Avahzi Serafian

Iriel Lasslanta's page

47 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).

About Iriel Lasslanta

Advancement Choices


1st: Hunter class; Hawk animal companion, Point Blank Shot, Traits: Dedicated Defender, Focused Mind, Skills: 1 point each in Handle Animal, Heal, Knowledge (Nature), Perception, Stealth, Survival, favored class in skills. (Skill advancement same every level.)
3rd: Precise Shot, Hunter Teamwork Feat (Coordinated Shot)
4th: Raise Wis from 15 to 16
5th: Quick Draw feat

F Elf (Mierani Forest, Varisia) Hunter 1 127 y.o.
CG Medium Humanoid (Elf)
Init +3; Senses low-light vision; Perception +13


AC 21, touch 13, flat-footed 18 (+7 armor +3 Dex +1 shield)
HP 31 (5d8+5)
Fort +5, Ref +7, Will +4 (+2 versus enchantment spells and effects)
Immune Magic sleep


Speed 30 ft.; woodland stride

Melee mwk scimitar +6 (1d6+2/18-20x2)
Melee Melee quarterstaff +4 (1d6+2/20x2) (while wearing buckler, add 1 if not)
Ranged +1 composite longbow +2 mighty +7 (1d8+3/20x3)
Space 5 ft., Reach 5 ft.

Spells (Hunter CL 5, Concentration +10)
0 level: 4 per day
Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Guidance: +1 on one attack roll, saving throw, or skill check.
Stabilize: Cause a dying creature to stabilize.

1st level: 5 per day
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5) X2
Entangle: Plants entangle everyone in 40-ft. radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (2d6 damage) for 1 min./level.

2nd level: 3 per day
Aspect of the Bear: +2 AC and combat maneuver rolls.
Stone Call: 2d6 damage to all creatures in area.

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.

Animal Focus (5 minutes/day) (Su): As a swift, take on the aspect of an animal. She must select one type of animal to emulate gaining a bonus or special ability based on the type of animal emulated. The hunter can use this ability for 1 minute per day per hunter level. These minutes need to be consecutive, but the ability
must be spent in 1-minute increments. She can only emulate one animal at a time.

The hunter may also apply one of these aspects to her animal companion; there is no duration on the animal aspect applied to her animal companion. It remains in effect until the hunter changes it, which she may do as a swift action, and it may be the same or different than the one she has on herself. The hunter can select or change the animal focus on both herself and her animal companion as part of the same swift action.

Bear: +2 enhancement bonus to Constitution. (+4 at 8th, +6 at 15th)
Bull: +2 enhancement bonus to Strength. (+4 at 8th, +6 at 15th)
Falcon: +4 competence bonus on Perception checks. (+6 at 8th, +8 at 15th)
Frog: +4 competence bonus on Swim checks and Acrobatics checks
to jump. (+6 at 8th, +8 at 15th)
Monkey: +4 competence bonus on Climb checks. (+6 at 8th, +8 at 15th)
Owl: +4 competence bonus on Stealth checks. (+8 at 8th, +8 at 15th)
Snake: +2 enhancement bonus on attack of opportunity attack
rolls and a +2 dodge bonus to AC against attacks of opportunity. (+4 at 8th, +6 at 15th)
Stag: Base land speed increases by 5 feet (this is an enhancement
bonus). This increases to 10 feet at 8th level and 20 feet
at 15th level.
Tiger: +2 enhancement bonus to Dexterity. (+4 at 8th, +6 at 15th)
Wolf: Scent ability with a range of 10 feet (20 feet upwind, 5 feet downwind). The range of this sense increases to 20 feet (40 feet upwind, 10 feet downwind) at 8th level and 30 feet (60 feet upwind, 15 feet downwind) at 15th level).

Nature Training Nature Training (Ex): At 1st level, a hunter counts her total hunter level as druid levels and ranger levels for the
purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Precise Companion (Ex): At 2nd level, a hunter can shoot or throw ranged weapons at an opponent engaged in melee with her animal companion without taking the standard –4 penalty on her attack roll. The penalty still applies if other creatures are engaged in melee with the opponent.

Hunter Teamwork Feat: Gain a bonus teamwork feat every 3 levels. As a standard action, can choose to learn new feat instead. Can change feats a number of times per day equal to Wisdom modifier (+3).

Hunter Tactics: Animal Companion shares teamwork feats with hunter.

Track: +2 to Survival checks to follow tracks

Wild Empathy: 1d20+4 check to affect animal like Diplomacy.

Woodland Stride: Move through normal undergrowth at normal speed.

