Samaritha Beldusk

Amarantha Van der Griest's page

413 posts. Alias of Tin Foil Yamakah.


Full Name

Amarantha Van der Greist

Race

Half-Elf Oracle(Spirit Guide) 17/ Hierophant 5: HP: 189/189 | AC: 29(36) | T: 16(23) | FF:27(34) | Fort: 18(19) | Ref: 13 (14)| Will: 25[26](+27/28] vs Charm, Compulsion and Emotion) | Init +11

Classes/Levels

Spells Active: Air Walk, Beacon of Hope, Blessing of Fervor(Mythic),Dust Form, Freedom of Movement,

Gender

Skills:
(5/Lvl) Diplomacy 16, Arcana: 18 , History: 20, Planes: 19, Religion:21, Linguistics:19, UMD, 15

Size

Energy Body(17/17)

Age

FCB: +1 Spell known, Immune to confused, dazed or stunned conditions

Special Abilities

Channel 9D6 (21/22) day

Alignment

CG

Deity

Milani

Location

Mythic Surge(10/14]

Languages

Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnoll, Gnomish, Goblin, Halfling, Ignan, Infernal, Nagaji, Necril, Orc,Terran

Occupation

SR 1D20+17(18) for Banishment, Dispel Evil, Dismissal. Roll twice take better result

Homepage URL

Con Check: D20+30(31) for Banishment, Dispel Evil, Dismissal

Strength 10
Dexterity 14
Constitution 20
Intelligence 12
Wisdom 16
Charisma 31

About Amarantha Van der Griest

Appearance:
Slender with a build belying her inner strength, Amarantha possesses an almost ethereal air, projecting an aura of someone at once there and somewhere else. Her supernatural abilities lead her to often be looking at things others are unable to see leaving her gaze slightly unfocused, as if perpetually distracted.

With her stature and build, slight yet still femininely curvy, she would seem not only somewhat delicate but harmless were it not for the slight chill that seems to surround her, pricking the goose flesh of those nearby and the occasional aura of menace that arises from time to time, usually when she is angered, accompanied by objects being knocked over or thrown around seemingly by nothing.

Amarantha favors, filmy robes of light gauzy materials for day to day adorned with red roses on a white background. However should it be needed, Amarantha has no qualms about donning armor and shield.

A beautiful young woman with an unnerving gaze, both ancient and piercing, one cannot help feeling both drawn and uneasy in her presence.

Singular Accomplishment:
Amarantha was never one to rest on her families laurels, she is credited with starting a Missionary of Charity . It consists of over 500 religious sisters. Members of the order designate their affiliation using the order's initials, "M.C." A member of the Congregation must vow to give "wholehearted free service to the poorest of the poor."

Missionaries care for those who include refugees, ex-prostitutes, the mentally ill, sick children, abandoned children, lepers, the aged, and convalescent. They have schools run by volunteers to educate street children, they run soup kitchens, as many other services as per the communities' needs. They have 9 homes in Ustalav alone which include homes for women, for orphaned children, and for the dying; a school for street children, and a leper colony. These services are provided, without charge, to people regardless of their religion or social caste.

Personal Goal:
Amarantha's goal is to spread these missions over all known lands increasing not only Milani's influence but her families as well. Absalom the city at the center of the world would be an ideal place to continue her work

Background:
Everyone living in Ustalav knew the truth of their land, a country rife with undead, creatures preying on the innocent or unprepared. In the city of Karkau, the innocent have been defended and protected as best as possible by members of the Van der Greist family, tracing back to the legendary Artur Van der Greist, famed paladin of Milani, who led an assault against the Whispering Tyrant that it is said helped to weaken him enough for his eventual downfall. Though Artur fell he swore with his dying breath that the people of Ustalav would always have protectors. His words would turn out to be prophecy as throughout the generations his decendents would stand against the darkness, warriors and priests, wizards and paladins, the defense of the people to strive against the taint of the land was in their blood.

Centuries later. a warrior of the Van der Greist line would stand alongside his wife, a cleric of Milani as they faced a host of undead. Battling furiously they prevailed, but not before the woman was attacked by a powerful ghost attempting to possess her. Her force of will prevailed but the assault left her weak.

