Jadrenka the Maiden

Lirotha Karsani's page

1,361 posts. Alias of Jeremy Clements.


Full Name

Lirotha Karsani

Classes/Levels

1/2 Elf (Varisian) Witch 7 (Cartomancer) | HP 39/39 | Speed 30ft | AC 13 (17 w/Mage Armor), touch 12, flat-footed 11 | Fort +4 : Ref +5 : Will +7 | Hexes: DC18 | Init +3, Perception +15 (Low-Light) | Active: Mage Armor

Gender

Female

Size

M

Age

19

Special Abilities

Patron: Elements

Alignment

NG

Deity

Desna

Location

Kintargo

Languages

Common, Elven, Draconic, Varisian, Giant, Aklo, Infernal, Celestial, Sylvan, Aquan, Aboleth

Occupation

Harrow Fortune Teller

Strength 12
Dexterity 15
Constitution 12
Intelligence 18
Wisdom 12
Charisma 10

About Lirotha Karsani

Spells Memorized when Underwater:

Spellcasting: *=Memorized
Level 0(4/day) *Detect Magic, *Message, *Touch of Fatigue, *Dancing Lights.
Level 1(5/day) *Mage Armor, *Comprehend Languages, *Shocking Grasp, *Air Bubble, *Ear Piercing Scream.
Level 2(4/day) *Glitterdust, *Summon Monster II, *Detect Thoughts, *Inflict Moderate Wounds
Level 3(3/day) *Dispel Magic, *Swarm of Fangs, *Lightning Bolt
Level 4(2/day) *Ride the Waves, *Black Tentacles

(Familiar/Harrow Deck) 1st lvl: Air Bubble, Cure light wounds, Mage Armor, Burning Hands, Charm Person, Identify, Obscuring Mist, Command, Comprehend Languages, Mount, Adhesive Spittle, Remove Sickness, Shocking Grasp (Patron Spell), Ear Piercing Scream - 2nd lvl: Stricken Heart, Glitterdust, Status, Flaming Sphere(Patron), Touch of Idiocy, Summon Monster II, Detect Thoughts, Inflict Moderate Wounds - 3rd lvl: Detect Thoughts, Vampiric Touch, Swarm of Fangs, Dispel Magic, Lightning Bolt, Fireball(Patron Spell), Paragon Surge, Reinvigorating Wind - 4th lvl: Ride The Waves (Breath Water and gain 30 ft swim speed for 1hr/lvl); Black Tentacles,

Weekly Upkeep!:

[dice=Supporter Attrition? DC10]1d20 + 10[/dice]
[dice=How many lost?]1d6[/dice]

@GM = Notoriety? (Reduce by 1 for Rexus)

Treasury Minimum? = OK

Rank? = Current Supporters is ?? = ?? Total.

Treasury Deposit/Withdrawl? = NONE for now?

Activity Phase: (x3)

Recruit Supporters:
[dice=Recruit? DC:16]1d20 + 10 + 2[/dice]
[dice=How many?]2d6[/dice]

Gather Information:
[dice=Rumor? DC:15]1d20 + 11 + 2[/dice]

Spells Memorized when traveling Outside of Kintargo:

Spellcasting: *=Memorized
Level 0(4/day) *Detect Magic, *Message, *Touch of Fatigue, *Dancing Lights
Level 1(5/day) *Mage Armor, *Obscuring Mist, *Mount, *Shocking Grasp, *Ear Piercing Scream.
Level 2(4/day) *Glitterdust, *Summon Monster II, *Touch of Idiocy, *Detect Thoughts
Level 3(3/day) *Dispel Magic, *Reinvigorating Wind, Fireball
Level 4(2/day) *Ride the Waves, *Black Tentacles

(Familiar/Harrow Deck) 1st lvl: Air Bubble, Cure light wounds, Mage Armor, Burning Hands, Charm Person, Identify, Obscuring Mist, Command, Comprehend Languages, Mount, Adhesive Spittle, Remove Sickness, Shocking Grasp (Patron Spell), Ear Piercing Scream - 2nd lvl: Stricken Heart, Glitterdust, Status, Flaming Sphere(Patron), Touch of Idiocy, Summon Monster II, Detect Thoughts, Inflict Moderate Wounds - 3rd lvl: Detect Thoughts, Vampiric Touch, Swarm of Fangs, Dispel Magic, Lightning Bolt, Fireball(Patron Spell), Paragon Surge, Reinvigorating Wind - 4th lvl: Ride The Waves (Breath Water and gain 30 ft swim speed for 1hr/lvl); Black Tentacles,

