Senethar

Syvrenu's page

1 post. Alias of SCKnightHero1.


Full Name

Syvrenu

Race

Undine

Classes/Levels

Cleric of Calistria 3/Fighter (Corsair) 1

Gender

Female

Age

85

Alignment

Chaotic Neutral

Deity

Calistria

About Syvrenu

Stats:
Syvrenu
Female Undine cleric 3 / fighter 1 Archetypes Corsair,
CN Medium outsider (native)
Init +3, Senses darkvision (60 ft.); Perception +3
Aura aura of chaos,
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex, )
hp 35 ((3d8)+(1d10)+4)
Fort +6, Ref +2, Will +6
Defensive Abilities bit of luck (6/day), Resistances cold 5,
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OFFENSE
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Speed 20 ft. Swim 20 ft.
Melee masterwork cold iron rapier (paper cut) +6 (1d6+2/18-20)
Ranged masterwork underwater light crossbow +5 (1d8/19-20)
Special Attacks Channel Positive Energy (2d6, DC 13, 5/day), Dazing Touch (6/day),

Prepared Spells
Cleric (CL 3rd; concentration +6)
2nd-aid, cure moderate wounds(DC 15), spiritual weapon
1st-cure light wounds(2)(DC 14), shield of faith(DC 14), *true strike(DC )
0th-detect magic, mending(DC 13), resistance(DC 13), stabilize(DC 13)
*:Domain spell.
Deity Calistria; Domains Charm, Luck,
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TACTICS
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STATISTICS
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Str 14, Dex 13, Con 12, Int 10, Wis 16, Cha 14,
Base Atk +3; CMB +5; CMD 16
Feats Aquatic Combatant, Athletic, Persuasive
Skills Climb +5, Diplomacy +9, Knowledge (Local) +1, Knowledge (Religion) +5, Perform (Dance) +3, Profession (Sailor) +8, Spellcraft +4, Swim +14,
Traits Buccaneer's Blood, Calistrian Prostitute (Calistria) (Diplomacy), Reactionary,
Languages Aquan, Common
SQ amphibious, amphibious, aura, aura of chaos, bonus feats, darkvision, energy resistance, orisons, spontaneous casting, water affinity,
Combat Gear rations (trail/per day) (5), potion of cure light wounds, oil of magic weapon,
Other Gear masterwork cold iron rapier (paper cut), scale mail +1, masterwork crossbow bolts (10), darkwood crossbow bolt +1 (6), bag of holding (type i), backpack, masterwork, spyglass, holy text (typical), courtesan's kit, waterskin (filled), potion sponge, holy symbol (silver), masterwork underwater light crossbow, 30.9 gp
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SPECIAL ABILITIES
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Amphibious (Ex) You have the aquatic subtype, but you can survive indefinitely on land.

Amphibious (Ex) Gain aquatic subtype and amphibious special quality.

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Chaos (Ex) You project a moderate chaotic aura.

Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability 6 times per day.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Buccaneer's Blood One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you've always longed to follow in your forebear's footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see "The Life of a Pirate" in Pathfinder Adventure Path #55 for details on the Infamy system). You went to a tavern called the Formidably Maid, a notorious pirate hangout in Port Peril, eager to start your career as a buccaneer. While you were there, however, a dashing and flirtatious corsair caught your eye, and after a whirlwind night of booze and romance, you found yourself beaten senseless and stuffed in a sack, carried off to who knows where.

Calistrian Prostitute (Calistria) (Diplomacy) You worked in one of Calistria's temples as a sacred prostitute, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.

Channel Positive Energy

Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 5 times per day.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Dazing Touch (Sp) You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more thatn 3 Hit Dice are unaffected. You can use this ability 6 times per day.

Domains

Energy Resistance (Ex) Undines have cold resistance 5.

Hedonistic You are a creature of pleasure and comfort. Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Pirate Weapons

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).

Swim Undines can move in water at 30' speed

Water Affinity (Ex) Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Undine spellcasters with the Water domain use their domain powers and spells at +1 caster level.

Background:

Syvrenu was born in the Shackles, where exactly is anyone’s guess. She was raised in an orphanage by a kind-hearted old priestess of Calistria. While a bit of a troublemaker growing up, the undine girl was actually encouraged to embrace her wild nature, as the priestess told Syvrenu, ”The Favored Sting adores those who are wild in both passion and revenge.”

Syvrenu eventually studied to become a cleric of Calistria, working as a sacred prostitute in one of her temples in Port Peril. The undine woman was a favorite among patrons, both man and woman. Syvrenu soon learned something from another Calistrian prostitute: one of her patrons said that the undine reminded him of a famous undine pirate slave-hunter named Shekbon. Syrenu eventually was able to track down the sailor and get him to talk about Shekbon. Using her charms, she was able to learn that Shekbon was once an Andoran privateer who would often sail the Shackles hunting slavers and freeing slaves. It was rumored he was once a slayer serving the Church of Calistria, hunting down enemies for both the government of Andoran and the Church of Calistria. Then, the sailor told the undine the most shocking bit of information: Shekbon was a Free Captain of the Shackles! The sailor then went on to explain that some of the other Free Captains weren’t too keen on having a slave-hunter playing pirate, much less one who was working for Andoran, being among their number. It was said that he had one of the sea elves as a wife, but there was an attack on his home, and it was believed that his wife and daughter were killed on the attack. Shekbon, furious and heartbroken, lead a counterattack on his enemies, but was caught in a trap laid by the Free Captains who opposed him. He went down with his ship, but he made sure to take down some of his adversaries with him.

Amazed by what she had learned, Syvrenu decided to learn more about her past, while at the same time, hoping to forge her own destiny and maybe even surpass the legends and stories of her father!

Description:

Syvrenu is a tall, athletic undine with bluish-green skin, webbed hands and feet, and short sea green hair. She bears finned ears, which look more elf-like than what one usually sees on undines. Her eyes are the color of the blue oceans. She wears very little clothing, partly because she likes to be unencumbered, but also because she likes to show her tattooed body. Covering her body are numerous tattoos symbolizing sea serpents, wasps (the favored animal of Calistria), water, the sea, and dolphins. She does carry a gold locket which contains two pictures in it: one is of her as a baby and her aquatic elven mother, and the other, while faded, appears to be that of a male eyepatch-wearing undine. Syvrenu has a very noticeable feature on her face: a scar over her right eye. She is thankful that the slaver’s blade didn’t cut her eye and just left a charming scar on her face.

Personality:

Syvrenu is a hedonist priestess of Calistra, and it shows, a lot! She enjoys basking in glory and carousing with others, and if someone catches her eye, you better watch out as she is a notorious flirt! She also has a bit of a chip on her shoulder. She is also a braggart. Despite her flaws, she is loyal to a fault, refusing to abandon her friends. She’ll fight alongside them no matter what, be it a tavern brawl or an epic battle against a kraken and dragon turtle (her father actually fought both monsters at the same time at her age and lived to tell of his victory over said monsters!). She has a friendly disposition, and while she may flirt a great deal, she is a true friend…just make sure you’re ready to dance all night long with her if you catch her eye.

It is important to note that she has a very strong dislike about slavers and slavery: she finds the practice and those who keep slavery running to be absolutely despicable and loathsome, and she's not afraid to tell off a slaver to his face. She has had a few bad run-ins with slavers and in fact, one of wasp tattoos actually covers up a slave's brand on her left shoulder.