About Wyra Fraym
"Fire is such a wondrous thing. Fleeting in existence, yet it embodies so many things; beauty, passion, power, destruction, ruin, and more. I make use of this power, use it as an art and a weapon, and hope to share it with everyone I meet."
Gnome Arcanist 9/Sorcerer 1
CG Female Small humanoid (gnome)
Init +5;Senses lowlight vision; Perception +15
AC 15, touch 13, flat-footed 13 (+2 Dex, +1 Size, +2 Nat)
hp 60 (9d6+1d6+16)
Fort +8 Ref +5 Will +10 (+2 vs fear and despair)
Defensive Abilities eternal hope Resistances fire/10
Melee dagger +4 (1d3-1/19-20)
Ranged light crossbow +7 (1d6/19-20) or
dagger +7 (1d3-1/19-20) or
ray +7 or
ranged touch +7
Special Attacks Breath Weapon (14d6 DC 19 Ref)
Gnome Spell-Like Abilities
3/day Dancing Lights
1/day Dancing Lights, Produce Flame, Prestidigitation, Flare (DC 13)
Arcanist Spells Known (CL 9th; concentration +14)
4th (4/day, 2 prepared/day)
3rd (5/day, 3 prepared/day)
2nd (6/day, 4 prepared/day)
1st (7/day, 5 prepared/day)
0 (At Will, 7 prepared/day)
Sorcerer Spells Known (CL 1st; concentration +3)
1st (4/day) mount, mage armor
0 (At-will) mage hand, prestidigitation, detect poison, resistance
Bloodline Draconic (brass)
Str 8 Dex 14 Con 12 Int 23 Wis 10 Cha 14
Base Atk +4; CMB +2; CMD 14
Feats Speel Focus (Evocation), Varisian Tattoo (Evocation), Greater Spell Focus (Evocation), Improved Familiar, Eschew Materials, Intensified Spell, Heighten Spell, Additional Traits (Wayang Spellhunter (Fireball), Ease of Faith)
Traits Excitable, Magical Knack (Arcanist), Wayang Spellhunter (Fireball), Ease of Faith
Skills Acrobatics +3, Appraise +10, Craft (tattoo) +21, Craft (alchemy) +19, Diplomacy +8, Fly +10, Heal +1, Knowledge (arcana) +17, Knowledge(local) +10, Knowledge (nature) +10, Knowledge (religion) +10, Knowledge (history) +11, Knowledge (dungeoneering) +10, Knowledge (nobility) +10, Knowledge (engineering) +10, Knowledge (planes) +11, Knowledge (geography) +10, Linguistics +14, Perception +17, Spellcraft +17, Stealth +7, Use Magic Device +15
Languages Common, Gnome, Varisian, Draconic, Sylvan, Goblin, Dwarven, Terran, Ignan, Thassilonian, Giant, Ancient Osiriani, Abyssal
SQ familiar exploit (faerie dragon), bloodline development exploit(draconic (brass)), school understanding (evocation (admixture)), metamagic knowledge (Heighten Spell) bloodline arcana (+1 dmg per dmg die for fire spells), bloodline powers (bloodline familiar, draconic resistances, dragon breath), pyromaniac, eternal hope, weapon familiarity
Combat Gear wand of infernal healing (7 charges), wand of infernal healing (50 charges), wand of endure elements (38 charges), wand of magic missile (~~ charges); Other Gear light crossbow, dagger, staff of minor arcana, cloak of resistance +2, headband of vast intellect +4 (Giant, Abyssal; Craft (Alchemy), Use Magic Device), robes of arcane heritage, runestone of power I, wayfinder, spell latice (3rd; fireball), cracked dusty rose prism ioun stone, cracked vibrant purple prism ioun stone, ioun torch (with CL 13th heightened (to 4th level) continual flame cast upon), ocher rhomboid ioun stone (Additional Traits), lesser rod of selective spell, lesser rod of merciful spell, backpack, bedroll, waterskin, spellbook, travelling spellbook, mwk artisian’s tools, spell component pouch, parasol, disguise kit (8 disguises left)
2-11: The Penumbral Accords
6-12: Scions of the Sky Key pt I: On Sharrowsmith's Trail
Module: We Be Goblins!
