Jeggare Noble

Elon Zenderholm's page

3 posts. Organized Play character for Mystery Cult.


About Elon Zenderholm

M Human | Img & Gif| Varisian Pilgrim of Black Baterfly VIII x Harrower III
CG medium humanoid (human)
Init +4; Perception +14;
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Str 8 (-1) | Deх 16 (+3) | Con 16 (+3) | Int 12 (+1) | Wis 24 (+7) | Cha 12 (+1)
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Defense
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AC 27, touch 13, flat-footed 24 (+10 armor +3 dex +4 shield)
hp 86 (8d8+3d6+33 con)
Fort +10, Ref +6, Will +15 (+1 vs enchantment; +1 vs fear and confusion; boon)
Special Rune of Defence (+5 deflection for 1 round; immediate); Blessing of the Harrow (2/day); Harrowed (1/day; +2 on one check)
PfE: AC 28 T 13 F 25 | F 12 R 8 W 17
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Offense
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Base Atk +7; CMB +6, CMD 19 (+7 bab +3 dex -1 str)
Speed 30 ft.
Touch Attaks +11
'Star Kiss' +11/+6 (1d4; 20x3)
+1 on attack vs nagas and nagaji
Special
Harrow Casting (2/day); Liberation (8 rounds/day); Disappear (standard, 8 rounds; 10/day); Delayed Spell (1/day, up to 8 rounds)
Channel Positive Energy (4d6*0.5 + ignore condition for 1 round; 4/day)
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Spells Known:

Spell Stored in Star Kiss: Mind Maze [DC22 W; 8 rounds]
Dayfinder: Daylight [60-foot radius, 1 minute, 1/day]

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+ Extended Metamagic (1-3 lvl; 3/day)
+ Dazing Metamagic (1-3 lvl; 3/day)
+4 CL on dispelling
+4 on CL vs spell-resistance of outsiders
+2 to the DC of the Enchantment spells
+1 to the DC of the Language-Dependent spells on a character that is (or could be) sexually attracted to Ilon*
+1 to the DC of the Command spell
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Cantrips:
Resistance, Read Magic, Guidance, Create Water

Level 1 (6/day)
Command [DC21+1* W, 50 ft.] (2/day)
Shield of Faith [+3 def; 11 min] (2/day)
Protection from Evil [11 min] (2/day)
/ Cure 1d8+5
+ Domain: Remove Fear [11 minutes; 50 ft.]

Level 2 (6/day)
Hold Person [DC21 W; 11 rounds] + Find Traps
Calm Emotions [DC21 W; concentration, up to 11 rounds]
Admonishing Ray [No Save, (4d6)х3, 50 ft.]
Light Prison [DC19 R; 5 creatures, 11 rounds; 50 ft.]
Gozreh's Trident [1d8+5 Е; 11 min]
/ Cure 2d8+10
+ Domain: Remove Paralysis [50 ft.]

Level 3 (6/day)
Dispel Magic [d20+15; DC20] (4/day)
Meld into Stone [110 minutes]
Mind Maze [DC22 W; 11 rounds] Remove Desiase
/ Cure 3d8+11
+ Domain: Remove Curse

Level 4 (4/day)
Terrible Remorse [DC23 W; 11 rounds] (2/day)
Dimensional Anchor [11 minutes]
Divine Power [+14/+14/+9; +3 dmg, +11 t-hp; 11 rounds]
/ Cure 4d8+11
+ Domain: Freedom of Movement [110 min]

Level 5 (3/day)
Grater Command [DC24+1* W; 50 ft., 11 rounds; 11 targets, 30 ft. apart]
Breath of Life [5d8+11]
/ Cure Mass 1d8+11 (6 targets) (2/day)
+ Domain: Break Enchantment

Level 6 (2/day)
Heal [110 HP]
Grater Dispel Magic [d20+15; DC23]
/ Cure Mass 2d8+11 (6 targets)
+ Domain: Grater Dispel Magic [d20+15; DC23]

Skills:

Profession (Fortuneteller) +23 (+11 rank +3 class +7 wis +2 item)

Sense Motive +14 (+2 rank +3 class +7 wis +1 comp +1 trait)

Spellcraft +13 (+9 rank +3 class +1 int)

Diplomacy & Bluff +8 (+3 [6] rank +3 class +1 cha +1 trait)
Also: +4 while harrowing; +1 if charming

Knowledge (Planes & Religion) +10 (+6 [12] rank +3 class +1 int)

Perform (Dance) +9 (+5 rank +3 class +1 cha)

Linguistics +5 (+1 rank +3 class +1 int)

Knowledge (Nobility) 18

Blessed Secrecy (7/day): roll twice on Bluff, Disguise, Sleight of Hand, or Stealth checks!

