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About Avelina of MendevTo borrow words from a writer of greater skill, Alice Munro, Avelina is "puritanical, outrageous--an acrobat, a parodist, an optimist, a disturber" and she has a "childish look of recklessness and valor." Full Name and Titles:
Crusader Princess Avelina Theodosia Iomedae Rydell Cecilia Galfrey, Heir Presumptive to the Bladed Crown of the Diamond City, Knight-Duchess of Egede and Its Outlying Territories, Sword and Shield of the Inheritor, Sword Knight of the Third Circle, Knight-Commander in the Most Holy Order of the Crimson Charge, Protector of the Faith, Sworn Nemesis of Baphomet and Deskari, and Patron of the Knights of Ozem Civilian Appearance:
Avelina
Her outfit has much in common with the standard Iomedaean cassock. However, the yellow trim has been replaced with a more ostentatious gilding, the skirt only goes to the knee and is pleated, and the arms are sleeveless. Her leather opera gloves and thigh-high boots match the same style. Most of her wavy golden blonde hair is back in a ponytail held by at least half-a-dozen ad hoc ties, but a few loose locks frame her face. Two engraved tomes hang from belt cords on her right, and a longsword modeled after Iomedae's holy symbol hangs in a ruby-encrusted scabbard on her left. Her spring-loaded wrist sheaths are the same ivory and gold color as her gloves. Military Appearance:
She wears astounding armor of grey steel and radiant golden gilding accented with a deep crimson cape and a single plume of blue silk ribbons trailing from the top of the helmet.
Background:
After her father and mother died fighting fiends within the Worldwound while she was a toddler, Avelina's only remaining family was her "Auntie," her great-great aunt Queen Galfrey. The Queen, leading a perpetually losing campaign against demonkind while also trying to maintain order in the most dangerous and chaotic land in Golarion, had neither the desire, inclination, nor time to raise a child, and the care of Avelina passed to family retainers. The complex emotions involved in that loss still remain buried within her, locked away behind a facade of supreme self-confidence. As many children orphaned at a young age, she lionized her lost “Lord Father and Mother” as ideals, martyred saints that could do no wrong. Her family retainers worked hard to shield her from the horrors at the gate, pitying the lonely girl with no friends nor family. The While Avelina's faith in the Inheritor reaches far into the realm of fanaticism, she lacks the rigorous, patient faith required of a true cleric or paladin, and she has not been gifted with any innate divine power. She yearned more than anything to become a “beacon of righteousness” such as her parents, and when magical powers finally emerged, she felt that her prayers had been answered. No one in her household had the heart to tell her the truth: that her powers were arcane in nature, arising from the bloodline of forgotten kings of old. Her household tutor, a repentant Razmiran priest known as Maxwell of the Discarded Mask, saw an opportunity to turn the arts that he had once used to defraud and manipulate in the name of the false “Living God” for a greater purpose. The idea was mad, and ultimately selfish, but the guilt that had driven him from Razmir's service to the penitent service of the Mendev made him desperate to give meaning to his existence, to allow him to say that his transgressions had merely prepared him for his ultimate destiny. His training worked all-too-well. All of the lies that she was told to explain away the differences between her spells and others' made her irrepressibly haughty and prideful. Not only does Avelina believe herself to be a divine spellcaster, but she sees herself as the favored servant of the Inheritor, someone exempt from the normal rules of magic. With the success of the Pathfinders in assisting the Fifth Crusade, Avelina began to reconsider her preconceptions about the organization, seeing it as a group of romantic adventures, uncovering forgotten evils and destroying them (she would insist that she always felt this way, of course). With the Heroes of the Fifth Crusade attaining smashing victory after smashing victory against the demons once they hit mythic tier 3, at least, Avelina yearned for an opportunity to leave her own mark upon history. She asked “Auntie” to make arrangements with Olysta Zadrian to permit her entry into the society