Sivit

Lanialiar Redtear's page

82 posts. Organized Play character for DM Heterocephalus.


Full Name

Lanialiar Redtear

Race

Ifrit

Classes/Levels

Druid 6: AC 20, FF 14, touch 16; HP 42/42; Init +8(+11Desert); Fort +7, Ref +7, Will +9; Perception +11(+14 Desert);SM+3

Gender

Female

Size

M

Age

82

Alignment

Neutral Good

Deity

Saranrae

Location

Osirion

Languages

Common, Ignan, Druid

Occupation

Mistress of the Desert Moon

Strength 10
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 17
Charisma 10

About Lanialiar Redtear

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Appearance
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She brings to mind a majestic gallant beast standing on a cliff edge overlooking the desert. Her demenor is one who gives into one's primal instinct.She has deep black eyes that glowed red when she flares up. Her wavy long obsidian black hair is toed up in a complicated fashion with intertwining patterns. Flames seem to flickers in and out along her hair strands. There is a distortion around her as heatwave rises from her body. Her horns are prominent and well endowed. It curls upwards before curving backwards to resemble a ram horns. She has a sharp chin and high cheekbones. She wears a tight armor made of autumn colored leafs that shows off her busty build. She carries a scimitar that's is enshroud in flames, it is made to resemble a diving desert hawk. The guard is made to resemble hawk wings with the handle fashioned as a talon clutching unto a large ruby stone. It is named "Blazefang"
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The Curse
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open thy tomb
everlasting womb
red scarlet wound
bleed for me eternal...

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Personality
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Due to her solitary life in the desert, she has minimal human interaction experiences. As such, she may sometime come across as very formal when speaking to people. Even simple topics such as the weather can result in her explaining the workings of the desert in very much detail. She relies a lot on her primal instinct for survival and may some times appear as aggressive and even rude in the most mundane conversations. She also tends to size up everyone she meets like how a predator would size up their prey for the food chain hierarchy.
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Body Build
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6 ft. 1 in. 120 lbs.
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Lanialiar Redtear
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Female ifrit Druid 6
NG Medium outsider (native)
Init +8(+11Desert) ; Senses Perception +11(+14Desert), Darkvision 60 ft
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Defense
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AC 20, touch 14, flat-footed 16 (+6 armor, +4 dex)
hp 42 (6d8+6)
Fort +7, Ref +7, Will +9
Defensive Abilities Resist Nature's Lure
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Offense
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Spd 30 ft/x4
Melee Flaming Scimitar +1 +9 1d6+5 1d6(Fire Damage) 18-20/x2
Special Attacks Fire Bolt
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Statistics
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Str 10, Dex 18, Con 12, Int 10, Wis 17, Cha 10
Base Atk +4, Cmb +4Cmd +18

Melee Attack Bonus: +4
Range Attack Bonus: +8
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Feats
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Armor Proficiency (LIGHT / MEDIUM) (PFCR 118)
Shield Proficiency (PFCR 133)
Combat Reflexes (+3) (PFCR 119-120)- You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Weapon Finesse- 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.
Dervish Dance (PFCaS: ISWG 286)- When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
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Traits
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Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Flame of Dawnflower- Whenever you score a critical hit with a scimitar, you deal an additional 2 points of fire damage to your target.
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Racial Traits
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Ifrit Racial Traits- +2 Dexterity, +2 Charisma, and –2 Wisdom.
Fire Affinity- Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Wildfire Heart- Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks.
Efreeti Magic- Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures
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Special Abilities
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Favored Class (Druid)- +3 hitpoints, +3 skillpoints
Druid Spontaneous Casting- A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Druid weapons and armors- Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Druids are proficient with shields (except tower shields) but must use only wooden ones.
Wild Shape (x2/day)- A desert druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level – 2. A desert druid cannot use wild shape to adopt a plant form. At 10th level she can assume the form of a Small or Medium vermin, at 12th level a Tiny or Large vermin, and at 14th level a Diminutive or Huge vermin. This effect functions as beast shape IV (treating the vermin as an animal to determine its ability and natural armor modifiers).
Desert Endurance- At 4th level, a desert druid ignores the effects of a hot climate as if using endure elements. She also has a reduced need to eat and drink, as if wearing a ring of sustenance (though normal sleep is still required).
Sandwalker- At 3rd level, a desert druid suffers no penalty to speed or on Acrobatics or Stealth checks when moving through sandy or desert terrain.
Desert Native (+3)- At 2nd level, a desert druid gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in desert terrain, and she cannot be tracked in such environments.
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Druid Spell List
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Prepared Druid Level 0 List (x4/day):

Detect Magic - Detects spells and magic items within 60 ft.
Light - Object shines like a torch.
Read Magic- Read scrolls and spellbooks.
Stabilize - Cause a dying creature to stabilize.

Prepared Druid Level 1 List (x4/day):

Cure Light Wounds (x3)- Cures 1d8 damage + 1/level (max +5).
Goodberry- 2d4 berries each cure 1 hp (max 8 hp/24 hours).

