![]()
About Aer'BesethirBackground:
Life as a half elf is never easy, your human friends grow up faster then you, and your elven friends grow up slower, quickly leading you to the realization that you are different than everyone else. Whether born in a primarily human environment or a primarily elven one, things become more awkward the older one gets, and its very easy to understand why so many half elves become adventures. Aer'Besethir however was different even from the half elves, for she was the daughter of Calistria. Aer'Besethir was born to an Ulfen woman, said never to have been with any mortal man, and indeed the Ulfen community she belonged to had not seen an elven man in years, so it was hard to explain how Aer'Besethir came into being. Aer'Besethir's mother however claimed to have shared an intimate encounter with an elven man dressed in black and gold whose beauty was beyond measure, but very few believed her.
Knowing that her child was special, Aer'Besethir's mother gave her an elven name, meaning song of the oath of eternal protection, though the child's name was often difficult for her Ulfen peers to comprehend, and so many shortened her name to simply "Beseth". As a young child, Beseth had many talents, ranging from perfect pitch and a way with words to a quick set of hands and a way with swords. Whether engaged in a battle of wits, or a duel with splints, few could best the young half elven child. But perhaps the most amazing thing about Beseth was her beauty. Blessed with her mother's curly crimson hair and the soft emerald eyes of the elves, Beseth found herself pursued by many prospective partners, male and female alike, but Beseth knew that she was destined for much greater things then an exciting romance life. Although her proof was limited, Beseth's mother always maintained the explanation that Beseth was not the child of any normal man, but instead of Calistria herself, transformed into a man. So, once she was old enough to take care of herself, Beseth left home in the hope of finding her father, weather he was truly Calistria or not. But being the fickle goddess that she was, Beseth found it difficult to locate Calistria, and quickly realized that if she wanted to meet Calistria and verify her mother's stories, she would have to become someone privileged enough to be in the physical presence of the gods. And so, in order to meet the woman she believed to be her father, Beseth began to take on impossible tasks, placing her own life at risk for the benefit of others, and quickly becoming a well known hero across the lands, but still Calistria would not reveal herself before Beseth. Before long, Beseth began to get desperate, seeking out tasks which were not just impossible, but would destroy the young woman if she made even the smallest of a mistake, it was around this time when she became aware of the object known as the starstone, a great artifact at the center of the city known as Absalom which would reward one with divinity if you could reach the stone without dying. Making her way to Absalom, Beseth began to gather what information she could pertaining to the test of the starstone. However, information on the starstone was very limited, and overall not very helpful. Gathering her strength and courage however, Beseth decided to take the test of the starstone, knowing it was likely her best chance at meeting her father. Beseth cared not if the experience would bring her great power or if it would ultimately cost her her life, she simply needed to know the truth and see if Calistria was indeed her father. Needless to say however, taking the test of the starstone, and surviving to the end was no easy task and the test would ultimately become the biggest challenge the half elf woman had ever faced. The test of the starstone takes more then just physical strength, and Beseth knew this well before her attempt, it requires sharp intellect and the ability to think quickly, for there are many forces within trying to destroy you, and ultimately the biggest thing one must realize to pass the test is that their biggest challenge is themselves. In fact at times it seemed to Beseth that the challenges she faced during the test were constructed from her own mind, and she kept expecting to wake up any moment, believing the entire event to be one long complicated dream. But, Beseth didn't wake up, for she wasn't dreaming. From start to finish, Beseth spent five long days taking the test, and the few times she did manage to sleep were unproductive and only served to put the young woman even more on edge, however in the end, Beseth emerged victorious, she had become a god, and much to her surprise, when she touched the starstone, she found herself whisked away. Aer'Besethir found herself before the very goddess which her mother had claimed was her father, Calistria herself. "I have been waiting for you for a long time, my child." Calistria told Aer'Besethir, before explaining to the child why they could not have met before now. Calistria explained that although she was Aer'Besethir's father she could not assist her child until she ascended out of fear that Calistria's enemies may learn of her existence and claim Aer'Besethir's power as their own, but now that Aer'Besethir had claimed her birthright, there was nothing to fear, for Aer'Besethir had not ascended through birth, she had earned her right to become a deity through her own means, and as such the other gods