Str 14 , Dex 16 , Con 12, Int 12, Wis 16, Cha 8
Base Atk +3; CMB +5; CMD 18

Dedicated Defender: When a companion is down, you fight harder. You gain a +1 trait bonus on attack rolls and on checks made to overcome spell resistance while you are adjacent to a dying or disabled ally, animal companion, eidolon, familiar, or mount.
Focused Mind: +2 trait bonus on concentration checks.

(1) Point Blank Shot
(3) Precise Shot
(3Tmwk) Coordinated Shot Your ranged attacks take advantage of your ally’s positioning. Prerequisite: Point-Blank Shot.
Benefit: If your ally with this feat is threatening an opponent and is not providing cover against your ranged attacks against that opponent, you gain a +1 bonus on ranged attacks made against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that ally does not have this feat), this bonus increases to +2.
(5) Quick Draw

Handle Animal +7 (5 ranks + 3 class + -1 Cha)
Heal +11 (5 ranks + 3 class + 3 Wis)
Knowledge (nature) +9 (5 ranks + 3 class + 1 Int)
Perception +13 (5 ranks + 3 class + 3 Wis + 2 race)
Stealth +8 (5 ranks + 3 class + 3 Dex – 3ACP)
Survival +11 (5 ranks + 3 class + 3 Wis)

Racial Modifiers: +2 Dex, +2 Int, -2 Con, +2 to Perc, other abilities noted in appropriate places on sheet.

Languages: Common, Elven, Sylvan

+1 Composite Longbow +2 Might (2,600 gp) (slung on back when not in use) (3 lbs)
Holly and Mistletoe (-)

==Sheathed at Hip==
MWK Scimitar (315 gp) 1d6 (18-20/x2) (4 lbs)

Explorer's Outfit (free)
+ 1 Agile Breastplate + 1550 (+6(7)ACB +3MD -3ACP) (25 lbs)
+1 Darkwood buckler 2,000 gp (2.5 lbs)
Cloak of Resistance +1 1000 gp (1 lb)
Mwk Backpack (50 gp) (4 lbs)
Efficient Quiver (1,800 gp) (2 lbs)
Belt Pouch (2 gp) (0.5 lbs)
Waterskin (1 gp) (4 lbs)
Falconry Gauntlet (10 gp) (1 lb)

==In Belt Pouch==
Wand of cure light wounds (50 charges) 750 gp (-)
Antitoxin (vial (50 gp) (-)

==In Efficient Quiver (Weight of contents not counted)==
60 Arrows (3 gp) (9 lbsx)
Quarterstaff (-) (4 lbsx)

==In Mwk Backpack==
2 vials of flash powder (50 gp each) (-)
Traveler’s Any-Tool (250 gp) (2 lbs)
Spell Component Pouch (5 gp) (2 lbs)
Blanket (5 sp) (3 lbs)
Hammock (1 sp) (3 lbs)
2 days’ worth elven trail rations (4 gp) (2 lbs)
Meat (3 sp) (0.5 lbs)
Spidersilk Rope (50 gp) (100 gp) (4 lbs)

Carrying Capacity (w/ mwk backpack) Light: 66 lbs. Medium: 133 lbs. Heavy: 200 lbs.

Money: GP 9 SP 1

Total carried: 63.5 lbs

Small N Animal
Init +3; Senses low-light vision; Perception +10

AC 17; touch 14, FF 13; (Dexterity +3 Dodge +1 Natural +3)
hp 31 (5d8 + 10)
Fort +5, Ref +7, Will +3; Evasion

Speed 10 ft., fly 80 ft. (average)
Bite +6 (1d4+1/20x2)
2 Talons +6 (1d4+1/20x2)

Str 13, Dex 16, Con 14, Int 2, Wis 14, Cha 6
BAB +3; CMB +3; CMD 16

Feats Weapon Finesse, Skill Focus (Perception), Dodge

Skills Fly +17, Perception +10, Survival +4

SQ: Share Spells, Link

Tricks Known: Fetch ("toltho"), Come ("tol"), Attack ("maeth"), Down ("darmaeth"), Seek ("rui"), Defend ("beri"), Stay ("darth"), Heel ("ar-nin")



Iriel was born to a family of elves dwelling in the Mierani forest, a clan dedicated to protecting its ancient homeland and restoring the ruins within. Her parents however were not warriors, but lorekeepers trying to find and interpret ancient elven artifacts. Iriel, the middle of three siblings (the eldest older by a century), was constantly restless and spent more time amongst the scouts in the forest than trying to learn from her own parents. Her elder brother Talien was constantly lecturing her for failing to take interest in her parents’ more academic pursuits, but she felt most at peace deep in the forest, and formed a strong, mystical bond with the forces of nature she was so fascinated by.

