Huldra

Sirasa's page

248 posts. Alias of Mazra.


Full Name

Sirasa Seeks the Sources

Gender

Female Human Sorceress 6 | Init+2 | Perc+0 | Spells 1st 6/7 2nd 6/6 3rd 4/4 | HF 6/6 | AC13 | T12 FF10 | HP42/42 | F+2 R+4 W+5 | Spd 30' | CMB +2 | CMD 14 |

Active Spells:
Mage Armor AC 17 - 6 hrs Light 20' radius .

Size

5'11"

Age

17

Alignment

LG

Strength 10
Dexterity 14
Constitution 10
Intelligence 16
Wisdom 10
Charisma 17

About Sirasa

Sirasa Seeks the Sources
Female human (Shoanti) sorcerer 6
LG Medium humanoid (human)
Init +3; Senses Perception +0
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 42 (6d6+6)
Fort +2 (+5 circumstance bonus vs. cold weather), Ref +5, Will +5
Resist acid 5, cold 5
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Offense
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Speed 30 ft.
Melee morningstar +3 (1d8)
Ranged light crossbow +6 (1d8/19-20)
Bloodline Spell-Like Abilities (CL 6th; concentration +9)
. . 6/day—heavenly fire (1d4+3 divine energy)
Sorcerer Spells Known (CL 6th; concentration +9)
. . 3rd (4/day)—summon monster III
. . 2nd (6/day)—resist energy, scorching ray, summon monster II
. . 1st (7/day)—bless, burning hands (DC 14), mage armor, magic missile, summon monster I
. . 0 (at will)—acid splash, detect magic, light, mage hand, prestidigitation, read magic, resistance
. . Bloodline Celestial
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Statistics
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Str 10, Dex 16, Con 10, Int 16, Wis 10, Cha 17
Base Atk +3; CMB +3; CMD 16
Feats Augment Summoning, Eschew Materials, Point-blank Shot, Precise Shot, Spell Focus (conjuration)
Traits mathematical prodigy
Skills Appraise +7, Bluff +7, Heal +4, Intimidate +7, Knowledge (arcana) +13, Knowledge (dungeoneering) +7, Knowledge (engineering) +8, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +4, Knowledge (planes) +9, Knowledge (religion) +4, Spellcraft +12, Use Magic Device +7
Languages Aklo, Common, Elven, Shoanti, Skald
SQ bloodline arcana (summoned creatures gain DR 4/evil)
Other Gear crossbow bolts (20), light crossbow, morningstar, belt of incredible dexterity +2, backpack, bedroll, belt pouch, candle (5), chalk, cheese, cold weather outfit, fishhook, flask, flint and steel, hemp rope (50 ft.), ink, black, inkpen, lamp, mirror, parchment (3), sack, sack, scroll case, sealing wax, sewing needle, soap, vial (2), waterskin, wine, common (per pitcher) (3), winter blanket, 41 gp
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Special Abilities
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Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bloodline Arcana: Celestial (Ex) Summoned creatures gain DR 3/evil (doesn't stack with other DR).
Cold weather outfit +5 Fort save vs. cold weather.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Heavenly Fire (1d4+3 divine energy, 6/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
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Background History and More

Sirasa was not like the other hunters and gatherers in her Shoanti clan, the Tamiir-Quah, instead she found interest in books, maps and scolls. She wanted to learn everything she could find out on just about any subject. Her love for knowledge made her a bit of an outcast, yet she still revered, as the others in her Wind Clan, winged creatures; particularly the Eagle.

Sirasa was called "Seeks the Sources" because she always was asking the question "Why?" Her thirst for knowledge did have a source in her mother, Siri Sails the Seas, who was the Clan's Shaman of sorts, a Sorceress. She taught young Sirasa some of her teaching. The girl, at a very young age, learned to summon in a Celestial Eagle, to both the amazement and consternation of others in her clan.

Her Father, Torm Tromps on Trolls, was a clan Elder and was sent North to arrange trade with the Linnorm Kings. The nomadic Wind Clan often straddled between Varisia and the Lands of the Linnorn Kings trading mainly the highly prized, trained Falcons the Clan was noted, for weapons and other forged items. It was traveling with her father that Sirasa became further enamored with the ways of the strong and hardy Northern peoples. Sirasa, always eager to seek knowledge, wanted to learn more of their traits and customs. She was fascinated with the traditions and culture of this similar peoples, and that lead her to adventure to the island of Aegos and a desire to witness the Vigil of Light ceremony first hand. Also, to see the Moonshard that she had heard much about in her studies.

