Ajibachana

Eris Seven-veils's page

412 posts. Organized Play character for PatheticWretch.


Full Name

Eris Seven-veils

Race

Human

Classes/Levels

Cleric 3 | HP 27/27 | AC 22; Tch 11; FF 21 | F +5; R +2; W +7 | CMB+3; CMD 14 | Speed 20 ft | Init +3 | mwk Sickle: +4 (1d6+1) | Perc +8

About Eris Seven-veils

Female Human (Chelaxian) Cleric 3 (Theologian)
CN Medium Humanoid (Human)
Init +3 (Erratic Malefactor); Senses Perception +8
Languages Common, Infernal
________________________________________________________________________
DEFENSE
________________________________________________________________________
AC 22, touch 11, flat-footed 21
    (+9 armor, +2 shield, +1 Dex)
hp 27 (3d8, +6 Con, +3 favored)
Fort +5, Ref +2, Will +7
Defensive Abilities
________________________________________________________________________
OFFENSE
________________________________________________________________________
Speed 20 ft. (4 squares)
Melee mwk Sickle +4 (1d6+1)
Ranged Light Crossbow +3 (1d8)
Base Atk +2; CMB +3; CMD 14
Special Attacks Vision of Madness (±2 attacks, saves, or skills ; 7/day), reroll attack roll or skill check (1/day)
Deity The Lantern King Domain Madness
Cleric Spells Prepared (CL 3, Concentration +7) ᵈDomain
    2nd — cure moderate wounds, hold person (DC 17), ᵈtouch of idiocy (DC 17)
    1st — ᵈconfusion (lesser)(DC 16), dancing lantern, murderous command (DC 16), shield of faith
    0th — create water, detect magic, guidance, spark
Spells per Day: (3+1/2+1/0/0/0/0/0/0/0/ DC:14+spell level)
Scrolls: none
________________________________________________________________________
STATISTICS
________________________________________________________________________
Abilities STR 12, DEX 12, CON 14, INT 7, WIS 18, CHA 14 
Feats Heavy Armor Proficiency, Selective Channeling, Spell Focus (Enchantment)
Traits Erratic Malefactor, Magical Lineage (confusion)
Skills Acrobatics -6, Appraise -2, Bluff +7, Climb -6, Diplomacy +2, Disguise +2, Escape Artist -6, Fly -6, Heal +4, Intimidate +2, Knowledge (Religion) +2, Linguistics +2, Perception +8, Perform +5, Ride -6, Sense Motive +4; Sleight of Hand -4, Stealth -6, Survival +4, Swim -6 Armor Check Penalty -7
SQ Channel Negative Energy (2d3; 5/day; DC 13 Will; Madness variant, creatures confused until end of your next turn)
Combat Gear wand of infernal healing [46/50], potion of cure light wounds, acid flask (x3) Other Gear mwk sickle, morningstar, spiked gauntlet (cold iron), wooden stake, dagger (cold iron), javelin (x4), light crossbow, bolts (10), sling, bullets (10), full plate armor, mwk heavy shield (steel), cold-weather outfit, backpack, cranium (functions as lantern), bandolier, bedroll, rope (silk/50 ft.), holy symbol (wooden)(x2), rations (trail) (x2), waterskin, spell component pouch (x2), sack, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), tindertwig (x2), earplugs, mwk bluff tool, mwk perception tool, spring-loaded wrist sheath (dagger), 485 gp

SPECIAL ABILITIES:

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Bonus Feat: Humans select one extra feat at 1st level.
Channel Negative Energy(Su): You can unleash a wave of negative energy. You must choose to deal negative energy damage to living creatures or to heal undead creatures of damage. Creatures that take damage from channeled energy receive a Will save to halve the damage. 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.
Focused Domain: A theologian chooses only one domain from her deity’s portfolio rather than the normal two domains. All level-dependent effects of the granted powers from the theologian’s domain function as if she were two cleric levels higher than her actual cleric level. This does not allow her to gain domain-granted powers earlier than normal. A theologian can prepare domain spells using her non-domain slots. She cannot use her spontaneous casting ability on domain spells, even if they are prepared in non-domain slots.
In all other respects, this works like and replaces the standard cleric domain ability.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spellcasting: A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to ½ your cleric level (minimum +1) and a penalty to the other two types of rolls equal to ½ your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity

BACKGROUND:

”Even if I succeed, I shall never be rid of... It. AH HA HA HAAAA!”

