Azura Celestine's page

1,240 posts. Alias of Jesse Heinig.

Full Name

Azura Celestine




Bard (Arcane Healer) 3 | 21/21 HP | AC 16 T 12 FF 14 | Fort +2 Ref +5 Will +4 | Initiative +2 | Perception +9, Sense Motive +7 | Bardic Performance 12/12 rounds | Channel Energy 1/1 | Bard Spells: 1st—4/4







Special Abilities

Acid resistance 5, cold resistance 5, electricity resistance 5


Neutral Good






Common (Taldane), Celestial; Shoanti, Varisian


Entertainer, healer

Homepage URL

Picture album (no nudity, some boudoir) | Theme song

Strength 12
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 12
Charisma 18

About Azura Celestine

WARNING! This character explores adult themes.
This character dabbles in the notorious "sexy funtimes" mystery cultist of Arshea build. This contains mature elements. You have been warned!

Azura Celestine
Female aasimar bard (arcane healer) 3
NG medium outsider (native)
Init +2; Senses Perception +9, Sense Motive +7; darkvision 60'


AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
HP 21 (3d8, +3 Con)
Fort +2 (+1 base, +1 Con), Ref +5 (+3 base, +2 Dex), Will +4 (+3 base, +1 Wis)


Speed 30 ft.
Melee Masterwork rapier +5 (1d6+1/18-20/x2; piercing)
Ranged Dagger +4 (1d4+1/19-20/x2; piercing or slashing)
Spells Known (CL 3rd; concentration +7)
• 1st—cure light wounds, remove fear, sleep, tap inner beauty
• 0 (at will)—detect magic, light, lullaby, mending, prestidigitation, read magic


Str 12, Dex 14, Con 13, Int 14, Wis 12, Cha 18
Base Atk +2; CMB +3; CMD 15
Languages: Common (Taldane), Celestial; Shoanti, Varisian


Level 1
Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Level 3
Celestial Obedience: Your reverence for an empyreal lord is so great that daily prayer and minor sacrifices grant you special boons.
Prerequisites: Knowledge (planes) 3 ranks, must worship an empyreal lord.
Benefit: Each empyreal lord requires a different obedience, but all obediences take only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for the empyreal lord.
If you have at least 12 Hit Dice, you also gain the first boon granted by your empyreal lord upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the empyreal lord’s second boon. If you have 20 Hit Dice or more, you also gain the empyreal lord’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
Mystery cultists gain access to these boons at lower levels as a benefit of their prestige class. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
Arshea's Obedience: Achieve sexual release by yourself or with one or more partners. Praise the most beautiful aspects of yourself and any partners aloud, and offer a prayer to Arshea while still naked. Gain a +4 sacred bonus on Charisma checks and Charisma-based skill checks when interacting with an intelligent creature who could be sexually attracted to you.


Alabaster Outcast (Campaign): You are a member of one of Magnimar’s wealthiest families... or rather, you used to be. A falling-out left you disowned and disinherited. Now you hope to get away from the city and find fortune enough to shame your former kinsfolk—goals which led you to the Pathfinder Society. Despite your exile, your name still carries considerable weight in Magnimar, and you gain a +1 trait bonus on Diplomacy and Intimidate checks made within the city. Additionally, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp. Your last name is probably Derexhi, Kaddren, Mindurian, Niroden, Scarnetti, Valdemar, Vanderale, or Versade (but may be another of your choosing; see Pathfinder Campaign Setting: Magnimar, City of Monuments).

Charming (Social): Blessed with good looks, you've come to depend on the fact that others find you attractive.
Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Adventuring Skills

Total skill ranks: 33 (18 bard, +6 Int, +3 favored class, +6 background skills)

Acrobatics +8 [+6] (3 ranks, +2 Dex, +3 class skill)
Climb +2 [0] (1 rank, +1 Str)
Diplomacy +12 (3 ranks, +4 Cha, +3 class skill, +2 race)
• +13 in Magnimar
• +17 vs. anyone who could be sexually attracted to her
Heal +4 (3 ranks, +1 Wis)
Knowledge (planes) +9 (3 ranks, +2 Int, +3 class skill, +1 bardic knowledge)
Knowledge (religion) +9 (3 ranks, +2 Int, +3 class skill, +1 bardic knowledge)
Perception +9 (3 ranks, +1 Wis, +3 class skill, +2 race)
Sense Motive +7 (3 ranks, +1 Wis, +3 class skill)
Spellcraft +8 (3 ranks, +2 Int, +3 class skill)
Swim +3 [+1] (2 ranks, +1 Str)

Background Skills

Perform (sing) +10 (3 ranks, +4 Cha, +3 class skill)
Profession (courtesan) +7 (3 ranks, +1 Wis, +3 class skill)

Untrained Skills

Bluff +4 (+4 Cha)
• +9 vs. anyone who could be sexually attracted to her
Intimidate +4 (+4 Cha)
• +5 in Magnimar
Knowledge (any) +3 (+2 Int, +1 bardic knowledge)


Total starting wealth: 330 gp + one 200 gp item

Noble's outfit (free, trait)
Signet ring (free, trait)
Masterwork rapier (320 gp, 2 lbs.)
Dagger (2 gp, 1 lb.)
Chain shirt (100 gp, 25 lbs.)
Spell component pouch (5 gp, 2 lbs.)
Jewelry (200 gp, free from trait)
Masterwork backpack (50 gp, 4 lbs.)
• Alchemist's fire, 5
• Antitoxin, 2
• Assorted adult toys (25 gp, 4 lbs.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (1 gp, ½ lb.)
• Courtesan's kit (10 gp, 5 lbs.)
• Night tea, 10 (1 sp ea.)
• Potion of cure light wounds (cl 1, 50 gp)
• Potion of lesser restoration (cl 1, 300 gp)
• Spider's silk rope, 50' (100 gp, 4 lbs.)
• Trail rations, 4 days (5 sp. ea., 1 lb. ea.)
• Waterskin (1 gp, 4 lbs.)
• 357 gp, 13 sp

Special Abilities


Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Bard (arcane healer) 3

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge: A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
• Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
• Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
• Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
• Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. A bard can’t inspire competence in himself. inspire competence relies on audible components.

Cantrips (Su): Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Channel Energy (Su): At 2nd level, an arcane healer gains the ability to channel positive energy as a cleric of one level lower than his level. If a creature within the channeled energy’s area of effect would be allowed a save against its effects, the DC is equal to 10 + 1/2 the arcane healer’s level + the arcane healer’s Charisma modifier. An arcane healer can use this ability once per day at 2nd level, gaining an additional use per day every four levels thereafter (6th, 10th, 14th, and 18th), to a maximum of 5 times per day at 18th level.
This ability replaces versatile performance.

Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.


Description: Azura is celestially stunning. She has a hypnotic personality, quickly able to home in on what makes people tick and then find ways to make them feel good about talking with her, and often able to sense what they enjoy or need and then figure out how she can relate to them. Physically, she is a woman of magnificent proportions, able to make onlookers catch their breath at a glance, aided by her fair and clear skin, flowing golden hair, vibrant green eyes, and otherworldly attributes. Her body symmetry is almost flawless and her curves exaggerated on the far edge of human—enough so that her enormous bust causes onlookers to react with desire, disgust, or disbelief.
Her preferred outfit is a blue-green bodice over a simple low-cut white cotton gown, with a knee-length skirt, black hose, and ankle-high buskins, bound with three front knots. (See picture, linked above.)
When adventuring she wears a rapier at her hip (though she is not a skilled duelist) and wears a mail coat. She binds her immense bust under her gambeson to aid in mobility, prevent excessive bouncing and chafing, and keep her extraordinary chest literally "under wraps."

Hair: Golden
Eyes: Green
Height: 5' 9"
Weight: 122 lbs.
Age: 22

Background: By all accounts, Azura's mother was an achingly beautiful woman, and committed to the service of noble and compassionate causes. Her grace, beauty, and kindness attracted the attentions of a celestial being - a half-celestial divine emissary - who became Azura's father.
Azura's mother was committed to raising her daughter with all the love and care that she had shown throughout her life, even though her father could not be a large part of her upbringing. Even so, having the strong influence of a celestial entity helped to cement in Azura her innate tendency to treasure kindness, goodness, charity, compassion, and especially love.
As a celestial being from the prestigious House Versade, Azura was considered a strong candidate for the family's political and religious well-being. The plan from her grandparents - especially her grandmother, who ruled the family as an iron-fisted matriarch - was for her to become a priestess for one of the acceptable gods, perhaps Abadar, but Azura rebelled against that conditioning. Her goal was to bring joy to people, and she found that her own talents bent toward the arcane rather than the divine. In a break with tradition that left her disowned by her family, she refused to join a cloister and instead took up the mantle of the Spirit of Abandon. She joined the Pathfinder Society in order to experience more of the world outside of Magnimar, so that she could travel and spread joy.
Now she is on her own, but she feels that she is never alone as long as there is love to spread in the world and roads to walk to new horizons.

Personality Traits: Azura is very much what people expect of the typical aasimar: kind, giving, compassionate, and devoted to spreading good cheer. She is often happy and ebullient, happy to make friends, glad to talk to people and thankful for even small gifts in any good day. She does her best to turn around any bad day that someone might be having and to look for ways to make positive changes in others' lives. She also relishes learning, especially learning about other people.
Though she is a devotee of Arshea, Azura recognizes that not everyone understands what this means. She wants people to enjoy the pleasures that life brings when people are good to each other, but that does not mean that she is randomly intimate with strangers. Rather, she is emotionally open and supportive to everyone she can be, and she will share intimate pleasures with those she loves and cares about—but, as she will tell them, you must learn to give before you can receive.
Azura enjoys sunny days, but she also loves to hear the rain outside when it's a gentle spring shower. She likes both cats and dogs, and though she is not a vegetarian, she does not eat significant quantities of meat. She has a moderate tolerance for alcohol and is not averse to occasionally being a bit tipsy, but never to overindulgence if she can help it. She loves music, poetry, and visual arts, and she also enjoys trees, flowers, and living nature.

Arshea cultist additional personality traits - Mature Content Warning - Seriously:
As a devotee of the Empyreal Lord Arshea, Azura enjoys her commitment to her faith, and attempts to fulfill that duty with self-indulgence each morning after waking, though her preference is while bathing. (This does not prevent her from pursuing other intimacies, should the opportunity arise.)
Due to regular and repeated stimulation from to her daily devotions, Azura has undergone induced lactation. She expresses milk in the morning and evening (and midday, if the opportunity presents itself), producing about a half-gallon of milk over the course of the day. She typically combines this with performing her celestial obedience.
As befits her faith, she is pansexual and sexually adventurous, though she draws the line at nonconsensual sex or intimacy with supernaturally evil entities (evil aberrations, outsiders, and undead). She has very little sense of body consciousness and is not averse to dressing in revealing garb, if the occasion would allow her to feel comfortable and to exult in her beauty. She does not shirk from discussing topics involving sexuality, though she recognizes that this can be a difficult or embarrassing topic for other people so she tries to be respectful of their levels of comfort. She is not exclusive in her relationships, though it is rare for her to be involved with more than one person at a time, and under the right circumstances she might settle down with a life partner if a perfect match arises.
Although sexuality is an important part of Azura's lifestyle, it is not her only goal or activity. She quickly becomes exasperated by people who might assume that sex is her only motivation or that she is an "easy lay." In the same way that an art model or a sex worker has other elements to their life outside of their job, Azura has interests, hobbies, and a life beyond just her Arshean devotion.