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'Hellion' Svetlana Irriseni's page

753 posts. Alias of Nik B..

Full Name



Tief (Pit)


Ftr 5/HK4 - HP99/99 AC-27/T-14/F-25 CMD28 F:+11 R:+6: W+5/ Percept+6 - Dkvis 60' |Init+4(+combat reflex), Move 30'.








Prize Fighter

Strength 20
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 13
Charisma 14

About 'Hellion' Svetlana Irriseni

PFS Details:

Player - Nik
PFS #41662-4

Female Tiefling (Pitborn) - Fighter (Two handed)5/Hellknight 4
Init +4; Senses Dark Vision 60'; Perception +6

AC 27, touch 14, flat-footed 25. (+12 armor, +2 Dex, +1 Trait, +1 Ring +1 NA)
+3 Hellknight Plate + CI Spikes
HP 99
CMD 28
F 11/R 6/W 5
(5 Resist Fire/Elec/Cold)
(+2 vs Fear)
Spd 30ft.

Melee – +1 Adamantine Keen Bardiche +17/+12 (1d10+11/17-20x2)
Melee - Silversheen Bardiche +17/+12 (1d10+10/19-20x2)(PA)
Ranged – M/W D/Wood Comp Longbow +12/+7 (1d8+5/20x3)
CMB 14



Acrobatics: 1/2/3/-4
Appraise: 0/0/0/0
Bluff: 6/2/0/4
Climb: 5/5/1/-1
Diplomacy: 10/2/1/7
Disguise: 5/2/0/3
Escape artist: -2/2/0/-4
Handle Animal: 9/2/1/6
Heal: 1/1/0/0
Intimidate: 18/2/6/10
Know-Arcana 1/0/1/0
Know-Dungeon 4/0/1/3
Know-Eng 4/0/1/3
Know-Local 4/0/1/3
Know-Planes 2/0/2/0
Know-Religion 1/0/1/0
Perception: 8/1/2/5
Ride: 2/2/1/-1
Sense Motive: 5/1/1/3
Stealth: -2/2/0/-4
Survival: 5/1/1/3
Swim: 5/5/1/-1

Languages Common, Abyssal, Infernal

• Str: +2, Int: -2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium

• DARKVISION 60 FT: Tieflings can see in the dark up to 60 ft.

• SOUL SEER Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.

• TIEFLING RESISTANCES: Resistance to cold 5, electricity 5, and fire 5.

• SKILL BONUS: Tieflings gain a +2 racial bonus on Disable Device and Perception checks made with this skill.

• Automatic Languages: Common, Abyssal or Infernal

• Bonus Languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, Orc



• DEFENDER OF THE SOCIETY (Combat): Your time spent fighting and studying the greatest warriors of the Society has taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor. (PFCh: FcGd 62)

• EXTREMELY FASHIONABLE (Equipment): Whenever you are wearing clothing and/or jewelry worth at least 150 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. Diplomacy is a class skill for you. (PFCo: AdvAr 30)

• SUICIDIAL (Race: Tiefling): Shame and horror fill your subconscious, and you never stop looking for ways to grant yourself the peace of the grave. Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square. (PFCo: BoF 31)

• ON GUARD (Regional): You gain a +1 trait bonus to Initiative checks, and if you are able to act during the surprise round of an encounter, you can draw a weapon (but not a potion or magic item) as a free action during that round. (PFCo: QGttE)

Prestige & Boons:

Beacon of Good: The Shining Crusade gives you a shining wayfinder emblazoned with the emblem of a silver dragon. If you lose your shining wayfinder, you can purchase a new one for an additional 2 PP. Members of the Silver Crusade who are caught selling shining wayfinders for their own profit are exiled, and must switch factions

Armiger: Though still a loyal Pathfinder, your service to Cheliax grants you admission into a Hellknight order of your choice with the rank of armiger. You gain a +3 bonus on Diplomacy checks made against Hellknights of any order or rank. (Order of the Gate)

Hellknight: (Fame 40, 2 PP, Armiger) Your continued loyalty to Cheliax and your Hellknight order earn you the honorary rank of Hellknight (or signifer if you are a spellcaster), granting you a +3 bonus on Intimidate checks when wearing heavy armor. This rank is granted independently of levels in the Hellknight prestige class.

