Jadrenka the Crone

Lysassa's page

278 posts. Organized Play character for Revvy Bitterleaf.


Full Name

Lysassa

Race

Wizard 3 (1/2 Orc) hps:22/23 (+1 NL) AC15 (FF14/Touch11/CMD10) Fort+5, Ref+4 Will+6 Init+1 Perc.+1; Darkvision

Gender

Female

Size

Medium (but the smallest medium possible)

Age

60

Languages

Common, Orc, Abyssal, Draconic, Giant, Gnoll, Goblin, Ignan

Strength 8
Dexterity 12
Constitution 14
Intelligence 20
Wisdom 12
Charisma 7

About Lysassa

PFS nr. 13475-13
Faction: Exchange / Formerly - Quadiran
Wizard (Necromancer, Life School); 3

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.

Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race

Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Healing Grace (Su): Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell. This healing may be spread out between the targets of the spell in any way you choose. If you assign any of the healing to an undead creature, it instead takes 1 point of damage for each point assigned. At 11th level, the amount of damage cured increases to 2 points of damage per level of the spell. This healing occurs when the spell is cast and has no effect on creatures that enter its area after the spell is in place. At 20th level, the amount of damage cured increases to 3 points of damage per level of the spell.

Share Essence (Sp): As a standard action, you can share your vital energy with a living creature that you touch. You take 1d6 points of nonlethal damage + 1 for every two wizard levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability has no effect if you are immune to nonlethal damage.

traits:
Two world Magic -> Virtue
Fate's Favored - Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

BAB; +1
CMB; 0
CMD: 11(10 +1, -1, +1)
AC = 11 (10 + 1 dex)
HPS: 23 (lvl 1 = 6) + 4*2 + 2*3 con +1*3 favored class option

Saves;
Fort +5 (Base +1, Con+2, +2 luck)
Ref +4 (Base +1, Dex+1, +2 luck)
Will +6 (Base +3, Will+1, +2 luck)

Spells:
lvl 0 (4) Acid splash, Detect Magic, Disrupt undead, Virtue
lvl 1 (2+1 necromancy +2 High int) Magic missile , Ear-piercing scream, Ray of sickening, Mage armor, Protection from evil
lvl 2 (1+1 necromancy, +1 high int) Molten orb, False Life, Glitterdust

Skills:
Appraise: +9(+1 rank, +3 trained, +5 int)
Craft (Alchemy) +9(+1 rank, +3 trained, +5 int)
Knowledge Arcana +9(+1 rank, +3 trained, +5 int)
Knowledge Dungeoneering +9(+1 rank, +3 trained, +5 int)
Knowledge Engeneering +9(+1 rank, +3 trained, +5 int)
Knowledge Geography +9(+1 rank, +3 trained, +5 int)
Knowledge History +9(+1 rank, +3 trained, +5 int)
Knowledge Local +9(+1 rank, +3 trained, +5 int)
Knowledge Nature +9(+1 rank, +3 trained, +5 int)
Knowledge Nobility +9(+1 rank, +3 trained, +5 int)
Knowledge Planes +9(+1 rank, +3 trained, +5 int)
Knowledge Religion +9(+1 rank, +3 trained, +5 int)
Spellcraft +9(+1 rank, +3 trained, +5 int)
Linquistics +9(+1 rank, +3 trained, +5 int)

Gear:
Club (used as a walking stick)
Healer's kit
Sting chuck (*3)
Leeches
Clothes + standard camping gear
Rope (knotted) + grappling hook
Sack
Sunrod
Alchemical Fire
Acid
Holy water (2*)
Stingchucks (3*)
Wand of Burning hands (cl 3rd, charges 4/4) in spring loaded wrist sheath (left arm)
Wand of Infernal healing (charges 50/50) in spring loaded wrist sheath (right arm)
Wand of cure light wounds (cl 3rd, charges 8/8)
Personalized wayfinder

Feats:
-Endurance: Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

-Spell Focus Necromancy

-Die Hard Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Scenario's played:

#5-08; The Conformation
The Godsmouth Heresy
The Slave Ships of Absolom
The Wounded Wisp