About Taize Vesper
Conditions/Duration: (if applicable): None/x out of x rounds
Spells/day: 0th: 2/2; 1st: domain: 1/1; standard: 1/1
Daily Spell Load:
0th: Create Water, Purify Food and Drink
1st: Domain: obscuring mist; Standard: 1st: bless
Channels/day: 5/5 (3 + 1 cha + 1 trait)
Samsaran (RP: 13 +4 build points = 17):
+2 int, +2 wis, -2 con [1 rp]
Linguist: Common, Samsaran; any human, Abyssal, Aquan, Celestial, Draconic, Giant, Ignan, Infernal, Nagaji, Tengu, & Terran [1 rp]
Low-light vision [1 rp]
Lifebound (ex) (+2 racial bonus vs death effects, negative energy effects, fort saves to remove negative levels, con checks to stabilize at neg hit points) [2 rp]
Samsaran magic (sp): Cha 11+ gives spell-like abilities 1/day: comprehend languages, deathwatch, and stabilize. CL = the samsaran’s level [2 rp]
Shards of the Past (ex): add any 2 skills as class; gain +2 racial bonus with them [4 rp] (KN: Dungeoneering, KN: Nature)
Mystic Past Life (su): add a number of spells from another spellcasting class of the same type (arcane or divine) as the spellcasting class you’re adding them to equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on) to the spell list of your current spellcasting class. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces/is equivalent to shards of the past. (+4 spells: 1, 2, 3, 4) [4 rp]
Skill Ranks (4+)
Spontaneous Casting: convert to cure spells
Channel Energy 2d6 [save DC 14; 4x/day]
Domains [Air, Weather]
Minor Channeling Effect
3 (2 standard, 1 campaign)
Campaign Exchange Agent Although you’re a relative newcomer to Magnimar, you’re not some naive stranger. You’ve been sent by the Pathfinder Society lodge in your home country to learn more about Varisia by experiencing the frontier firsthand. After arriving, you reported to the Magnimar lodge and placed your expertise at the venture-captain’s disposal. To represent your experience in distant lands, choose a country other than Varisia as your homeland and gain one of the languages spoken in that country as a bonus language. Additionally, choose one of the following skills: Handle Animal, Knowledge (geography), Linguistics, or Survival. You gain a +1 trait bonus on checks made with this skill and it is always a class skill for you. [KN: Geography, Tien]
Faith Exalted of the Society The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your deity extensively. You may channel energy one additional time per day.
Religion Child of Nature [Gozreh]: gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on KN: Nature checks. Choose one of these as class. [Survival]
Str 11 (+0)
Dex 12 (+1)
Con 12 (+1)
Int 14 (+2)
Wis 17 (+3)
Cha 13 (+1)
Favored Class Divine Channeler
Skills/Level: (7: 4 + 2i/lvl+1 fc)
+6 Diplomacy +1 (cha) +2 sr +3 class
+8 Heal +3 (wis) +2 sr +3 class
+7 KN: History +2 (int) +2 sr +3 class
+7 KN: Religion +2 (int) +2 sr +3 class
+6 Perception +3 (wis) +2 sr +1 trait
+3 Perform (oratory) +1 (cha) +2 sr
+5 Profession (scribe) +1 (wis) +2 sr +3 class
AIR Sensory Imagery (when channeling): Light blue energy, tinged with white, and a noticeable movement of the air.
Granted Powers You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Lightning Arc (Sp) As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Electricity Resistance (Ex) At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
Domain Spells 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only).
Minor Channeling Effect: Quick Wind: You can, as a standard action, employ one of your uses of channel energy to create a blast of air, powerful enough to extinguish flames. You may extinguish a number of flames (no larger than a torch-fire) equal to the number of dice you would normally roll when channeling energy (1d6 equals one flame, 2d6 equals 2 flames, etc.). At the GM's discretion, larger fires may be deemed to be the equivalent of two or more torches and thus subject to the effect.
Combat Channeling Effect: Electrical Wave: You can, as a standard action, use one of your uses of channel energy to unleash an electrical attack affecting all characters, other than yourself, within range of your channeled energy. The amount of dice rolled for damage is equal to the number of dice rolled for standard channeling; thus a cleric that would normally heal 2d6 points of damage would roll 2d6 for electrical damage. A successful Reflex save halves the damage done.
