Iskra Kustov's page

77 posts. Alias of electricjokecascade (RPG Superstar Season 9 Top 16).


Wizard 3 | HP 16/16 | AC 16 (16 Touch, 14 Flat-Footed) | CMB 0, CMD 11 | Fort. +1, Ref. +3, Will +3 | Init. +8 | Speed 30ft | | Spells: 1st 3/4, 2nd 1/3 | Active conditions: Mage Armor

About Iskra Kustov

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Female Human Air Wizard 3
CG Medium humanoid (human)
Init +8; Senses Perception +1


AC 12, touch 12, flat-footed 10, (+0 armor, +2 Dex, +0 Shield)
HP 11 (3d6)
Fort +1; Ref +3; Will +3;


Speed 30 ft.
Melee Dagger+0 (1d4/ 19-20x2)
Ranged Light Crossbow +3 (1d8/ 19-20x2)
Special Attacks Lightning Flash: As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


Str 8, Dex* 14, Con 10, Int* 16, Wis 10, Cha 14 [*Human +2]
Base Atk +1; CMB +2; CMD 13,
Feats Improved Initiative, Scribe Scroll, Combat Casting
Traits Birthmark, Arcane Temper

Skills: 15 + 3 Skilled

+9 Knowledge (local) (Int) (2 rank + 4 skilled + 3 INT)
+9 Knowledge (nature) (Int) (2 rank + 4 skilled + 3 INT)
+10 Knowledge (history) (Int) (2 rank + 4 skilled + 3 INT +1 Skilled)
+10 Knowledge (arcana) (Int) (2 rank + 4 skilled + 3 INT +1 Skilled)
+10 Knowledge (religion) (Int) (2 rank + 4 skilled + 3 INT +1 Skilled)
+9 Knowledge (geography) (Int) (2 rank + 4 skilled + 3 INT)
+8 Knowledge (planes) (Int) (1 rank + 4 skilled + 3 INT)
+9 Spellcraft (Int).

Languages Common, Goblin, Elven, Celestial, Draconic
SQ feather fall at will
Mundane Gear 81gp

Ring (Bonded Object)
Light Crossbow (35gp)
10 quarrels (1gp)
Dagger (2gp)
Sleeves of Many Garments (200gp)
Elixir of Hiding (250gp)
Sunrod x 10 (20gp)
Tanglefoot Bag (100gp)
Thunderstone x 3 (90gp)
Wizard's Kit (21gp)
Potion of Cure Light Wounds x4 (200gp)
This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.


Concentration +6

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2nd (2)
Scorcing Ray

1st (8)
Burning Hands
Mage Armor
Shocking Grasp
Magic Missile
Charm Person (DC 15 Will negates)
Color Spray (DC 15 Will negates)
Protection from Evil

0 (All)

Memorized + 1 Bonded Object Spell

2nd (3)
Scorching Ray(X)
Levitate (Air Elementalist Spell Slot)(X)

1st (4)

Color Spray (DC 15 Will negates)
Mage Armor(X)
Magic Missile(X)
Shocking Grasp (Air Elementalist Spell Slot)

Opposition School Spells (Earth)
0th—acid splash
1st—expeditious excavation, grease, stone fist
2nd—acid arrow, create pit, elemental speech, elemental touch, glitterdust, resist energy, shatter, stone call, summon monster II
3rd—draconic reservoir, elemental aura, protection from energy, shifting sand, spiked pit, stinking cloud
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Height: 5"9' Weight:130 lbs.

When people learn of Iskra's devotion to Shelyn, they see her striking beauty and make the obvious if superficial connection. For Iskra is stunning, a luminous beauty whose presence draws eyes and whose slight, almost mocking smiles has caused no end of consternation amongst the young men of Sandpoint. Her long hair is so dark as to hide blue tints in its depths, and her skin so pale as to be almost porcelain. Her high cheekbones, generous mouth, and large, hypnotic eyes whose depths gleam with both wicked intelligence and mocking amusement makes hers a captivating face. She moves with a lithe economy, and half the time looks young and leggy and gamine, and half the time appears all grown up and self possessed. Tall, slender, and always elegantly dressed, it's dangerously easy to focus on Iskra's bewitching beauty and overlook her piercing intelligence.


Iskra Kustov was born in on the frigid coast of the Land of the Linnorn Kings, a small hamlet of dark huts hidden amongst the shattered rocks that formed a storm lashed cove. By the light of a whale-blubber lantern one night she slid from her mother into her aunt's seamed hands - but did not cry. Instead she gazed up at her aunt with eerie self-possession. Hesitant, unnerved, her aunt went to wrap her in a cloth but saw the curled birthmark over Iskra's heart. Wiping it clear with her broad thumb, she saw it clearly: the song bird of Shelyn.

Three months later her father lashed a swaddled Iskra to his back and accompanied by his brother set out for the lonely dwelling of a wise woman a dozen miles up the coast. The old crone held Iskra and stared into her eyes, then made her simple pronouncement: the men would have to take the babe to a temple of Shelyn.

The men traveled to Asleifar, a perilous two week journey along the coast by fishing boat, and there were told by a solitary priest of Shelyn that their daughter was marked by the goddess herself. Shaken and overwhelmed, Iskra's father made a fateful decision. He gave Iskra to the temple, bid the priest raise her as he saw fit.

Iskra was a quiet and striking child, as beautiful as she was intelligent, and when she turned five the priest undertook the journey to the the main temple of Shelyn at Kalsgard. There the high priestess sought communion with her goddess, and received a vision of a small town along with a name: Belhaim.

Her guardian, the aging priest of Asleifar, undertook the journey south. It took four months to finally reach the small town. Iskra was presented to the local sage, Bassy, and her guardian bid her goodbye. Their farewell was tearful, but Bassy's cheerful ways soon stayed her tears, and she turned to studying beneath him with a will.

Shy and reserved, Iskra rarely left Bassy's home. Instead, she devoted herself to her studies, losing herself in old books, learning languages, questioning her mentor, and clearly eschewing the world of the living for the realms described within her treasured tomes. She blossomed into a beautiful girl, and then a young lady, and while all at Belhaim knew who she was, she forged precious few friendships outside of his circle.

Noting her precocious intelligence, Bassy decided to send her to several larger universities in nearby cities to continue her studies. She bid him farewell, and promised to return as soon as she was able to tell him of her adventures, and why Shelyn had guided her to his door.