Caravan (5 PP) You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You aren’t required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you do shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan’s interests to important merchants, politicians, and aristocrats. When you first purchase your caravan, you must decide how you wish to represent the caravan’s interests—this decides what additional skill you can use to make Day Job checks. If you wish to represent the caravan as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Job rolls. If, on the other hand, you want to skirt the laws, focus on smuggling, and otherwise use deception to maintain the caravan’s success, you can use Bluff to make Day Job rolls. Finally, if you want to have your caravan be especially well guarded and use blatant shows of force to get what you need, you can use Intimidate to make Day Job rolls. Traveling Arena


Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.

Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

House Thrune's Favor Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax's ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.

Sky Citadel Reclaimer: Secrets of Creation (Armorer’s District): Among the fragile texts in Jormurdun you found treatises on the enchantment of magic arms and armor. Once per day you can cast magic weapon as a spell-like ability with a caster level equal to your character level. In addition, whenever you cast greater magic weapon or magic vestment, you treat your caster level as one higher for the purposes of determining the spell’s effects. If you wield a weapon or wear armor augmented by either of these spells, you treat the spell’s caster level as one higher (unless the spell has already benefited from this boon).

Sky Key Core: You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn a Sky Key Component boon, you also recover one spent Prestige Point.

Sihedron Brand (Service): +2 profane bonus on attack and damage rolls against creatures brought to the Material Plane via a conjuration (summoning) effect, and gain s a + 2 profane bonus to AC against attacks from such creatures.


• ADDITIONAL TRAITS: You gain two additional traits. (PFAPG 150)

• TOUGHNESS: +9 hit points. (PFCR 135)

• FURIOUS FOCUS: Wielding two-handed and using Power Attack feat, no Power Attack penalty on the first melee attack each turn. (PFAPG 161)

• ARMOR PROFICIENCY (LIGHT / MEDIUM / HEAVY): When you wear a type of armor in which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFCR 118)

• COMBAT REFLEXES: You may make a number of additional attacks of opportunity equal to your Dexterity bonus [+2]. With this feat, you may also make attacks of opportunity while flat-footed. (PFCR 119-120)

• POWER ATTACK: Take -2 to melee attack rolls for +4 in melee damage bonus (+6 for 2HD or with natural weapons that do 1-1/2 Str mod, +2 for off-hand or secondary natural weapons). Lasts until your next turn. (PFCR 131)

• SHIELD PROFICIENCY: You can use a shield and take only the standard penalties. (PFCR 133)

• TOWER SHIELD PROFICIENCY: You can use a tower shield and suffer only the standard penalties. (PFCR 135-136)

• WEAPON FOCUS (Bardiche): You gain a +1 bonus on all attack rolls you make using the selected weapon. You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. (PFCR 136-137)

• WEAPON SPECIALIZATION (Bardiche): You gain a +2 bonus on all damage rolls you make using the selected weapon(s). (PFCR 137)

• LUNGE: You can increase the reach of your melee attacks by 5 ft by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made. (PFCR 130)



• You have selected the following Archetypes:
- Two-Handed Fighter (Fighter)

• FAVORED CLASS (Fighter) : You've gain the following bonuses: +5 Skill Point.

• AURA OF LAW: The power of a justiciar's aura of law is equal to 9. (PFCaS: ISWG 278).

• DETECT CHAOS: At will, can use detect evil, as the spell. As a move action, concentrate on a single item or individual within 60 ft and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, does not detect evil in any other object or individual within range. (PFCaS: ISWG 278).