Returning to their home she was given a clean bill of health by the clerics along with the discovery that she was one month with child.
The baby was born healthy and hale, with no sign of ill effect from her mother's encounter until at the age of 4 her mother found her singing a song, that hadn't been famous in over a hundred years. When asked the child explained that her great grandmother sang it to her regularly.

Like her brothers she was trained in the arts of war, taught the weaknesses of the undead, yet this was not where her true talents lay. It seemed that the strength of the bloodline was such that young Amarantha acted as a conduit for those who staunchly stood by the oath, upholding the promise to battle on even beyond death.

It was her unique gift for communing with her ancestors that brought her into contact with Professor Lorrimor an expert in the unusual phenomena of the land who was studying her family's history at the time. The two became fast friends, with the researcher encouraging her to explore the extents of her gift, embracing it for what it was, both a legacy and a unique connection to those who had for one reason or another not moved on to the other side.

Surrounded by the members of her family, both those who would see her fight on against the darkness and those, grudgingly held to a legacy they never wanted, she is a nexus of ethereal energies, and as such, a target for the supernatural, a role she proudly accepts as the latest in the Van der Greist line to stand against the tide of undead horrors that threaten the people.

She stands fearless, because she knows that she does not stand alone.

Family Crest

Traits:
Irrepressible Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects.

Kindred-Raised
Source Inner Sea Races pg. 212
While most think of people with one human and one elven parent when they think of half-elves, some half-elves are raised by two half-elven parents. Such half-elves feel less like outsiders, making them more confident, but less adaptable without the exposure to a human parent. They gain a +2 bonus to Charisma and one other ability score of their choice. This racial trait replaces the half-elf ’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.(Racial)

Foreign Opportunist Source Mummy's Mask Player's Guide
You’re not a native Osirian, but the opportunity to explore the tombs of Ancient Osirion—and “liberate” the treasures they hold—is too good to pass up. Whether or not you’re interested in the history of this land, you’re def initely interested in the wealth that’s lain hidden in dusty crypts for millennia— such as the tombs in the newly opened necropolis of Wati. You gain a +2 trait bonus on Appraise checks, and that skill is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics of Ancient Osirion for 60% of their listed price, rather than the normal 50% value. What is considered a relic of Ancient Osirion is left to the GM’s discretion.

Missionary You have come to town to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in the region—what that need is, though, you’re not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. (Banishment, Dismissal, Dispel Evil)

Principled You hold yourself to a strict code of behavior that guides all of your decisions and actions. You take a –2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

Spirit Guide:
Through her exploration of the universe’s mysteries, a spirit guide opens connections to the spirit world and forms bonds with the entities that inhabit it.

Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery.

Bonded Spirit (Su): At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature (see page 37). She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion).

A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects.

At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.

This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

Life Spirit:
Hexes: A shaman who chooses the Life spirit can select from the following hexes.

Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Spirit Ability: A shaman who chooses the Life spirit as her spirit or wandering spirit gains the following ability.

Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Healer's Touch (Su): The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check.

Curse:
Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Life Mystery:
Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).

Revelations: An oracle with the Life mystery can choose from any of the following revelations.

Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier

Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.

Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Mythic:
Ability Score: Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you've already increased or a different ability score.

Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su):The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

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.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Divine Path Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell(Heal), treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.

Alter Channel (Su): If you're in the area of an opponent's channel energy ability and the energy type is the opposite of yours, as an immediate action you can expend one use of mythic power to transform the opponent's channeled energy to the opposite type. You can cause the altered energy to either affect the opposite kind of targets (undead or living), or change whether it heals or harms, but not both. Channeled energy that has been changed in this way heals or deals half the normal amount of damage. For example, if an evil cleric attempts to channel negative energy to heal undead, you can expend one use of mythic power to convert that to channeled positive energy that either heals the living or harms undead. You must have the channel energy ability to select this ability.