and goddesses had little choice but to accept her as a member of the Pantheon. And so, Aer'Besethir became known as "The Eternal Shield", quickly becoming the patron deity of bodyguards, soldiers, and many half elves who themselves felt they were more understood by Beseth. However, Beseth oddly found herself at odds with her father's followers, who seemed obsessed with vengeance, so much so that Beseth found it hard to believe that the elves did not all destroy each other. This was not to say that Beseth didn't understand anger or hatred, quite the contrary Beseth felt that her anger, and the strength it brought her was a powerful tool, but she understood that she must always remain in control. Beseth told her followers not to let their anger and the envelope them, but to instead take control of it, and use it to their advantage. Beseth also faced another point of difference between herself and her father, Calistria taught the elves that lust was greater then love, and that one should use the tools in their possession to their advantage. However, Beseth, whom found herself pursued by many of the gods, mostly interested in Calistria's daughter, felt that while it was important to be accepted also felt that love was something worth waiting for, famously saying that the greatest loyalty one can show to themselves is not to settle for convenience, but to wait for the one who is waiting for you. Ultimately, Beseth's teachings seemed to distance her from the elves, and indeed she had very few full elven followers, with most elves only showing respect to her as Calistria's daughter. Although Beseth was very much a new goddess, many peoples began to find her teachings more interesting, and before long, a group of Ulfen Paladins swore alliance to her and joined in the crusades against the demons of the worldwound, they were perhaps the angriest Paladins in all Golarion. But not all was good, for ultimately those with many allies often find themselves with many enemies. Many Calistrian scholars were among Beseth's enemies, feeling that her teachings were not only different from Calistria but also traitorous to Calistria, and they pleaded with Calistria to deal with her rebellious bastard of a daughter. Followers of Gorum were confused by her "righteous and civilized barbarians", and even followers of Irori had issues with the half elf's approach to anger. So, perhaps it should have come of no surprise when a mysterious force took away the half elf's divinity and scattered it across Golarion while erasing any and all proof of Aer'Besethir's existence, both mortal and immortal before tossing back to Golarion with little beyond the clothes on her back, placing her in a deep trance which was supposed to last an eternity... Clergy and Domains:
The majority of Aer'Besethir's followers are either Ulfen or half elf, though her priesthood includes clerics, druids, shamans, Paladins, and even inquisitors. Ex-Barbarians often find themselves attracted to Aer'Besethir's teachings, and many of her Paladins are in fact ex-barbarians.
Aer'Besethir is associated with the Charm, Destruction, Lawful, and Protection domains, as well as the Defense, Loyalty, Love, and Rage subdomains. Relationships:
Aer'Besethir is Calistria's daughter. Doesn't get along with Irori as the two disagree with how to express emotions. Doesn't understand Gorum, and believes he needs to be more controlled. Aer’Besethir, Goddess of Love, Loyalty, and Protection
Divine abilities:
Divine Shield: Prerequisites: Cha 29. Benefit: As a free action costing 1 Mythic Power (+1 for every prerequisite you do not meet), the deity can create a shield that lasts 10 minutes and protects the deity’s body and equipment from attacks. The shield stops 10 points of damage per rank. Once the shield stops that much damage, it collapses. The damage can be from any source. Once you've paid the cost in a day, you can use this ability a number of times equal to 3 + your Constitution modifier. The count is reset each time you rest for 8 hours (you cannot pay the cost before bed and wake up the next day with shields ready to call). Notes: The deity can adjust the shield so that it does not block damage the deity ignores anyway, such as from Damage Reduction or Energy Resistance. The effects of multiple divine shields do not stack. Remember that Mythic Tier and Divine Rank are functionally interchangeable terms, and mean the same thing, and that not meeting prerequisites does not stop you from using divine abilities, it just increases the cost. Véurr-móðr:
Véurr-móðr is Aer'Besethir's legendary shield, it is a +1 Spiked Masterwork Heavy Steel Shield with the following abilities:
