Korvosian Woman

Anastasia Lirel's page

29 posts. Alias of Jesse Heinig.


Full Name

Anastasia Lirel

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

24

Special Abilities

Bit of Luck 5/day, Channel Energy 5/day, Sneak Attack +1d6

Alignment

Chaotic Good

Deity

Sinashakti

Location

Kaer Maga

Languages

Common (Taldane), Undercommon

Occupation

Relic Hunter

Strength 10
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 14
Charisma 14

About Anastasia Lirel

Anastasia Lirel
Female human cleric 1/unchained rogue (relic raider) 1
CG Medium humanoid (human)
Init +3; Senses Perception +8

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Defense
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AC 18, touch 13, flat-footed 15 (+3 armor, +2 shield, +3 Dex)
HP 17 (2d8, +2 Con, +2 favored class)
Fort +3 (+2 base, +1 Con), Ref +5 (+2 base, +3 Dex), Will +4 (+2 base, +2 Wis)

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Offense
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Speed 40 ft.
Melee Shortsword +3 (1d6/19-20/x2; piercing)
Melee Sap +3 (1d6/x2; nonlethal bludgeoning)
Ranged Masterwork shortbow +4 (1d6/x3; piercing; 60 ft.)
Cleric Spells Prepared: (CL 1st; concentration +4)
• 1st—bless, shield of faith, true strike (d)
• 0 (at will)—detect magic, guidance, stabilize

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Statistics
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Str 10, Dex 16, Con 12, Int 13, Wis 14, Cha 14
Base Atk +0; CMB +0; CMD 13
Languages: Common (Taldane), Undercommon

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Feats
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Level 1
Eclectic (Human): You have a talent for picking up different vocations.
Prerequisite: Human.
Benefit: Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If you choose a class in which you already have levels, the benefits of this feat are retroactive.

Human
Fast Learner: You progress gain extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Unchained Rogue 1
Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

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Traits
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Fearless Defiance (Faith): Upon overcoming your fear, you become a scourge to your enemies.
Benefits: You gain a +1 trait bonus on all saving throws against fear effects. In addition, if you successfully save against such an effect, you receive a +1 trait bonus on attack rolls against your favored enemies for 1 round.

Seeker (Social): You are always on the lookout for reward and danger.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

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Skills
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Total skill ranks: 16 (2 cleric, 8 rogue, +2 Int, +2 fast learner feat, +2 human)

Acrobatics +8 [+2] (2 ranks, +3 Dex, +3 class skill)
Appraise +5 (1 rank, +1 Int, +3 class skill)
Climb +4 (1 rank, +3 class skill)
Disable Device +9 (2 ranks, +3 Dex, +3 class skill, +1 trapfinding)
Heal +6 (1 rank, +2 Wis, +3 class skill)
Knowledge (dungeoneering) +6 (2 ranks, +1 Int, +3 class skill)
Knowledge (religion) +5 (1 rank, +1 Int, +3 class skill)
Perception +8 (2 ranks, +2 Wis, +3 class skill, +1 trait)
Spellcraft +5 (1 rank, +1 Int, +3 class skill)
Stealth +8 (2 ranks, +3 Dex, +3 class skill)
Swim +4 (1 rank, +3 class skill)

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Untrained Skills
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Bluff +2 (+2 Cha)
Diplomacy +2 (+2 Cha)
Intimidate +2 (+2 Cha)
Sense Motive +2 (+2 Wis)

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Gear
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Total starting wealth: 2,000 gp

Traveler's outfit (free)
Masterwork studded leather armor (175 gp, 20 lbs.)
Masterwork heavy darkwood shield (257 gp, 5 lbs.)
Short sword (10 gp, 2 lbs.)
Masterwork shortbow (330 gp, 2 lbs.)
10 durable cold iron arrows (2 gp ea., 1 lb.)
Sap (1 gp, 2 lbs.)
Wooden holy symbol (1 gp)
Masterwork backpack (50 gp, 4 lbs.) [
• Bedroll (1 sp, 5 lbs.)
• Grooming kit (1 gp, 2 lbs.)
• Potion of cure light wounds, 2 (cl 1, 50 gp ea.)
• Potion of lesser restoration (cl 3, 300 gp)
• Thieves' tools, masterwork (100 gp, 2 lbs.)
• Trail rations, 5 days (2 gp 5 sp, 5 lbs.)
• Waterskin (filled) (1 gp, 4 lbs.)
• 651 gp, 4 sp
]

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Special Abilities
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Cleric 1

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

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).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Domains selected:
Luck
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
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 a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Travel
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.

Unchained Rogue (relic raider) 1

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

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Backstory
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Description: Anastasia is limber and quick. She has a somewhat long face and tends to look a bit "scruffy." She has fair skin with a dash of freckles on her cheeks and the bridge of her sharp nose. Her eyes tend to crinkle when she smiles, which is often.

Hair: Brown
Eyes: Blue
Height: 5' 6"
Weight: 133 lbs.

Background: Anastasia is a resident of Kaer Maga, so she's no stranger to the riotous variety of that city. From a young age she has been fascinated by bits of magical lore, other cultures, ancient relics, and strange languages.
As a youngster Anastasia worked with Theodric, an older scholar who collected various relics and tomes from antiquity. She constantly pestered him with questions and demanded to see his latest acquisitions. She graduated from dusting his old relics to helping with reference work, running about delivering messages, and finding clues for his latest pet projects.
After studying with him for a few years, Anastasia parted ways from Theodric, having found an opportunity to earn a little money working with rough groups that hunted their way through dusty tombs and ruins looking for treasures and lost artifacts. Her focus was always on a little bit of both.

Personality Traits: Anastasia is a bit cheeky and tends to have a quick patter, plus a very confident demeanor. She loves wonderful variety and is happy to talk on a variety of topics for hours at a time, but she's also not averse to getting her hands dirty, running around in dusty old tombs and excavating remnants of past civilizations in the ruins around Kaer Maga.