Prepared Druid Level 2 List (x4/day):

Cat's Grace- Subject gains +4 to Dex for 1 min./level.
Campfire Wall- Creates a shelter around a campfire.
Bull's Strength- Subject gains +4 to Str for 1 min./level.
Flaming Sphere- A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

Prepared Druid Level 3 List (x3/day):

Cure Moderate Wounds- Cures 2d8 damage + 1/level (max +10).

Prepared Fire Domain Spells (3 Slots):

Fireball- A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
Burning Hands- A cone of searing flame shoots from your fingertips.
Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).
Produce Flame- Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.
In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 + 1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.

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Fire Domain
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Fire Bolt (Sp) (x6/day)- As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex)- At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.
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Archetypes
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Desert Druid
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Skills
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Climb +6, Handle Animal +5, Heal +10, Knowledge (geography) +6(+9 Desert), Knowledge (nature) +6, Perception +11(+14 Desert), Perform (dance) +2, Spellcraft +6, Survival +10(+13 Desert), Stealth (+7 Desert)
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Equipment
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Headband: Headband of Inspired Wisdom +2, Flaming Scimitar +1, Kilted Darkleaf Cloth Hide Shirt +1, Cloak of Resistance +1, Pouch, Spell components, Masterwork Backpack, Traveler's Outfit, Tools, Surgeon's, Healer's Kit, 715GP

Cost of Equipment:

Headband of Inspired Wisdom +2- 4,000 GP
Flaming Scimitar +1- 8,300 GP
Kilted Darkleaf Cloth Hide Shirt +1- 1,860 (Max Dex +6, 0 Penalty)
Cloak of Resistance +1- 1,000 GP
Pouch, Spell components- 5 GP
Masterwork Backpack- 50 GP
Tools, Surgeon's- 20 GP
Healer's Kit- 50 GP
715GP

Background

Lanialiar was born out of a wedlock between 2 beings of a different plane. It is unknown how her mother met the efrereti but legends have said that the mother was a powerful witch that summon the being. She consummated the union and dismissed the efrereti and she labored for the pregnancy. When the child is born, she whispered the child's name into her ears before leaving her to a raging sand storm tempest that consumed the child leaving nothing in its wake.

In the Osirion desert, the Old Magic still runs strong underneath. Lanialiar grew up in the desert on her own, her heartbeat resonating in sync with the pulse of the Old Magic. It seems the desert speaks to her and meets her every need. Oasis forms at will whenever she is tired and needs a rest. The sand withdrawing into a whirlpool and fresh water gushed out to form a lake. Palm trees shot out from the ground and grow to a full grown tree in a matter of minutes instead of years. Lanialiar would then rest under the shades and converse with The Mother.

Lanialiar also soon grow in power both with her surroundings and herself. The horns starting growing full and thick as she learns to encase herself in flames. She found that the flames burn according to her emotions from the smothering ember heat to a blazing fire tempest. She discovered she can speak with the creatures and plants of the desert, they form her eyes and ears as the wind whispers to her all those things around her. More often than not, the wind whispers of the activities of men and she has grown to be aware of them. Every kind deed, trade routes, illegal activities, murder and death that is committed on the desert, Lanialiar hears of it. Sometimes she steps in to help a lone stranger or two in peril of robbery and death, usually in the night where men's sin is greatest. Under the pale moonlight, they see the feline form of a burning female with 2 large ram like horns. They call her the Mistress of the Desert Moon.

It is not known what has changed but when the earthquake happened, something about the Old Magic changed. While it was pure, robust, vibrant energy coursing through the entire desert, it started changing to a more tainted form. Creatures of the same kind started turning onto each other with intense primal rage. Some of these creatures that died came back to life but the pulse has stopped resonating in these creatures. Although they do not last for more than a few hours before shambling back to a corpse, it was destroying and upsetting the balance in the desert. Lanialiar also noticed the tainted pulse have started to seep into her being and it seems The Mother has started changing in her demeanor too. While the winds sigh and cry when deaths took place upon the desert sands, it now glee and crackles subtlety behind those sighs. Subtle but Lanialiar heard it.

Determined and afraid, she wonders what is the reason for her biological mother to consummated with an efreeti and gave her away to the Old Magic of the desert. Though vague, she learn of her whispered name through a flashback dream when she was 6. Trying to recall back the same dream 76 years ago, her sub conscious sang her a song...

open thy tomb 
everlasting womb 
red scarlet wound 
bleed for me eternal...

When she repeated those words, the pulse of the Old Magic stopped abruptly. For the first time in Lanialiar's life, she experienced complete silence. In what seems like an eternity, the pulse returned but this time at an increased pace. Lanialiar felt her own heart pulsating faster and faster and soon it was in sync like music. She felt power flowed into her being as senses heightened. She can feel every grain of sand beneath her feet and if given eternity she would be able to number them individually. However beneath all, she still sense the lingering presence of the taint. In fact it too seems to be growing faster along with the increased pulse rate.

She recalled a certain individual by the name of Venture Captain Norden Balentii of the Pathfinder Society whispered to her by the wind, who walked upon the sands due east of her. She turned east and started walking to the man whom she hopes who has the answers.