Yaniel

Ethelinda Nepfey Botezatu's page

2 posts. Organized Play character for Jeremy Packer.


Full Name

Ethelinda Napfey Botezatu

About Ethelinda Nepfey Botezatu

Female human cleric of Iomedae 6
NG Medium humanoid (human)
Init. +0; Senses Perception +4
-----Defense-----
AC 16, touch 11, flat-footed 16 (+5 armor, +0 Dex, +1 deflection)
hp 39 (6d8+6)
Fort +7; Ref +3; Will +10; +1 trait bonus on fortitude and reflex saves vs. spells and effect of evil outsiders; +1 trait bonus on fortitude and reflex saves vs. diseases
-----Offense-----
Speed 20 ft.
Melee +1 consecrated longsword +7 (1d8+3 slashing/19-20) or cold iron dagger +6 (1d4+2 piercing or slashing/19-20)
Ranged cold iron dagger +4 (1d4+2 piercing or slashing/19-20) [thrown 10 ft]
Special Attacks channel energy 8/day (3d6), sun’s blessing
Cleric Spells Known (CL 6th; concentration +10)
3rd–invisibility purge, prayer, remove blindness/deafness, searing lightD
2nd–align weaponD (good only), burst of radiance, consecrate, lesser restoration, light prison
1st–bless (x2), divine favor, protection from evilD, unbreakable heart
0 (at will)–create water, guidance, light, mending
D Domain spell; Domains Good, Sun
-----Statistics-----
Str 14, Dex 10, Con 12, Int 8, Wis 18, Cha 17
Base Attack +4; CMB +6; CMD 16
Feats Alignment Channel, Divine Fighting Technique, Extra Channel, Improved Channel, Selective Channel
Skills Craft +5, Diplomacy +9, Handle Animal +4, Heal +9, Knowledge (religion) +8, Linguistics +4, Perception +4, Perform (dance) +13, Ride +1, Spellcraft +8
Languages Common, Celestial, Varisian
SQ aura (good), spontaneous casting
Traits Purity of Faith, Varisian Immunity
Combat Gear wand of cure light wounds (CL 1, 50 charges), holy water (2), silver dust (25g); Other Gear +1 breastplate armor, masterwork heavy steel shield, cold iron dagger, +1 consecrated longsword, cloak of resistance +1, headband of inspired wisdom +2, ioun torch, Knight-Inheritor’s ring, vest of surgery, masterwork backpack, bedroll, belt pouch, flint and steel, mess kit, 50 ft. of silk rope, silver holy symbol of Iomedae, soap, spell component pouch, waterskin

Consumable & Uses:
  • Wand of Cure Light Wounds ⬛⬛⬛⬛⬛ (+45)
  • Holy Water ⬛⬛
  • Silver Dust (25g) ⬛
  • Channel Energy ⬛⬛⬛⬛⬛⬛⬛⬛
  • Touch of Good ⬛⬛⬛⬛⬛⬛⬛
  • Bless Weapon
  • Wartrain Mount
  • Vest of Surgery ⬛

Class Abilities:
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.

Aura (Ex) A cleric of Iomedae has a particularly powerful good and lawful aura (see the detect evil spell for details).

Spells 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. In addition, she receives bonus spells per day if she has a high Wisdom score.
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of 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.
Chaotic and Evil Spells A cleric of Iomedae can't cast Chaotic or Evil spells. Spells associated with these alignments are indicated by the chaotic and evil descriptors in their spell descriptions.
Orisons Clerics can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting A cleric of Iomedae 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. (Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds

Channel Energy (Su) A cleric of Iomedae can release a wave of energy by channeling the power of her faith through her holy symbol. A cleric of Iomedae 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 A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. 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. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Iomedae’s Inspiring Sword While wielding a longsword, you can perform an impressive display of prowess as a full-round action. All allies within 30 feet who can see your display gain a +2 sacred bonus on attack rolls, saving throws, and skill checks for 1 round + 1 round per 5 points of base attack bonus you have. (This ability replaces the 1st level Good domain power)
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.

