Azmur Kell

Irikar Vareth's page

190 posts. Alias of Tilnar.


Full Name

Irikar Vareth

Race

Half-Elf (Ulfen)

Classes/Levels

Witch (Havocker) 6

Vitals:
(HP: 44/44 AC: 16[20]/13/13[17]; Percep: +14; Init: +4; Fort +5, Ref: +8, Will: +6 [+2 v enchantment]; CMD: 16; CMB +3)

Gender

Skills:
(Acro +3; Appr +5; Bluff: +0; Climb +0; Dip +0; EscArt +3; Fly: +12; Heal: +6; Kn(Unt) +5; Kn(Arc/Nat/Plane) +11; Ride +3; SenMot +2; Spllcfr +14; Stealth +8; UMD: +14)
Male

About Irikar Vareth

Irikar Vareth
Male Half-Elven (Uflen) witch (Havocker) 6
CG Medium Humanoid (Human. Elf)
Init: +4, Senses: Low-light Vision, Perception +12 [+14 when near familiar]
Languages: Abyssal, [Auran], Celestial, Common, Elven, Infernal, Skald.
Deity: Torag
Age: 42 Birthday: 18 Erastus
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DESCRIPTION/BACKGROUND
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Irikar stands a hand over six feet tall with a solid, but somewhat slender, frame that weighs in around thirteen stone. His shoulder-length ash-blonde hair is fine, slipping out of the warrior's braids that try to hold it, giving him a somewhat unkempt and shaggy appearance -- which is only magnified by his bushy beard and the mix of furs across his shoulders and body. His skin is pale and weathered, giving him a complexion not unlike bleached leather. His almondine eyes are blue-grey and clearly weary, though his elven blood has -- so far -- kept the worry lines from freezing on his face -- but despite that, they are still alert, and there's a spark of something within, like the hint of a storm in the cloudy sky. His weariness and wariness extend to his facial expressions and body language, giving you the impression of a man who's accepted that he's going to lose the battle -- but that spark of anger, or grit, also make you quite sure that he plans on taking down as many as he can as he does.

Point-Form History:

- Irikar was born in Kalsgard in the Thanelands Kingdom, the son of a Alfhild Jannikesdottir, a Wind Maiden, and Tinuviel Asraan, an Ilverani warrior first taken as a thrall, but now serving as a twilight speaker for his people.

- Alfhild died in battle when Irikar was only 5, leaving his father to raise him.

- The man did what he could - he loved his wife and tried his best to integrate both cultures - but while Irikar had the height of an Ulfen, he didn't have the raw physical power - instead, taking after his elven ancestors with a slight, agile build.

- His father recognized this, and taught the boy to fight in the elven style, with bows and rapiers rather than the axes and hammers of his fellows.

- Still, even with these adaptations, childhood was a challenge for Irikar -- his slighter build and slower maturity had him well behind his fellows... at least, until his fifteenth winter, when the storms came... and an ermine began to speak to him, bringing him the secrets of magic.

- By the time he was 21, thanks to his magic and skill with the bow, Irikar was an able warrior -- but his reputation from boyhood hung over his head. And so, he decided to strike out to prove himself -- heading into Southmoor, to take his place as a defender against incursions from the Winter Witches of Irrisen.

- There, he met a few other 'misfits', and they formed a warband: Lumarolaran (Lumar, for short), an Iceferry Gnome, ranger and hunter of trolls; Ingrit Brigitsdottir, a Druid of the Green; Synne Shieldbreaker, a Vanguard Slayer; and Tallak One-fang, a Half-Orc paladin of Torag -- and together, the group managed to have some small successes -- saving a number of kids from trolls, defeating an incursion of ogres, and even dealing with a young white dragon that wanted to lair near Whiterook.

- The band came across an Irriseni cult dedicated to empowering the nascent Demon-Lord Sithhud -- tracking them down and slowly learning of their plan to use a ritual of to feed the demon the pain and suffering of children's souls to unlock his power, in exchange for the new Demon Lord striking down the Baba Yaga, to free Irrissen from to the rule of the Winter Witches.