+1 on knowledge checks on nagas, nagaji, Nagajor etc.

Domains:

Liberation Domen & Clandestine Inquisition

Caravan Bond (Su): At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. This ability replaces the cleric’s proficiency with medium armor and shields— she retains proficiency with light armor only.

Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Disappear (Sp): You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Blessed Secrecy (Su): At 4th level, when you attempt a Bluff, Disguise, Sleight of Hand, or Stealth skill check, you can roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Delayed Spells (Su): At 8th level, you can delay the effects of a spell you cast by up to 1 round per inquisitor level. You choose the duration of the delay when you cast the spell and can cause the spell to take effect immediately during the period of delay by concentrating as a standard action. You can use this ability once per day.

+ Variant Channeling (Self-Perfection): Creatures may ignore one temporary condition of their choice until the end of your next turn.

Harrow:

Blessing of the Harrow (Su): Once Twice per day, a harrower may perform a harrowing for herself and all allies within 20 feet of her. This harrowing takes 10 minutes, and allies to be affected by it must remain within 20 feet of the harrower for the entire time. At the conclusion of the harrowing, count up the number of cards from each suit that were used in the reading. This harrowing provides a bonus based upon the suit with the most cards showing. In case of a tie, choose one suit. The bonus lasts for 24 hours. The suits grant insight bonuses as follows. Strength: +1 on attack rolls; Dexterity: +1 to AC; Constitution: +1 on weapon damage rolls; Intelligence: +1 on all skill checks; Wisdom: +1 on all saving throws; Charisma: +1 on caster level and concentration checks.

Harrow Casting (Su): Beginning at 2nd level, a harrower may, as she casts a spell, draw three cards from her Harrow deck. This adds both a somatic component (if the spell does not already have one) and a focus component (the Harrow deck) to the spell, but does not increase the spell’s casting time. Depending on the harrower’s level, the cards she draws might change the parameters of her spell or grant her some other benefit, as described in each tower ability. The harrower gains all of the different tower abilities available to her. If she draws cards that she has not yet gained the use of, those cards provide no benefit. Each card the harrower draws that exactly matches her alignment counts as two cards of that suit. A spell may not be affected by both Harrow casting and a metamagic feat. The harrower may use this ability a number of times per day equal to her class level.

Alignment - CG | Opposite - LE | Partial - CE, CN, LG, NG

Tower of Intelligence (Su): Beginning at 2nd level, whenever a harrower uses her Harrow casting ability, for each card she draws from the suit of Intelligence, she gains a +1 bonus on caster level checks made to penetrate Spell Resistance.

Tower of Strength (Su): Beginning at 3rd level, whenever a harrower uses her Harrow casting ability to augment a spell that deals damage to hit points, the spell deals +1 point of damage per die for each card from the suit of Strength she draws.

Feats:

Spell Focus & Grater Spell Focus (Enchantment): Add +2 to the Difficulty Class for all saving throws against spells from this schools.

Dispel Focus & Grater Dispel Focus: Whenever you attempt a dispel check based on your caster level, you gain a +4 bonus on the check.

Dispel Synergy: By tearing away an opponent’s magical defenses, you leave your enemy vulnerable, making it difficult for him to resist your spells. If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a –2 penalty on saving throws against your spells until the end of your next turn.

Destructive Dispel: When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned* until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn.

*A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

Harrowed: Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life. You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Boons:

- [ ] Insight into the Dark Tapestry: One bit of info about aberration (Carrion Hill)

- Advocate: When purchasing a spellcasting service, vanity, or other prestige award that costs 4 or more Prestige Points, the power of your reputation reduces the final cost by 1.
- Spymaster: Once per adventure, you can coach up to seven other creatures in the use of a skill that you select when you use this ability. For the duration of the adventure, those creatures gain a bonus on checks using that skill equal to half the goals you have completed (rounded down) and halve their armor check penalty when using the skill (+4).

