Sylgja

Iryna Marita Pantaeva's page

63 posts. Alias of FireberdGNOME.


Full Name

Iryna Marita Pantaeva

Race

Human

Classes/Levels

Cleric 5 | HP 38 | AC 19 FF 19 T10 | Saves +5/+1/+8 | Init +0 | Percep +4

Gender

Female

Size

M

Age

19

Alignment

N/G

Deity

Saranrae (Healing, Fire)

Languages

Common

Strength 14
Dexterity 10
Constitution 12
Intelligence 10
Wisdom 18
Charisma 14

About Iryna Marita Pantaeva

Background:
***

Appearance:
Iryna is a slight young lady, a shade over five feet tall and barely over 100 pounds. Her hair is a vibrant, rich red and her eyes are the brilliant blue of the sky. She is comfortable in front of people, or supporting them. Her broad smile is used unreservedly. The dusting of freckles attests to her open road travels. She wears sturdy garb, made for comfort and resilience. Leather pants, a heavy linen shirt if not armor and her shield.

Strengths and Weaknesses:
Iryna is too generous. She cannot abide suffering if she can reasonably help to stop it. Having been raised poor, she has issue with people that abuse the disenfranchised. But, as this could be a weakness, it can be a strength, too. Her compassion is honest and the people she interacts with know it is true. She sees problems with her heart first, and jumps in to help as she can. Justice is a powerful motivator; power and influence are too often abused. Her faith in Saranrae is unwavering. That faith brought the Professor into her life, it took her out of the Dog's Teeth and now that path has her headed to Lepidtstadt to find out what really happened to the Professor.

Crunch:
Iryna Marita Pantaeva
Female Human (Chelaxian) Cleric 5
NG Medium Humanoid (human)
Init +0; Senses Perception +4
--------------------
Defense
--------------------
AC 19, touch 10, flat-footed 19, (+7 armor, +2 shield)
hp 38 (28 (HD); 5(CON); 5(Toughness))
Fort +5, Ref +1, Will +8; +2 trait bonus vs. charm and compulson
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +1 (1d4+2/x2) and
Masterwork Scimitar +7 (1d6+2/18-20/x2)
Special Attacks cleric channel positive energy 3d6 (5/day) (dc 14) [X][X][X][][]
Cleric Spells Prepared (CL 5):
3 (2/day) Prayer, Cure Serious Wounds (DC 17), Daylight
2 (3/day) Resist Energy, Bull's Strength, Hold Person (DC 16), Produce Flame
1 (4/day) Sanctuary, Bless, Burning Hands (DC 15), Endure Elements, Command (DC 15)
0 (at will) Detect Magic, Create Water, Guidance, Light
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 13, Int 10, Wis 18, Cha 14
Base Atk +3; CMB +5; CMD 15
Feats Quick Channel, Selective Channeling, Toughness, Weapon Focus (Scimitar)
Traits Birthmark, Mediator
Skills Acrobatics -4 (-8 jump), Climb -2, Diplomacy +11, Escape Artist -4, Fly -4, Heal +10, Knowledge (planes) +4, Knowledge (religion) +8, Linguistics +4, Ride -4, Sense Motive +10, Spellcraft +5, Stealth -4, Swim -2
Languages Common, Kelish
SQ aura, domains (fire, healing), fire bolt (7/day), rebuke death (7/day), spontaneous casting
Combat Gear Dawnflower sash, Scroll of Cure Light Wounds x4, Scroll of Restoration, Lesser x2; Other Gear +1 Studded Leather, +1 Breastplate, Masterwork Heavy steel shield, Masterwork Scimitar, Backpack, masterwork (1 @ 4 lbs), Chirurgeon's kit, Holy symbol, silver (Sarenrae), 4 PP, Wand of Cure Light Wounds (30 charges)
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Cleric Channel Positive Energy 3d6 (5/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Dawnflower sash This long strip of red Qadiran fabric is designed to wrap around your waist or head several times and be held in place by its ankhshaped clasp of red gold. When worn, you remain comfortable even in warm environments as if protected by endure elements. If you unwrap it to its full length and hold the clasp in your hand, you can feather fall once per day, briefly leaving behind a trail of pleasant red-gold light as bright as a torch.

If Sarenrae is your patron, once per day by command, you can use the sash to cast cure light wounds. You may trigger this ability automatically if you are reduced to -1 hit points or less, though thereafter you must recharge it by placing it in strong sunlight for 8 continuous hours. At will, you may cause the clasp to shine as brightly as a torch or cease this illumination; the light is warm, feels like sunlight, and is enough to make sun-fearing creatures slightly uncomfortable but not enough to cause them harm.

Fire Bolt (1d6+2) (7/day) (Sp) 30' Ranged touch attack deals 1d6+2 Fire damage. [X][X][X][][][][]
Mediator +1 DC for [charm/compulsion] effects that result in peaceful acts & don't give ongoing control.
Quick Channel Channel energy faster by expending more uses
Rebuke Death (7/day) (Sp) Heal 1d4+2 damage to creatures at negative HP
Scroll of Cure Light Wounds, Cure Light Wounds, Cure Light Wounds, Cure Light Wounds Add this item to create a scroll with spells on it.
Scroll of Restoration, Lesser, Restoration, Lesser Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.