The corner of the forest the Lasslanta family lived in occasionally suffered from orc raids, and all of the elves fought them back with great zeal. Iriel was asked by elders in the settlement one morning to scout out to see signs of the invading orcs, but Talien tried to forbid her. She reminded him of the real danger of the orcs but rather than back down, he then insisted upon going with her. He was loud, and lectured her incessantly—not only grating upon her nerves, but broadcasting their location as she tried to quietly perform her reconnaissance. Fed up with Talien, she pointed out a strange looking stone and convinced him to look at it—it might be a piece of ruin and thus of interest to their parents—and while he moved away, she took to hiding within the forest canopy and abandoned her brother, alone, in the forest. Not long after, orcs did invade, and attacked and captured Talien, lost and frightened, having none of the survival skills Iriel did. While the elves rescued Talien and drove back the orcs, Talien had lost a foot to the orcs’ attack, and Talien scathingly described the way in which Iriel had left him behind. Iriel’s clan responded by exiling her.

While she was heartbroken at the exile, she did feel great remorse for endangering her brother like that—as irritating as he was. She accepted it was for the best, and that she would use her exile as an opportunity for atonement and bettering herself.

Iriel left the Mierani and traveled, mostly sticking to wilderness areas rather than civilization; fortunately Varisia is rich in wilderness. However, while traveling through the woodlands, she came upon a human male in brightly colored clothing named Jasper Forsythe. At first she thought him a fool, clearly lost and in great danger, and remembering the folly and horror of her past sins, offered to lead him out of the woods. Jasper went along, allowing her to be his guide, but when they were attacked by a sudden goblin ambush, he proved himself to be a competent warrior and spellcaster, and even saved Iriel’s own life before her throat was cut by a particularly stealthy goblin. When she asked how she could repay him, he asked her to join the Pathfinder Society—while she had a great deal to learn, he saw she had great skill and drive and would serve the Pathfinders well. She agreed, and became a loyal and persevering member of the Grand Lodge.

Iriel’s most difficult mission was tracking down some green wyrmlings who were assaulting nearby settlers. While young, they were still quite dangerous—but all the more difficult was that the mission was at the edge of the Mierani Forest. She had to carry out her mission while also avoiding being caught near her own people. The events were fairly straightforward: she went to the settlements, tracked the wyrms, and killed or drove them away – but had to use great stealth both to avoid the forest and attracting the attention of the wyrmling’s parent, should they still be around. The difficulty of it was more in simply being so close to home and knowing she could not return—that indeed, she could even be attacked for showing up.



Iriel can be aloof at first when meeting new people—it is hard to know whom to trust when you travel so much—but once she decides to let her guard down, she can be warm and has a good, mischievous sense of humor. While her life’s experiences has tempered that sense of mischief, she is not above teasing those she likes. She is absolutely devoted to protecting both wild places and places where people are in danger from raids, and does her work for the Pathfinder Society with a fierce zeal—for without a clan, the Society is the only family she has. Though she tries to be careful—all the moreso for her past transgression—she loves the life of an adventurer and is always interested to see what is around the next corner.



Ht: 5' 9"
Wt: 130 lbs
Age: 127 years old
Hair: Black
Eyes: Green
Skin: Pale

Iriel is moderately tall and graceful as all elves tend to be, wearing a loose green cloak over her armor, fitted to her perfectly so as to avoid restricting movement as much as possible. Her long black hair is tucked into her hood, and her face and arms bear a few faint scars from old fights and falls in the wilderness. Sitting on her epaullette is Fion, a huge golden hawk, who looks about as if with a slight hint of disdain, a notable contrast from the faint smile often on Iriel’s face.

--------------------------------------------------------------------------- -----
(“Give me a writing sample, five minutes from your character’s life in 3rd person, past tense narrative.”)

Iriel sat upon a large, flat rock overlooking a clear brook. She had loosed Fion to hunt for his dinner, as she pondered what she might do about her own, and cocked her ears as she heard a cry in the distance as he had spotted potential prey. She was still a day from the town where Jasper had sent her—yet another case of “things are disappearing and we don’t know why,” and she wagered with herself as to whether the culprit would be goblins, thieves, or absentmindedness.

A rustle echoed past the brook, and Iriel froze a second, tuning her senses to where it had come from. And there he was—a magnificent stag, old, with at least 12 points, but with a shining, almost golden coat. She loosed her bow, strung it and—stopped.

What use would she have, alone, with such a prize? This beautiful creature had survived long without being taken down by the whims of humanoid hunters or more savage predators. No, live out your life, handsome one. You don’t need to be a hash-mark on the bow of a hungry adventurer.

The stag turned, looked straight at her—and bolted into the depths of the forest, disappearing as quickly as he had arrived.