Woman

Irirangi Biasharan's page

293 posts. Alias of Rev Rosey.


Full Name

Irirangi Biasharan (roughly, Spirit voice of the traders)

Race

Human

Classes/Levels

Cleric 1/Sorcerer 1 (Manifest Spellshaper)

Gender

Female

Size

medium

Age

20

Special Abilities

Aberrant bloodline/Domain powers Law and Madness

Alignment

CG

Deity

Silver Flame

Location

Sharn

Languages

Common, Draconic, Celestial, Elven

Occupation

Temple scholar

Strength 8
Dexterity 14
Constitution 8
Intelligence 16
Wisdom 16
Charisma 16

About Irirangi Biasharan

Basic mechanics
BAB: +0
Fort: +1: Ref: +2 Will: +7
AC 10, +2D = 12
Touch: 12; Flat-footed: 10
Attack: longbow +3, damage 1d8-1.
Attack: Dagger +2, damage 1d4-1
HP: 9/9
Init +2
Favoured class: sorcerer

XP: 3,000

Gold: Around 780gp, 700 in jewel form, 80 loose change.

Skills

Spoiler:

Class skills (4+2+2 for craft/prof - 2 more per level)

Appraise (I): +3,
Bluff (Cha): +3
Craft (Alchemy)(I) +3, +2 ranks +3 (+8)
Diplomacy (Ch) +3
Fly (D) +2
Heal (W) +3
Intimidate (Cha) +3
Know (Arc) (I) +3
Know (Dun) (I) +3
Know (His) (I) +3
Know (Nob) (I) +3
Know (Rel) (I) +3, +1 rank, +3 (+7)
Know (Pla) (I) +3, +2 ranks +3 (+8)
Linguistics (I) +3
Profession (scholar)(W) +3, +2 ranks, +3 (+7)
Sense Motive (W) +3
Spellcraft (I) +3, +4 ranks, +3 (+10)
Use Magic Device (Cha) +3

Feats

Spoiler:

Eschew Materials (Sorcerer bonus feat)
Weapon Finesse (dagger)
Maximise Spell (the maximum result plus one-half the normally rolled result)
Mastery of Day and Night (Spontaneously maximise cure or inflict spells)

Equipment
Masterwork Longbow, 20 arrows, 10 silver arrows, 10 cold iron arrows.
Backpack. 5lb of alchemical equipment. Soap. 50' silk rope. Lamp. Flint and steel. Tanglefoot bag. Silver dagger. Paper, ink and pen. Perfume.

Spells and such

Spoiler:

Bloodline power: Acidic ray: fire acidic ray as standard action targeting any foe within 30' as ranged touch attack. Deals 1d6 acid damage +1 per two caster levels (sorcerer).

Domain powers:
Madness domain

1st level: Touch of Madness. You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws or skill checks. The target receives a bonus to the chosen rolls equal to your Charisma modifier and a penalty to the other two types of rolls based on your Charisma modifier. This effect fades after 3 rounds. Once a target has been affected by vision of madness, it has not effect on him for 1 day.
Law domain
1st level: Touch of Law. As a standard action you can touch a creature giving it the ability to treat one d20 roll as if its natural result was an 11. This ability lasts 3 rounds or until it is used. This ability can be used after the die is rolled to change the result. Once a creature has benefitted from touch of law, it gains no further benefits from this ability for one day.

Cleric stuff

Channel pos/neg energy with optional exorcism (30' burst 1d6 damage to undead on pos, +1d6 on neg. Also applies to allies but +1d6 for pos and -1d6 for neg. Rises to 2d6 either way at level 3 Cleric.

Orisons: Light, Resistance, Create water, Guidance
1st Level: Bless, Bane

Sorcerer stuff

Cantrips: Mending, Detect Magic, Mage Hand, Ray of Frost
1st Level: Colour spray, Mage armour

Bonus goody spell: Magic Missile

Background

Irirangi's family are nouveau riche upstarts in the city of Sharn. They've earned a lot of respect in a short time for their exemplary business practices and extreme wealth. They now hope to enhance their standing in the time honoured way by marrying off Irirangi to a member of a Dragonmarked House. This beautiful plan is harder to achieve than they'd hoped.

Iri is not the easiest person in the world to find a partner for. Although she's respected for her wide knowledge and devotion to the Silver Flame, her habit of staring into space while talking to people nobody else can see is offputting. Nonetheless, the family have done the trick. They've found a candidate and as far as they are concerned, nothing will stop this wedding. Irirangi has other ideas.

Spoiler:

As a child she was sickly and spent far too long alone and reading. Some of the things she read lead her into some very strange places. Among other things she created "friends" who exist only in her head. As she's got older and her powers have developed, she's no longer sure a lot of the time if they really are only in her head. Iri's closest friends are therefore the very things most likely to get her expelled from the Order she loves. So far she's managed to walk the fine line due to her exceptional research and alchemical skills. Unfortunately some of her research has thrown up a very nasty background secret in her own family.

Irrirangi's Voices

Aphra - confident, outspoken and everything Iri is not. Aphra offers advice on men and the world. She and Iri gossip all the time.

Benefor - a war veteran. Benefor knows all there is to know about strategy in the field. He's not outstandingly good at using those skills in an urban world, but he amuses Iri by explaining dinner table battle tactics, and often acts as an early warning system. He has no sense of humour.

Cassio - a sneaky, sexy, swashbuckling type, who Iri has secretly loved for years. Cassio will never settle for one girl and she knows this, but part of her knows he'll always be there for her. He loves poetry and quite often quotes it.

Dahl - is not human. Quite possibly not sane either, but it's Dahl who showed Iri her sorcerous powers and has promised to show her more.

Iri's secret mentor has guided her in the ways of the Manifest Spellshaper.