Enora

Irlana Systra's page

468 posts. Organized Play character for AGM Lemming.


Race

| Init: +12 | Perc: +16, Handle Animal: +7, Sense Motive: +14, Stealth: +14 | Channel Energy 3/4 per day

Classes/Levels

| Active Conditions: N/A | CLW Wand: 31 | Wand of Bless: 48

Gender

Female Halfling Serendipity Shaman 5 | HP 33/33 | BAB: 3, DEX: +3, Size +1 to hit | AC23 T14 F20 | CMD15 | F: +4, R: +6, W: +9

About Irlana Systra

Character Name: Irlana
Character Race: Halfling
Alignment: CG
Deity: Desna

Current Moderator: GM Badblood
Adventure: The Dragon's Demand - PFS 1st Edition Module (1-7), Campaign Mode
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Gender: Female
Age: 25
Height: 3'
Weight: 31 lbs
Eyes: Blue
Hair: Light Brown
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Character: Level 5 Serendipity Shaman

Known Languages:
Common, Halfling, Elven

Appearance:

What can I say? I'm a halfling so of course I'm small to most of the other races. My hair is light brown and my eyes are a deep blue like the clear sky in the evening. I wear standard traveling clothing. And while I do carry a crossbow and wear a dag, I seldom use them. If I'm feeling sociable I'm probably laughing and enjoying your company. Desna smiles! If you're not sociable, you might not see me at all. Desna weeps!

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Stats & HP:

Strength: 10 (2 points, Race -2)
Dexterity: 16 (5 points, Race +2)
Constitution: 13 (3 points)
Intelligence: 10
Wisdom: 17 (5 points Level 4 +1, Headband +2)
Charisma: 16 (5 points, Race +2)
20 point build
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Hit Points: 33 (d8+1)(9 + 6 + 6 + 6 + 6)

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Armor Class & Saves:

Armor Class: 23 (Base: 10, Armor: +9, Dex +3, Size +1)
Flatfooted Armor Class : 20
Touch Armor Class: 14

+3 Breastplate of Luck
+1 Chain Shirt Armor bonus: 4, ACP:1

Special Armor Class Notes: None
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Save vs. Fortitude: +4 (Base: +1, Con: +1, Halflings Luck: +1, Cloak +1)
Save vs. Reflex: +6 (Base: +1, Dex:+3, Halflings Luck: +1, Cloak +1)
Save vs. Will: +9 (Base: +4, Wis: +3, Halflings Luck: +1, Cloak +1)

Special Save Notes: None


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Initiative & Combat:

Initiative Modifier: +12 (Dex +3, Trait +1, Improved Initiative Feat +4, Familiar +4)
Base Attack Bonus: +3
Melee Attack Bonus: +0
Ranged Attack Bonus: +3

Special Combat Notes: +1 to hit Size
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Weapons:
Dagger 1d3 P/S damage 19-20 x2 10'
Light Crossbow 19-20 x2 80'
10 Quarrels 1d6 P damage


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Skills:

Total skill points earned: 5/level (Class 4 + FCB(1))
Shaman's class skills are Craft(Int), Diplomacy(Cha), Fly(Dex), Handle Animal(Cha), Heal(Wis), Knowledge(nature)(planes)(religion)(Int),
Profession(Wis), Ride(Dex), Spellcraft(Int), and Survival (Wis)
Sense Motive and Perception gained by Trait. Escape Artist and Stealth gained by racial trait.