Appearance:
  • Age 26
  • Height 5 ft. 9 in.
  • Weight 169 lbs.
  • Skin pale but smooth
  • Hair deep black with early graying
  • Eyes light blue
  • Unique Features Ethel was born with a nine birthmarks upon her right hand and forearm, small red star-like marks. The form a starburst pattern around a cross or sword. They resemble as she grew older, the marks began to taken on a scar-like texture.
  • Rough Background:
    Ethelinda was born to Edward Botezatu, a career member of the Korvosan Guard, and his wife, Verarona, a Varisian dancer and cousin of the Foxglove family in Magnimar. Her childhood was happy as she got to spend time being taught the sword at the Citadel and learned to dance among the travelers who come and go in East Shore, and Thief Camp. She was happy among both groups, but eventually saw that both had flaws.

    When Ethel turned thirteen, her father was assigned to guard a diplomat to Cheliax and both Verarona and Ethel accompanied them to Egorian. The devil worshipping House Thrune were gracious hosts and they arranged for Ethel to go to a local school where she excelled in religious lore. It was during one of these lessons that Ethel’s life was flipped forever.

    In school they were learning the history of Iomedae and her infamous Acts. Her instructor began to tell the tale of the nine knights imprisoned by the vampire Basilov, and the sacrifice Iomedae made to free them. As the tale continued, Ethel began to scratch at her arm. The scar-like marks felt on fire and with even a light scratch, they began to bleed. And bleed. And continued to bleed no matter how much pressure was applied.

    A healer was called for. The closest priest was a Hellknight of the Order of the Godclaw name Bosnidian, who recognized the marks and believed he knew what they meant. He brought her to The Church of the Inheritor and as soon as Ethel was brought through the doors, the bleeding stopped and she no longer felt the need to scratch. It was deemed a miracle, though Bosnidian felt that declaration was too strong. Ethel agreed.

    Over the next several years she was trained in the Church. She excelled at the divine though she had no plan to become a priestess. Hellknight Bosnidian, or Bos as she called him, offered a chance to join his order, and Ethelalinda became Armiger Botezatu. In training, Ethel was presented with the idea that the Law was above all, but that never sat well with her. She learned quickly that her beliefs could never align with the Hellknights and she left the order before attempting the test to become a Hellknight in full. Bos said he understood and encouraged her to return to the church. ”Perhaps in the light of the Inheritor, you can rise as a holy warrior.”

    Ethel returned to the church with the intention of becoming a Heritor Knight, an order of holy warriors in service to Iomedae, with members often coming from the ranks of her paladins. She began to train but much like the Hellknights, she found that their beliefs were far to ridged, but she could clearly hear the call of their patron. She turned to the order of priests and found she was nearly as skill in divine magic as she was with the sword. The magic seemed to flow from the old scars on her hand and forearm.

    Unfortunately, before long tragedy struck. The diplomat that Edward was assigned to protect crossed House Thrune and was to be executed. Ethel’s father tried to intervene and he was killed for his efforts. Ethel was devastated and feared she and Verarona would also be executed as associates of the diplomat. She was right to be fearful, but her instructors and Hellknight Bosnidian stepped in. She and her mother were to be spared but House Thrune demanded that they serve as the messengers to deliver the news to Korvosa. House Thrune was not without understanding though and recognized that her father was a soldier and allowed her to return his body to Korvosa.

    Ethel and her mother began the voyage home, but Verarona was unwilling to return to Korvosa, and would instead go on to Magnimar to the Foxglove estate. Ethel could not bring herself to join her mother, someone had to see to Edward’s body and make good on delivering the message was delivered. Ethel was given audience with King Eodred, but he simply shrugged it off so he could return to ”more interesting affairs.”.

    Ethel arranged for her father’s body to be brought to Citadel Volshyenek, to be interred as a standing member of the Guard. Many of the old guards had retired but one or two who still remained remembered him, including the now Field Marshal Cressida Kroft. After the memorial was held, Field Marshal Kroft approached Ethel. ”How would you like to serve in the place of Edward?” Ethel’s time with the Hellknights and training with the Heritor Knights left her with the sense that she could serve the people best by making sure the law worked for them and not the opposite.

    Most recently, with the death of King Eodred II and the anarchy that spread in Korvosa in it’s wake, Ethel has had her hands full. Helping with healing both the members of the Guard and those she would protect in the city. She has begun to stand out and get more noticed. One day as she was reporting in, she found Field Marshal Kroft had joined her usual superior. ”Ethel, perhaps your talents would be better served in helping me with some special assignments.”