Shivira "Sylara" Edasseril[1]
Rettungswürfe (Anzeigen) *
Boni: alle: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Angriff (Anzeigen)BAB: +12/+7/+2 Geschwindigkeit: 30 ft. (9m)Nahkampf: |
Waffe | Angriff | Schaden | kritisch |
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Morgenstern (mwk) | 1d20 + 2 (ST) + 12/7/2 (BAB) +1 (Bonus) | 1d8 + 2 (ST) | x2 |
Fernkampf:*
|
Waffe | Angriff | Schaden | kritisch | Reichweite |
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mwk Composite Longbow (ST +2) | 1d20 -1 (GE) + 12/7/2 (BAB) + 1 (mwk) | 1d8 + 2 (ST) | x3 | 110 ft. |
Statistik (Anzeigen)Fertigkeiten (Anzeigen)Skillpunkte pro Level:Oracle: 4 + IN + FC
insgesamt (Stufe 15): 142
*Alle Wissensfertigkeiten +1/2 Level bei Fragen über Elfen
*Alle Berufs und Wissensfertigkeiten können ungeübt ausgeführt werden. (Talent Breadth of Experience)
Sprachen (Anzeigen)Handelssprache (Taldane), Elfisch, Draconic, Sylvan, Abyssal (Kampf), Celestrisch (Kampf), Gnome, Zeichensprache der Kundschafter, Zeichensprache der Drow, Varisian, Shoanti, Giant, Undercommon, Necril, Thassilonian, Azlanti
verstehen und Sprechen: Jede
Lesen: Jede mit
Spectacles of Understanding Wesenszüge (Anzeigen)Exchange Agent (Shattered Star Campaign Trait) (Anzeigen) Although you're a relative newcomer to Magnimar, you're not some naive stranger. You've been sent by the Pathfinder Society lodge in your home country to learn more about Varisia by experiencing the frontier firsthand. After arriving, you reported to the Magnimar lodge and placed your expertise at the venture-captain's disposal.
Benefit: To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language. Additionally, choose one of the following skills: Linguistics. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you.
Reactionary (Anzeigen)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.
Benefit: You gain a +2 trait bonus on Initiative checks
Talente (Anzeigen)(1): Noble Scion (War) (Anzeigen) You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.
(5): Augment Summoning (Anzeigen) Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
(11): Quickened Spell (Metamagic) (Anzeigen) Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell's actual level.) Casting a quickened spell doesn't provoke an attack of opportunity.
(13): Combat Casting (Anzeigen) You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Zauber (Anzeigen)CL: 15
Zauber: Oracle Spell ListZauber pro Tag:Level 1: 6 + 2 (Charismabonus)
Level 2: 6 + 2 (Charismabonus)
Level 3: 6 + 1 (Charismabonus)
Level 4: 6 + 1 (Charismabonus)
Level 5: 6 + 1 (Charismabonus)
Level 6: 6 + 1 (Charismabonus)
Level 7: 5 + 1 (Charismabonus)
Level 8: 3 + 0 (Charismabonus)
Bekannte Zauber (Oracle)Level 0 (9):
Detect Magic,
Create Water,
Light,
Read Magic,
Detect Poison,
Spark,
Resistance,
Mending,
Purify Food and DrinkLevel 1 (5):
Protection from Evil,
Liberating Command,
Obscuring Mist,
Sanctuary,
Summon Monster I und
Cure Light WoundsLevel 2 (5):
Delay Poison,
Instrument of Agony,
Lesser Restoration,
Silence,
Pilfering Hand und
Cure Moderate WoundsLevel 3 (4):
Dispel Magic,
Resist Energy, Communal,
Stone Shape,
Summon Monster III und
Cure Serious WoundsLevel 4 (4):
Blessing of Favor,
Freedom of Movement,
Restoration,
Summon Monster IV und
Cure Critical WoundsLevel 5 (4):
Air Walk, Communal,
Wall of Stone,
Forbid Action, Greater,
Summon Monster V und
Cure Light Wounds, MassLevel 6 (3):
Heal,
Antilife Shell,
Summon Monster VI und
Cure Moderate Wounds, MassLevel 7 (2):
Waves of Ecstasy,
Summon Monster VII und
Cure Serious Wounds, MassLevel 8 (1):
Summon Monster VIII und
Cure Critical Wounds, MassBekannte Zauber (Elven Arcane)Level 1: Open/CloseLevel 2: Mage ArmorLevel 3: Create PitLevel 4: HasteLevel 5: ConfusionLevel 6: Stoneskin, CommunalLevel 7: Spell TurningMythic Spells:Mage Armor (Anzeigen)This spell grants a +6 armor bonus to AC. In addition, there is a 50% chance that any critical hit or sneak attack made against the target is negated, and is instead treated as a normal hit. This chance does not stack with the fortification armor property or other similar abilities that negate critical hits or sneak attacks.
