Priestess of Nethys

Aurora Fallowarc's page

603 posts. Alias of LadyGrayRose.


Fort +9, Ref +5, Will +10 | Init +1 | Perception +3 | 6/6 Channel Energy; 6/6 Divine Vessel; 1/1 Magical Epiphany | Active Effects: -3 Str


Female Human Cleric of Nethys 7 | 63/63 HP | AC 22, T 12, FF 20, CMD 20 |

About Aurora Fallowarc

Aurora Fallowarc
Female Human Cleric of Nethys 7
Neutral Medium Humanoid (Human)
Init +1; Perception +3


AC 22, Touch 12, Flat-Footed 20; (+7 armor, +1 deflection, +1 Dex, +3 shield)
hp 63 (7d8+14)
Fort +9, Ref +5, Will +10


Speed 20ft.
Melee +1 Light Mace +9 (1d6+4; 20/x2)
Masterwork Quarterstaff +9 (1d6+5; 20/x2)
Ranged Light Crossbow +6 (1d8; 19-20/x2)
Special Attacks Channel Positive Energy (4d6, DC 14, 6/day)


Spells Prepared (CL 7th; Concentration +10)
4th—Spell Immunity(D), OPEN SLOT
3rd—Dispel Magic(D), Prayer x2, Lesser Restoration
2nd— Lesser Restoration x4, Shield Other(D)
1st—Bless x2, Divine Favor, Sanctuary(D) (DC 14), Shield of Faith (+3)
0 (At Will)—Create Water, Detect Magic, Guidance, Stabilize
Domains Divine, Protection


Str 16, Dex 12, Con 14, Int 10, Wis 17, Cha 13
Base Atk +5; CMB +6; CMD 20
Feats Bless Equipment, Channel Smite, Extra Channel, Magical Epiphany, Quick Channel

Traits Eldritch Delver (+1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration spells of the teleportation subschool),
Underlying Principles (You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is a class skill for you.),
Jeweler's Conversation (+1 to Appraise)

Skills Appraise +7*, Craft (Alchemy) +7*, Heal +7, Knowledge (Arcana) +6, Knowledge (Dungeoneering) +3, Knowledge (History) +4*, Knowledge (Planes) +4, Knowledge (Religion) +10, Linguistics +7*, Sense Motive +9, Spellcraft +6, Survival +4, Use Magic Device +9
2/level class, 1/level racial, 1/level FCB. * = Background skill.
Languages Abyssal, Aklo, Common, Draconic, Drow Sign Language
SQ Domain Abilities, Spontaneous Casting (Cure)


Combat Gear
20 bolts;
Scroll of Summon Monster IV,
Scroll of Breath of Life x2,
Scroll of Lesser Restoration x3

Other Gear
+1 Breastplate,
Yaza's Other +1 Light Mace,
+1 Heavy Wooden Shield,
+1 Ring of Protection,
Ring of the Faithful Dead,
Belt of Giant Strength +2,

Masterwork Quarterstaff,
Cold Iron Dagger,
Silver Sickle,

Cleric's Kit (backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), a waterskin, and a wooden holy symbol.),
Spring-Loaded Wrist Sheath (Cold Iron Dagger within),
Sunrod (2),
Vermin Repellent (4),
Flask of Holy Water (2),
Coffee bean grinder,
Trail Rations (8)

2,000gp of diamond dust,
100gp of powdered silver,

===== Special Abilities =====
Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Protection Domain: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Resistant Touch (Sp): As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Familiar - Nicothoe:
Harpy Chick
CE Tiny monstrous humanoid
Init +4; Senses: darkvision 60 ft.; Perception +7


AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural via familiar)
HP 31 (half Aurora’s)
Saves (Aurora’s): Fort +9, Ref +5, Will +10

Speed: 20 ft., fly 40 ft. (poor [she’s still learning])
Melee: 2 talons +3 (1d4)
Special Attacks: captivating song

Str 8, Dex 16, Con 10, Int 7 (9 as level 7 familiar), Wis 12, Cha 17
Base Atk (Aurora’s) +5; CMB +2; CMD 15
Feats: Dodge, Great Fortitude
Skills: (seven ranks to assign beyond what I’ve got here, Aurora! And/or she can use your own skills). Bluff +7, Fly +7, Intimidate +7, Perception +7, Perform (song) +5,
Languages: Common


Familiar Business:
Alertness, improved evasion, share spells, empathic link, deliver touch spells

Captivating Song (Su):

A harpy’s song has the power to infect the minds of those that hear it, calling them to the harpy’s side. When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy’s song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy’s attacks. This effect continues for as long as the harpy sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.

[Note from the GM: This is a pretty powerful ability to have on tap—I am going to start off by reversing an earlier decision to make you all immune to this power and instead say that only Aurora is immune as the bonded one. That way, Nico can use it to nuke an encounter, but its use will be restricted to situations that have already gone pretty sideways. That said, pranking is highly encouraged out of combat.]

[GM: The DC happens to be 16 for Nico as a familiar right now, I think, because she’d get DC 10+3 for Aurora’s 7 HD + 3 for CHA. It’ll go up as you level up.]

[GM: In general, I will not target Nico unless you bring her into combat, as per normal Pathfinder familiar courtesy.]