Shortcuts:

[dice=Use Magic Device (Wand of MM DC20)]1d20 + 10[/dice]
[dice=Damage:Magic/Force]2d4 + 2[/dice]

[dice=Sense Motive(w/Alertness)]1d20 + 3 + 2[/dice]
[dice=Perception(w/Alertness)]1d20 + 14[/dice]
[dice=Spellcraft]1d20 + 13[/dice]
[dice=Linguistics]1d20 + 11[/dice]
[dice=Know(Arcana)]1d20 + 13[/dice]
[dice=Know(Planes) w/Book Bonus]1d20 + 13 + 5[/dice]

[dice=+1 Starknife w/Arcane Strike]1d20 + 5[/dice]
[dice=Damage(Magic)]1d4 + 2 + 2[/dice]

[dice=Deadly Dealer Card]1d20 + 6[/dice]
[dice=Damage(Magic/Piercing)]1d4 + 3[/dice]

[dice=Cold Iron Dagger w/Arcane Strike]1d20 + 4[/dice]
[dice=Damage(Cold Iron/Magic)]1d4 + 3[/dice]

[dice=Harrow Casting Draw#1]1d54[/dice]
[dice=Harrow Casting Draw#2]1d54[/dice]
[dice=Harrow Casting Draw#3]1d54[/dice]

[dice=Healing Hex Touch Attack!]1d20 + 4[/dice]
[dice=Positive Energy; Will DC18 for 1/2]2d8 + 5[/dice]

[dice=Healing Hex]2d8 + 6[/dice]
[spoiler=Healing Hex!]Healing hex used Today!:
1. Lirotha
2. Elurious
3. Rocco
4. Oren
5. Kurglunn
[//spoiler]

[dice=Deadly Dealer (Ranged Touch Attack: Touch of Fatigue!)]1d20 + 6[/dice]
DC 15 Fort save negates the effect! Otherwise the creature is fatigued for 1rd/CL!
[//spoiler]

[dice=Casting Defensively DC:17]1d20 + 10[/dice]= 1d20 + CL + Stat bonus

[spoiler=Burning Hands!]Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.[//spoiler]
[dice=Burning Hands:Fire Damage(Reflex DC16 for 1/2)]5d4[/dice]

[spoiler=Slumber Hex (Will:DC18)]A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.[//spoiler]

[dice=Dispel Magic Check!]1d20 + 6[//dice]
[spoiler=Targeted Dispel] One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell’s caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.[//spoiler]

[spoiler=Swarm of Fangs(Targeting 10x10ft area)]DESCRIPTION:Range close (25 ft. + 5 ft./2 levels); Effect(one swarm of animate teeth); Duration 1 round/level; Saving Throw(none); Spell Resistance(no);You summon a swarm consisting of thousands of animate, flying teeth in a 10-foot-by-10-foot cube. These fangs attack all creatures within the swarm’s area. You can summon the swarm so that it shares an area with other creatures, and you can move the swarm up to 40 feet each round as a move action. If you choose not to move the swarm, it automatically moves up to 40 feet to envelop the nearest creature (including you) if it has not already done so. Creatures caught inside the swarm’s area of effect take 2d6 points of damage. The fangs deal damage to all creatures sharing their area when they first appear, and at the end of their movement each round.[//spoiler]

[spoiler=Vampiric Touch (Touch Attack)- No Save.]You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can’t gain more than the subject’s current hit points + the subject’s Constitution score (which is enough to kill the subject). The temporary hit points disappear 1 hour later.[//spoiler]
[dice=Ranged Touch Attack(Metamagic Modified Vampiric Touch)]1d20 + 5[/dice]
[dice=Damage(Magic)]3d6[/dice]

[spoiler=Fortune HEX!]The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.[//spoiler]

Treasures/Rewards:

Valuable Deck of (HARROW) Cards (50gp!)

Fabius Sarini's Manual of Fiendish Evocation = Holding Fabius Sarini's Manual of Fiendish Evocation and other grand revelations gives a +5 competence bonus on Knowledge (planes) checks!

Ragged Cloak of Resistance +1

Potion of Feather Fall

Current personal total: 1041gp 13sp 19cp
-1000gp for a +1 on Starknife.