Acrobatics: = +2 (Dex 3)
Bluff: = +3 (Cha 3)
Diplomacy: = +9 (Cha 3) 3 Ranks +3 [Class Skill]
Disguise: = +3 (Cha 3)
Escape Artist: = +6 (Dex 3) 1 Ranks +3 [Class Skill]
Fly: = +2 (Dex 3)
Handle Animal: = +7 (Cha 3) 1 Ranks +3 [Class Skill]
Heal: = +3 (Wis 3)
Intimidate: = +3 (Cha 3)
Knowledge(nature): = +4 (Int 0) 1 Ranks +3 [Class Skill]
Knowledge(planes): = +4 (Int 0) 1 Ranks +3 [Class Skill]
Knowledge(religion): = +4 (Int 0) 1 Ranks +3 [Class Skill]
Perception: = +16 (Wis 3) 5 Ranks +3 [Class Skill] Alertness Feat Bonus +2, Trait Bonus +1, Race +2
Perform(Cantor): = +3 (Cha 3)
Ride: = +2 (Dex 3)
Sense Motive: = +14 (Wis 3) 5 Ranks +3 [Class Skill] Alertness Feat Bonus +2, Trait Bonus +1
Stealth: = +14 (Dex 3) 5 Ranks +3 [Class Skill] Size Bonus +4
Survival: = +8 (Wis 3) 1 Ranks +3 [Class Skill]
Use Magic Device: = +7 (Cha 3) 1 Ranks +3 [Class Skill]


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Feats & Traits:

1st Level: Improved Initiative

1st Level: Spirit Animal: Alertness: +2 bonus on Perception and Sense Motive skill checks.
If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

3rd Level: Extra Hex: Life Link

5th level: Extra Hex

Traits:
:Social: Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
:Regional: Survivor: +1 Trait Bonus to Initiative and Sense Motive. Sense Motive is a Class skill for you.


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Racial and Class Skills, Abilities & Features:
Race: Halfling:

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small statures make them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat
Maneuver Defense, and a +4 size bonus on Stealth checks.

Fleet of Foot:(Replaces Slow Speed & Sure-Footed): Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Fey Thoughts:(Replaces Fearless): 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. (Escape Artist and Stealth) The selected skills are always class skills for the character.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Shadowplay:(Replaces Weapon Familiarity): Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following languages: Dwarven, Elven, Gnome, and Goblin.

Class: Serendipity Shaman

Orisons

Spirit: Life Spirit

Spirit Animal:

Jerboa
Heavens Spirit: The shaman’s spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1
Similar to a Wizard's Familiar
Diminutive animal
Init +7; Senses low-light vision, scent
AC 18, touch 18, flat-footed 15 (+3 Dex, +4 size, +1 Familiar Nat. Armor Bonus)
HP (Half Mine)
Fort +1 (Base:+2,Con-1), Ref +5 (Base+2,Dex+3), Will +4 (Base+2,Wis+2)
Speed 20 ft.
Str 1, Dex 16, Con 8, Int 6, Wis 15, Cha 3
Feats: Improved Initiative
Jerboas are desert rodents that live in burrows and hop around on long, thin legs. At night, they emerge from their burrows to eat plants and hunt insects under the light of the moon. Jerboas generally live to be around 6 years old.
A jerboa is 6 inches long, has a 1-foot-long tail, and weighs between 1 and 3 ounces.
Familiar Abilities:
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
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.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically 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.

Skills: Acrobatics, Climb, Fly, Perception, Stealth, and Swim are class skills.
Acrobatics +11 (???? Race+4)
Perception +14 (4 Ranks,Class Skill+3,Wis+2,Race+4)
Stealth +20 (5 Ranks,Class Skill+3,Size+12)

Spirit Magic:

From the Luck Domain: 1st—True Strike, 2nd—Aid, 3rd—Protection from Energy, 4th—Freedom of Movement,
5th—Break Enchantment, 6th—Mislead, 7th—Spell Turning, 8th—Moment of Prescience, 9th—Miracle

Spirit Abilities: Life Spirit:

Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Hexes:

Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.

2nd Level: Healing (Su) A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds.

From 3rd level Feat: Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

4th Level: Evil Eye (Su) The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.