Scenario 45: Delirium's Tangle
6-14: Scions of the Sky Key pt II: Kaava Quarry
6-16: Scions of the Sky Key pt III: The Golden Guardian
5-06: You Have What You Hold
6-18: From Under Ice
4-18: The Veteran's Vault
6-19: Test of Tar Kuata
3-05: Tide of Twilight
3-01: The Frostfur Captives
6-09: By Way of Bloodcove
4-14: My Enemy's Enemy
6-03: The Technic Siege
6-21: Tapestry's Toil
3-16: The Midnight Mauler
7-00: The Skykey Solution
4-02: The Sanos Abduction
7-04: The Ironbound Schism
7-09: The Blakros Connection
3-15: The Haunting of Hinojai
6-13: Of Kirin and Kraken
0-20: King Xeros of Old Azlant
5-25: Vengeance at Sundered Crag (Perished and Raised)
4-08: The Cultist's Kiss
7-13: Captive in Crystal (Retreated at second combat encounter)
7-11: Ancients' Anguish (Recuited Amethyst Sage)
5-20: The Sealed Gate (Successfully negotiated with Venture-Captain Nicolai)
4-12: The Refuge of Time (Accepted Ioun Stone (Attoned))
Effective Wizard Level 10
CG Male Tiny Dragon
Init +3; Senses darkvision 60ft, low-light vision; Perception +12
AC 22, touch 15, flat-footed 19 (+3 Dex, +2 Size, +7 Natural Armor)
Fort +4 Ref +6 Will +10
Immune sleep, paralysis; SR 13
Speed 10ft; fly 60ft, (perfect); swim 30ft
Melee bite +9 (1d3-1) or
Special Attacks deliver touch spells, breath weapon (5-ft. cone, euphoria, Fort DC 14 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)
3/day—greater invisibility (self only)
Spells Known (CL 3rd; concentration +6)
1st (6/day)—grease (DC 14), silent image (DC 14), sleep (DC 14)
0 (at will)—dancing lights, detect magic, flare (DC 13), ghost sound (DC 13), mage hand, open/close, spark
Str 9 Dex 17 Con 13 Int 10 Wis 14 Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs trip)
Feats Throw Anything, Extra Cantrips (detect magic, spark)
Skills Acrobatics +5, Appraise +4, Bluff +9 Craft (tattoo) +12, Craft (alchemy) +12, Diplomacy +9, Fly +21, Knowledge (arcana) +10, Knowledge(local) +4, Knowledge (nature) +4, Knowledge (religion) +4, Knowledge (history) +4, Knowledge (dungeoneering) +4, Knowledge (nobility) +4, Knowledge (engineering) +4, Knowledge (planes) +4, Linguistics +6, Perception +15, Sense Motive +8, Spellcraft +12, Stealth +17, Swim +17, UMD +9
Languages Common, Elven, Sylvan, Draconic, tlelpathy (100ft)
SQ Alertness, share spells, link, deliver touch spells, speak with master
Combat Gear holds Wyra's wands, skyrocket (3); Other Gear bandolier (2)
Breath Weapon (Su) 5-foot cone, euphoria for 1d6 rounds, DC 14 Fortitude negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Spells A faerie dragon casts spells as a 3rd-level sorcerer.
Appearance: Wyra stands at 3’3”, and weighs 32lbs. She has a wiry build with an emphasis on agility, but despite this, she seems to be rather incapable of managing much in terms of lifting or other feats of strength. She has a youthful face, with an inherently inviting appearance. She wears her fiery red hair in innumerable styles, often wild and eccentric in design, but rarely the same for too long. She has brilliant green eyes, shiny with intelligence and curiosity. Across her body are tattoos of things she has deemed significant to her life, the most prominent being a green trumpet over a road, the symbol of her devotion to Sinashakti.
Work clothes: Wyra wears a paint stained smock; splotches of various colours adorn it, over a flashy shirt of her choice. She usually keeps her hair tied back when at work.
Adventurer/Public clothing: As a caster who doesn’t utilize armor, Wyra enjoys the luxury of wearing her bright robes both in public and when on adventures and missions on behalf of the society. She also wears hear backpack when on adventures, though it is lightly packed due to her frail strength.
Personality: Wyra is enthusiastic and energetic, enjoying every new experience to its fullest. She is very personable and quick to make friends, but quicker to prove to you her love for fire. Not just arson and burning things, but an actual enthusiastic joy of the existence of fire itself, the way its influenced, the energy, heat, and light it provides, and how artistically inspiring it can be. When not Pathfinding, Wyra uses this inspiration to further her other career; being a tattoo artist. This niche market seems to be a perfect place for a gnome who loves sharing her experiences with others, as the time taken applying a tattoo to another is time that can be spent swapping stories, usually. As a Pathfinder Wyra tends to keep to the back, aware of her fragility, and even more aware of the durability of others, but will often poke into the front to cast her fire spells.
Wyra’s best friend is Flix the Cockatiel (reflavoured Thrush familiar), a grey-face male cockatiel who is more than eager to put his two copper pieces into any story Wyra tells. He provides her with something she desperately requires, constant companionship and another to talk to at any and all times. Wyra and Flix share an amazing bond (but nothing mechanically essential).
Background: Wyra was born in Whistledown, not too long after the year’s Convocation in 4661. Her father a tinkerer and inventor of nonsensical knick-knacks, and her mother a travelling merchant formed an interesting bond, and once Wyra was old enough to walk (roughly six months later) they set off again in their nomadic lifestyle, dragging their newborn daughter along with them.
One major event would forever leave its mark on Wyra early in her life. At the age of 10, Wyra watched a Brass Dragon fighting an intruder in its territory in an incredibly chance opportunity. From that day on, Wyra was forever fascinated with fire, and all of its aspects.
While she continued experiencing life in fullest way a young Gnome could, she started picking up details and tricks on how to become a spell-caster, capable of mastering fire and using it to her benefit. She enlisted in several arcane academies over the course of her young adulthood, picking up details on both the prepared and stoic nature of wizards, as well as the inherit and powerful diversity of sorcerers. Eventually she came to blend the two styles together into what the schools knew as an Arcanist, a near perfect blend of the two arcane styles, while having new and unique quirks in its own right. She also chose to take a Cockatiel as a familiar, and named him Flix.
Wyra eventually settled in Whistledown herself, keeping a room open and available to her parents for whenever they come by. Meanwhile she operates a tattoo parlor for travelers and locals to express their personalities, and for Wyra to express her creative side. She also operates as a Pathfinder, enjoying new experiences, while collecting tea recipes and curious bits of once living beings.