Sira Hasenfluss | |
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Aliases: | Sira |
Age: | 20 |
Hair: | Blonde |
Eyes: | Blue |
Height: | 5'4" |
Weight: | 120 lbs |
Race: | Human |
Class: | Cloistered Cleric 5/ Malconvoker 1 |
Alignment: | Lawful Good |
Deity: | Umnos |
Level: | 6 |
Experience: | 18,804 |
Hit Points: | 40/40 |
Gold: | 6,865 gp |
Current Status: | Active |
Played by Ibis |
- Description
- Abilities & Skills
- Feats & Class Abilities
- Equipment
- Spells
- Questionnaire and Background
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 10 | +0 | 0 | +0 |
Dexterity | 14 | +2 | 0 | +0 |
Constitution | 12 | +1 | 0 | +0 |
Intelligence | 14 | +2 | 0 | +0 |
Wisdom | 21 | +5 | 23 | +6 |
Charisma | 16 | +3 | 18 | +4 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + Dexterity + Armor= 17 |
Flat-Footed | 15 |
Touch | 12 |
Saving Throws | Base | Bonus | Total |
Fortitude | +4 | +1 | +5 |
Reflex | +1 | +2 | +3 |
Will | +6 | +5 | +11 (12) |
BAB | Mod | Total Range/Melee |
+2 | +Dex/+Str | +4/+2 |
Initiative |
Dex + Feat = +6 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
C | Appraise (Int) | +0 | +2 | +0 | +0 | +2 |
C | Balance (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Bluff (Cha) | +5 | +3 | +0 | +0 | +8 |
C | Climb (Str) | +0 | +0 | +0 | +0 | +0 |
X | Concentration (Con) | +9 | +2 | +0 | +0 | +11 |
X | Craft (Int) | +0 | +2 | +0 | +0 | +2 |
X | Decipher Script (Int) | +0 | +2 | +0 | +0 | +2 |
X | Diplomacy (Cha) | +8 | +3 | +0 | +0 | +11 |
C | Disable Device (Int) | +0 | +2 | +0 | +0 | +2 |
C | Disguise (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Escape Artist (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Forgery (Int) | +0 | +2 | +0 | +0 | +2 |
C | Gather Information (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Handle Animal (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Heal (Wis) | +8 | +5 | +0 | +0 | +13 |
C | Hide (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Intimidate (Cha) | +0 | +3 | +0 | +0 | +3 |
C | Jump (Str) | +0 | +0 | +0 | +0 | +0 |
X | Knowledge (Arcana) (Int) | +8 | +2 | +0 | +0 | +10 |
X | Knowledge (*Religion) (Int) | +9 | +2 | +0 | +0 | +11 |
X | Knowledge (The planes) (Int) | +9 | +2 | +0 | +0 | +11 |
C | Listen (Wis) | +0 | +5 | +0 | +0 | +5 |
C | Move Silently (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Open Lock (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Perform (Cha) | +0 | +3 | +0 | +0 | +3 |
X | Profession (Wis) | +0 | +5 | +0 | +0 | +5 |
C | Ride (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Search (Int) | +0 | +2 | +0 | +0 | +2 |
C | Sense Motive (Wis) | +0 | +5 | +0 | +0 | +5 |
C | Sleight of Hand (Dex) | +0 | +2 | +0 | +0 | +2 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
X | Spellcraft (Int) | +9 | +2 | +2 | +0 | +13 |
C | Spot (Wis) | +0 | +5 | +0 | +0 | +5 |
C | Survival (Wis) | +0 | +5 | +0 | +0 | +5 |
C | Swim (Str) | +0 | +0 | +0 | +0 | +0 |
C | Tumble (Dex) | +0 | +2 | +0 | +0 | +2 |
C | Use Magic Device (Cha) | +4 | +3 | +0 | +0 | +7 |
C | Use Rope (Dex) | +0 | +2 | +0 | +0 | +2 |
Where C is Cross Class and X is a Class Skill
Languages Known: Common, Literacy, Celestial, Infernal
Skill Tricks:
None
Bonus Knowledge: Nature, Local
Skill Point Total: Total Here
1st 36, 2nd-5th 9, 6th 5
Feats:
1st: Spell Focus (Conjuration)
Human: Augment Summoning
Time Domain: Improved Initiative
3rd: Rapid Spell
6th: Divine Metamagic (Rapid Spell)
Class Abilities:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below.
To cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above.
In addition, he receives bonus spells per day if he has a high Wisdom score, see: Bonus Spells. A cleric also gets one domain spell of each spell level he can cast,
starting at 1st level. When a cleric uses a spell via one of its domain spell slots, it must come from one of its domains (see Deity, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his
daily allotment of spells. A cleric may cast any spell on the cleric spell list, provided that he can cast spells of that level.
Like all other spellcasters in Therafim, the Cleric casts spells spontaneously proper prayers are still required to recover spent spell slots.
Add the following spells to the cloistered cleric's class spell list: 0—message; 1st—erase, identify, unseen servant; 2nd—fox's cunning; 3rd—illusory script, secret page, tongues (reduced from 4th level); 4th—detect scrying; 6th—analyze dweomer; 7th—sequester; 9th—vision.
Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
In addition to any domains selected from his deity's list, a cloistered cleric automatically gains the Knowledge domain as a bonus domain (even if the Knowledge domain is not normally available to clerics of that deity). He gains the Knowledge domain granted power and may select his bonus domain spell from the Knowledge domain or from one of his two regular domains.
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
Lore (Ex):
Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level.
Deceptive Summons (Su): At 1st level, you can attempt to trick evil creatures you conjure into serving you for longer than they normally would. When casting a summon monster spell to summon an evil-aligned creature, you can attempt a Bluff check as a free action, opposed by the creature’s Sense Motive check. If your check succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and the summoned creature might be subject to additional effects as described below. If it fails, the duration remains as normal and no additional effects can be applied. If you fail the check by 5 or more, the creature breaks free of your control and is hostile toward you (though it still disappears as normal when the spell’s duration ends). If you use this ability when summoning multiple creatures, you must attempt an opposed skill check separately against each creature you wish to affect.
Beginning at 4th level, you can whip the deceived creatures into an infernal fury. If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on weapon damage rolls and 2 extra hit points per Hit Die (in addition to the bonuses conferred by Augment Summoning).
Beginning at 7th level, you can instill the deceived creatures with exceptional resistance to your enemies’ attempts to control or dismiss them. If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on Will saves, and your effective caster level is increased by 2 for the purpose of resisting dispel magic and similar effects against those creatures.
Unrestricted Conjuration: For the purpose only of casting conjuration spells, you can ignore any restrictions that forbid you from casting spells of certain alignments. In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment. For example, a good cleric who becomes a malconvoker could cast summon monster I to summon a fiendish raven (whose alignment gives the spell the evil descriptor). The cleric could not cast death knell, though, which has the evil descriptor but is not of the conjuration school.
Racial Abilities:
* Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Humans have a base speed of 30 feet.
* Bonus Feat: Humans select one extra feat at 1st level.
* Skilled: Humans gain an additional four skill points at first level, and an additional one at every level after.
* Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapon | Attack Bonus | Damage | Crit | Damage Type |
Dagger | +2 | 1d4 | 19/20 x2 | S or P |
Armour/ Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Move Speed | Weight |
Elven Chain | +5 | +4 | -2 | 20% | 30ft | 20lb |
Slot | Item | Description |
Head | - | - |
Face | - | - |
Neck | Periapt of Wisdom +2 | A beautiful necklace made of silver. |
Shoulders | Cloak of Charisma +2 | A silvery cloak made of silk. |
Torso | - | - |
Arms | - | - |
Hands | - | - |
Right Ring | - | - |
Left Ring | - | - |
Waist | - | - |
Feet | - | - |
Pack | - | - |
List of Items Here:
Cloak of Charisma +2
Periapt of Wisdom +2
Elven Chain
Wand of Cure Light Wounds
Dagger
Dust of Disappearance
Statistics of Items Here:
Spells
DC: 16 + Spell Level
Spells Per Day:
0: 4
1: 5+1
2: 4+1
3: 2+1
Domains:
Knowledge Domain
Granted Power: Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.
