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About Irikar VarethIrikar Vareth
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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Melee:
Ranged:
Base Atk: +3, CMB: +3
Focused Mind (Magic)
Gruff Watcher (Racial [Human, Ulfen])
Militia Veteran (Regional) [Survival]
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Standard Feats: Additional Traits, Point-Blank Shot, Spell Penetration.
Skill Name [Total] = Rank + Stat + Misc (Description)
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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.
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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]
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.
Kinetic Blast (Sp) (Electric Blast - Air Element) (3d6+1) -- Effective Spell Level: 3.
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
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.
Patron Element
Spellburn
Witch's Familiar
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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)
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.
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