Sabriyya Kalmeralm

Izarra Viteri's page

1 post. Alias of Mackenzie Kavanaugh.


Full Name

Izarra Viteri

Race

Human

Classes/Levels

Arcanist 1 / Investigator 1

Gender

Female

Size

Medium

Age

27

Alignment

Lawful Good

Deity

Uskyeria

Location

Varisia

Languages

Celestial, Common, Draconic, Dwarven, Skald, Thassilonian, Varisian

Strength 13
Dexterity 16
Constitution 14
Intelligence 19
Wisdom 15
Charisma 8

About Izarra Viteri

Female Human (Varisian) Arcanist (occultist) 1 / Investigator (steel hound) 1
NG Medium humanoid (human)
Init +3; Senses Perception +6

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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +4

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Offense
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Speed 30 ft.
Melee rapier +1 (1d6+1/18-20)
Ranged light crossbow +3 (1d8/19-20)
Arcanist Exploits (Reservoir: 3/4)
• [1] Conjurer's Focus - Cast summon monster I as standard action lasting 1 minute
Arcanist Spells Prepared (CL 1st; concentration +5)
1st (3/day)color spray (DC 15), sleep (DC 15)
0th (at will)daze (DC 14), detect magic, light, prestidigitation
Investigator Extracts Prepared (CL 1st)
1stcure light wounds, shield (DC 15)

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Statistics
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Str 13, Dex 16, Con 14, Int 19, Wis 15, Cha 8
Base Atk +0; CMB +3; CMD 20 [21]
Feats
• Spell Focus (conjuration) - +1 to saving throw DCs for all spells
• Augment Summoning - +4 Str/Con for summoned monsters
Traits Bruising Intellect, Scholar of the Ancients* (if approved)
• Bruising Intellect - substitute Int for Cha on Intimidate checks
• Scholar of the Ancients - +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, learn Thassilonian
Skills (6 base, +4 Int, +1 human, +1 favored class)
• Craft (alchemy) +8 (1 rank, +3 trained, +4 Int)
• Disable Device +8 (1 rank, +3 trained, +3 Dex, +1 class)
• Intimidate +8 (1 rank, +3 trained, +4 Int)
• Knowledge (arcana) +9 (1 rank, +3 trained, +4 Int, +1 trait)
• Knowledge (geography) +8 (1 rank, +3 trained, +4 Int)
• Knowledge (history) +9 (1 rank, +3 trained, +4 Int, +1 trait)
• Knowledge (planes) +8 (1 rank, +3 trained, +4 Int)
• Knowledge (religion) +8 (1 rank, +3 trained, +4 Int)
• Perception +6 (1 rank, +3 trained, +2 Wis)
• Sense Motive +6 (1 rank, +3 trained, +2 Wis)
• Spellcraft +8 (1 rank, +3 trained, +4 Int)
• Stealth +7 (1 rank, +3 trained, +3 Dex)
Languages Celestial, Common, Draconic, Dwarven, Skald, Thassilonian, Varisian
SQ
• Consume Spells (class) - [move action] expend spell slot to gain 1 point of Arcane Reservoir per spell level
• Inspiration (class) - 1d6 [4 pool], 1 point for skill checks and ability checks, or 2 points for attack rolls and saving throws. Knowledge, Linguistics and Spellcraft for free.
• Trapfinding (class) - +1 bonus to Perception checks to find traps and all Disable Device checks. Can disarm magical traps.
Combat Gear none
Other Gear none
Wealth 150 gp

Five background and concept elements important to Izarra Viteri.

1) Izarra has poured the last decade of her life into studying a dazzling array of topics at the Acadamae in Korvosa, but all her long hours poring over dusty tomes has come at the cost of atrophied social skills, and she has trouble relating to others now. (Charisma of 8)
2) Though she's a terrible liar and negotiator, Izarra's time around the imps of the Acadamae have given her a very broad repertoire of witty insults and retorts to draw upon when not trying to be polite. (Trait: Bruising Intellect)
3) Though she enrolled in the Acadamae to learn magic, and has become quite proficient in the conjuring of extraplanar beasts, Izarra became especially intrigued in the history of magic after attending a number of lectures by Professor Petros Lorrimor, a visiting scholar from Ustalav. She has carried on correspondance with him during the years since, sharing her minor discoveries and speculations about the Thassilonian ruins dotting the Varisian landscape and ever eager to read Professor Lorrimor's letters about archaeological sites in Ustalav. (Trait: Scholar of the Ancients)
4) Izarra has been ready to graduate for the last two years, but kept putting it off because she enjoyed access to the libraries and the privileges of being a senior student at a university known for an alarmingly high attrition rate. The news of Professor Lorrimor's death came as a shock that finally gave her a good excuse to take the graduation exams so that she could attend the professor's funeral as a graduate, rather than a mere student.
5) Izarra's greatest fear is failure, and she has a strong tendency to take more time than necessary preparing for any given endeavor. Nonetheless, when she feels she is ready for a task, she commits wholeheartedly, knowing that allowing any doubt into her mind is accepting defeat before she has even started.

Two goals that are important to Izarra.

1) After a decade of school, Izarra is thrust back into the 'real world' and suddenly realizes that she's actually rather lacking in any sort of goal in life. Acquiring more knowledge is a wonderful and enjoyable pursuit, but she yearns to find a purpose she can dedicate her skills to.
2) Izarra has been reading letters from Professor Lorrimor for years now, detailing various monoliths and ruins dating back to before the time of the Whispering Tyrant, possibly as old as the ruins of ancient Thassilon. Now that she's actually visitng Ustalav for the professor's funeral, she intends to investigate some of these timeworn monuments herself.

Two secrets about Izarra: one that she knows, one that she is not yet aware of.

1) One of Izarra's professors at the Acadamae had an extremely rare and valuable pistol from the faraway nation of Alkenstar, which she enjoyed secretly 'borrowing' and practicing shooting targets with. He never even suspected, as she produced her own black powder and lead bullets to use, and was somehow lucky enough to never suffer a misfire.
2) The tuition money to send Izarra to such a prestigious university as the Acadamae did not come from her parents. Unknown to Izarra, she was actually sponsored by her great aunt, an aging medium who conducted a Harrowing of Izarra shortly after she was born and has been subtly prodding her grandniece from afar to follow whatever destiny the cards foretold.

Four people that are tied to Izarra: three are friends, one is an enemy.

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Four memories, mannerisms, or quirks Izarra possesses.

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