- Irikar's band tracked the Cult back to their ritual site, trying to stop the ritual -- but not before it started -- and, somehow, the suffering and full magics combined to pull a strange mist over everything.... transporting the Cultists and the warband to somewhere else. Not letting the foul magics, whatever they were, shift them from their goal - the band fought on, killing the Cultists, though Tallak fell in battle.

- It was only after the battle that the Band was able to get their bearings and realize that they were no longer in Golarion.... And that was 13 years ago. In the time since then, the band was slowly destroyed, leaving Irikar the only survivor. First, it was Synne, torn apart by a pack of werewolves.... Ingrit was infected, but the companions managed to keep her bound at night and managed the situation for almost a year before a sorcerer used his magic to trigger a chance, and her companions were forced to kill her to save their own lives.

- Lumar and Irikar did their best to survive, using their skills to protect the small hamlets from the constant darkness and things that would prey upon them.... making a few friends and contacts as they did until, in their fifth year, they ran afoul of the swarm of ghouls -- with Irikar's elven blood the only thing that saved him.

- Irikar tried to move into one of the towns he and Lumar had protected - realizing that he would never go home again, and that the best he could do was 'go native' -- until the pack of wererats moved in, and he was forced to all but burn the place down.

- Since there, Irikar has mostly stayed to his own devices, keeping only tangential contact with past allies, and having no real relationships other than the one with Dynamo, the only other survivor from his time on Golarion -- though the little creature is very much showing signs of age, despite their magical bond. He spends his time destroying monsters where he can, knowing that one day, he'll meet his ultimate fate, as did the rest of his companions.

- Recently, however, one of those past allies, Dr. Savarre reached out to him - not to tell him about another monster to be destroyed, but to tell of a new group from his homeworld -- from Golarion -- ones who think they could find a way back. The ember of hope -- and the way it turned to a crackling storm of energy -- surprised even Irikar.

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DEFENSE
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AC 16 [20], Touch 13, Flat-footed 13 [18], CMD 16
(+2 shield, +3 dex, +1 natural, [+4 armour])
HP 44/44 (7HD - 8, 6, 6, 6, 6, 6, +6FC)
Fort: +5, Ref: +8, Will: +6 -- +2 vs enchantment spells/effects
Immunity: Sleep
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee:

  • Masterwork Cold Iron Rapier +4 (1d6/18-20) [Piercing]
  • Dagger +3 (1d4/19-20) [Slashing/Piercing]

    Ranged:

  • Masterwork Composite Longbow +7 (1d8/x3), 110' increment -- +8 (1d8+1/x3) within 30'
  • Dagger (thrown) +6 (1d4/19-20), 10' increment
  • Electric Blast +7 (3d6+2) -- 30' range v. touch, SR applies (PBS applied)

    Base Atk: +3, CMB: +3
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    STATISTICS
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    Str 11, Dex 17, Con 14, Int 18 [20], Wis 10, Cha 10
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    TRAITS (4 - Additional Traits Feat)
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    Clever Wordplay (Social) [Use Magic Device]
    Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

    Focused Mind (Magic)
    Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

    Gruff Watcher (Racial [Human, Ulfen])
    Having grown up among headstrong sailors and bloodthirsty raiders, you learned to keep quiet and pay attention. You gain a +1 trait bonus on initiative checks and Perception checks.

    Militia Veteran (Regional) [Survival]
    Your first job was serving in a civilian militia in your hometown. The skills you learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

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    FEATS
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    Armour Proficiencies: None.
    Weapon Proficiencies: Simple, plus longbow, shortbow, longsword and rapier.

    Standard Feats: Additional Traits, Point-Blank Shot, Spell Penetration.
    ================================================================
    SKILLS 2+int [6] + Headband (Fly)
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    Trained are marked with *, italics for class skills.