Knowledge Domain Spells
1. Detect Secret Doors
2. Detect Thoughts
3. Clairaudience/Clairvoyance
4. Divination
5. True Seeing
6. Find the Path
7. Legend Lore
8. Discern Location
9. Foresight
Summoner Domain
Granted Power: Add +2 to your caster level for all conjuration (summoning) or conjuration (calling) spells.
Summoner Domain Spells
1. Summon Monster I
2. Summon Monster II
3. Summon Monster III
4. Planar Ally, Lesser
5. Summon Monster V
6. Planar Ally
7. Summon Monster VII
8. Planar Ally, Greater
9. Gate
Time Domain
Granted Power: You gain Improved Initiative as a bonus feat.
Time Domain Spells
1. True Strike
2. Gentle Repose
3. Haste
4. Freedom of Movement
5. Permanency
6. Contingency
7. Legend Lore
8. Foresight
9. Time Stop
Questionnaire:
A: Appearance
1) Describe yourself as someone meeting you for the first time would see you. (Race?, Gender?, Age?, Size? Coloration? Attractiveness?, Dress? Do you try to emphasize or hide any of these features?)
Sira has long blonde hair, with deep blue eyes. Her flesh is of a fair shade, while bone structure is somewhat slim. She stands at a rather average height of 5’4”, with a kept up, well groomed state of being.
2) What other details would someone notice on a closer look? (Distinguishing marks, birthmarks, scars, etc?)
Although not visible while clothed, upon her back is an intricate set of odd shapes and runes. This at one time formed the wording of a binding contract that was imposed upon her by a devil for reading a book she was not supposed to. She was cursed, and lost her very identity. Though the curse has been broken, the image of it remains on her flesh in a weird tattoo brand like state.
3) Do you have a distinctive way of speaking or any other mannerisms or memorable behavior?
Sira is overly polite, and speaks in a very clear tone. She almost never uses contractions when she speaks, and regards everyone as honorable as possible, even an enemy.
B: Birth and Family
1) Where and when were you born? (Also good to include: Do you know your exact birthdate? Did anything unusual (storms, accidents, deaths, etc?) happen about the same time, with which some people might still associate your birthdate?)
Sira has no idea where she was born. She was abandoned by the Temple of Umnos, and was raised by the clergy. Her age is simply an estimate.
2) Who are your parents? (Names, Occupations, Social class, Were they married?, Are they still alive? are all good things to include)
Unknown at this time.
3) Do you have any siblings? (If so, it would be good to describe them as you did your parents above.)
Unknown at this time.
4) Do you know any members of your extended family? (grandparents, aunts, uncles, cousins? Also would be good to describe them as above)
Sira was raised by the other clergy of the temple. She was overseen mostly by the Cleric Ulma, as well as a few others.
5) How did you get along with your family?
Despite lacking a formal family growing up, Sira enjoyed her childhood of studying. She was not forced into her position, and chose to stay with the temple because of how well she got along with the people there.
C: Education and Work
1) Did you serve an apprenticeship in order to learn your current profession/class? For how long?
Since the cleric Ulma was her overseer, one could say that she was also her master. If that’s the case, she was under the apprenticeship of Ulma for almost her entire life.
2) If you were not an apprentice, how did you learn your trade/skills/ect? Formal schooling? Informal Teachers? Self-Taught?
See above.
3) Who was your master or teacher? (Race? Gender? Appearance? Personality?) Is he/she still alive? How were you treated? Are/Were you on good terms with your master?
The cleric Ulma of Umnos. She’s a middle aged human who became Sira’s overseer when she herself was newly appointed into the order. Since then she taught everything she knew to her ward, educated her in many subjects, and became her best friend.
4) Did your teacher have any other apprentices or students? Who were they? Did you get along?
Ulma had many duties, but Sira was her only pupil at the time of her wardship.
5) Due to the rarity of literacy in this setting, how important are books, writings, letters, ect. to your character? Regardless as to whether or not he/she can read?
Sira had a deep love for reading at an early age, though it should be noted that her curiosity and her drive for reading is what got her cursed in the first place. When she lost her identity, she also lost her ability to read. But since the curse was broken, she’s been back to her old self.
