Sanvil Trett

Irion Moonsong's page

3 posts. Alias of Stiehle.


About Irion Moonsong

Character Name: Irion Nodel'Hinue ("Moon Song")
Character Race: Half-Elf
Character Class/Level (if multi-class): Sorcerer (Celestial Bloodline) 2
Alignment: Neutral Good
Deity: Sehanine Moonbow

Gender: Male
Age: 135
Height: 5'2''
Weight: 105 lb.
Eyes: Dark green
Hair: Dark brown

Known Languages: Common, Elven, Celestial

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Strength: 10 (+0)
Dexterity: 15 (+2)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 12 (+1)
Charisma: 17 (+3)

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Hit Points: 14

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Armor Class: 11 [BASE (10) + DEX (2)]

Flatfooted AC: 10
Touch AC: 12
AC Penalty: None
Maximum DEX bonus: No Penalty

Armor Type/Weight: None

Special Armor Class Notes: None

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Total Encumbrance: Light Load

Overall AC Penalty: None
Overall Maximum DEX bonus: No Penalty

Base Movement: 30'/round
Encumbered Move: 30'/round

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Save vs. Fortitude: +1 [BASE (0) + CON (+1)]
Save vs. Reflex: +2 [BASE (0) + DEX (2)]
Save vs. Will: +4 [BASE (3) + WIS (1)]

Special Saving Throw Notes:  Immune to magic sleep effects (Racial trait); +2 bonus to saves against enchantment spells and effects (Racial bonus); +2 bonus to saves against charm and compulsion effects (Trait bonus)

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Initiative Modifier: +2 [DEX (2)]

Melee Attack Bonus: +0 [BAB (0) + STR (+0)]

Ranged Attack Bonus: +2 [BAB (0) + DEX (2)]

CMB: +0 [BAB (0) + STR (+0)]

CMD: +12 [BASE (10) + BAB (0) + STR (+0) + DEX (2)]

Special Combat Notes: None

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Attacks:

Quarterstaff (M) / +0 melee attack / 1d6 damage / [x2] critical / bludgeoning damage
Two-handed weapon (1.5 x STR modifier to damage bonus), may also be used as a double weapon (two-handed fighting penalties apply)

Light Crossbow (M) / +2 ranged attack / 1d8 damage / 19-20 [x2] critical / 80' range / piercing damage
20 standard bolts

Dagger (M) / +0 melee attack / +2 ranged attack / 1d4 damage / 19-20 [x2] critical / 10' range / piercing damage

Total Weapon Weight: 11.0 lb.

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Skills:

Total Skill Points Earned = 6

Skill Name - Skill Modifier Total, Number of Ranks, Modifiers

Acrobatics: = +2* (DEX)
Appraise: = +1 (INT)
Bluff: = +3 (CHA)
Climb: = +0* (STR)
Diplomacy: = +3 (CHA)
Disguise: = +3 (CHA)
Escape Artist: = +2* (DEX)
Fly: = +2* (DEX)
Heal: = +5 (WIS) 1 Rank +3 [Class Skill]
Intimidate: = +3 (CHA)
Knowledge [Arcana]: = +5 (INT) 1 Rank +3 [Class Skill]
Knowledge [The Planes]: = +4 (CHA) 1 Rank
Perception: = +3 (WIS) +2 [Racial Bonus]
Ride: = +2* (DEX)
Sense Motive: = +1 (WIS)
Spellcraft: = +9 (INT) 2 Ranks +3 [Class Skill] +3 [Skill Focus]
Stealth: = +2* (DEX)
Survival: = +1 (WIS)
Swim: = +0* (STR)
Use Magic Device: = +7 (CHA) 1 Rank +3 [Class Skill]

* Armor Check Penalty Applies

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Feats:

Feats = 1 (+2 Bonus Feats)

Feat Name & Description:

Eschew Materials: Can cast any spell with a material component costing 1gp or less without needing that component. (Sorcerer ‘bonus’ feat)

Skill Focus (Spellcraft): You gain a +3 bonus on all checks involving the chosen skill.  If you have 10 or more ranks in that skill, this bonus increases to +6. (Racial ‘bonus’ feat)

Spell Focus (Conjuration): Add +1 to the DC for all saving throws against spells from this school of magic.