Eris was born and raised in Egorian, and had a cheerful childhood. Her mother, a cleric of Asmodeus, became disabled and couldn’t get out of bed most of the time, and had to retire from the clergy. As a result of her mother’s diminished capacity, Eris had an especially close relationship with her father, a nationalistic leader of Chelish nobility named Archcount Innistrad Rosala. A hard man in public, in private he delighted Eris with jokes or tales of goody-two-shoes heroes. He would give her choices of what happened to the heroes at the end of the story, and she always picked something grisly like being eaten by dragons. Eris would laugh until she fell over as he finished the tale.

In her youth, Eris spent time with her bedridden mother, who would teach her of the need for rigid adherence to Admodeus’s teachings. This usually bored Eris, so she would explore with her friends. She told her friends theatrical stories of nearby Whisperwood being haunted, or acted out tales of an unclosed portal to Hell and paladins of Iomedae who had disappeared in the woods. The bigger the spectacle, the more Eris enjoyed telling the tale. Sometimes, they would play harmless pranks on others, or perhaps steal a minor trinket from a local merchant, just to see if they could.

At sixteen years old, Eris was a particularly jovial youth, but all that changed with the sudden death of her father. Eris spiraled into sadness and depression, and she knew she would never laugh again. Though Eris understood she couldn’t bring her father back, she thought there must be some way to talk to him. She had heard of magic that could help the living speak with the dead, and she began an intense research of the subject. With her background of religious training, she spent hours poring over any book she could find in the library or private collections.

Eris fixated on a ritual she found in an obscure treatise of ancient lore. She had read about a ritual that would allow her to speak with her beloved father again, though her weakened mother said it was wrong—that it was fey magic. But Eris could not be swayed. With her preparations made, Eris sneaked late at night to the Egorian graveyard, where her father was buried. Stealing inside, she placed a lantern and other trinkets, then scribed some glyphs around the grave, as prescribed in the ritual. She then began to chant the required words.

That’s when everything changed.

A breaking wave of darkness overtook Eris, and she fell to the ground unconscious on top of her father’s grave. She dreamed of a will-o-wisp surrounded in glyphs, and then a powerful eldritch entity said she could speak with her father, but she must strike a bargain with it. Eris can’t recall the very high price she had to pay, but in the dream she gladly paid it. In exchange, she spoke with her father, and for a time was quite content.

The next day, everything was different. Eris awoke on top of the grave with the dirty cranium of her father in her hand. When she spoke to it, she could hear him again! He could talk to her and tell her tales and jokes! She would laugh and tell jokes back. Sometimes, he would tell her things he thought she should do to strengthen Cheliax. She was so happy. She could hear other voices, too. She had so many friends now. She could also hear whispering, scraping, and moaning. It was almost as if she could hear and see elements of another realm, one where only the dead walk. Some of them even wanted her help, and if they wanted her to do something funny, she would. No one else could see them, but Eris didn’t care. She had her beloved father again.

It only takes one bad day to drive a girl insane. This experience transformed her. Now twenty years old, she converses with her dead father and other friends no one can see. She has a warped, sadistic sense of humor, and may be slightly insane. She never fit in with her friends again, who thought of her as the bizarre girl who talked to herself (or a cranium!) and played theatrical jokes on them that were funny to her alone. Good riddance to them--Eris didn’t care!