5th Level from feat: Tweak the Odds (Su): Whenever the serendipity shaman or one of her allies within 30 feet rolls an ability check, attack roll, saving throw, or skill check, the shaman can use this ability as an immediate action to tweak the odds in her favor, increasing the result of the die roll or check by 1. This can turn a normal hit into a critical threat, but it cannot make an attack roll an automatic hit (this bonus does not stack with effects that increase a weapon’s critical threat range, such as Improved Critical or keen edge). The shaman can use this ability a number of times per day equal to her shaman level. At 4th level and every 4 shaman levels thereafter, she can spend an additional use of this ability to further increase the die result of the target’s roll by an additional 1. For example, a 12th-level shaman can spend up to three uses of this ability to increase an ally’s roll by 1 per use expended.

Wandering Spirit (Su):

At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic.

Currently Selected:
Tribe Spirit:
Tribal Cooperation (Su): The shaman gains a teamwork feat as a bonus feat. She must meet the feat’s prerequisites. As a standard action, the shaman can grant one of her teamwork feats to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the shaman has. Allies do not need to meet the prerequisites of this bonus feat. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Selected Teamwork Feat:
Passing Grace:
Benefit: Whenever a healing spell or an effect would restore you to above your maximum hit points, you can redirect excess hit points to an adjacent ally who has this feat. This ability functions only for effects that require an action to activate—fast healing, regeneration, and other passive effects that restore hit points are not shared.
or
Lastwall Phalanx:
Benefit: You gain a sacred bonus to your AC against the attacks of evil creatures and a sacred bonus to saves against the spells and abilities of evil creatures equal to the number of adjacent allies who also have this feat.

Spirit Magic Spells: Bless (1st), Shield Other (2nd), Create Food and Water (3rd), Spiritual Ally (4th), Life Bubble
(5th), Battlemind Link (6th), Vision (7th), Discern Location (8th), Mass Heal (9th).


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Equipment & Gear:

+3 Breastplate of Luck

Dagger: 1 lb
Light Crossbow: 4 lb
Crossbow Bolts (10) 1 lb

Headband of Inspired Wisdom +2
Cloak of Resistance +1

Explorer's Outfit 2 lb
Carrier Backpack 1.25 lb
Waterskin: 1 lb
Halfling Trail Rations 4: 4 lb
Blanket: .75 lb

Adventurer's Sash: .75 lb
Acid Flask: 1 lb
Alchemists's Fire (3)
Wand of Bless: 48 ch
wand of cure moderate wounds (37 charges)
wand of lesser restoration (42 charges)
2 Potions of Cure Moderate Wounds

Spell Component Pouch: 2 lb

Metamagic Rod of Extend, Lesser
Metamagic Rod of Maximise, Lesser

Total weight carried: 31.25 lb (Light)
Armor: 12.5 lb
Weapons: 6 lb
Equipment: 12.75

Carrying capacity : Light -> 33 lb, Medium -> 66 lb, Heavy -> 100 lb

Remaining Gold: 57 GP, 5 SP


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Movement:
Base Speed: 30 ft. (Racial Trait)
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Magic:

Level 0: 4: Daze, Light, Guidance, Detect Magic
Level 1: 4 + 1 (3 +WIS(1)) +Spirit Magic
- Magic Weapon
- Magic Stone
- Comprehend Languages
- Bless
- Spirit: True Strike or Bless
Level 2: 3 + 1 (2 +WIS(1)) +Spirit Magic
- Aid
- Spiritual Weapon
- Spiritual Weapon
- Resist Energy
- Spirit: Aid or Shield Other
Level 3: 2 + 1 (1 +WIS(1)) +Spirit Magic
- Call Lightning
- Cure Serious Wounds
- Spirit: Protection from Energy

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Character History:

I was born 25 years ago to Anafa and Boram Systra in a shady hostel in an even shadier neighborhood in Cassomir. To say that my birth was a non-event to the people in the area would be over stating the relevance of that event. To my parents though, I was seen as a blessing. Anafa was a Wild Whisperer druid, primarily loving creatures of the sky. She spent as much of her day as she could in the form of a hawk or smaller bird. Boram was a ranger that felt much more at home on the Tandak Plains, or following Anafa scouting around the edges of the Verduran Forest. The area was pretty tame but not entirely safe. Boram was hired to escort a small group of foreign noblemen, kids really, and their guards on a hunting trip into the woods. Anafa of course flew scout high above them until the entered the woods. I don't know what happened to them, but only Anafa returned, and she was too sad to ever discuss it. She did say that Boram had been buried how he wanted.