Scrolls:
Dispel Magic- Added to Harrow Deck
Air Bubble- Added to Harrow Deck
Identify- Added to Harrow Deck

Purchased Wand of Magic Missiles(3rd lvl) [50 charges]-3
10 Vials of Holy Water!

+281gps

+1438gp, +3sp, +3cp

-1600gp

Pearl of Power (1st)
Tube of Abjurant Salt

Partial Deck of Illusions [containing only the eight spade cards]
~Ace of spades (The High Priestess) Lich
King of spades (Three of staves) Three human clerics
Queen of spades (Four of cups) Medusa
Jack of spades (Knight of pentacles) Male dwarf paladin
Ten of spades (Seven of swords) Frost giant
Nine of spades (Three of swords) Troll
Eight of spades (Ace of swords) Hobgoblin
Two of spades (Five of cups) Goblin

Ring of Swimming (+5)
Headband of Vast Intelligence +2
Wand of Lightning Bolt (12 charges)
Bottle of Air
Potions CMW (2)
Wand of Alter Self(23 charges)
Handy Haversack

Scroll of Ear Piercing Scream - Transferred to Deck/Familiar
Lesser Metamagic Rod of Reach (3/day)

Crunch:
Lirotha Karsani
NG Witch 7 (Cartomancer)
1/2 Elf (Varisian)
Init +3; Senses: Low-Light

Statistics
Str 12 Dex 15 Con 12 Int 18(20) Wis 12 Cha 10
Base Attack: +3; CMB: +4; CMD: +16
Speed: 30ft.

Defense
AC 13 (+4 w/Mage Armor); Touch 12; Flat Footed 11

Hit Points: 39 (Base 6, +1 Con, +2 Favored Class Bonus)

Saving Throws:
Fort +4; Ref +5; Will +7
+1 Cloak of Resistance! (Chewed)
*Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
*+1 trait bonus on all saving throws against illusion effects

Offense
Melee :
~Dagger +4(1d4+1)+1 w/Arcane Strike
+1 Starknife +5 (1d4+2/x3)+1 w/Arcane Strike

Ranged :
~+1 Starknife +6 (1d4+2/x3/20 ft.)
~Dagger +5(1d4+1/18-20/ 10 ft.)
~Deadly Dealer (MW w/Harrow Card) +6 (1d4+1/x2/20ft./Piercing/Magic) - card is not destroyed and gains the returning weapon special ability.

Special Attacks:
Hexes: (Standard Hex DC = 18)
~The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
*Healing: Undead get a Will Save.
*Slumber: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
*Disrupt Connection: The hexer disrupts the connection between a summoned creature within 30 feet and its master. The summoned creature must succeed at a Will save or be confused for 1d4 rounds. While it’s confused in this way, during any round in which the percentile die roll to determine the creature’s confusion result is 76–100, the affected creature instead acts as if the hexer had summoned it (attacking the hexer’s enemies or performing such other tasks that the hexer can communicate to it). At 8th level, this hex causes the summoned creature to act as if the hexer had summoned it on a result of 51–100. At 16th level, this hex causes the summoned creature to act this way on a result of 26–100. The cackle hex extends the duration of this hex by 1 round. Once a creature has been the target of this hex, that creature is immune to this hex for 24 hours.
*Flight: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
*Fortune:The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
*Disguise: A witch can change her appearance for a number of hours per day equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

Spellcasting: *= Memorized (Favored Class: +1 Level 1 spell as Bonus@3rd lvl, +1 Level 2 spell@ 6th lvl., +1 Level 3 @7th lvl.)
Level 0(4/day) *Detect Magic, *Message, * Touch of Fatigue, *Dancing Lights
Level 1(5/day) *Mage Armor, *Obscuring Mist, *Shocking Grasp(Patron), *Burning Hands, *Ear Piercing Scream
Level 2(4/day) *Glitterdust, *Summon Monster II, *Inflict Moderate Wounds, *Detect Thoughts
Level 3(3/day) *Vampiric Touch, *Dispel Magic, *Fireball(Patron)
Level 4(2/day) *Ride the Waves, *Black Tentacles
(Familiar/Harrow Deck) 1st lvl: Air Bubble, Cure light wounds, Mage Armor, Burning Hands, Charm Person, Identify, Obscuring Mist, Command, Comprehend Languages, Mount, Adhesive Spittle, Remove Sickness, Shocking Grasp (Patron Spell), Ear Piercing Scream - 2nd lvl: Stricken Heart, Glitterdust, Status, Flaming Sphere(Patron), Touch of Idiocy, Summon Monster II, Detect Thoughts, Inflict Moderate Wounds - 3rd lvl: Detect Thoughts, Vampiric Touch, Swarm of Fangs, Dispel Magic, Lightning Bolt, Fireball(Patron Spell), Paragon Surge, Reinvigorating Wind - 4th lvl: Ride The Waves (Breath Water and gain 30 ft swim speed for 1hr/lvl); Black Tentacles,

