Duchess Weneschia

Ameline Khollarix's page

16 posts. Alias of Zaboom!.


Full Name

Ameline Khollarix

Race

Human

Classes/Levels

Oracle 5 // Inquisitor 5 | HP: 50/50 | AC: 20 (T: 11, FF: 20) | CMB: +1, CMD: 10 | Per: +11, SM: +13 | F: +6, R: +3, W: +8 | Oracle Spells: 1st 7/8, 2nd 4/6 | Inquisitor Spells: 1st 5/5, 2nd 2/3

Gender

Female

Size

Medium

Age

42

Alignment

LE

Deity

Zon-Kuthon; Barravoclair

Languages

Common, Infernal, Abyssal, Hallit, Shadowtongue, Aklo, Celestial, Undercommon.

Strength 6
Dexterity 10
Constitution 12
Intelligence 14
Wisdom 16
Charisma 22

About Ameline Khollarix

Point buy:
Str 7(-4); -1 age = 6
Dex 11(1); -1 age = 10
Con 13(3); -1 age = 12
Int 13(3); +1 age = 14
Wis 15(5); +1 age = 16
Cha 18(17); +2 race, +1 age, +1 level = 22
(25)

Ameline Khollarix
Female Human Oracle 5 // Inquisitor 5, Gestalt.
LE Medium humanoid (human)
Init +3; Senses Darkvision 60'; Perception +11

DEFENSE
AC 20, touch 11, flat-footed 20 (+7 armor; +2 shield; +1 deflection)
hp 50 (5d8+10; con & fav class)
Fort +6, Ref +3, Will +8 (+2 trait vs. emotion, fear, or pain)

OFFENSE
Speed 30 ft.
Melee War Razor +1, 1d4-2 (19-20, x2)
Ranged Longbow +3, 1d8 (x3)

Special:
Channel Positive Energy 3d6, 7/day
Healer's Way (lay on hands) 2d6, 7/day
Blessed Surgery 6/day
Judgement 2/day
Bane 1/day
Change teamwork feat 3/day
Discern Lies rounds 5/day

STATISTICS
Str 6, Dex 10, Con 12, Int 14, Wis 16, Cha 22
Base Atk +3; CMB +1 (+2 vs. Demons); CMD 10
Feats Skill Focus (Heal), Selective Channeling, Craft Wondrous Items, Signature Skill (heal); bonus teamwork Escape Route
Traits Stolen Fury (campaign), Battlefield Surgeon (religion), Shadow-Scarred (drawback), Darkest Before Dawn (Faith)
Languages Common, Infernal, Abyssal, Hallit, Shadowtongue, Aklo, Celestial, Undercommon.

SKILLS
(X) = Class Skill; 6+Int/lvl, +1 human, +2 background = 11/lvl (55)

Adventuring Skills:
Acrobatics
(X)Bluff +10; (Cha, 1 rank, +3)
(X)Climb +2; (Str, 1 rank, +3)
(X)Diplomacy +14; (Cha, 5 rank, +3)
Disable Device
(X)Disguise
Escape Artist
Fly
(X)Heal +14; (Wis, 5 ranks, +3, +3 feat)
(X)Intimidate +16; (Cha, 5 ranks, +3, +1/2 lvl)
(X)Knowledge (arcana) +5; (Int, 1 rank, +3)
(X)Knowledge (dungeoneering) +6; (Int, 1 rank, +3)
Knowledge (local)
(X)Knowledge (nature) +6; (Int, 1 rank, +3)
(X)Knowledge (planes) +6; (Int, 1 rank, +3)
(X)Knowledge (religion) +10; (Int, 5 ranks, +3)
(X)Perception +11; (Wis, 5 Ranks, +3)
(X)Ride
(X)Sense Motive +13; (Wis, 5 ranks, +3, +1/2 lvl)
(X)Spellcraft +10; (Int, 5 rank, +3)
(X)Stealth
(X)Survival +7; (Wis, 1 rank, +3)
(X)Swim +2; (Str, 1 rank, +3)
Use Magic Device +7; (Cha, 1 rank)

Background Skills:
Appraise
(X)Artistry
(X)Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility) +3; (Int, 1 rank)
Linguistics +7; (Int, 5 rank)
(X)Lore
Perform
(X)Profession, herbalist +16; (Cha, 5 Ranks, +3, +1/2 lvl)
Sleight of Hand

SPELLS

Oracle Spells Known (CL 5, concentration +11)
Attribute Bonus, 2/2/1/1/1/1
2nd (6/day): Cure Mod Wounds; Lesser Restoration; Hold Person (DC 18); Shield Other.
1st (8/day): Cure Light Wounds; Detect Undead; Ant Haul; Barbed Chains (DC 17); Infernal Healing; Endure Elements.
0 (at will): Create Water; Enhance Diplomacy; Guidance; Mending; Purify Food/Drink; Spark.

Inquisitor Spells Known (CL 5, concentration +8)
Attribute Bonus, 1/1/1
2nd (3/day): Tongues; Discovery Torch; Sacred Bond
1st (5/day): Keep Watch; Bed of Iron; Comprehend Languages; Cure Light Wounds.
0 (at will): Acid Splash; Brand; Sift; Detect Magic; Read Magic; Light.