Rassen- und Klassenfähigkeiten (Anzeigen) Rassenfähigkeiten (Anzeigen)Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
Klassenfähigkeiten (Oracle) (Anzeigen) (1): Mystery (Anzeigen) 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. Lore.Once made, this choice cannot be changed.
(1): Oracle's Curse (Ex) (Anzeigen) 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 choose one of the following curses.
Tongues (Anzeigen)In times of stress or unease, you speak in tongues.
Effect
Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
At 5th level, pick an additional language to speak in combat and add it to your list of known languages.
At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.
At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
(1): Orison (Anzeigen)Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Ancient Lorekeeper (Anzeigen)The ancient lorekeeper is a repository for all the beliefs and vast knowledge of an elven people. She shows a strong interest in and understanding of histories and creation legends at a young age, and as she matures her calling to serve as the memory of her long-lived people becomes clear to all who know her.(1): Class Skills (Anzeigen) An ancient lorekeeper adds Knowledge (arcane) and Knowledge (local) to her list of class skills. Whenever she makes a Knowledge check of any kind about a question regarding elves (creatures of the elf subtype), the ancient lorekeeper adds half her class level on her check. This replaces the bonus skills the ancient lorekeeper gains from her mystery.
(2): Elven Arcana (Ex) (Anzeigen) At 2nd level, an ancient lorekeeper's mastery of elven legends and philosophy has allowed her to master one spell used by elven wizards. She selects one spell from the sorcerer/wizard spell list that is at least one level lower than the highest-level oracle spell she can cast. The ancient lorekeeper gains this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes. The ancient lorekeeper may choose an additional spell at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels. Siehe Zauberliste.
This ability replaces the bonus spells she would normally gain at these levels from her chosen mystery.
Oracle Mysteries - Lore (Anzeigen)Revelations(1) Sidestep Secret (Su) (Anzeigen)Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity
(3) Focused Trance (Anzeigen)You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.
(7)Mental Acuity (Ex) (Anzeigen)Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all things—and you just keep getting smarter. You gain a +1 inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter. You must be at least 7th level to select this revelation.
(11) Automatic Writing (Su) (Anzeigen)Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.
(15) Think on It (Ex) (Anzeigen)Once per day, the oracle of lore can reattempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus on the check.
Mythische Fähigkeiten (allgemein) (Anzeigen)(1): Mythic Power (Su) (Anzeigen) Mythic characters can draw upon a wellspring of power to allow them to accomplish amazing deeds and cheat fate. You must choose one ability score as the one most associated with your mythic potential (CH). Once made, this choice can’t be changed. You can draw upon your mythic power a number of times per day equal to your mythic tier plus your mythic ability score’s bonus. In addition to abilities gained from your mythic path and overall mythic tier, you can expend one daily use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the results. Using this ability is an immediate action that is taken after the original roll is made and the results are revealed. This can change the outcome of the roll. The bonus gained by using this ability increases by one die size at 4th tier and every 3 tiers thereafter to a maximum bonus of 1d12.
(1): Bonus Mythic Feat (Anzeigen) Upon becoming mythic, select one mythic feat as a bonus feat. You must qualify for this feat normally. In addition, you gain another bonus mythic feat upon reaching 3rd mythic tier and every 2 tiers thereafter. You can select an ordinary feat in place of a mythic feat and you must meet the normal prerequisites to take that feat.
Mythic Feat (1): Mythic Spells (Mytic) (Anzeigen) Mage Armor
You have learned how to unlock the power of your spells, combining them with your mythic power.