Traits:

Domineering [Magic]: When you were young, you attracted a group of devoted companions thanks to your impressive talent, and the experience inspired in you a powerful selfassurance and air of superiority. Your confidence is so strong that others feel naturally compelled to follow your commands. Choose one 1st-level enchantment spell you are capable of casting (Command). The DC of that spell increases by 1.

Fashionable [Faction]: You spent your formative years as a young blade in Oppara and learned the ins and outs of using fashion to improve your relations with others. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) becomes a class skill for you.

Charming [Social]: (Boon) Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Languages:

Common, Varisian, Celestial, Aklo

Equipment:

Lesser Dazing Metamagic Rod - 14000 gp
Lesser Extended Metamagic Rod - 3000 gp

Wand of CLW [45/50] - 750 gp

Necklace of Intelligence +2 (fortuneteller) - 6000 gp (neck slot, boon)
Headband of Wisdom +4 - 16000 gp
Belt of Dex and Con +2 - 10000 gp
Skillslot + Mark III Skillchip (Perseption) - 4700

+3 Mithral Breastplate - 13400 gp
+3 Mithral Buckler - 10005 gp

+1 Spell Storing Starknife a.k.a. 'Star Kiss' - 8378 gp

Cleric’s Kit - 16 gp

Jewelry - 80 gp
Harrow Carrying Case - 10 gp
Harrow Mat - 80 gp
Harrow Cards - 100 gp

Weapon Cord - 1 gp

Dayfinder - 250 gp

Cracked Pale Green Prism (Ioun Stone) - 4000 gp [+1 attack & saves]
Cracked Dark Blue Rhomboid (Ioun Stone) - 400 gp [+1 pers & sense mot]
Cracked Dusty Rose Prism (Ioun Stone) - 500 gp [+1 init]

Sold

-

Used

2PP to fullfil a fraction mission
2500 - Atonement

Retrain 2 feats - 900 gp & 8 PP

Coin
Spend: 60 920, 10 PP
Left: 2908 gp, 40 PP

Advancement:

Favorite class: Cleric (+4 skill points, +4 on CL vs spell-resistance of outsiders)

# 198870-6

0 - 150 gp
1 - 1398 GP / 4 PP / 3 XP (Cryprt of the Everflame, GM, normal)
2 - 1398 GP / 4 PP / 3 XP (Murder's Mark, GM, normal)
3 - 3711 GP / 4 PP / 3 XP (Skull & Shakles I, AP, normal)
4 - 3711 GP / 4 PP / 3 XP (Hell's Rebels I, AP, normal)
5 - 1850 GP / 2 PP / 1 XP (Destiny of the Sands I, GM, normal)
6 - 1864 GP / 2 PP / 1 XP (Destiny of the Sands II, GM, normal)
7 - 1074 GP / 2 PP / 1 XP (Ungrounded but Unbroken, normal)
8 - 3229 GP / 2 PP / 1 XP (Destiny of the Sands III, GM, normal)
9 - 6756 GP / 4 PP / 3 XP (Carrion Hill, normal)
10 - 2000 GP / 1 PP / 1 XP (Serpent's Rise, normal)
11 - 6109 GP / 1 PP / 1 XP (Beacon Below, normal)
12 - 2215 GP / 1 PP / 0.5 XP (Wardens of the Sulfur Gulch, slow)
13 - 2325 GP / 1 PP / 0.5 XP (Fires of Karamos, slow)
14 - 2176 GP / 1 PP / 0.5 XP (Red Harvest, slow)
15 - 2817 GP / 1 PP / 0.5 XP (The Golemworks Incident, slow)
16 - 3985 GP / 1 PP / 0.5 XP (The Refuge of Time, slow)
17 - 1503 GP / 1 PP / 0.5 XP (Returned to Sky, slow)
18 - 3250 GP / 1 PP / 0.5 XP (The Waking Rune, slow)
19 - 2734 GP / 1 PP / 0.5 XP (The Stranger Within, slow)
20 - 5485 GP / 2 PP / 1 XP (The Haunting of Hinojai)
21 - 8009 GP / 2 PP / 1 XP (The Mantis's Prey)
21 - 7687 GP / 2 PP / 1 XP (Assault on Absalom)
22 - 4776 GP / 2 PP / 1 XP (Portal of the Sacred Rune)
23 - 17766 / 4 PP / 3 XP (The Harrowing)

Total:
97978 GP / 50 PP / 32 XP