Koriah Azmeren

Chloe "Clover" Verjust's page

263 posts. Alias of Neil Spicer (Contributor, RPG Superstar 2009, RPG Superstar Judgernaut).


Full Name

Chloe "Clover" Verjust

Race

Human (Taldan)

Classes/Levels

Cleric 1 / Battle Sorceress 1

Gender

Female

Size

Medium

Age

21

Special Abilities

bit of luck, channel positive energy, dimensional hop, laughing touch, spellcasting

Alignment

Chaotic Good

Deity

Desna

Location

Falcon's Hollow

Languages

Common (Taldane)

Occupation

World Traveler

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

About Chloe "Clover" Verjust

Female human cleric 1 / battle sorceress 1
CG Medium humanoid
Init +2; Senses Perception +2; XP 1600

DEFENSE

AC 16, touch 12, flat-footed 14
(+2 Dex, studded leather armor, light wooden shield)
hp 17 (1d8+2 plus 1d8+2, +1 Favored Class) current 17
Fort +4, Ref +2, Will +6

OFFENSE

Spd 30 ft.
Melee scimitar +2 (1d6+2/18-20) or dagger +2 (1d4+2/19-20)
Ranged starknife +2 (1d4+2/x3) or dagger +2 (1d4+2/19-20) or shortbow +2 (1d6/x3)
Space 5 ft.; Reach 5 ft.

Divine Abilities

Spoiler:

Domains Luck, Travel
Domain Powers
Bit of Luck (Su) - As a standard action, may touch a creature, giving it a bit of luck. For the next 3 rounds, anytime the creature rolls a d20, it may roll twice and take the better result, but its use must be declared before the dice are rolled. The effect fades after 3 rounds or when the reroll is used. A creature can gain no further benefit from this ability for 1 day.
Dimensional Hop (Su) - Can teleport up to 10 feet per caster level per day as a swift action. The teleportation must be used in 5-foot increments and does not provoke an attack of opportunity. May also bring other willing creatures along, but an equal amount of distance must be expended for them as well.

Divine Spells Prepared (CL 1st):
1st - bless, shield of faith
0 - guidance, light, stabilize

Channel Positive Energy (6/day; 30-foot burst, 1d6 damage/healing, DC 13 or flee 1d4+3 rounds) 2 remaining for the day

Arcane Abilities

Spoiler:

Bloodline Fey
Bloodline Powers
Laughing Touch (Su) - May cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can defend itself normally, but may only take a single move action. Once affected, a creature is immune to this effect for 1 day.

Arcane Spells Known (CL 1st, Spells per day = 4/3, 4/2 remaining for the day):
1st - color spray (DC 14)
0 - daze (DC 13), ghost sound (DC 13), mage hand

TACTICS

Before Combat Clover likes to seek Desna's blessings before a fight, casting either guidance or bless upon herself and her allies. If faced with what seems like particularly tough odds, she may instead opt for Desna's luck, using her domain power to give herself and her friends a bit of luck to see them through such a challenge.
During Combat Clover is equally at home in melee or staying back to harrass her opponents from range with her weapons or spells. Regardless, she routinely empowers both her blades and arrows with her Arcane Strike ability for added hitting power. She seeks to complement her allies and temporarily hamper her enemies with a well-placed command, daze, or color spray spell.
Morale When outnumbered or surrounded, Clover falls back on her dimensional hop ability to flee to safety, usually trying to put distance between herself and her enemies. If possible, she takes along any allies to make good on their escape...especially those she may need to stabilize and heal.

STATISTICS

Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 16
Base Atk +0; CMB +2
Feats

Spoiler:

Arcane Strike (swift action to empower weapons, strike as magic, +1 damage)
Eschew Materials (free - sorcerer class)
Martial Weapon Proficiency (scimitar) (free - battle sorcerer)
Martial Weapon Proficiency (shortbow) (free - human weapon training)
Martial Weapon Proficiency (starknife) (free - deity's favored weapon)
Selective Channeling (may exclude up to 3 targets when channeling positive energy)

Traits
Spoiler:

Birthmark - Clover was born with a strange birthmark on her upper arm that looks very similar to the butterfly holy symbol of Desna. This birthmark can serve as a divine focus for casting spells, and, as a physical manifestation of her faith, increases Clover's devotion to her goddess, thereby granting a +2 trait bonus on all saving throws against charm and compulsion effects.

Magical Knack - Clover was raised by a dryad for the first couple years of her life, after being found abandoned in the woods following a raid on her parents' caravan. The constant exposure to the magic of the fey-wild made its mysteries easier for Clover to understand, even when she turned her devotions to the worship of Desna. As a result, Clover's caster level as a sorceress gains a +2 trait bonus as long as it doesn't increase her caster level higher than her current Hit Dice.


Skills
Spoiler:

Appraise +5 (1 rank, +3 class, +1 Int)
Diplomacy +7 (1 rank, +3 class, +3 Cha)
Knowledge (arcane) +5 (1 rank, +3 class, +1 Int)
Knowledge (nature) +5 (1 rank, +3 class, +1 Int)
Knowledge (religion) +5 (1 rank, +3 class, +1 Int)
Sense Motive +6 (1 rank, +3 class, +2 Wis)
Spellcraft +5 (1 rank, +3 class, +1 Int)

Languages Common (Taldane)
SQ bit of luck (1/day per target, 3 round duration or until used, may reroll a single d20 roll and take better result), channel positive energy (6/day; 30-foot burst, 1d6 damage/healing, DC 13 or flee 1d4+3 rounds), dimensional hop (10-foot maximum, used in 5-foot increments, used as swift action without provoking attacks of opportunity), laughing touch (1/day, +2 melee touch attack, opponent limited to single move action for 1 round), spellcasting
Combat Gear studded leather armor, light wooden shield, scimitar, starknife, dagger, shortbow, 20 arrows, potion of cure light wounds, scroll of divine favor, scroll of obscuring mist, scroll of shield of faith; Other Gear backpack, bedroll, belt pouch, flint and steel, rations (6), scroll case, traveler's outfit, waterskin, whetstone, 4gp, 8sp, 5cp.