under the banner of the Silver Crusade. The Queen, both out of a desire to keep her last remaining family away from the dangers of the Worldwound and from a hope that her great-great niece would finally get smacked in the face by the real world, agreed wholeheartedly. Avelina believes that she is the Will of the Inheritor made flesh, and that “The Goddess” favors her more than other mortal, aside from her aunt. This belief, along with her general attaction to strong women, has given her massive crush on Iomedae herself, to the point that she is quietly “saving herself” for her. The sacrifices of her family in the defense of the world have made her feel that her family is completely entitled to any and all courtesies. That pride extends to those that have served in the Crusades and, to a lesser extent, all worshipers of Iomedae, and she will defend those that she deems worthy to a fault. Avelina is utterly convinced she casts divine spells, but she is actually a sorceress with the Imperious bloodline. She has no ranks in spellcraft or knowledge (arcana), so she can't identify them. She received training as a child from a former Razmiran priest in her family's household in the techniques of his past life and in the manipulation of magic devices. She does not realize the significance of this training even to this day. Stat Block:
Avelina Theodosia Iomedae Rydell Cecilia Galfrey
Human (Chelaxian) Sorcerer (razmiran priest)/5 Evangelist of Iomedae/10 LG Medium humanoid (human) Init +15 Senses: Perception +11 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+2 Armor, +1 Dex, +2 Dodge, +1 Deflection) HP 150 Fort +17, Ref +15 (evasion), Will +13 (+25 vs. charm or compulsion) -------------------- Offense -------------------- Speed 30 ft Melee Masterwork Cold Iron Longsword +13/+8 (1d8/19-20) or Touch Attack +12 (x2) Ranged Ranged Touch Attack +12 (x2) Special Attack Heroic Echo (5/day), Wrath of the Inheritor (2/day), Blood Intensity (10 dice, 4/day), Blood Piercing (-10 resist/SR, 3/day), Heroic Legends Evangelist Divine Boon Spell-like Ability (CL 14th; concentration +23): 2/day—Blessing of Courage and Life Sorcerer Spells Known (CL 15th; concentration +25): 7th (5/day)--Subjective Reality 6th (7/day)--Chains of Light (DC 26), Repulsion (DC 26), Sirocco (DC 28) 5th (8/day)--Icy Prison (DC 27), Overland Flight, Greater Command (DC 25), Life Bubble 4th (8/day)--Brightest Light, Dragon's Breath (DC 26), Dimension Door, Threefold Aspect, Mydriatic Spontanaeity (DC 26) 3rd (8/day)--Remove Disease, Clay Skin, Heroism, Dispel Magic, Ice Spears (DC 23), Haste 2nd (9/day)--Aid, Burst of Radiance (DC 24), Flaming Sphere (DC 24), Mirror Image, Aggressive Thundercloud (DC 24), See Invisibility 1st (9/day)—Snowball, Ear-Piercing Scream (DC 23), Shocking Grasp, Lock Gaze (DC 21), Magic Missile, Liberating Command (+20 EA), Mage Armor 0 (at will)--Read Magic, Acid Splash, Open/Close, Prestidigitation, Light, Touch of Fatigue, Mage Hand, Arcane Mark Bloodline Imperious -------------------- Statistics -------------------- Str 10, Dex 12, Con 20, Int 10, Wis 7, Cha 29 Base Atk +9/+4; CMB +9/+4; CMD 23 Feats Noble Scion (war), Spell Focus (evocation), False Focus, Deific Obedience (Iomedae), Spell Penetration, Greater Spell Focus (evocation), Greater Spell Penetration, Empower Spell, Quicken Spell, Encouraging Spell Traits Irrepressible, Magical Knack (sorcerer) Skills Acrobatics +8 Appraise +7 Bluff +19 Diplomacy +37 (+47 gather information concerning humans) Disguise +19 Escape Artist +19 Fly +8 Heal +5 Intimidate +32 Knowledge (History) +7 (+17 concerning humans) Knowledge (Local) +7 (+17 concerning humans) Knowledge (Nobility) +13 (+23 concerning humans) Knowledge (Planes) +7 Knowledge (Religion) +21 Linguistics +7 (+17 concerning humans) Perception +11 Perform +19 Ride +8 Sense Motive +2 Stealth +8 Survival +5 Swim +7 Use Magic Device +34 (+41 for divine spells) Languages Taldane, Celestial, Abyssal, Orc, Hallit SQ: Demon Feared Caster (+4 vs evil or chaotic outsider SR, +8 vs both), Student of Humanity, False Piety, Lay Healer, Razmiran Channel, Skilled (Knowledge [planes], Escape Artist), Aligned Class (sorcerer), Protective Grace (+2), Gift of Tongues (Abyssal, Hallit), Multitude of Talents, Spiritual Form (wings, +4 cha) Gear Masterwork Cold Iron Longsword (consecrated), Mock Armor, Holy Water x2, Acid Flask x2, Liquid Ice x2, Antiplague x2, Antitoxin x2, Air Crystals, Smoked Goggles, Circlet of Persuasion, +6 Belt