6) Do you have a job other than "adventurer"? Who do you work for? How much of your time does this require?
Being a cleric, she also does several things for the community. She will also offer her services for legal counsel if it’s needed among the community. She likes to help people solve disputes in the most pain free way possible.
D: Friends
1) Who were your friends as a child? As an adolescent? As an adult?
Sira will honestly tell anyone who asked that she had only a single true friend growing up, her teacher Ulma. She did have a deep love for books, and she was liked well enough amongst the others at the temple, but she regards the title of friend as a rare bond of trust, and hasn’t met others who deserve it yet.
2) How many of these people are still alive? How many are you still friends with?
Ulma is still alive and well, and is the one who helped her get rid of her curse.
3) Who is/was your best friend? What is the most memorable thing that the two of you ever did together?
Ulma remains to be her best friend.
4) What do you look for in a friend?
To Sira, a friend is someone you trust above all else in the world, someone you can count on, and lean on in times of crisis or heartache. It’s an unshakable bond that transcends any type of contract or binding word. It’s pure, utter trust, and the return of such trust is more important than life itself.
5) Have you ever been in love? Was it reciprocated? Do you have (or have you had) a boy-/girlfriend, a lover, or a spouse? More than one? Are you looking for one? What do you look for in a romantic partner?
Sira has not been in love, and at this point in time, is not concerned with the idea of love. Duty and work comes first, and she has a lot of work to catch up on.
E: Attitudes and Beliefs
1) What are your beliefs about religion and the afterlife? Do you follow any particular god or gods? What appeals to you most about this religion? Least?
Being a cleric, Sira has a strong fountain of faith. She believes that order and law are key to stability and comfort for all, and that rules and law are the best way to maintain peace. It is best to work from the point of view of the wellbeing of the many when making laws, and to try one’s hardest in making the life of other’s easier. Sira views the afterlife from the viewpoint that she hopes to be helpful to her god when she dies, perhaps finding herself a way to mediate the dead in the realm or something…maybe file contracts and laws. Who knows? Overall, she detests any religion that causes its followers to suffer, and she hates pointless chaos.
2) Where do spirits of nature, the elements and the dead fit into these beliefs?
Nature and the elementals are basic parts of the universe, and each has their place. Nature provides so much for the living in regards to food and building material, as well as clothing and medicine. Nature is to be respected when able to do so. The elements are usually not out to hurt others, and have their own lives to live like anyone else, even if their souls are tied directly to their identity. The dead are to be honored, but the undead are targets of scorn. They hurt the planet, and are violating the natural order of existence.
3) What gods, religions, or priesthoods will you have nothing to do with?
Anything Chaotic Evil is a firm no. Neutral Evil is not to be trusted, and Lawful Evil is something to be weary about. Anything else is open for discussion and negotiation.
4) What is your moral code? Under what conditions will you kill? Steal? Lie? Do you have a personal code of behavior about violence? Magic? Sex? Dealing with Evil Beings?
Siras moral code is simple: maintain order and help those who need it. Sometimes se is willing to break law if the greater good is more pressing of an issue at the time, but more often than not, she will side with the law. She will never kill unless she HAS to, and stealing is only acceptable if it is to maintain order or the wellbeing of others. Magic is acceptable in the use of the aforementioned code. Sex is…something saved for lovers who are hopefully married. Evil beings will never be trusted or tolerated unless a larger evil is the more pressing matter.
5) How committed are you to seeing through something (a task, quest, bargain, etc) that you have started?
Sira will never relent in her conviction, and will complete anything she says she will. In this regard, she’s very trustworthy.
6) How important are the following to you?: Power, Wealth, Fame, Honor, Family, Friends, Love, Knowledge, Religion, Your job? To what lengths would you go to acquire or preserve these things?
Power, wealth, fame, and family are honestly not really important at all to her. Love is barely on the radar, but for a friend she will do anything for. Knowledge is something she won’t say no to, but her religion and her job are things she’d harrow through Baator for if she was called to do so.
7) How often do you remember your dreams? How much attention do you pay to them? Do they inspire you? Guide you? Inspire You? Warn you? Frighten You?