Prerequisite: Ability to cast spells, 1st mythic tier.
Benefit: Select a number of spells equal to your mythic tier. They must have mythic enhancements and be on your list of spells known or in your spellbook. You can now use your mythic power when casting these spells. Whenever you gain a mythic tier, select a new spell to add to this list.
Special: You can select this feat multiple times. Each time you select this feat, you must select different spells.
(1): Hard to Kill (Ex) (Anzeigen) Whenever you are below 0 hit points, you automatically stabilize without needing to make a Constitution check. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you do not die until your total number of negative hit points is equal to or greater than twice your Constitution score.
(1): Mythic Flaw (Ex) (Anzeigen) Every mythic character possesses a mythic flaw. This f law could be your ultimate undoing if you are not careful to conceal it.
Schwachstelle (Anzeigen) Weapon Weakness (Siege engines): Select one group of weapons from the list of fighter weapons. Weapons from the selected group gain a +4 bonus on attack and damage rolls against you. If a weapon from the selected group scores a critical hit against you, the critical multiplier is increased by 1, to a maximum of ×4. If you ever gain damage reduction, no matter the source, weapons from the selected group bypass that damage reduction.
Mythische Fähigkeiten (Hierophant) (Anzeigen)Those who draw upon a god’s divine power find themselves limited by the source of their devotion, but such restrictions do not exist for the hierophant. Mythic characters who heed this calling gain their powers through their own link to the divine, directly from the source of devotion instead of relying upon an intermediary deity. While most still venerate a divine being, the spirit of nature, or the power of life itself, they become more like patrons and less like devotees.(1): Bonus Hit Points (Anzeigen) Whenever you gain a hierophant tier, you gain 4 bonus hit points. These hit points stack with themselves, and do not affect your overall Hit Dice or other statistics.
(1): Divine Surge: Inspired Spell (Su) (Anzeigen)You can expend one use of mythic power to cast any one divine spell. This spell must be on one of your divine spell lists and must be of a level that you can cast using that divine spellcasting class. You don’t need to have the spell prepared or on your list of spells known. When casting a spell in this way, treat your caster level as two 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 the highest-level divine spell you can cast using that spell’s spellcasting class.
(1): Path Ability: Mighty Summon (Anzeigen) Any creatures you summon using summon monster or summon nature’s ally spells receive 2 bonus hit points per Hit Die and DR 5/magic. Whenever you use one of these spells to summon more than one creature, you receive one additional creature of the same type. When casting such a spell to summon just one creature, you can expend one use of mythic power to give it the agile or savage mythic simple template
Ausrüstung (Anzeigen)Vermögen: 26 682 GM 8 SM
Ausrüstung:magische Ausrüstung (Anzeigen)Slots:Waffen:Tränke:Scrolls:Wands:Material Components and Foki:- 5x miniature shovel for Pit Spells (10 gp)
- granite and diamond dust for Stoneskin (1 000 gp)
- Diamantenstaub (1000 gp)
andere Verbrauchsgegenstände:Sonstiges:
Aussehen (Anzeigen)Eine Brille auf der Nase, die andere steckt im langen Haar. Shivira Edasseril sieht nicht aus, wie eine Adelige, ein Mitglied des Königshauses aus Kynon. Ihre feine Kleidung steckt tief versteckt in ihren Sache. Die Elfe mit langen strohblonden Elfen liebt Bücher, Schriftrollen und alte Ruinen. Ihre Kleidung ist zweckmässig. An ihrem Gürtel baumelt ein Morgenstern, auf ihrem Rücken hängt ein schweres Schild, das mit blauen Schuppen überzogen ist und im Sonnenlicht leuchtet. Ihre eigenen fast durchsichtigen Augen hält "Sylara", wie sie sich vorstellt, oft bedeckt. Das lange Haar fliegt meist im Wind und ist nur selten anständig geflochten. An den ledernen Stiefeln hängt meist Dreck und Staub und auch der Rest ihre bläulich-braunen und vor allem zweckmässigen Kleidung zeigte nichts von ihrer Herkunft. "Sylara" ist eher klein gewachsene und steht mit beiden Beinen auf dem Boden. Immer wieder singt sie ein Lied oder redet mit Bäumen und Pflanzen am Wegesrand. Wer genau hinsieht, kann sie ab und an im Gespräch mit den ungewöhnlichsten Rassen rund um die Innere See entdecken, denn neugierig ist sie und es gibt kaum eine Kreatur, die sie noch nicht gesehen hat, oder über deren Abbildung in einem Folianten ihre grazilen Finger noch nicht geglitten waren.