BACKGROUND

Spoiler:
Chloe Verjust leads a charmed life - in more ways than one. When she was just a few days old, she lost both parents to bandits during a caravan raid somewhere between Carpenden and Bellis in eastern Andoran. Abandoned to die among the burning wagons, her cries attracted the notice of forest sprites on the edge of the Verduran Forest. When they came to investigate, the sprites argued and fussed over what to do with a newborn baby. Irresponsible rogues and tricksters at best, still none of them could turn their backs on the helpless child. When their leader noticed an unusual birthmark on Chloe's arm - which somewhat resembled the butterfly symbol of Desna, the goddess of luck - they all agreed they should present such an anomaly to their queen, a young dryad named Mareenah Navaal. Surely she would know what to do. And, by relying on their queen's wisdom, it would absolve them of the choice to save Chloe or abandon her to the wild.

At first, the dryad queen questioned the sprites' purpose of bringing a human child into their realm. But, eventually even she fell victim to the charm of the newborn infant and agreed to temporarily care for Chloe. Mareenah instructed the sprites to search for another family in nearby Bellis that might adopt her. Although the sprites did their best to find a proper set of human foster parents by invisibly observing them, they argued and fussed over any perceived flaws that made each family unsuitable for what her guardians came to view as raising 'their' daughter.

So days stretched into weeks, and weeks into months, until two years later, Chloe grew into a toddler. Living among the fey, eating their food, bathing in their pools, and experiencing the sorcerous charms and tricks of her spritely playmates, all began to change Chloe. A bit of fey magic sparked within her as well. And when her mother, Mareenah, recognized this change, it began to worry the queen that maybe they weren't serving the child's best interests by selfishly keeping her to themselves.

Soon thereafter, Mareenah saw fit to charm various woodsmen who traveled the Verduran Forest, interviewing them in an effort to find a more permanent home for Chloe among her own kind. She finally uncovered a suitable father-figure in kindly Graeme Verjust, a simple lumberjack and logger toiling for the Lumber Consortium. Casting a powerful enchantment over Graeme, Mareenah charged him with adopting Chloe as his own child and wove a plausible story for how he found the toddler wandering alone in the wilderness. She then directed the sprites who had bonded closest with Chloe to invisibly follow the woodsman and ensure his family accepted the girl. The sprites continued to check on her over the next several years, first as a courtesy to her 'mother' the queen, then as 'imaginary' friends, and then later as unseen guardians against would-be bullies.

To this day, Chloe only has vague, half-formed memories of Mareenah as a magical, motherly influence somewhere in her past. But as a child, she became fully convinced of the reality of sprites, gremlins, and other creatures of the fey-wild because they occasionally spoke to her. In fact, she often sought them out, growing up with a wanderlust that led her back into the woods...whether trailing after her father or playing with the other children of Bellis. She proved so taken with her natural surroundings that her friends nicknamed her "Clover" as a clever play on words using just the first syllables of her first and last names. Some used the name derisively, however, unwilling to believe in fairies and sprites, thinking that Chloe simply made up such stories.

In her teen years, Chloe seemed destined to meet a wandering bard and priest of Desna, named Alamander, who passed through town on his way into Taldor. She listened to his stories of faraway places with rapt attention and questioned him at length about his faith and Desna. She learned everything about the goddess of dreams, luck, and travelers from him. After several return visits, she fell in love with the man. Their summer affairs never lasted very long before Alamander would wander away once more. Chloe hoped he would take her with him so she could escape the boredom of Bellis and the Lumber Consortium's demands on her family. But two years ago, he failed to return. Chloe doesn't know if he ran afoul of bandits or beasts or simply found another girl in another town. His disappearance served as a wake-up call, however, and now Chloe has decided to adopt the traveling faith herself and live it to the fullest. She feels an especial closeness to Desna, having led a blessed life full of risks and chances, and now seeks opportunities to experience amazing things in faraway places.

PHYSICAL DESCRIPTION

Spoiler:
Chloe possesses a natural beauty that includes pale skin, reddish-brown hair, and startling blue eyes that betray just a hint of her unnatural fey-infused bloodline. She stands 5-feet, 5 inches tall and weighs about 130 pounds. A black-and-blue butterfly tattoo marks her right upper arm close to her shoulder. She usually wears a blue tunic over her leather armor and greyish pants with knee-length black boots for wandering the forests and rivers of Andoran. A dark blue cloak shields her from the elements and she keeps a well-worn Qadiran scimitar strapped to her waist accompanied by a Desnan starknife. She carries a shortbow in her hand, with a ready quiver slung across her back.

PERSONALITY

Spoiler:
Chloe simply loves life and loves living it to the fullest extent possible. Much like the tenets of her faith in Desna, she believes in experiencing all the wonders of the world - the people, the cultures, and the natural wonders of faraway places. Her mood is almost always friendly until someone offers a reason for her to get angry. And woe be to those who upset her, because the wrath of a fey-infused redhead tends burn as brightly as the faraway stars in Desna's sky.

ADVENTURING COMPANIONS

GAME FORUMS