Appearance and more

Sirasa is an exotic redhead on a nearly six foot frame that will turn heads. Her body is filled with the tattoos of her clan on fair skin. The most notable tattoo is the bear paw on her back. It was rewarded to her when she, as a young lass, helped to kill a Brown Bear. Her courage that day, caused others to begin to overlook some of her more scholarly pursuits and appreciate her summoning skills. Her hair is a jumble and unkempt. She prefers sewn beaver skins for her garments, from full body outfits during winters, to short strapless dresses resting tightly upon her ample bosom in warmer climes. But this day she is covered from her fur lined hood down to her equally fur lined boots.

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[dice=Sirasa's Initiative]1d20 + 2[/dice]

[dice=Sirasa's Perception]1d20[/dice]

[dice=Sirasa's Fort Save]1d20 + 2[/dice]

[dice=Sirasa's Reflex Save]1d20 + 4[/dice]

[dice=Sirasa's Will Save]1d20 + 5[/dice]

[dice=Sirasa's Heavenly Fire Range Touch]1d20 + 4; 1d4 + 3[/dice]

[dice=Sirasa's Light Crossbow]1d20 + 5; 1d8[/dice]
BAB + DEX

[dice=Sirasa's Light Crossbow w/PBS]1d20 + 6; 1d8 + 1[/dice]
BAB + DEX + PBS

[dice=Sirasa's Morningstar]1d20 + 3; 1d8[/dice]

Summon Monster I Eagle (Augmented)

N Small celestial/fiendish animal
Init +2; Senses darkvision 60 ft.; Perception +9

DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 (1d8+3)
Fort +5, Ref +4, Will +2 SR 5
Celestial - Resist Acid, Cold, and Electricity 5
DR 1/Evil

OFFENSE
Speed 10ft., fly 80 ft. (average)
Melee 2 talons +3 (1d4+2), bite +3 (1d4+2) additional +1 dmg if Evil
Special Attacks Smite evil/good

STATISTICS
Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

Summon Monster I Poison Frog (Augmented)

N Tiny celestial/fiendish animal
Init +1; Senses darkvision 60 ft., low-light vision; Perception +3

DEFENSES
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will –1
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
DR 1/Evil

OFFENSE
Speed 10 ft., swim 20 ft.
Melee bite +3 (1 plus poison) additional +1 dmg if Evil
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Smite evil/good

STATISTICS
Str 6, Dex 12, Con 15, Int 1, Wis 9, Cha 10
Base Atk +0; CMB +1; CMD 9 (13 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +5 (+1 jumping), Perception +3, Stealth +13, Swim + 9; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth; uses Dex to swim

Poison (Ex) Injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save

Summon Monster I Riding Dog (Augmented)

N Medium celestial/fiendish animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8

DEFENSES
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 17 [2d8+8]
Fort +7, Ref +5, Will +1
SR 5 Celestial - Resist Acid, Cold, and Electricity 5

OFFENSE
Speed 40 ft.
Melee bite +5 (1d6+5+2 Smite plus trip) additional +1 dmg if Evil
Special Attacks Smite evil/good

STATISTICS
Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

SPECIAL ABILITIES ALL
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Summon Monster II - Small Earth Elemental (Augmented)

CR 1
XP 400
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 13 (17) (2d10+2)
Fort +4 (+6), Ref –1, Will +3
DR 2/Evil Immune elemental traits

OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6 (+8) (1d6+4) ((1d6+6))
Special Attacks earth mastery

STATISTICS
Str 16 (20), Dex 8, Con 13 (17), Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4 (+6); CMD 13 (15)
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7 (+9), Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran

SPECIAL ABILITIES
Earth Glide (Ex)

A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex)

An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

Small Air Elemental (Augmented)
CR 1
XP 400
N Small outsider (air, elemental, extraplanar
Init +7; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 13 (17) (2d10+2) ((2d10+6))
Fort +4 (+6), Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits

OFFENSE
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+1) (+8) ((1d4+3))
Special Attacks whirlwind (DC 12, 10-20 ft.)

STATISTICS
Str 12 (16), Dex 17, Con 12 (16), Int 4, Wis 11, Cha 11
Base Atk +2; CMB +2 (+4); CMD 15 (17)
Feats Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Languages Auran

SPECIAL ABILITIES
Air Mastery (Ex)

Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Summon Monster III – Lantern Archon (Augmented) CR 2
XP 600
LG Small outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
Aura aura of menace (DC 13)
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
hp 17 (2d10+6)
Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification
OFFENSE
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Spell-Like Abilities (CL 3rd):
At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only)
STATISTICS
Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10
Base Atk +2; CMB –2; CMD 8
Feats Improved Initiative
Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception+4, Sense Motive +5
Languages Celestial, Draconic, Infernal; truespeech
SQ gestalt
SPECIAL ABILITIES
Light Ray (Ex)
A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
Aura of Menace (Su)
Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.