    Skill Name [Total] = Rank + Stat + Misc (Description)
    Acrobatics [+3] = 0.0 + 3 + 0
    Appraise [+5] = 0.0 + 5 + 0
    Bluff [+0] = 0.0 + 0 + 0
    Climb [+0] = 0.0 + 0 + 0
    Craft (Untrained) [+5] = 0.0 + 5 + 0
    Diplomacy [+0] = 0.0 + 0 + 0
    Disguise [+0] = 0.0 + 0 + 0
    Escape Artist [+3] = 0.0 + 3 + 0
    Fly* [+12] = 6.0 + 3 + 3
    Heal* [+6] = 3.0 + 0 + 3
    Intimidate [+0] = 0.0 + 0 + 0
    Knowledge (Untrained) [+5] = 0.0 + 5 + 0
    Knowledge (Arcana)* [+11] = 3.0 + 5 + 3
    Knowledge (Nature)* [+11] = 3.0 + 5 + 3
    Knowledge (Planes)* [+11] = 3.0 + 5 + 3
    Perception* [+12|+14] = 6.0 + 0 + 3 + 2 (keen senses) + 1 trait [+2 alertness due to familiar]
    Ride [+3] = 0.0 + 3 + 0
    Sense Motive [+0|+2] = 0.0 + 0 + 0 [+2 alertness due to familiar]
    Spellcraft* [+14] = 6.0 + 5 + 3
    Stealth* [+8] = 2.0 + 3 + 3
    Use Magic Device* [+14] = 6.0 + 5 + 3

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    SPELLS (Witch, CL 6) -- Arcane Failure: 0%
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    Spells Known:

    3rd Level: dispel magic, fly, heroism, ice spears, lightning bolt, remove disease, stinking cloud, summon monster iii.
    2nd Level: alter self, cure moderate wounds, delay posion, false life, ghost whip, glitterdust, molten orb, mount (communal), pincecone bomb, see invisibility, status, summon monster ii, vomit swarm, web.
    1st Level: air bubble, burning sands, charm person, comprehend languages, cure light wounds, ear-piercing scream, enlarge person, mage armour, obscuring mist, ray of enfeeblement, reduce person, remove fear, sanctify corpse, snowball, summon monster i.
    Cantrips:arcane mark, bleed, dancing lights, daze, detect fiendish presence, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue.

    Prepared Spells (Concentration: +13 - Spell Resistance: +8) [4 -- 5(3+2)/4(3+1)/3(2+1)/0/0/0/0/0/0]

    Cantrips: (DC 15) Detect Magic, Guidance, Light, Message.
    Level 1: (DC 16) Ear-Piercing Scream, Mage Armour, Ray of Enfeeblement, Snowball.
    Level 2: (DC 17) False Life, Glitterdust, Ghost Whip, Summon Monster II.
    Level 3: (DC 18) Dispel Magic, Fly, Summon Monster III.

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    RACIAL ABILITIES
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    Elf Blood: Half-elves count as both elves and humans for any effect related to race.

    Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

    Fey Thoughts: [Perception, Stealth]
    The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented.

    Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

    Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

    Weapon Familiarity: Half-elves raised among elves often feel pitied and mistrusted by their longer-lived kin, and yet they receive training in elf weapons. They gain the elf ’s weapon familiarity trait (longsword, longbow, rapier, shortbow). This racial trait replaces adaptability.
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    SPECIAL ABILITIES
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    Deliver Touch Spells (Su)
    Your familiar can deliver touch spells or hexes for you. If you and your familiar are in contact at the time you cast the touch spell, you can designate your familiar as the "toucher". Your familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates. If you activate a hex, your familiar can be used to make the touch. You do not have to be in contact with your familiar to use this ability.

    Kinetic Blast (Sp) (Electric Blast - Air Element) (3d6+1) -- Effective Spell Level: 3.
    As a standard action, the havocker can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor.

    A havocker gains a simple blast [electric] from her patron element [air] at 1st level. Energy blasts are ranged touch attacks that deal an amount of damage equal to 1d6 + 1/2 the kineticist's Constitution modifier, increasing by 1d6 for every 2 kineticist levels beyond 1st. Energy blasts are subject to spell resistance. Kinetic blasts are considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th).

    Infusions
    At 2nd level and every 4 witch levels thereafter, the havocker gains an infusion wild talent from the list of options available based on her elemental focus, functioning as the kineticist ability of the same name. A havocker must meet the prerequisites of the infusion wild talent and rather than accepting burn, must expend spell slots to use the infusion, per the spellburn ability.

    The DC for a save against an infusion is based on the associated kinetic blast’s effective spell level. The DCs for form infusions are calculated using the kineticist’s Dexterity modifier [10 + spell level + dex = 16], while substance infusions are based on constitution [10 + spell level + con = 15]. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion’s effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion.
    -- Extended Range: Form infusion Level: 1; Saving Throw: none. Your kinetic blast can strike any target within 120 feet.
    -- Thundering Infusion substance infusion Level 1; Saving Throw:: Fortitude negates (deafness, not damage). Your lightning brings with it a peal of thunder. Whenever your infused blast hits a foe and penetrates spell resistance, that foe becomes deafened, even if the blast doesn't deal damage.

    Patron Element
    A havocker's patron grants her the ability to devastate her foes with a specific element. At 1st level, rather than selecting a standard patron and gaining patron spells, the witch selects a specific kineticist element (Pathfinder RPG Occult Adventures 14), which represents the shadowy forces from which she gains her familiar and class powers. The havocker gains the elemental focus and kinetic blast class features with the associated element, using her witch level as her effective kineticist level. If the havocker takes levels in another class that grants an elemental focus, the elemental focuses must be the same type, even if that means that the elemental focus of one of the classes must change. Subject to GM discretion, the havocker can change her former elemental focus to make them conform. This ability alters the witch's familiar.

    Spellburn
    Beginning at 2nd level, a havocker can channel stored spell energy into her kinetic blast to increase the blast's overall utility and power. To use her infusions, the havocker must lose a prepared witch spell to apply the infusion to her kinetic blast. Any spell sacrificed is required to have a spell level equal to or greater than the infusion's effective spell level. The havocker cannot accept additional burn if the infusion would allow her to do so.

    Witch's Familiar
    You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.

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    EQUIPMENT
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    shifter's headband (int) +2 {Fly/Auran}; best of incredible dexterity +2; amulet of natural armour +1; cloak of resistance +1; +1 mithral light shield; explorer's outfit; Spell Component Pouch; arrows (20); masterwork composite longbow; masterwork cold iron rapier; dagger;

    Handy Haversack[ Bedroll; Waterskin (x2); Spell Component Pouch; Trail Ration (x10); Mess Kit; Grappling Arrow (x2); Grappling Hook; 100' silk rope; cold weather outfit; Acid (x2); Holy Water (x2); Flint and Steel; Chalk (x5); ];

    Coinpurse: 11gp, 15sp, 15cp. [1 x Jet (10gp)]

    Current load: 29 lbs (Light)
    Limits: 38 (Light), 76(Medium), 115 (Heavy).

    Dynamo:

    Male Familiar Ermine animal 1
    TN tiny magical beast (augmented animal)
    Init +2; Senses Darkvision (60 ft.), Low-Light Vision, Scent; Perception +10
    Communication Empathic Link
    AC 17 (+3 natural, +2 dex, +2 size) touch 14, flat-footed 15; CMD 9 (13 v trip)
    hp 22 (1HD)
    Fort +2, Ref +4, Will +6 Defensive Abilities: Improved Evasion
    Speed 20 ft.; Climb: 20 ft. (4 squares) Reach: 0ft
    Base Atk +3; [/b]CMB[/b] +3;
    Special Actions: Attach, Deliver Touch Spells.
    Abilities:[b] Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5
    [b]Special Qualities:
    Alertness, Darkvision, Empathic Link, Intelligence Score, Low-Light Vision, Natural Armor Bonus, Scent, Share Spells,
    Feats: Improved Initiative
    Skills: Acrobatics +10, Appraise -1, Climb: +16; Escape Artist: +3; Fly +12, Heal +4, Knowledge (Arcana) +2; Knowledge (Nature) +2, Knowledge (Planes) +2; Perception +13; Spellcraft +5; Stealth +19 (+23 in snow); Survival +5; Swim +8; Use Magic Device +3.

    Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

    Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

    Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

    Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

    Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

    Share Spells (Ex) The witch may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A witch may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

    Speak With Master (Ex): If the master if 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.