Major Channeling Effect: Pillar of Air: You can, as a standard action, utilize one of your uses of channel energy to create a five foot wide column of wind sufficient to lift objects, including, possibly, yourself. You may, in this way, for each dice you would normally roll when channeling, levitate 50 lbs ten feet for one round (3d6 would lift 150 lbs. thirty feet into the air for up to three rounds, etc.). The range of this ability is equal to the range of your channeling ability. When attempting to lift an unwilling character, a Reflex save negates the effect for one round. If an object is forcefully lifted against an obstacle such as a roof, damage is equal to 1d6 for every ten feet the obstruction is below the ultimate height of the air column (Reflex halves damage). (Example: If a cleric could lift an individual forty feet, but there is a roof ten feet above the floor, the individual would take 3d6 points of damage, one die for each of the remaining ten feet; though again, a successful Reflex save would halve this damage.) If a cleric lifts an object or individual with the column of air and then ceases to lift them or fails to bring them gently down, falling damage applies as normal.
Major Channeling Effect: Storm Shield: You can, as a standard action, use one of your uses of channel energy to infuse all targets within the range of your channeling, including yourself, with protection from electricity. The protection is equal to 3 times the number of dice you would normally roll when channeling and lasts for a number of rounds equal to the number of dice normally rolled or until the subjects take an amount of electrical damage equal to the protection (3d6 equals 9 points of electrical protection for up to 3 rounds, 4d6 equals 12 points of electrical protection for up to 4 rounds, etc.). This effect stacks with itself.
Granted Powers With power over storm and sky, you can call down the wrath of the gods upon the world below.
Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.
Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.
Minor Channeling Effect Thermokinetics You can, as a standard action, employ one of your uses of channel energy to alter the temperature within the range of your channeling. You may alter the temperature, up or down, up to 4 degrees for every die you would normally roll when channeling (1d6 equals a change of up to 4 degrees, 2d6 equals a change of up to 8 degrees, etc.). This change in temperature is not permanent. If outside, the temperature returns to normal at the rate of 4 degrees a round. If inside, in a large, well aired room, the temperature returns to normal at the rate of 1 degree a round. If inside, in a room or area with little or no ventilation,the temperature will return to normal at the rate of 1 degree a minute. You may use this effect multiple times in the same area and the effects will stack.
Combat Channeling Effect Fogbank You can, as a standard action, employ one of your uses of channel energy to pull moisture from the air and create a bank of thick fog that fills the area of your channeling. Within this fog visibility is limited to 5 feet. Beyond 5 feet the fog grants concealment (20% miss chance). The fog lasts a number of rounds equal to the number of dice you would normally roll when channeling (2d6 equals 2 rounds, 3d6 equals 3 rounds, etc.).
Major Channeling Effect Weather the Elements You can, as a standard action, utilize one of your uses of channel energy to strengthen those within range of your channeling with divine protection against the elements. Those affected by this effect gain a sacred (or profane) bonus to any saving throw made to resist either extreme heat or extreme cold. The bonus is equal to the number of die you would normally roll when channeling energy (3d6 equals +3 bonus, 4d6 equals +4 bonus, etc.) and lasts for 24 hours.
Major Channeling Effect Cyclone You can, as a standard action, employ one of your uses of channel energy to create a vortex of swirling wind, centered on yourself and reaching out to the full range of your channeling ability.
Those within this area, excepting yourself, are affected as with a gust of wind spell. Those attempting ranged attacks, including yourself, either into or out of this area are likewise affected. This vortex lasts for a number of rounds equal to half the number of dice you would normally roll when channeling energy, rounded up (1d6 equals 1 round, 3d6 equals 2 rounds, 5d6 equals 3 rounds, etc.).
140 g (starting) - 122.1 (spent) = 17.9 g
3 g Haramaki +1 ac 0% acp 0% asf 1#
36 g Crossbow, light [10 bolts] 1d8p/19+/x2 r 80' 5#
1 g Hanbo [monk, trip] 1d6+0b/x2 2#
6 g Sickle [trip] 1d6+0/x2 2#
15 g Trident [martial; Deity's weapon] 1d8+0p/x2 r 10' 4#
Taize Vesper, as she now calls herself, is a relatively young (in this life) Samsaran sent to Magnimar as part of a mission from the Lantern Lodges of Zi Ha (the ancestral home of the Samsaran race) to its sister Pathfinder Lodges in Avistan to try to learn why so many Samsarans have begun incarnating there rather than in Tian Xia. Taize was chosen for this expedition as she was incarnated in this part of the world and made her way to her homeland after a run-in with the politics of the Shackles.
She has been tasked to stay with the Heidmarchs to correlate the information gathered by the more experienced members of the mission.
She has been exploring Magnimar with other young Pathfinders, hoping to learn more about the city and its ruins. Her goal is to become the greatest Pathfinder Chronicler ever and to preserve all forms of knowledge for all eternity.