Her dreams are usually nothing but fancy pictures in her head. Unless a dream has clear symbolic relations to her life, like a dream about her god, she disregards them.
8) What is your attitude towards magic? People who use it? Fearsome monsters? The unknown in general?
Magic is fine if used to help people. Mages in general are okay people if they are not using necromancy to revive the dead, or causing people to hurt each other with enchantments. She frowns upon the use of illusions and charms, but is open to their use if used for the common good. She only regards monsters who are evil as a true threat, and will try to leave more neutral creatures alone if she can. The unknown is simply a mystery she hasn’t conquered yet.
F: Edges and Flaws
1) What are you especially good at? What sets you apart from the rest of the world? A skill? An unusual knack? A certain flair of style or wit?
She’s good at research, following orders, reciting memorized information, summoning magic, and using analytical thinking.
2) What flaws do you have? Bad habits? Obsessions? Terrible (or embarrassing) secrets?
She’s bad at ignoring warnings in regards to learning, and has bad people skills when it comes to making true friends.
3) Do you have any enemies? How much trouble do those conflicts cause you?
She has a personal vendetta with a certain arbiter from Baator who cursed her, and intends to make the plane as a whole pay her back for the curse.
G: Likes and Dislikes
1) What do you love? (People? Places? Creatures? Kinds of Food? Activities? Subjects?)
Sira loves order, good works, helping others, books, kittens, and tea.
2) What do you hate? How do you typically react to these hated things?
Sira hates necromancy, rude people, people who cause pointless chaos, fish, and littering.
3) What do you fear? What is your worst nightmare?
Sira fears losing her identity once again. It took her a year to find herself. She doesn’t want to have to go through it all once more.
H: Miscellaneous
1) Describe your first encounter with a nonhuman monster. (Not counting player races, animals, etc that you grew up with, but feel free to mention them too)
Sira once encountered a young beholder on an island adventure. She found the eye beams to be less than pleasant, but at the time, her cursed self’s sword skill was enough to fight it off.
2) If you are a spellcaster, describe your first experience with using magic. What were the circumstances? Were you expecting it?
Sira’s first use of divine magic was to heal a young man’s leg when he was injured in the construction of a house. She was young, and unskilled, but it wasn’t bad for a first aid job. The man thanked her, and she felt good about helping.
3) If you have an animal companion or familiar, describe how you acquired it. Describe this ally's personality, and its attitude towards you. (Loyal unto death, mischievous, lazy, etc)
Despite her summoning magic, she doesn’t have a familiar or pet.
4) If you have any unusual possessions, describe how you acquired them. Is their value practical, monetary, sentimental or some combination of these?
She keeps a silver pocket watch at all times. The watch’s casing is engraved with Umnos’ holy symbol, and she will often use it to help identify herself as a cleric of Umnos to strangers.
5) Please describe your characters general background, this may be any length you wish, but at least one paragraph. You may use any or all of the information above, or new information not covered. (Encouraged)
Clouds. That's the first thing that she remembers seeing when she woke up. It was a bright and sunny day, and all things considering, it would be a regular, average, normal day. But there was a problem: she couldn't remember where she had been the day before, nor the day before. In fact, she had no idea where she was now, beyond the fact that she was laying on her side in a dirty alleyway, body sore from sleeping in armor. Then, flashbacks assaulted her mind, images of people she didn't know, or didn't remember at the very least. She recalled a voice, an older woman, and a single name; Sira. She was calling out to someone, someone with that name…was it her? It must be her…who else could it be? Picking herself up off the ground, the girl-who-thinks-her-name-might-be-Sira tried to ponder what to do next…
…a year passed, and Sira’s old teacher Ulma found her one day in the market. Ulma was happy to see that Sira was still alive, and took her back to the temple of Umnos. After some investigation, they discovered that the reason Sira’s memory was in pieces, is because a devil had cursed her for thumbing through a supposedly forbidden book. Since she was not made aware of the contract the text held, and had not exactly begun reading the text, the devil had actually broken his own contract, but still cursed Sira unfoundedly. Sira was cured thanks to the help of a trusted wizard, but Sira, now armed with her memory back, began to research just how to make the realm of Baator pay up on what they took from her…