Life at home wasn't so happy after that event and Anafa frequently was away, soaring high in the sky trying to forget that she wasn't a hawk. I grew up without much parental guidance, but I think I chose my path properly. My parents were mostly wild and so was I. I did learn a bit about some of the gods that people worshiped, but I wasn't drawn to that. I did find Desna interesting, as most halflings do, and did pay her homage with my words when things went well. And likewise sometimes when they didn't!

One day a strange looking rodent snuck into the home that my mother occasionally shared with me. I don't know why, but I fed him. I really didn't need a pet, but he felt like more than that. Long story short, he had been sent to me by.... something. I woke one morning and he was sitting right in front of me, staring at my face. Our eyes locked and something contacted me. My mind was flooded with information and then I just knew that I could do things that I had never done before. I could cast spells, similar to what my mother did. I didn't have the power that she had, but I knew she had adventured for years with Boram to gain the powers that she had.

I started looking for adventurers with interest in exploring the area. I wasn't a powerful warrior or anything like that, but I thought I could help a group if they got in trouble. I had healing powers similar to what a cleric would use. I heard of a caravan hiring adventurers to escort a caravan to Highhelm. The pay sounded, well, I had no experience but it sounded great! I made a few last minute purchases, wrote a note, packed my bags and left.

Sadly, when I arrived the caravan had already departed! I was able to gather information and found the direction the caravan had taken. Interestingly enough, the Cassamir guard was also seeking information about the caravan, and man running it, Silas Gribb. Something about illegal cargo? While I didn't want to hire on for a smuggler, apparently he had hired on a group of adventurers. Maybe I could join them after they separated themselves from the criminal that hired them? The local guard sent a small group to follow Mr. Gribb. I asked if I could come along with them, told them that I had some skill with healing magics and would freely assist if anyone got hurt. Other than stating that they couldn't pay me anything they agreed, even found me a small open seat in a wagon so I wouldn't have to walk the whole way. If I earn some gold, maybe I can learn to ride a pony and buy one of my own....

Our team followed the route that Mr. Gribb took. The guard wasn't very happy finding out how he had avoided authorities, but eventually we caught up with the group in Belhaim. The sheriff's people told me what had happened, and where the adventuring group had gone. I made my way to the tower, but didn't enter. I didn't want to risk any traps that the group might have bypassed but not disarmed. I decided just to wait outside to greet the team as they came out.

Healing Hex used today on: Irlana

https://paizo.com/campaigns/v5748p75ivlvp/gameplay&page=34#1670
The scale is an amulet of natural armor +1. Sadly it doesn't look like it was enough to protect the last wearer. (Given to Sir Falcon)

https://paizo.com/campaigns/v5748p75ivlvp/gameplay&page=39#1915
Finally, Bassy presents the adventurer's with a brass key. "This is a relic given by the the town's founder Lady Tula to her grandmother.
It should open the way to her crpyt. When she gave the key away, she told her grandmother to keep this key safe until the need for dragonslayers rises again.”

https://paizo.com/campaigns/v5748p75ivlvp/gameplay&page=39#1919
The scroll of campfire wall, excruciating deformation, haunting mists, and magic circle against chaos are turned over to the party. They also receive the two oils of keen edge, the potion of undetectable alignment, the potion of protection from acid, and the potion of protection from fire.

https://paizo.com/campaigns/v5748p75ivlvp/gameplay&page=45#2205
9 Potions of Cure Moderate Wounds & 30 Platinum pieces. 2 each. 3 to Andwise.