of Constitution, +6 Headband of Charisma, Robe of Arcane Heritage, Lesser Pugwampi Braid x2, Cloak of Resistance +5, Luckstone, Handy Haversack, Spring-Loaded Wrist Sheath x2 (Scroll of BoL in left, CCW wand in right), Gloves of Storing (lesser intensify metamagic rod inside), Knight-Inheritor's Ring, Lesser Extend Metamagic Rod, Green Prism Ioun Stone (normal), Linear Gravity Buffer, +1 Glamered Spell-storing Silken Ceremonial Armor, Book of War Prayers, Signet Ring (House Galfrey), Jewelry worth 100 gp, Furs, Gold Holy Symbol of Iomedae worth 100 gp, Illuminated Manuscript of the Acts of Iomedae, Noble's Outfit, Hot Weather Gear, Ear Plugs, 1163 gp Special Abilities: Imperious Bloodline Abilities:
Heroic Echo (Su): At 3rd level, when you receive a morale bonus from any spell, spell-like ability, or magic item, including those you cast on yourself, that bonus increases by +1. At 9th level, this ability also applies to competence bonuses. If you receive a morale effect (or a competence effect at 9th level) that affects an area or multiple targets, as an immediate action you can share your increased bonus with all other recipients. This increase to other participants lasts a number of rounds equal to your Charisma bonus. You can use this ability once per day, plus one time per three levels after 3rd. Razmiran Priest Abilities:
Lay Healer (Su): At 3rd level, the Razmiran priest adds aid to his list of spells known as a 2nd-level spell. At 5th level, he adds remove disease to his list of spells known as a 3rd-level spell. This ability replaces the bloodline spells gained at 3rd level and 5th level respectively. Razmiran Channel (Su): At 9th level, the Razmiran priest can use his own magic to power spell completion and spell trigger items that use divine spells. He expends a sorcerer spell slot that is at least 1 level higher than the level of the spell he’s trying to activate, then makes a Use Magic Device check. If he succeeds, the item’s spell occurs and the item or charge is not expended. If he fails, nothing happens. Whether he succeeds or fail, his spell slot is expended. This ability replaces the bloodline power gained at 9th level. Evangelist Abilities:
Skilled: Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can’t be changed. Aligned Class (Ex): Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class. Protective Grace (Su): The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC. Divine Boon: As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat on page 210 and the core deity descriptions in Chapter 1 for details on these divine boons. When a divine boon grants a spelllike ability, the evangelist’s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally. Gift of Tongues: At 4th level, the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language f luently, so as to better communicate with those she meets in the course of her travels. At 8th level, the evangelist selects a second language to learn. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can’t remove the evangelist’s gift of tongues. Multitude of Talents (Ex): The evangelist finds herself in many strange situations requiring a variety of skills. Starting at 5th level, the evangelist gains a +4 sacred or profane bonus on any skill check attempted with a skill in which the character has no ranks. This bonus applies only to skill checks that can be made untrained. Wands:
"Duty" Cure Light Wounds (36 charges) "Justice" Searing Light (CL 10, 13 charges) "Valor" Bless (38 charges) "Steadfastness" Cure Moderate Wounds (8 charges) "Persistence" Magic Missile (36 charges) "Purity" Cure Critical Wounds (8 charges) "Glory" Faerie Fire (48 charges) "Redemption" Lesser Restoration (5 charges) "Honor" Burning Hands CL 3 (3 charges) "Peace" Mage Armor (11 charges) "Ascendance" Freedom of Movement (6 charges) Scrolls:
Comprehend Languages x2 Tongues x1 Touch of the Sea x2 Glitterdust x1 Unseen Servant x2 Resist Energy x1 False Life x1 Consecrate x2 Breath of Life x1 Suppress Charms and Compulsions x2 Mirror Image x2 Remove Blindness/Deafness x1 Monkey Fish x2 Restoration x2 Restoration (negative level) x1 Bless Weapon x2 Fly x3 Delay Poison x1 See Invisibility x1 Teleport x1 Displacement x1 Invisibility Sphere x1 Lesser Restoration x1 Technomancy x1 Share Language x2 Greater Teleport (CL 18th) x1 Riffle Scroll of Daylight x1 Raise Dead x1 Restoration (with components for removing permanent negative levels) x1 Potions/Oils:
Darkvision x2 |