Kamilo Dann

Elery Deverin's page

126 posts. Alias of Placeholder of Doom.


Classes/Levels

Cleric (Herald Caller) 1: HP 10/10; AC 17, 15, 12; Init +2; Fort +3, Ref +2, Will +4; CMD 15: Perception +2: Channel Energy 5/5; Enlarge 4/5

About Elery Deverin

Background:

The Granddaughter of Magnimar's Deverin family Patriarch Hogarth, Emery grew up thoroughly spoiled. Always friendly, mischevious, and generous, she had both family and servants wrapped around her little finger, and invariably got exactly what she wanted. At twelve she began helping at the families brewery, The Fancy Reefclaw, and her endearing mannerisms mad eher an exceptional sales woman and saw her become acquainted with Magnimar's idle young nobility.

She began to attend parties, drink to excess, and received many expensive gifts, even sneaking out at night. Eventually she fell in love with Darus Kaddren, a Mage of some repute and younger brother to House Kaddren's head. Unfortunately Darus's was both Married, and had a terrible reputation, with rumours that he was not averse to using magic to aide his womanizing.

Eventually her family discovered she was pregnant and forbade her to leave the house, with Darus showing no more interest in her, and even denying the babe could be his she became miserable barely ate, and weakened lost the babe in childbirth.

A few months after the loss of her child, at fifteen Elery was sent to Standpoint, her family hoping she could recover her once cheerful and outgoing personality and forget her troubles. Staying with her Aunt Sandpoint's Mayor, Kendra Deverin, she began spending time in the garden, tending the flowers and vegetables, and taking walks in the woods feeling drawn to nature and weary of people.

She began to worship Erastil, finding the simple ideas of man and nature working together and family called to her. She started to take in wounded birds healing them with Erastil's power, and soon the children of the Village would bring any injured animals they found to her. This drew her out, talking with the little ones, then their parents, and graduating to curing humans as well as critters.

Slowly her cheerful personality is reasserting itself as she becomes more and more a part of Sandpoint, but it remains tempered by sadness and self doubt. Recently she has been involved in the building of the Cathedral, ensuring that Erastil is properly represented, bringing food, and encouragement to the workers.

Elery would like to have a family one day, but is not sure if she will every be ready to do so. Sandpoint has become very dear to her and she has long since regarded the village as home.

Appearance:
Elery is fairly tall and slender, but well muscled with a head of fiery shoulder length hair that she tends to pull back in a tight utilitarian pony tail. Her fair skinned features are pixie like, with a faint smattering of freckles and cheeks that refularly flame with embarrasment.

She dresses like a woodsman more often than not, though she still keeps a few more feminine outfits for special occasions - when they are less likely to get covered in bird doings.

Since she often visits the woods Elery has started carrying her longspear, using it as a walking stick and is rarely seen without it.

NG Medium Human (good, lawful)
Level 1 Cleric (Herald Caller)
Init +4; Perception +2
Defense
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 armor)
hp 10 (1d8+1+1)
Fort +3, Ref +2, Will +4
Offense
Speed 20 ft.
Melee Longspear +3 (1d8+4/x3 P)
Gauntlet +3 (1d3+3/x2 B)
Quarterstaff +3 (1d6+4/x2 B)
Ranged Sling +2 (1d4+3/x2 B)
Space 5 ft., Reach 5 ft. (10 ft. with Longspear)
Statistics
Str 16, Dex 14, Con 12, Int 10, Wis 14, Cha 14
Base Atk +3; CMB 13; CMD 15

Enlarged Stats:

Str 18 Dex 12
AC 15, 14, 10
Ref +1
Reach 10ft. 20ft with Longspear
Longspear +3 (2d6+6/x3)
CMB 15 CMD 16

Spells
0: Create Water, Detect Magic, Light
1st: Bless, Cause Fear, Enlarge Person (D)

Special Abilities

Channel Energy 1d6 DC 12 5/day:

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 channel 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.


Growth Domain:
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—enlarge person, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—righteous might, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.


Call Heralds (Su):

A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.

Divine Heralds (Su):

A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Clerics), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template.

Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it).

Feats

Combat Reflexes:
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Medium Armor Proficiency:
You can use medium armor without penalty.

Traits Princess, Reactionary

Skills Appraise +4 (1), Acrobatics -2, Bluff +2, Diplomacy +7 (1), Heal +6 (1), Intimidate +3, Knowledge Religion +4 (1), Perception +2, Profession (gardener) +6 (1), Sense Motive +6 (1) Spellcraft +4 (1), Stealth -2, Swim-1

Languages Common

Equipment

Scalemail 50gp:
Weight 30 lbs.
Armor Bonus +5; Max Dex Bonus +3; Armor Check Penalty -4
Arcane Spell Failure Chance 25%; Speed 20 ft./15 ft.
Description
Scale mail is made up of dozens of small, overlapping metal plates. Similar to both splint mail and banded mail, scalemail has a flexible arrangement of scales in an attempt to avoid hindering the wearer’s mobility, but at the expense of omitting additional protective layers of armor. A suit of scale mail includes gauntlets.

Longspear 5 gp:
Weight 9 lbs.
Damage 1d8 (medium); Critical x3; Range —; Type P; Special brace, reach
Category Two-Handed; Proficiency Simple
Description
A longspear is about 8 feet in length.

Quarterstaff:
Weight 4 lbs.
Damage 1d4/1d4 (small), 1d6/1d6 (medium); Critical x2; Range —; Type B; Special double, monk
Category Two-Handed; Proficiency Simple
Description
A quarterstaff is a simple piece of wood, about 5 feet in length. In battle, it’s held with one hand at the butt and the other a quarter of the way up the staff, allowing it to block blows and make quick strikes.

Sling:
1d4 (medium); Critical x2; Range 50 ft.; Type B; Special —
Category Ranged; Proficiency Simple
Description
A sling is little more than a leather cup attached to a pair of strings. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.

A sling fires sling bullets. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls.


Bullets x 20 2 sp:
Weight 10lbs.
Sling bullets are shaped metal balls, designed to be used by a sling or halfling sling staff. Bullets come in a leather pouch that holds 20 bullets.

Cleric Kit 16 gp:
Weight 32 lbs.
Category Kits
Description
This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
9 pp

Explorer's Outfit Free:
Weight 8 lbs.
Category Clothing
Description
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

Courtier's Outfit 30 gp:
Weight 6 lbs.
Category Clothing
Description
This outfit includes tailored clothes in whatever fashion happens to be current in noble courts of that region. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.

Deverin Signet Ring 5gp
44gp 8sp

[dice=Attack of Opportunity]1d20+3[/dice] [dice=Damage]1d8+4[/dice]
[dice=Enlarged Damage]2d6+6[/dice]