd 30 ft.
Melee +1 Lance +12 (1d8+5/20/x3)
Melee Scimitar, MW +12 (1d6+4/18-20/x2)
Ranged +1 composite longbow +12 (11 with buckler) (1d8+5/20/x3)
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STATISTICS
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Str 18, Dex 18, Con 12, Int 12, Wis 10, Cha 17
Base Atk +7/+2; CMB +11; CMD 25
Skills Acrobatics +6 (4), Bluff +3, Diplomacy +12, Fly +14 (12), Handle Animal +8, Intimidate +3, Knowledge(arcana) +5, Knowledge(nobility) +7, Knowledge(religion)+7, Perception +10, Sense Motive +4
Languages Common, Elven, Draconic
SQ Proficiencies: Simple/Martial weapons, All Armor, Shields (not tower)
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SPECIAL ABILITIES
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Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Woodcraft Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces the elven magic racial trait.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Aura of Good Syl radiates an aura of power representing 'Good' equal to her paladin level.
Detect Evil (We all know how this works...)
Smite Evil 1/day Swift action: declare one target within sight to smite. If evil, gain +Charisma modifier to attacks and paladin level to damage. Double the damage vs Evil Outsiders or Evil Dragons, or Undead. All attacks bypass DR. Also, gain +Charisma Mod to Deflection bonus vs Target. Remains until dead or when Syl rests.
Lay on Hands Syl can heal wounds by touch - each day she can do this (1/2 Paladin Level + Charisma) times per day (4). It heals 1d6 worth of damage ( 1 per two levels in paladin). It's a standard action, unless used on self, then it becomes a swift action.
Aura of Courage At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases.
Mercy At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
--- Syl can cure the following conditions: Sickened.

Feats + Traits:

Feats Mounted Combat, Ride-By Attack, Boon Companion

Traits
Resilient: Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
Warrior of Old: As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

Ansrithar:

Ansrithar
Male White Dragon
Medium Dragon
Init +3; Senses Darkvision 120, Low-light vision, scent
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DEFENSE
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AC 20, touch 13, flat-footed 17. (+7 natural armor, +3 Dex)
hp 60 (6d12)
Fort +7, Ref +8, Will +4
Immune Cold, Paralysis, Sleep; Resist
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OFFENSE
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Spd 60 ft., burrow 10 ft., fly 60 ft. (clumsy)
Melee Bite +8 (10ft Reach) (1d8+2/20/x2); Claw/Claw +8/+8 (1d4+2/20/x2)
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STATISTICS
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Str 14, Dex 16, Con 15, Int 8, Wis 9, Cha 8
Base Atk +6; CMB +8; CMD 21
Feats Improved Natural Attack (bite), Skill Focus(Fly), Fly-By Attack
Skills Acrobatics +3, Fly +7, Intimidate +8, Perception +8, Stealth +3, Survival +8
Languages Draconic, Elven
SQ Darkvision 120
Focus Move Action
DR
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SPECIAL ABILITIES
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Evasion Per the rogue ability - takes no damage on a successful Reflex save.
Breath Weapon Cone of Cold, 30ft, 3d4 (DC 15). Once per 4 rounds, 5 times a day.

Equipment:

Combat Gear +1 lance, +1 mighty composite longbow (+4 STR), elven chainmail, masterwork longsword, masterwork buckler

Carried Handy Haversack, Ring of Sustenance, Dawnflower Sash (Left on the statue of Sarenrae in [Iomedae-centric town]), Ring of Protection +1

Mundane
Item / Weight

Backpack, masterwork /4
Bedroll / 5
Winter Blanket / 3
2 scroll cases / 1
Flint and Steel
Grappling Hook / 4
Holy symbol, silver / 1
2 days' rations / 2
Silk Rope (50) / 5
Combat Scabbard / 1
Signet Ring
Waterskin / 4
252g, 4s remaining

Asrithar's Equipment (short list)
Exotic Military Saddle / 40

Appearance:

Standing before you is a taller woman, elven by obvious descent and of Tuathan bloodlines specifically, though generally only elves can tell that sort of thing. Her attire is very abnormal, though her origins seem to be from the north according to it. Chainmail dyed in light greens, each link crafted with care, was her armor of choice, but it was aided by large, fur-covered pauldrons that flew out into a cape behind her. Such a thing showed she was from a cold environment of some sort, or that it had special meaning to her. Over the chainmail was a tabard, white as snow, but emblazoned was a green symbol of the goddess Sarenrae, and it only aided her natural looks. Upon her head was a metallic crown, which spread into a larger, more protective circlet around her skull - this allowed her long, flowing blonde locks to be free, though a single braid fell at the right of her face. Piercing eyes of green stared, and almost welcomed you, as if she had been expecting your presence.

