Snowcaster Sentry

Irisa's page

390 posts. Alias of oyzar.

Full Name



Human (Kellid)


Oracle (Spirit Guide) 1 | Init +2 | Perc +0 | AC 18 T 12 FF 16 CMD 10 | HP 6/10 | F +1 R +2 W +2 | 1st level spells:1/5 | bolts:4 | Conditions: None







Strength 7
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 10
Charisma 20

About Irisa

Female Human Oracle (Spirit Guide) 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +0
AC: 18, Touch: 12, Flat-Footed: 16 (+5 armor, +2Dex, +1 shield,+0 NA,+0 Magic)
HP: 10 {+1d8,+1Con, +1 FC}
Fort: +1, {+0Base,+1Con}
Reflex: +2, {+0Base,+2Dex}
Will: +2,{+2Base,+0Wis}
CMD 11 {+ Base -1Str +2Dex}
Speed: 20 ft.
CMB: -1; {+ Base -1Str + size + misc}
Base Atk: +0;


Crossbow hit: +2 damage: 1d8 (19-20)

Str: 7, Dex: 14, Con: 12, Int: 10, Wis: 10, Cha: 20

[Campaign]Outlander (Missionary) (Color Spray, Burst of Radiance, Chain Lightning)
[Magic]Magical Lineage (Color Spray)
[Regional]Metamagic Master (Color Spray)
----------------=Race Traits=-------------------
Extra Feat
Silver Tounge
Human: Spell Focus Illusion
1st: Persistent Spell
---------------=Skills=- (0 points; 0 class, 0 INT)---------------
^Craft (Int)____+0{+0rank,+0Int}
Disable Device*____+2{+0rank,+2Dex}
Disguise (Cha)____+0{+0rank,+5Cha}
Escape Artist*(Dex)____+0{+0rank,+2Dex}
Handle Animal (Cha)____+0{+0rank,+5Cha}
^Knowledge (Arcana)(Int)____+0{+0rank,+0Int}
^Knowledge (Dungeoneering)(Int)____+0{+0rank,+0Int}
^Knowledge (Engineering)(Int)____+0{+0rank,+0Int}
^Knowledge (Geography)(Int)____+4{+1rank,+0Int,+3class}
^Knowledge (History)(Int)____+4{+1rank,+0Int,+3class}
^Knowledge (Local)(Int)____+0{+0rank,+0Int}
^Knowledge (Nature)(Int)____+0{+0rank,+0Int}
^Knowledge (Nobility)(Int)____+0{+0rank,+0Int}
^Knowledge (Planes) (Int)____+0{+0rank,+0Int}
^Knowledge (Religion) (Int)____+1{+0rank,+0Int,+1trait}
^Sense Motive(Wis)____+4{+1rank,+0Wis,+3class}
Sleight of Hand*(Dex)____-3{+0rank,+2Dex,-5ACP}
Stealth* (Dex)____-3{+0rank,+2Dex,-5ACP}
Use Magic Device(Cha)____+5{+0rank,+5Cha}

ACP -5

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-

-=Languages=- Common

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Mystery: Heavens
Relevation:Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).
Curse: Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.


-----------------------------=0th (at will)=--------------------------------
Mage Hand, Ghost Sound, Create Water, Detect Magic, Guidance, Enhanced Diplomacy
------------------------------=1st (5/day)=------------------------------
Cure Light Wounds, Bless, Command


-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Light Crossbow (35 GP)
5 Crossbow Bolts (1 GP)
Scale Mail (50 GP)
Buckler (5 GP)
Spell Component Pouch (5 GP)
Sack (1 SP)
2 Trail Rations (1 GP)
Charcoal (5 SP)
Flint & Steel (1 GP)
Parchment (4 SP)
2 Chalk (2 CP)
8 Candle (8 CP)
2 Wooden Holy Symbol of Desna (2 GP)
Spiked Gauntled (5 GP)

-=Money=- 73 GP 9 SP 0 CP


Vivid dreams of swallowtails, stars and far away places was easy to interpret for the Kellid shaman apprentice Irisa. Desna had sent her visions and she wanted her to travel, see the land, experience new things and spread words of freedom wherever she went. The young girl left her Kellid tribe and her mother, the shaman of said tribe, up in the frozen wastes to go see the rest of the world. She travelled south and spent as much time discovering new places and following her dreams as she spent spreading the word of Desna. Through a mix of her divine magic, healing was always sought after, good looks and natural charm with people Irisa managed just fine to make her way through the lands, but she felt something was missing. She wanted to make more of a difference. First though, she couldn’t pass up the opportunity for the Swallowtail festival dedicated to Desna herself.

Back in the frozen north Irisa had been training to become a shaman like her mother. As such she has some practice communing with spirits. Sometimes the spirits would not listen to her at all though, instead playing tricks on her and hindering her actions. Neither her mother, known as somewhat of a magical expert, nor the shamen of the other tribes were able to figure out what the deal with the mischief was, none of them had the same problems. Along with her dreams also came the realization that her power did not originate from spirits and shamanism like that of her mother, but rather from that of a higher power. This also explained the spirits unwillingness to comply, they didn’t want to fight against some deity, but rather have the sole attention of the practitioner. When she left on her journey Irisa still had not found a way to tame the spirits, but she was hoped that with more experience she would.

---===Appearance and Personality===---:

Weight:150 lbs
Long blonde hair and brilliant blue eyes, Irisa is the the manifestation of the idealized northern beauty. Her long legs, slender limbs and curves in all the right places turn plenty of heads when she isn’t hidden beneath heavy winter gear. She likes to wear tight fitting clothes to show off her nice figure.

Irisa has an open mind and likes to explore new places, things and ideas. She tries to be kind to people and to help those she can. She is never afraid to say her opinion, even if she tries to phrase it in such a way as to not hurt others.