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About Djebelle TorrBackground:
Djebelle's father, Kalten Torr, was a hero - a Pathfinder who had fearlessly spoken out against the excesses of Brevoy's nobility, winning the heart of Sarissa Medvyed in the process, despite the wishes of her family. His reward was to be dragged away in the dead of night when Djebelle was still in her cradle, forcing Sarissa to flee Brevoy with their newborn daughter for the exile of the River Kingdoms... Or so Djebelle believed, until she was fifteen. Her uncle Jonas, himself a Pathfinder and a 'black sheep' of the Medvyed family, invited her to visit him. Despite her mother's objections (or perhaps, as a teenager, because of them), and enticed by the prospect of an all-expenses-paid trip to Restov, Djebelle accepted the invitation. At her uncle's, Djebelle heard a different story: that Kalten had been a conman, and her mother, an unsuspecting mark; that the Medvyed family had tried, without success, to make Sarissa see his true nature; and that he had simply upped and left when it became clear that the arrival of the baby would not magically fix everything. He had stolen as much as he could, and walked out. Sarissa's story was just that: a story, designed to save face. Djebelle refused to believe it, and out of loyalty to her mother she relayed the whole thing when she returned home - only to see, from the look of horror (and shame) on Sarissa's face, that her uncle had been telling the truth. Angry words were exchanged, terminated when Sarissa struck Djebelle across the face, and threw her out of the house. Her uncle Jonas (perhaps feeling guilty at what he'd caused) came to the rescue, taking Djebelle into his home where his wife, Asterith, a Sarenite priestess, looked after her. Djebelle resisted at first but, having been so badly hurt, could see the need for healing; and - reeling from a past that turned out to be nothing but lies - came in time to appreciate the value of redemption. She has recently taken her own first, faltering steps in service of the Dawnflower. She has even tried to make peace with her mother, but the letters were returned, unopened and unread. As a coming-of-age gift, Jonas and Asterith have managed to get Djebelle one of the Swordlord charters. They know that House Medvyed will never acknowledge her; but their hope is that out in the Stolen Lands, Djebelle will find for herself the path that she cannot walk in Brevoy. Appearance & Personality:
Djebelle has inherited her (Chelaxian) father’s blue-black hair, which she wears in a long braid in Brevic fashion. The rest of her coloration is typically Brevic. She is of average height, with broad shoulders strengthened from the swordplay exercises she has carried out, as might be expected from someone living in Restov and who has trained with Sarenite priests. Thus far, they have been no more than exercises, for which she is grateful. The prospect of bloodshed and combat does not appeal to her and the cold realities of the charter she has been granted are likely to come as something of a shock. Djebelle was raised in (comparative) poverty with her mother and then subsequently in (comparative) luxury with her uncle, and is now aware that she sits uneasily in either the world of the streetwise canters or of the pure-blooded nobles. In any social setting she is always wary of doing the wrong thing, and in consequence generally says and does very little; beyond keeping her ears and eyes open. As a result of being lied to so extensively at a young age, she is slow to trust and quick to spot any signs of potential deception. As a follower (and newly-ordained cleric) of Sarenrae, Djebelle’s focus is on the healing/forgiveness/redemption side of the goddess, rather than the more militant dervish cults favoured in Qadir. She understands on a theoretical level the need to actively confront evil in order to defend what is good, and indeed has trained extensively in order to do so, but how the reality of this plays out remains to be seen. Remembrance of the Slain:
Djebelle Torr Female Human Sphere Cleric of Sarenrae 2
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AC 18, touch 11, flat-footed 17 [Armour 5, Shield 2, Dex 1]
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Speed 20 ft.
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Caster Level 2; MSB 2; MSD 13; Concentration +5
Divination- CL 1; DC 14; Duration Concentration (Divine)/1 hour (Sense) Range Medium, 120 ft (Divine)/Close, 30 ft (Sense);
- Sense As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense. - Read Magic You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + 1/2 caster level). Enhancement - CL 1; DC 14; Duration Concentration, 10 minutes/level if a spell point is spent; Range Close, 30 ft;
Life - CL 1; DC 14; Duration Instantaneous; Range Touch;
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Str 14, Dex 13, Con 10, Int 10, Wis 16, Cha 14
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Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment. Channel Energy (Su): A cleric can release a wave of energy by channeling the power of her faith through her holy symbol. A good cleric channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability. Domains: (Sun, Glory) A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the cleric. Unless otherwise noted, using a domain power is a standard action. A sphere cleric gains domains as normal, but does not gain domain spells. Instead, she gains a bonus magic talent at 1st level, chosen from the spheres associated with her selected domains (Light, Enhancement). She gains an additional magic talent from one of those domains at 5th, 9th, 13th, and 17th levels. Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. Touch of Glory (Sp): You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2. You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier. Casting - The sphere cleric may combine spheres and talents to create magical effects. The sphere cleric is considered a High-Caster and uses Wisdom as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) This replaces the spells class feature. Spell Pool – A sphere cleric gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: A sphere cleric gains 1 magic talent at 2nd level and every 2 levels thereafter. Necromantic Focus: A sphere cleric who chooses to channel positive energy at 1st level gains the Life sphere as a bonus magic talent. They gain an additional talent from this sphere at every odd level beyond 1st. This replaces spontaneous casting. |