Eris decided not to tell her dying mother about her conversations with her father or other friends. Her mother wouldn’t understand. It seemed easier to recite the law of Asmodeus and pretend nothing had changed. But as soon as Eris left the room, she would suppress her laughter. It was all too funny. What a grand prank, to pretend to be a cleric of Asmodeus! Toeing the line and feigning devotion made it all that much funnier to turn the corner and fake salute. Eris’s mother died shortly thereafter, and Eris took her armor and unholy symbol with plans to leave Egorian.

Her father says she should go to Longacre. Apparently, he was born there and wants to go back. Who knew!? She can feel Whoever—or Whatever—she struck this ill-advised deal with at the edge of her mind, granting her powers. Perhaps the joke was on her, but at least she was smiling again.

Appearance: Eris is lithe and pretty, with long, straight brown hair and olive skin. Despite her attractive appearance, something seems...off. She occasionally laughs to herself, shares jokes, or rolls her eyes at seemingly nothing. She carries a cranium, which is mostly devoid of skin and hair, at her belt. Her reversible cloak is the red and black of Asmodeus, with the Archstar on one side, and green and purple argyle on the other. Her unholy symbol, as well, features the Archstar of Asmodeus on one side, and a lantern surrounded by glyphs on the other.

Personality: Eris is generally an optimistic person. She is intelligent, but loathes a plan. Or, perhaps it is better to say, she enjoys making a plan as she goes along. She enjoys multiple-choice questions, and if she’s going to have a past, she prefers that it be multiple choice. She laughs out loud when she feels pain. Sometimes she remembers in one way, sometimes in another. She enjoys warped, sadistic pranks and stealing things. Her exploits are theatrical performances that are funny to her alone. Spectacle is more important than success for Eris, and if it is not spectacular it is boring. She claims indifference to everything, but secretly craves attention and validation. She has no instinct for self-preservation, and is willing to die to prove her point. She is the personification of the irrational. She mostly lacks empathy, a conscience, and concern over right and wrong. Eris creates a new personality every day (depending on what would benefit her).

”So you’ve finally tricked the trickster. They take me for a fool. Fair, I suppose.”
”Everyone shut up. I need to think.”

Level Progression:

Level 1:
Class Taken: Cleric
Class Feature Gained: aura, channel energy, domains, orisons, spontaneous casting
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (1 +1 human +2 background): bluff (1), knowledge (religion)(1), linguistics (1), perform (1)
Feats: heavy armor proficiency, selective channeling

Level 2:
Class Taken: Cleric
Class Feature Gained:
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (1 +1 human +2 background): bluff (1), perception (1), perform (1), sleight of hand (1)

Level 3:
Class Taken: Cleric
Class Feature Gained: channel energy 2d6
Hit points Gained: 1d8, +2 Con, +1 favored
Skill Points (1 +1 human +2 background): bluff (1), perception (1), perform (1), sleight of hand (1)
Feat: spell focus (enchantment)

Dice:

[dice=channel negative energy (Madness variant, creatures confused until end of your next turn; DC 13 Will)]2d3[/dice]

[dice=melee touch (Vision of Madness, target has -2 attacks and saves and +2 skills; ends after 3 rounds)]1d20+3[/dice]
[dice=melee touch (flank)(Vision of Madness, target has -2 attacks and saves and +2 skills; ends after 3 rounds)]1d20+3+2[/dice]

[dice=mwk sickle (S)]1d20+4;1d6+1[/dice]
[dice=mwk sickle (S)(flank)]1d20+4+2;1d6+1[/dice]