Mythic Bond: A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully. A mythic creature can be bonded to only one legendary item at a time. If a mythic creature is already bonded to a legendary item, she can't become bonded to another item until the previous bond is broken. Likewise, a legendary item that is already bonded to a mythic creature can't be bonded to another until the former bond is broken. Creatures that aren't bonded to the legendary item can typically use all of its special abilities that aren't legendary item abilities. Such creatures can also use the item's legendary surge base legendary ability, but only by using the item's reservoir of legendary power. They can't use any other legendary item abilities requiring an expenditure of legendary power, though some legendary item abilities (such as intelligence) are persistent abilities, which means they continue to function whether the user is bonded to the item or not. A mythic creature bonded to a legendary item can use a number of that item's legendary abilities equal to or less than her tier. If the legendary item has more legendary abilities than the bonded creature has tiers, the creature can select which abilities it gains access to when it first wields, wears, or possesses the item, but must select all of the persistent abilities first, after which it can select nonpersistent abilities. For example, if a legendary item has the intelligence ability along with other non-persistent abilities, a 1st-tier character can't manifest any of its powers other than intelligence until she gains another tier. If the bonded creature has taken the legendary item universal path ability a sufficient number of times, she can add legendary abilities to the item. Lastly, a bonded creature can expend uses of her mythic power to activate an item's legendary abilities that otherwise require uses of legendary power. One use of the creature's mythic power counts as one use of the item's legendary power. A mythic creature becomes bonded with an item either when she makes the item ascend using the legendary item universal path ability, or when she completes a trial while wielding, wearing, or carrying the item. The nature of the trial needed to bond with a legendary item and any other prerequisites for bonding are determined by the GM. The bond between a mythic creature and a legendary item can be broken in the following ways. If the bonded creature dies, the bond is broken. If that creature comes back to life, the bond is typically not reinstated unless the item has the eternal bond ability. The bonded creature can also relinquish the bond. Doing so requires a special ritual that takes 24 hours to perform, though the GM might add other requirements. If the bonded creature becomes non-mythic, the bond is broken. Lastly, the bond is broken if a legendary item gains the broken condition.
Special abilities:
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round. Armor Master (Ex) (Acquired Twice): You don't take an armor check penalty or incur a arcane spell failure chance when wearing light armor or using a shield (including a tower shield). In addition, the maximum Dexterity bonus of light armor doesn't apply to you. You can select this ability up to three times. The second time, it also applies to medium armor. The third time, it also applies to heavy armor. Armor Mastery (Ex): You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1. Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained. Beserker (Ex): A viking can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 4th level, a viking can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 4th she possesses, the viking can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear's endurance, do not increase the total number of rounds that a viking can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, a viking gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the viking enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). A viking can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A viking can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a viking falls unconscious, her rage immediately ends.
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the melee attack rolls, melee damage rolls, temporary hit points, Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Unless otherwise noted, a skald cannot select an individual rage power more than once. When starting an inspired rage, the skald chooses which rage powers (if any) to add to the song, and all affected allies gain the benefit of these rage powers, using the skald's level as their effective barbarian level. The skald uses his skald level as his barbarian level for the purpose of selecting rage powers that require a minimum barbarian level. If the rage power's effects depend on the skald's ability modifier (such as lesser spirit totem), affected allies use the skald's ability modifier instead of their own for the purposes of this effect. If a rage power requires another rage power (such as disruptive, which requires superstition), the skald cannot grant that rage power to allies unless he can also grant that power's prerequisite. He may add multiple rage powers to an inspired rage at the same time using this ability (such as granting superstition and disruptive simultaneously). If a rage power can only be used a certain number of times per day or per rage (such as renewed vigor), each ally affected by the inspired rage song is subject to that limit (with once per rage abilities limited to once per inspired rage). If the skald has rage powers from another source, he (but not his allies) can use those rage powers during an inspired rage. He cannot select a duplicate rage power, unless that rage power can be taken multiple times. If the skald has the ability to rage from another source, he can use his skald rage powers during that rage as well.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces. A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs. If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.
If a skald already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), and String (Bluff, Diplomacy). Favored Class Bonus:
+4 rounds of inspire rage |