Background:

It was a long time ago that the House of Dwinghymnaear founded their first darastrix schakriri, or "dragon nobles" as they were called, and began a tradition that would span many lifetimes to its founding. They, originally nobles of Tuatha, had grown tired of the drawn-out politics and the endless years of squabbling, and decided to move where none could have fathomed – the icy, bitter north.

The noble daughter of House Dwinghymnaear, Sylsalitae, was born into this family with all but a silver spoon in her mouth – she was said to have beauty like her mother, and the knowledge of her father – but soon, they would realize, is that she had been gifted with exceptional beauty, and the ability to talk even the most stubborn man down, proof given in how a boy took one of her toys and ran off like a thief – and she used a silver tongue to coax him to give it back.

Now, as per tradition, they went to one of their older dragons for a fresh egg – they had a few mated pairs, and had plans, great plans, for her to receive a silver dragon into her protection and care. Unknowing to them, a darker, white dragon had snuck into the camp in an elven form, and swapped the egg, hoping the wyrmling would butcher her and her parents in their sleep due to hunger.

When that wyrmling hatched before her, the parents were in shock, and immediately went to grasp weapons – thinking their daughter would back away. What happened not even a minute later, was her wooing and softly singing a tune, of which she only knew a few being so young, and soothed the creature into curling up beside her. Here she hugged it, and begged to keep him, promising like all children do to take care of their new friend.

They couldn’t refuse.

They grew up in a slightly pampered environment, since she was been born into nobility, and was taught manners and other such wondrous things that elves are good at, as comes with the territory. She had schooled on basic combat so as to defend herself, and was given permission to learn in the academy, where her father and mother had learned before her. They even gave her a small writ, enabling her to delve as deep into a profession as she wishes. She chose to be as her ancestors and her own father, to be in the military and ride upon a dragon’s back – as they had predicted at her birth. They were hesitant to allow her chosen friend to join, due to his heritage, but he was a bit brighter than his kind, and gave them his word. So far, nothing has gone wrong.

Over the past twenty or so years, there have been a number of increased attacks by the original white dragon, who had thought his plan succeeded. He was startled when he realized one of his own progeny had joined his enemy, and now flew against him- something the red dragon hadn’t told him. The end result was the death of the adult white dragon, and Sylsalitae was victorious.

One year, her parents decided that she had come of age, and should seek out whatever she wishes of her life in the outside world. She is hesitant to leave, having been home all her life, but gives them her best wishes on departure - which, unfortunately, may result in her never returning. But who knows? They may yet return.

The first journey was simple - they had agreed to go by road, for it would be far more covert and easier to manage. So as they set out, amongst trees of white and green in their forested home, they stopped only a few times to look and observe beautiful sights around them. This they could do, now that they had life in the palm of their hands.
As they reached the cold beaches of their tundra home, Syl looked to her friend, and spoke lianly as she curled up next to him for the night.

"Do you think we should fly, or should we take a boat?"

"...I think the answer's simple. But that could just be me. Not so sure."

"You always give such direct answers - it's refreshing compared to home."

The next morning, they flew out over the ocean waters, and soon spotted land nearby - what they did not expect to see was the sight they happened upon. As they descended, Ansrithar calmly spoke, as if restraining himself.

"There's a black down there. I can smell him, and at least ten people. Should we intervene?"

"...Always."

On notice, they both dove down in a daring charge, and collide headfirst into the black dragon, tooth and fang coming to bare - while Syl was still falling from the air, lance held mightily in both hands. In an epic turn of events, the black dragon managed to wrestle the youthful white away, but not in time. The lance and the woman after it plummeted into the draconic monster, and she'd bound off it and land, the creature defeated - or so they thought. The people scattered still, as if they'd traded one evil for another. Here she frowned, and looked to him with a shrug. The adult black dragon stood, and looked to them both with a sneer - and no longer with the element of surprise, it flew off and left them both in the dust.

Later that day, they'd arrived in a nearby monastary, and landed comfortably in the courtyard. The monks gave a similar reaction, but changed colors upon seeing the white-garbed elf drop down. Here they asked her to but stay a day or two, and relax - enjoying what fruits they could learn from each other. Suspicious at first, she accepted, and ensured her companion was given great care himself.

She had more than her own fill of knowledge as they spoke of the goddess Sarenae, of her qualities and her beliefs. It was here she realized that perhaps she had been guided to a larger purpose, and Ansrithar was a gift to push her towards it. It took much consideration, but in time she finally accepted it, and in turn so had Ansrithar. It was decided, and over the next few years, she had devoted herself the the causes held by the edicts of her Goddess, and continued forth to spread good fortune and deeds - for the church had given her blessed armor, and sacred weaponry to further her cause against corruption, and bring as many back to the Light as possible - and the best place to start, was Izmir.