EQUIPMENT
Light 20 (174); Medium 40 (348); Heavy 60 (525)
Carried, 59.25 lbs.
70pp; 77gp; 8sp; 0cp
Starting Funds: 5,250gp ; Spent 4,472.2gp

Magic:
Handy Haversack, 1000gp, 5 lbs.
Healer's Satchel, 750gp, 1 lb.
Heavyload Belt, 1000gp, 3 lbs.
Muleback Cords, 500gp, 1/4 lb.

Worn/Carried:
Signet Ring (Khollarix), 5gp
Breastplate, 200gp, 30 lbs.
Heavy Wooden Shield, 7gp, 10 lbs.
War Razor, 8gp, 1 lb.
Longbow, 75gp, 3 lbs.
Durable Arrows x20, 20gp, 3 lbs.
Iron Unholy Symbol, 5g, 1 lb.
Spell Component Pouch, 5gp, 2 lbs.

Haversack Contents:

-Left 20/20
Durable Arrows x40, 40gp, 6 lbs.
Waterskin, 1gp, 4 lbs.
Trail Rations x10, 5gp, 10 lbs.

-Center 23/80
Climber's kit, 80gp, 5 lbs.
Gear Maitenance kit, 5gp, 2 lbs.
Grooming kit, 1gp, 2 lbs.
Mess Kit, 2sp, 1 lb
Scrivener's kit, 2gp, 1 lb
Surgeon's Tools, 20gp, 5 lbs.
Boline, 10gp, 2 lbs.
Flint & Steel, 1gp
Healer's kit x5, 250gp, 5 lbs.

-Right 17/20
Two Platinum Rings (Shield Other focus), 100gp
Two Golden Bracelets (Sacred Bond focus), 200gp
Spare wooden unholy symbols x4, 4gp
Noble Outfit + Jewelry, 175gp, 10 lbs.
Cold weather outfit, 8gp, 7 lbs.

SPECIAL ABILITIES
Human:
Middle aged attribute modifiers.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Automatic Bonus Progression:
Resistance +1; Armor attunement +1; Weapon attunement +1; Deflection +1.

Oracle:
(Divine Hermalist)

Master Herbalist (Su)
A divine herbalist has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a divine herbalist can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.
This ability replaces the additional class skills the oracle gains from her mystery.

Healer’s Way (Su)
A divine herbalist combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.
This ability replaces the revelation gained at 1st level.

Curse
Shadowbound (Curse of Corruption)
Your pigmentation is oddly colorless, and your eyes are highly sensitive to light.
You are blinded for 1 round when exposed to normal or bright light and dazzled while in such a lit area. You gain darkvision to a range of 30 feet.
At 5th level, the range of your darkvision increases by 30 feet
At 10th level, add shadow conjuration to your list of 4th-level oracle spells known and shadow evocation to your list of 5th-level oracle spells known
At 15th level, add shadow walk to your list of 6th-level oracle spells known.

Mystery (Life)
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
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.

Inquisitor:

Monster Lore; Stern Gaze; Cunning Initiative; Track; Solo Tactics; Detect Alignment, Discern Lies.

Domain
Healing (Medicine subdomain)
Blessed Surgery (Su): Your divine patron guides your healing hands, allowing you to perform minor miracles with mundane cures. You can use this ability as a free action when using the Heal skill in order to roll the check twice and take the higher result. When you’re using this ability, any use of the Heal skill requiring 1 hour instead takes at most 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

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Background:
Ameline was born into comfort and nobility, and could have easily lived a life of extravagance and luxury as member of the Chelish nobility. Her father was a Barrister, her mother flighty and spendthrift, and Ameline had the fortune of being an only child. She was also a curious child, often seeking answers to questions others would never think to ask.

She took to religion readily, but was heavily curious about other faiths and read much about them. She enjoyed rituals and felt a strong connection to the Divine, but not always to her fellow worshippers. She loved Asmodeus, as anyone should, but did not like the lies, schemes, or double-talk that was commonly practiced. Ameline became a dilettante, traveled around on her parent’s coin, and studied all of the Archdevils, and other faiths. She ultimately chose the church of Zon-Kuthon, finding comfort in their cold honesty, and their openness to mental explorations.

She trained with their surgeons, the cold doctor’s slab far removed from the pomp and pageantry of noble life. Ameline genuinely enjoyed aiding others and the study of medicine, as well as the sight of gore and the feel of warm blood on her hands. She found anatomy interesting and hoped to become a physician, and even spent some time near the worldwound, treating armigers and others injured in the fighting.

While at Fort Naberius she was pressured to join the Asmodean church, and nearly became an initiate when she was captured by a cult of demon-worshipers, and nearly sacrificed in one of their dark rituals. It did not go as planned. Whatever energies they tried to conjure they instead tapped into the plane of shadows, and dark energies infused her. She was fortunate enough to escape and make it back to the fort.

She needed no recovery, and was doing well -- but her parents demanded her return to the safety of Cheliax after hearing of her ordeal. She did; but rather than return home, she returned to the church of Zon-Kuthon -- her dreams now stalked by visions of the shadows, the great cathedrals of the kytons, and she felt drawn back to their sense of truth. She joined the church officially, and while she gives her life to the service of Zon-Kuthon, her personal worship truly goes to the demagogues of the Kytons; particularly Barravoclair, who she felt closest to, and believed the Lady of the Final Gasp was the true source of her divine powers.

Ameline returned to Fort Naberius a few years later, older and wiser, and this time as a newly recruited armiger. She sought entry into the Order of the Pyre, hoping to help bring an end to the terrible demon-cults; yet content to simply do her part to push back against the forces of the Abyss.