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Traits:

Planar Savant (Faith):  You have always had an innate sense of the workings of the planes and their denizens. You may use your Charisma modifier when making Knowledge (planes) checks instead of your Intelligence modifier.

Worldly (Social):  You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you’re untrained in, you can roll twice and take the better result.

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Racial and Class Skills & Abilities:

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

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

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.

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

Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait. [Alternate Racial Trait that replaces Multitalented]

Weapon & Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline (Celestial): Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.

Class Skill: Heal.

Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.

Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Favored Class (Sorcerer): Receive an additional skill rank or hit point. (Level 1 - Extra Hit Point, Level 2 - Extra Hit Point)

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

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Spells:

Known Spells
Cantrips: Disrupt Undead, Acid Splash [Conj], Detect Magic, Mage Hand
1st Level: Summon Monster I [Conj], Magic Missile

Spell Save DC
Cantrips: DC = 13 [14 vs. Conjuration spells]
1st Level Spells: DC = 14 [15 vs. Conjuration spells]

Spells per day
1st Level Spells: 3x per day + 1 bonus spell (CHA)

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Equipment & Gear:

Scholar's Outfit [0.0 lb.] - wearing an elaborate robe of various light shades ranging from pure white to light grey and a sea-green trim, light grey cloak and soft leather shoes
Quarterstaff [4.0 lb.] - carried in hand or slung across back
Light Crossbow [4.0 lb.] - hangs from left shoulder against back
20 Crossbow Bolts  [2.0 lb.] - in case worn across back
1 Dagger [1.0 lb.] - carried in belt sheath on right hip

Magical Wand of Mage Armor (50 charges, Spell Trigger Activation, as 2nd level caster) [0.0 lb.] - hangs from belt over robes

Backpack [2.0 lb.] holds:
Bedroll [5.0 lb.]
3 Days of trail rations [3.0 lb.]
Waterskin [4.0 lb.]
2 Flasks of Alchemist's Fire [2.0 lb.]
2 Sunrods [2.0 lb.]
Flint and steel [0.0 lb.]
Scrollcase [0.5 lb.] containing:
__5 Parchments
Vial of Ink [0.0 lb.]
Inkpen [0.0 lb.]
Coins [1.5 lb.]

Equipment Weight: 20.0 lb.

Total Weight Carried / Encumbrance Load: 31.0 lb. / Light Load [Max = 33 lb.]

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Money: 10pp, 45gp, 10sp, 30cp

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Character History:

Irion was born deep in the Gnarley Forest, in an elven village numbering some 500 or so individuals. His parents were most pleased at the birth of their son, and the townsfolk celebrated for nearly a week when Anelle Nodel'Hinue gave birth to Irion on the night of the Summer Solstice, beneath the full moons of Luna and Celene. This event showed great favor to the child, especially since his parents, and most of the villagers, were devout worshippers of Sehanine Moonbow.

His father was a simple tradesman and a human named Tam, often travelling to Greyhawk and Dyvers to conduct business – usually selling elven-crafted goods made in the village.  Irion’s mother was a talented elven sorceress, and from an early age, it was quite apparent that young half-elf would follow in his mother's footsteps. The lad had a natural talent for magic and it did not take long before Irion learned how to harness the power in his blood. The boy would often spend many-hours at the local temple dedicated to Sehanine, and it soon became apparent to all that the boy was blessed by the Lady of Dreams.

During his formative years, his mother taught her young son much of how magic worked, and she saw with delight that he took to it intuitively.  In fact, she noted that he seemed to have a very strong connection to the celestial planes – a fact that manifested in the magic he practiced.  Coupled with his father’s love of travel, Irion became quite worldly, accompanying his father on his outings as he grew older.  The young half-elf would use his magic to offer healing and succor to those in need, though he always chafed that he couldn’t do more to help.  Irion is keen to grow into his powers in order to help ease the sufferings of the world, and to spread the faith of Sehanine as well – though he is no evangelist.  Instead the sorcerer believes that actions speak far louder than words, and so it was that he found himself traveling on his own one day, visiting the rough mining town of Diamond Lake.  He had heard stories of the place from his father, and Irion hopes to do what he can to ease the suffering of the folk that are in need there.