Divine Metamastery (Su): As a swift action, you can expend one use of mythic power and pick any one metamagic feat you know that increases the slot level of the spell by 0 levels or 1 level. For the next 10 rounds, you can apply this metamagic feat to any divine spell you cast without increasing the spell slot used or casting time. You can also use this ability on a divine spell cast from a scroll, staff, or wand. You can't have more than one use of this ability active at a time. If you use this ability again, any previous use immediately ends (though any metamagic effects on spells already cast remain). You can select this ability more than once. Each time you select it, the maximum spell slot level increase of the metamagic feat goes up by 1 to a maximum of 4.

Eldritch Breach (Su): You are adept at breaching magical defenses and resistance to your magic. When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether or not your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.

Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

Hand of Mercy (Su): If you have the channel energy ability, you can touch a creature and expend one use of channel energy to remove a condition afflicting that creature. Each time you use this ability, you can choose one of the following conditions: dazed, fatigued, shaken, sickened, or staggered. At 6th tier, you can also choose from among the cursed, exhausted, frightened, and nauseated conditions. At 9th tier, you can also choose from among the blinded, deafened, paralyzed, and stunned conditions.

Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

Spells:
12/7/7/6/7/6/3
Orisons: Create Water, Detect magic, Detect Fiendish Presence, Detect Poison, Enhanced Diplomacy, Ghost Sound(Haunted Curse), Guidance, Light, Mage Hand(Haunted Curse), Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize.

1.(9/9) Bless, Command(Will 21), CLW(1d8+16), Detect Undead(Mystery Spell), Liberating Command(Immediate Action), Protection From Evil, Remove Fear, Shield of Faith, Unwelcome Halo(Will 21) Weapons against Evil.

2.(7/9) Consecrate, CMW(2D8+16), Delay Poison, Ironskin, Lesser Restoration(Mystery Spell), Levitate(Haunted Curse), Minor Image(Haunted Curse), Pilfering Hand, Protection from Evil:Communal, Remove Paralysis, Suppress Charms and Compulsions.

3.(7/8) Align Weapon:Communal, CSW(3D8+16), Daylight, Dispel Magic, Invisibility Purge, Neutralize Poison(Mystery Spell), Remove Blindness/Deafness, Remove Curse.

4.(1/8) Blessing of Fervor, CCW(4d8+16), Debilitating Portent(Will 27), Dimensional Anchor(+13), Freedom of Movement, Pro Energy: Communal, Restoration(Mystery Spell), Tongues.

5.(7/8) Break Enchantment, Breath of Life(Mystery Spell)(5D12+16), CLW:Mass(1d8+15), Dispel Evil(Will 25), Ghostbane Dirge:Mass(Will 25), Life Bubble, Raise Dead, Telekinesis(Haunted Curse)(Will 25), Wall of Stone.

6.(4/8) Banishment(Will 26), CMW:Mass(2D8+16), Dust Form, Heal(Mystery Spell), Heroes Feast, Inspiring Recovery,
Wall of Silver,
Wind Walk

7.(4/5) CSW:Mass(3d8+16),
Jolting Portent,
Regenerate, Repulsion(Will 27),
Restoration:Greater(Mystery Spell),
Reverse Gravity(Haunted Curse)

8th(2/4) Mass CCW(4d8+16), Heart of the Mammoth, Mass Heal(Mystery Spell), Nine Lives

Gold:
5k Diamond,5K Diamond Dust

Offense:
Dagger +10/+5(1d4) 19-20 x2
Light XBow +12(1d8) 19-20 x2

Magic Items:
Waist: Belt:Con +6
Body:
Chest: +3 Breastplate
Eyes:
Feet: Winged Boots(3/day 5 min)
Hands: Channeller's Aspergillum(Move action to Refill)
Head: Goz Mask
Headband: +6 Headband of Charisma.
Neck: NONE
Ring 1: Ring of Invisibility
Ring 2: Padma Blossom
Ring 3:
Ring 4:
Shield: +5 Mithral Buckler
Shoulders: Cloak +5
Weapons: NONE
Wrist:

Scrolls:

Knowledge:
1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Elemental resistances and immunities
3. Special attacks
4. Special defenses
5. Do they have combat reflexes or any other ability that will let them make attacks of opportunity on me even though I beat their initiative.

Campaign Notes: