Isilda

Catushlara Richielieu's page

136 posts. Organized Play character for Muzouka.


Full Name

Catushlara Richelieu

Race

| HP 45 | AC 16(T 12 FT 15 ) |CMB:+5, CMD:16 | F:+9 R:+3 W:+8(+2 vs Enchantment(Compulsion) | Init:+5|Perc:+9,SM:+9

Classes/Levels

| Speed: 30ft | Fire Bolt 6/6 | Channel Positive Energy 3/3 | Active conditions: None

Gender

Female NG Half-elf Cleric(Cardinal) 5

Size

Medium

Age

24

Alignment

NG

Deity

Sarenrae

Languages

Common; Elven; Sylvan

Occupation

Barrister

Strength 16
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 16
Charisma 11

About Catushlara Richielieu

PFS # 259896-2
Experience 12
Faction Silver Crusade
Wealth 3999.3 GP, 6 PP 24 Fame
_________________________________________________________________

NameCatushlara Richielieu
Half-Elf Cleric of Sarenrae(Cardinal) 5
NG Medium humanoid (Human/Elf)
Init +5; Senses Perc +10, SM +10

--------------------
Defense
--------------------
AC 16(+2 shield of faith +2 Prot from Evil), touch 12, flat-footed 15
HP 45
Fort +9, Ref +3, Will +8; +2 racial bonus on saving throws against enchantment spells and effects
Immune Sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee
Cold Iron Naginata (Attack: +6; Damage: 1d8+4; Crit:20/x4),
Scimitar (Attack: +5; Damage: 1d6+3; Crit(18-20/x2)
Ranged
Underwater Light Crossbow (Attack: +2; Damage: 1d8; Crit: 19-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Channel Positive Energy 3/day (DC 12, 2d6)
Spell-Like Abilities Fire Bolt 6/day
Domain Fire
Domain Spells 1st—Burning Hands, 2nd—Produce Flame, 3rd - Fireball
Prepared Spells
Level 0: Detect Magic, Guidance, Read Magic, Spark
Level 1: Bless, Divine Favor, Endure Elements, Weapons Against Evil
Level 2: Hold Person, Bull's Strength, Protection from Chaos(Communal)
Level 3: Prayer, Searing Light

--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 16, Cha 11
Base Atk +2; CMB +5; CMD 16
Feats Armor Proficiency, Light; Great Fortitude; Improved Initiative; Weapon Proficiency, Martial(Naginata); Weapon Proficiency, Simple
Traits
Background: Beneficent Touch, Ambitious
Racial: Ancestral Arms, Elf Blood, Elven Immunity, Keen Senses, Low-Light Vision, Multitalented
Languages Common, Elven, Skald
SQ
Skills Acrobatics +1, Bluff +4, Climb +3, Diplomacy +7, Escape Artist +1, Fly +1, Heal +4, Intimidate +4, Knowledge(Geography) +4, Knowledge(History) +5, Knowledge(Local) +4, Knowledge(History) +5, Knowledge(Local) +4, Knowledge(Nobility) +6, Knowledge(Planes) +5, Knowledge(Religion) +8, Profession(Barrister) +7, Ride +1, Stealth +1, Survival +3, Swim +3
Combat Gear Flask of Holy Water(2), Masterwork Cold Iron Naginata, Scimitar, Bolts(8)
Other Gear Holy Symbol Wayfinder, Mithral Chain Shirt, Cloak of Resistance +1, Deluxe Dungeoneering Kit, Underwater Light Crossbow with 10 bolts, snow shoes, insulated flask, sufficient blankets, Ring of Protection +1, cleats

Scroll of lesser restoration(2)
Wand of Cure Light Wounds(13 charges)
Wand of Comprehend Languages(1 charge)
Wand of protection from Evil(7 charges)

--------------------
Special Abilities
--------------------

My Boons:

Light of Redemption When you would receive more than one Will save to overcome an enchantment(compulsion) effects gain +1 bonus on the extra Will save. Cross off to reduce cost of Atonement spell by 2.
Mendevian Commendation +1 to Charisma-based skill and ability checks to influence crusaders of Mendevian.
Legacy of a Princess Cross off to activate as a swift action. Duration: 1 min. The first time you hit a creature with a melee attack each round, gain +2 to AC vs that creature until the beginning of your next turn.
Grace of Minatan Heroes Cross off to activate as standard action. Duration: 1 min. Gain the effect of Magic Fang of Greater Magic Weapon(CL=total HD)
Inahiyi's Gratitude(2) Activate as immediate action. Duration: 1 min. Treat positive and negative eneergy effects as though undead.
Wayang Body Modification +2 on all Charisma-based skill checks to influence Wayangs.
Worthy Foe(1) Activate as swift action. Duration: until next turn. Choose: +2 to attack and damage and +2 dodge to Activate or +2 on CL checks vs spell resistance, increase save DC by 1 and +2 on saving throws vs creature spells and abilities. Creature choice: undead; dragons and reptilian humanoids; human humanoids; magical beast and orc humanoids.
Inside Knowledge +2 on Knowledge(Local) vs Aspis Consortium. Cross off to take 20 on a single Knowledge(Local) check about the Consortium.
Lord Avid's Recommendation +2 to Charisma-based checks vs nobility while on the Isle of Kortos.
Storm Rider(3) Activate as standard action to cast Endure Elements on self. CL = character’s level
Infernal True Name Cross off to activate as swift action: Give a Devil within 60 feet the sickened condition for 1 hour.

Ghalcor's Spellcraft:

Your PFS OP characters have access to the following spells from the Demon Hunter's Handbook as if they appeared on the Additional Resources Page:
---------------------------------------------------------------
Burst with Light
School evocation [light]; Level cleric 4, oracle 4, paladin 4, warpriest 4
Casting
Casting Time 1 standard action
Components V, S
Effect
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/4 levels
Saving Throw see text; Spell Resistance yes
Description
The target becomes filled with intense magical light, taking 2d6 points of damage as the light bursts from its wounds and orifices (if the target is an undead creature, it instead takes 2d8 points of damage). In addition, the creature radiates bright light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area—darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light. Creatures that take penalties in bright light take them while within the 30-foot radius of this magical light. A successful Will save halves the damage and negates the light effect.

For every 4 character levels you possess, the light continues to fill the creature for another round (to a maximum of 5 rounds at 20th level), though the target may make a Will save each round to halve the damage and end the effect. Any creature adjacent to the target that fails its save and takes damage takes half as much damage and is blinded for 1 round. A successful Reflex save halves this damage (to a total of one-quarter the damage taken by the target) and negates the blindness effect.
------------------------------------------------------------------
Detect Demon
School divination; Level cleric 1, inquisitor 1, oracle 1, paladin 1, warpriest 1
Casting
Casting Time 1 standard action
Components V, S, DF
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 10 minutes/level (D)
Saving Throw none (see text); Spell Resistance no
Description
You sense the presence of a specific kind of evil—that of demons, their servants, and the Abyss. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of creatures with the demon subtype, creatures possessed by demons, creatures under the effects of spells or spell-like abilities cast by demons, or creatures otherwise tainted by demons. Creatures tainted by demons include tieflings with demonic heritages, sorcerers with abyssal bloodlines, creatures affected by a succubus’s profane gift, creatures with demonic implants (see page 44 of Pathfinder Campaign Setting: Lords of Chaos, Book of the Damned, Vol. 2), or creatures who have the Demonic Obedience feat (Lords of Chaos 8), and those under significant demonic influence as determined by the GM. This spell does not detect creatures of chaotic evil alignment who are not demons or significantly influenced by demons.

Additionally, this spell detects whether or not a portal or similar magical passage leads to the Abyss.

2nd Round: Number of evil auras shed by creatures with the demon subtype in the area, as well as the power of the most potent evil aura present. If you are of good alignment, and the strongest evil aura’s strength is overwhelming; if the creature has HD equal to at least twice your character level, you are stunned for 1 round and the spell ends.

3rd Round: The power and location of each aura, and what demon lord, if any, a demon is most closely affiliated with. If an aura is outside your line of sight, you discern the direction but not its exact location. Affiliation to a demon lord is only revealed when the creature detected is a demon (not merely a creature tainted by a demon). Demons receive a Will saving throw to resist revealing what demon lord they are affiliated with. If the demon succeeds at this saving throw or is not forsworn to a demon lord, you know only that this aspect of the spell returned no information.

Aside from what is detailed above, this spell otherwise functions similarly to detect evil in terms of aura power, lingering auras, overwhelming auras, and so forth.

--------------------
Background
--------------------

The eldest child of the Twilight Speaker Hunts with Wolves and Lara Askursdottir, adopted daughter of a retired Ulfen Guardsman. Catushlara grew up in Ullerskad listening to her grandfather's stories of his time as an Ulfen Guard and about both the good and the bad done by those in positions of power and how they affect the less fortunate. Catushlara's parents moved their family to Karlsgard where the Church of Sarenrae's message of compassion and swift justice called to the young half-elf. Joining the church, Catushlara witnessed first hand how people in positions of power were often influenced by the words of priests whichever gods they followed. Deciding that gaining political power would allow her to help more people she rose up to become one of the cardinals of the church of Sarenrae.