• FIGHTER BONUS FEATS: At 1st level, and at every even level, a you gain a bonus feat from the Combat Feats list. (PFCR 55).

• FIGHTER WEAPONS AND ARMOR: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). (PFCR 55).

• HELLKNIGHT ARMOR: A Hellknight earns the right to wear Hellknight armor. While wearing this armor, the Hellknight reduces the armor check penalty by 1, increases the maximum Dexterity bonus allowed by 1, and moves at full speed. (PFCaS: ISWG 278).

• HELLKNIGHT ORDER: You have choosen the following Hellknight order:
- Order of the Gate: From its redoubt Citadel Enferac in the western Menador Mountains, the secluded Order of the Gate deals and bargains with fiends in ways that give even the other Hellknight orders reason to dread. The crimson-cloaked signifers of the order outnumber the rank-and-file Hellknights three to one, and they claim to be granted otherworldy knowledge of egregious crimes before they are committed. While the signifers’ infernal servants wreak their will in the world beyond, the order’s actual members turn their efforts toward gleaning knowledge from the planes and the guardianship of some vague charge. The Hellknights of the Gate have no lictor, and are instead overseen by the ever-masked Vicarius Giordano Torchia.. (PFCaS: ISWG

• DISCERN LIES: A Hellknight can use discern lies as a spell-like ability 5 times per day. His caster level equals his total character level. (PFCaS: ISWG 278).

• DISCIPLINE: A Hellknight gains access to disciplines associated with his specific order. DC 16. The Hellknight can use each discipline 1 times per day.

- Summon Devil (Sp): The Hellknight may use summon monster V as a spell-like ability to summon 1 bearded devil. (PFCaS: ISWG 278 - 279).

* Force of Will (Ex)

At 3rd level, a Hell knight gains a +2 bonus on Will saves against spells with the following descriptor: fear.

• OVERHAND CHOP: When a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls. (PFAPG 108).

• SHATTERING STRIKE: You gain a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. (PFAPG 108).

• SMITE CHAOS: 2 times per day, swift action to choose a chaotic-aligned target. Ignore its DR, take +2 to attack and +4 to damage. This ability is twice as effective against outsiders with the chaotic subtype, chaotic-aligned aberrations, and fey. Gain +2 deflection bonus to AC vs. target while smite is in effect (until target is dead or hellknight rests). (PFCaS: ISWG 278).

• TWO-HANDED FIGHTER WEAPON TRAINING: As the fighter class feature, but
the bonuses only apply when wielding two-handed melee weapons. (PFAPG 108).

• WEAPON TRAINING (Polearms): You have the following bonuses on attack
and damage with these weapon groups: Polearms +1. (PFCR 56).



Bardiche, Silversheen.
Bardiche, +1 Keen Adamantine (corded)
5Str M/wk Darkwood Longbow
Hellknight Plate +3, Glamered, CI Spiked.
20 Durable Cold Iron arrows (Silver Blanched)
Spiked Gauntlets (Cold Iron)
Sap (1)
Sling (10 bullets)(.1)

Shining Wayfinder (Corded)
Wand (Inf Heal)(47)

Fighters Kit
Weapon Cords x2
Ioun torch
Skeleton Key
Smoked Goggles
Grappling Hook

Healers Kit
Alchemists Kindness x5
Meditation Tea
Soothe Syrup
Twitch Tonic

Air Crystals
Alchemical grease
Acid x2
Alchemist Fire x2
Alkali Flask x2
Holy Water x2
Tanglefoot Bag
Vermin Repellent x2
Weapon Blanch - Adam
Weapon Blanch – Silver

Oil of Bless weapon x2
Potion of Cure Light Wounds
Potion of Featherstep
Potion of Inf Heal
Potion of Invigorate
Potion of Invisibility to Animals
Potion of Invisibility to Undead
Potion of Negate Aroma
Potion of Remove Sickness
Potion of Spider Climb
Potion Touch of the Sea


• BELT OF PHYSICAL MIGHT +2 (STR/CON): This belt has a large
steel buckle, usually depicting the image of a giant. The belt grants the wearer an enhancement bonus to two physical ability scores. [CL: 12th] [Belt/Waist (PFCR)]

• BOOTS OF THE CAT: These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal.

The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.

• HEADBAND OF UNSHAKABLE RESOLVE: This simple white cotton headband is [Shoulder (PFCR)] decorated with a stylized imperial dragon coiled above the wearer’s forehead. The headband grants the wearer a +2 enhancement bonus to her Wisdom score. Whenever the wearer suffers a fear effect, she may spend an immediate action to reduce the severity of the fear effect by one step. The wearer can use this ability up to three times per day. [CL: 8th] [Headband (PFUEq 251)]

• AMULET OF NATURAL ARMOR +1: This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor. [CL: 5th] [Neck (PFCR)]

• RING OF PROTECTION +1: This ring offers continual magical protection in the form of a deflection bonus to AC. [CL: 5th] [Ring (RH) (PFCR 481)]

• CLOAK OF RESISTANCE +2: These garments offer magic protection in the form of a resistance bonus on all saving throws (Fortitude, Reflex, and Will). [CL: 5th] [Shoulder (PFCR)]

• SIHEDRON BRAND (SERVICE): Wearer recieves a +2 profane bonus on attack and damge rolls against creatures brought to the Prime Material plane via conjuration (summoning) effect, and +2 profane bonus to ac against attacks from such creatures. [Pack (HmBrw)]

• DUSTY ROSE PRISM, CRACKED: This stone grants a +1 competence bonus
on initiative checks. [Ioun Stones (PFCR)]

• PEARLY WHITE SPINDLE, CRACKED: Regenerate 1 hit point of damage per hour. [Ioun Stones (PFCR)]

Hellion and the Angel were the newest rising stars on the fight circuit, an Aasimar and a Tiefling, the brains and the brawn, the wit and the wild one – a face and a heel in one team. The brainchild of tavern-czar ‘Mad’ Rufus Kaskerkill, the tag-team were an instant hit with the crowds who loved the sheer theatre of these two polar opposites; on one hand the eloquent and erudite Angel would bring class and sophistication to a match, intelligent banter and quips thrown out against foes as her Rapier dealt precise and deadly strikes – and on the other hand Hellion would come crashing through opponents using brute force and unrestrained violence.

Even the pre-match dinners could turn out to be a spectacle; Angel could be trusted to treat guests to hilarious conversations and dialogues as she charmed them with her grace and heavenly beauty, until Hellion took insult at some slight, real or imagined, and went wild on all and sundry with whatever was to hand... chairs, mugs, cutlery, guests... nothing was safe when she ‘took a mood’ and had one of her snaps.

It was all for show of course, the two women had been groomed and preened for their looks, and had been trained for performance. They both knew their jobs and were professionals.

Angel never even saw the hit that killed her, it was a lucky shot that seemed to come out of the blue, though there was no need for a second hit as she was dead before she hit the arena floor. Hellion took the loss reasonably well, somewhat sad, but accepting of the reality of combat. Rufus, on the other hand, took it terribly – he was Angels manager and lover, and immediately realised he had lost not only a major investment but also the love of his life.

In a fit of sadness and depression he went for a pub crawl through Magnimar that saw him finish in a dockside tavern; still not to the point of being able to drown his sorrow, he threw himself into the harbour. Normally not a big deal, but in this case he had strapped himself to a spare anchor and his body was found still tied to it at low tide the next morning.

A long way from her native Irrisen, Hellion found herself without a manager and without any prospects. Whilst out looking for work, she happened upon the Pathfinder Society and thought it might have some good prospects for her and her ‘talents’. And apparently they said there were "great parties".

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