Hintergrund (Anzeigen)Die Zeichen waren überdeutlich. Es begann in Rätselhafen mit einem dunklen Kreis am Himmel und dann stürzte ein Meteor zu Boden. Solche Omen in einer Stadt voller Diebe und Halunken wäre im fernen Kyonin vielleicht nicht registriert worden, aber die Zeichen waren bald auch in Celwynvian zu erkennen. Die Königin Telandia Edasseril rief einer der ihren an den Hof. Shivira Edasseril sollte ihre Augen offen halten. Eine Dunkelheit war überstanden, aber was würde als nächstes passieren. Die Zeichen sprachen von alten Mächten und neuen Verbündeten. Ein Plan wurde am Königshof in Iadara gesponnen. "Sylara" wurde ausgesandt sich den Kundschaftern anzuschließen.
Die Elfin Shivira Edasseril streifte nicht wie viele ihre Schwestern und Brüder durch die weiten Wälder Kyonins noch kämpfte sie an der Seite der ihren gegen Eindringlinge. Sie studierte alte Texte und erforschte die Legenden. Schon als junge Elfe suchte "Sylara" noch unbekannten Ecken. Ihre Augen halfen dabei. Warum sie im Dunkeln sehen konnte, darüber wurde in ihrer Familie geschwiegen. Sie behielt es für sich und nicht als Aussätzige, als Drow behandelt zu werden. Es war ihr nützlich in langen Nächten über Schriftrollen und Büchern. In dunklen Ruinen voller Staub und Dreck und wenn sie mit einer Brille auf der Nase über Schriftzeichen grübelte. Ein Fluch lag auf ihr. Worte, die anderen leicht über die Lippen kamen, schienen in ihrem Kopf gefangen zu sein, aber das Studium führte sie an Orte, die andere scheuten. Shivira Edasseril sog das Wissen in sich auf und lernte die Sprachen der Wesen um sich herum. Iadara war lange die Heimat von "Sylara". Hier begann Shivira Edasseril ihre Studien. Schon als junges Elfenmädchen befragte sie die Älteren und lauschte den Geschichten und Erzählungen ihres Volkes. Während viele ihrer Familie einzelne Götter anbeteten, war das für die neugierige "Sylara" einengend. Genau so, wie sie ihren Wissensdurst nicht auf ein Gebiet beschränkte, so sprach sie mit vielen der Götter, die die Elfen anbeteten. Am Anfang waren ihre Fragen von jugendlicher Neugier gezeichnet, doch je mehr Wissen "Sylara" in sich aufzog, desto ausufernder wurde ihr Interesse. Ihre Neugier schien keine Grenzen. Vor bald drei Jahren spürte sie den Ruf der Götter. Als Auserwählte ihres Volkes wandten sich die Götter an sie. Ihr Geist öffnete sich und das gesamte Elven Pantheon kam über sie. Sie spürte die Macht, die Neugier, die Interessen, den Kampf der Götter für Sekunden in sich. Sie war berufen. Ihr Aufstieg bei den Kundschaftern war nur ein Anfang. Größeres stand bevor und was es auch war, Shivira Edasseril spürte die Elfengötter an ihrer Seite.
Als Mitglied der Kundschafter wurde ein Teil ihres Wissensdurstes gestillt und die Zeichen sprachen eine deutliche Sprache. Was vor langer Zeit angefangen hatte, schien erneut in Varisia in Erscheinung zu treten. Die Elfe wurde nach Varisia gesandt, um mehr zu erfahren. Auch wenn es die Kundschafter nicht wussten. Die Loyalität des Wissensorakels galt ihrer Heimat und der Königin. Ein einziges Zeichen ihrer Heimat trug sie bei sich. Den Siegelring ihrer Familie. Tief versteckt in ihrer Kleidung, war es das einzige Zeichen, dass an ihre Herkunft erinnerte.