Skills: 6pts/lvl (x)= Class Skill (+2 Favored Class Bonus)
(x)Knowledge (Arcana) +13
(x)Knowledge (Planes) +13 (+5 with Book!)
(x)Spellcraft +13
(x)Use Magic Device +10
(x)Perception +13 (+2 with Alertness)
(x)Heal +5
(x)Fly +6
Sense Motive +3 (+2 with Alertness)
Stealth +7
Ride +3
Swim +3
Disguise +1 (+11 w/Disguise Hex)

Background Skills 2/lvl (+1 from in Game bonus! = Linguistics)
(x)Profession(Harrower): +11
Sleight of Hand +4
Linguistics +11 (+Aklo, Infernal, Celestial, Sylvan, Aquan, Aboleth)

Languages: Common, Elven, Draconic, Varisian, Giant, Aklo, Infernal, Celestial, Sylvan, Aquan, Aboleth

Feats:
~Bonus (Race): Martial Weapon Prof. (Starknife)
~1st lvl Feat: Arcane Strike
~2nd lvl Feat: (Class/Archetype Bonus) Feat: Deadly Dealer
~3rd lvl Feat: Extra Hex (Disrupt Connection)
~Rebellion Bonus: Alertness (+2 bonus on Perception and Sense Motive; +4 at 10 skill ranks!)
~5th lvl Feat: Extra Hex (Flight)
~7th lvl Feat: Extra Hex (Disguise)

Feats to Get!
**@9th: Accursed Hex
**@12th: Split Hex
**@15th: Spell Hex (Shadow Trap)
**@17th: Extra Hex

Traits:
~ Harrow Born: You start play with a harrow deck passed down from a relative.
Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks.
~ Pattern Seeker (Campaign): You gain a +1 trait bonus on all Perception checks, and
Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.

SQ:
Familiar: Special Harrow Deck (Family Heirloom)

Race Traits:
*Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level.
This racial trait replaces the adaptability racial trait.
*Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class).
This racial trait replaces the multitalented racial trait.

Money: 15 gp

Equipment: Explorer's Outfit (0gp)
*Adventurer’s Sash (20gp)
*Witch's kit: backpack, a bedroll, a belt pouch, candles (10), chalk (10), 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(21gp)

*Dagger (x4)(8gp) (x3)
*MW Starknife (324gp)
*Silver Holy Symbol of Desna(25gp)
*Common (Extra) Harrow Decks x2 (200gp)
*Smoke Stick (x2) (40gp)
*Thunderstone (x1) (60gp)
*Everburning Torch (110gp)
*Tindertwig (x2) (2gp)
*Potion of Prot. from Evil (x2) (100gp)
*Amulet of Natural Armor +1 (Made by Val)

Small Elemental Shortcuts!:

[dice=Water Elemental Slam!]1d20 + 5[/dice]
[dice=Slam Damage]1d6 + 3[/dice]
or
[dice=Water Elemental Slam w/Power Attack!]1d20 + 5 - 1[/dice]
[dice=Slam Damage]1d6 + 3 + 3[/dice]
~NOTE: Water Mastery = add +1 to hit and damage when elemental and enemy are both touching water!

[dice=Fire Elemental Slam!]1d20 + 4[/dice]
[dice=Slam Damage+Burn(Fire)]1d4+1d4[/dice]

[spoiler=Burn (Reflex DC:11)]
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire (see Burn universal monster ability for complete details.[//spoiler]

Stuff I want!:

Cloak of the Hedge Wizard (Conjuration) @2500gps
Corset of Dire Witchcraft @22,000gps
Blouse, Cackling Hag’s @6,000gps
Hexing Runes @10,000gps
Rod of Grasping Hexes @11,000gps
Rod of Voracious Hexes @32,500gps
Rod of Interminable Hexes @11,000gps