*murderous command + extend
*Vision of Madness: melee touch attack, choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to ½ your cleric level (minimum +1) and a penalty to the other two types of rolls equal to ½ your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
*all level-dependent effects of granted powers from domain function at cleric level +2
*can prepare domain spells using non-domain slots
*Madness channeling; DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier (3 + Cha/day)
*Human Cleric Favored Class Bonus from levels 5-11 being invested in +1 to overcome the SR of outsiders
* Reliquarian occultist domain
*fey sorcerer?
*need 5 ranks spellcraft for preferred spell, 15 for spell perfection (get with headband of intellect or retrain?)
*spells: shield of faith (1), sanctuary (1), forbid action (1), command (1), barbed chains (1), murderous command (1), summon monster I, hold person (2), spiritual weapon (with toppling rod)(2), admonishing ray (with toppling rod_(2), grace (2), intensify psyche (2), desecrate (2), open spell slot, animate dead (lesser)(2), Summon Cacodaemon (2), masterwork transformation (all items pay gp cost difference), summon monster II, animate dead (3), bestow curse (3), magic vestment (x2, pearl of power), chain of perdition (3), summon monster III, stone shape (3), unhallowed blows (3), aura sight (3), shield of wings (3), mind maze (3), appearance of life (3), flesh puppet (3), confusion (4), dispel magic (3), sand whirlwind (3), terrible remorse (4), debilitating portent (4), daywalker (5)

https://www.reddit.com/r/Pathfinder_RPG/comments/7bigct/what_are_your_favor ite_level_1_divine_spells_and/
https://www.reddit.com/r/Pathfinder_RPG/comments/7d5w7t/what_are_your_favor ite_level_2_divine_spells_and/
https://www.reddit.com/r/Pathfinder_RPG/comments/7de6bm/what_are_your_favor ite_level_3_divine_spells_and/

5 - Greater Spell Focus (enchantment), Domain Secret
7 - Extra traits (sacred conduit, magical knack, wayang spellhunter)
9 - Heighten Spell
10 - Domain Secret
11 - Persistent Spell
13 - Improved Channel
15 - Spell Penetration, Domain Secret
17 - spell perfection
19 -
20 - Domain Secret

*quicken spell, reach spell, improved eldritch hertiage (aberrant), sacred conduit trait, shatter resolve, Deific Obedience, Preferred Spell (mirror image), toughness

https://paizo.com/threads/rzs2rem9?Optimization-Challenge-Caster-Cleric-wit h

https://www.reddit.com/r/Pathfinder_RPG/comments/6b5tlc/bobo_a_tanksupportd ebuffbattlefield_control/

*weapon:
*armor: full plate +1 glamered
*shield: heavy steel +1
*belt:
*body:
*chest: Unfettered Shirt or Quick Runner's Shirt
*eyes: Eyes of the Eagle
*feet: Boots of Striding and Springing
*hands: deliquescent gloves
*head: Mask of Stony Demeanor, hat of disguise, goz mask
*headband: headband of wisdom (headband of mental prowess)
*neck: amulet of natural armor
*ring: Ring of Protection
*ring: Ring of Invisibility, Ring of Freedom of Movement, counterspells (to protect buffs)
*shoulders: Cloak of Resistance, Cloak of Displacement, Minor
*wrists: Sleeves of Many Garments, longarm bracers
*slotless: wayfinder, Dusty Rose Prism (Ioun Stone) (+1 Init; 500 gp), Dusty Rose Prism Ioun Stone (+1 AC; 5000 gp), Handy Haversack, Cracked Incandescent Blue Sphere (+1 Perc), Cracked Magenta Prism (+2 any skill), cracked pale green prism (+1 attack rolls or saving throws), lucky horseshoe (+1 saves), mossy disk ioun stone (+5 one knowledge skill), metamagic rod (trick spell! Toppling, Coaxing, Threnodic, Piercing), pearl of power (lvl 3 for magic vestment), flawed amber spindle ioun stone

baby steps
I feel good, I feel great, I feel wonderful...
I'm doing the work, I'm baby-stepping, I'm not a slacker! Just look, I'm in really bad shape!
Is this some radical new therapy?
Is this corn hand-shucked?
Roses are red, violets are blue, I'm schizophrenic, and so am I.
Fear of germs and diseases
dizzy spells, nausea, cold sweats, and blurred vision