Kisandra

Djebelle Torr's page

341 posts. Alias of Darkness Rising.


Gender

Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

About Djebelle Torr

Background:

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
NG Medium Humanoid (human)
Init +5; Senses none Perception +3

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Defense
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AC 18, touch 11, flat-footed 17 [Armour 5, Shield 2, Dex 1]
hp 18 (2 HD; 1d8+1 (favoured class)
Fort +4, Ref +2, Will +8

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Offense
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Speed 20 ft.
Melee Scimitar +2 (d6+4/18-20) (inc. Power Attack)
Ranged Sling +2 (d4+2)

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Magic
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Caster Level 2; MSB 2; MSD 13; Concentration +5
Tradition None; CAM Wis
Drawbacks Verbal Casting, Focus Casting (holy symbol), Magical Signs (channelled energy)
Spell Points 6 (Caster 2, Wis 3, Drawbacks 1)
Spheres/Talents 6 (Caster 2, Cleric 1, Life 1, Domain 1, Feat 1)

Divination- CL 1; DC 14; Duration Concentration (Divine)/1 hour (Sense) Range Medium, 120 ft (Divine)/Close, 30 ft (Sense);
- Divine You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining. When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level. When using Spellcraft to identify the properties of a magic item, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers. Divining can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
- Divine Life If you possess the Life sphere, you may divine the location of nearby living creatures. These creatures do not have auras; you instead determine their condition according to the list below:

  • Normal: Has at least 90% of full normal hit points, free of disease.
  • Fair: 30% to 90% of full normal hit points remaining.
  • Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
  • Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled.

- 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;
- Enhance Equipment (You may enhance a weapon, suit of armor, or shield, granting it a +1 enhancement bonus. This bonus increases by 1 for every 5 caster levels possessed, to a total of +5 at 20th level. This does not stack with any enhancement bonus already possessed by the item.)
- Deep Enhancement (When you spend a spell point to make an enhancement last 1 minute per caster level without concentration, it lasts for 10 minutes per caster level instead.);
- Greater Enhancement (When using the Enhance Equipment enhancement, increase the enhancement bonus granted by 1.)
- Energy Weapon (You may enhance a weapon, granting it the corrosive, flaming, frost, or shock special weapon qualities. The weapons deal an extra point of damage for every 2 caster levels possessed.)

Life - CL 1; DC 14; Duration Instantaneous; Range Touch;
- Invigorate (As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.)
- Cure (As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).)
- Restore (As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.
This accomplishes all of the following:
Heals 1d4 points of ability damage to one ability score of your choice.
Removes the fatigued condition or lessens exhaustion to fatigued.
Removes the sickened condition or lessens nauseated to sickened.
Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
Removes the staggered condition.
Removes the dazzled condition.
If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.)

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Statistics
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Str 14, Dex 13, Con 10, Int 10, Wis 16, Cha 14
Base Atk +1; CMB +3; CMD 14
Feats Power Attack (free); Extra Sphere Talent; Improved Initiative
Traits Bastard; Suspicious
Languages Common
Skills Diplomacy +6 Sense Motive +9, Knowledge (religion) +5, Ride +2
Background Skills Perform (sing) +4, Knowledge (nobility) +5
Other Gear Scale mail, heavy wooden shield, scimitar (with weapon cord), 2 daggers, sling, 30 bullets, backpack, belt pouch, wood holy symbol, iron holy symbol, 5x trail rations, bedroll, blanket, 2x waterskins, 5x parchment sheets, scrivener’s kit, 10x torches, flint & steel, rope, soap, traveller’s outfit, cold-weather outfit
(35.39 gp remaining)

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Special Abilities
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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.