About Evelyn DhornBackground:
Evelyn's early childhood years were extremely happy. She haven't met her mother, but was raised by her father, Daneor - a slightly older alchemy supplies merchant. Not having any siblings, Evelyn was the entire man's world, and he made sure she knew it; with better possessions than the average, he showered her with toys, took her to his travels, and made sure to spend a good chunk of his day purely dedicated to her education and interests. Things would change, though; she was barely six years old when her father's caravan was attacked by demonic creatures handling giant chains made of pure fire. She crawled under a wagon and cried, while besides her eyes her world crumbled: her father fell, as well as the other merchants, and it didn't take long for her to be found. She was dragged to a center firepit, feeling her tears burn while unholy chants deafened her young ears. Right before being sacrificed, she saw celestial hands pull through the fire. In the midst of the awfulness, she felt truly blessed - and even as her eyes closed in pain to a long coma, she still found hope. It took months for her to wake. Raised by the local employees of his father emporium, all his possessions, now unmanaged, slowly disappeared. She inherited some few objects that belonged to her father, including many of his books and alchemical materials, and studied hard to be able to honor his memory. She didn't quite become as prominent an alchemist as him, but her deductive skills made her a somewhat successful empiricist despite her young age. More than that, though, she took as her life mission to better understand what happened to her, and started to study all the different planes of existence and their denizens. She took upon the faith of Magdh and the knowledge she'd bring, took her books under her arms, and threw herself on the road to document and chronicle the different worlds beyond Golarion. The pain for her father loss became a tough scar for her to carry, but she never sought vengeance; instead, inspired by the celestial flame she saw, she decided to pursue a path of understanding, forgiveness and redemption. Her bardic journey was now that of a flame dancer.
Appearance and Behavior:
Evelyn is beautifully exotic; she is peri-blooded, neutral good as the peris, and even her bard skills seem influenced by the fire of the good-aligned celestials. Her hair is blond, very light, with brightful green eyes. Her presence seems warm; as if not only she enlightens the rooms, but brings heat to it. She is young, but has intellect and wisdom beyond her age, and this transpires as she speaks. Image - Evelyn fights with rapier and a light crossbow Image - Evelyn with open wings She has a no-nonsense type of attitude, but yet every word that comes from her mouth seems genuinely good. She is constantly reading and studying; if she's naturally outwordly, her skills come from hard study and training. As a chronicler of worlds, her life mission is that of documenting the different planes and outsiders she encounters - something she took after the events that happened during her childhood - and she's humble and appreciative of help on her quest. Evelyn worships the Eldest Magdh, a divine fey creature with the Knowledge domain, concerned with things like fate and complexity. Her skills of prophecy nad understanding perfectly aligns with Evelyn's quest, despite the different alignments, and the aasimar truly respects and admires the deity. In her studies, she gained a great understanding of Magdh's realm and the First World in general, and dreams to one day be able to actually meet the lands of the three-faced demigod.
Role and Mechanics:
Most of Evelyn's world is outside of combat; as a skill monkey, she's able to cover several different areas, all knowledges included. Being a combination of a intelligence-focused bard and investigator simply gives her an immense edge at skills, and despite some focus in things like Diplomacy and Planes, she's fairly competent even to aid others with what she has. She also covers for traps - she has trapfinding and decent perception and disable device, the option to inspire her rolls, and will eventually become even better by getting the investigator talents to improve them. Finally, I see her as useful as a party face; she's an "altruistic diplomat" and "blessed" by heavens, with an intelligent, no-nonsense attitude that matches a neutral good character. In combat, she's mostly about buffing her allies with her performance and spells. I hope that eventually she can keep advancing on her support role; with Gestalt, I'm sure we will have enough "tank", "damage" and "heal" power to cover for her, and by boosting the allies capabilities she will likely make them even more powerful. I gave her a rapier and light crossbow "just in case", but honestly I don't plan on using them very much, neither I can afford the feats to do so properly! For the future, I plan to go for feats that either improve her performances and buffs to her allies (lingering performance, etc.) or her knowledge and skills (like Magdh's deific obedience). I don't have plans to go for any prestige classes or invest in anything martial, so in the event that I have spare resources, I will use them to improve Evelyn's buffing and debuffing spells. Finally, I'd love to have the chance to complete her Story feat (Blessed) in this game. I hope to have the chance to redeem one or more enemies! Feats for the future: Deific Obedience, Lingering Performance
Character Sheet:
Evelyn Dhorn Female peri-blooded aasimar (emberkin) bard (chronicler of worlds, flame dancer) 1/investigator (empiricist) 1/gestalt 1 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 30, 81, 100, Pathfinder RPG Bestiary 7, Planar Adventures 11) NG Medium outsider (native) Init +2; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 (1d8+2) Fort +1, Ref +4, Will +4 Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft., fly 20 ft. (poor) Melee rapier -2 (1d6-2/18-20) or . . unarmed strike -2 (1d3-2 nonlethal) Ranged light crossbow +2 (1d8/19-20) Special Attacks bardic performance 7 rounds/day (distraction, fascinate [DC 13], countersong, inspire courage +1) Bard (Chronicler of Worlds, Flame Dancer) Spells Known (CL 1st; concentration +4) . . 1st (2/day)—lesser confusion (DC 14), saving finale[APG] (DC 14) . . 0 (at will)—detect magic, prestidigitation, read magic, spark[APG] (DC 13) Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +4) . . 1st—shield, tears to wine (DC 14) -------------------- Statistics -------------------- Str 7, Dex 14, Con 12, Int 17, Wis 14, Cha 16 Base Atk +0; CMB -2; CMD 10 Feats Blessed Traits altruistic diplomat, exposed to awfulness Skills Acrobatics +4, Bluff +3 (+5 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Craft (alchemy) +7 (+8 to create alchemical items), Diplomacy +9 (+11 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Disable Device +7, Disguise +3 (+5 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Fly -4, Intimidate +3 (+5 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (nobility) +4, Knowledge (planes) +10, Knowledge (religion) +8, Linguistics +7, Perception +6, Perform (dance) +7 (+9 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders), Spellcraft +9, Use Magic Device +7 (+9 vs. Good Aligned Outsiders, -2 vs. Evil Aligned Outsiders); Racial Modifiers +2 Knowledge (planes), +2 Spellcraft Languages Abyssal, Celestial, Common, Draconic, Elven, Sylvan SQ alchemy (alchemy crafting +1), bardic knowledge +1, inspiration (3/day), planar lore, trapfinding +1 Other Gear lamellar (leather) armor[UC], crossbow bolts (40), light crossbow, rapier, alchemy crafting kit[APG], flint and steel, ink, inkpen, investigator starting formula book, masterwork backpack[APG], masterwork thieves' tools, trail rations (5), waterskin, 20 sp, 2 cp -------------------- Tracked Resources -------------------- Bardic Performance (standard action, 7 rounds/day) - 0/7 Crossbow bolts - 0/40 Exposed to Awfulness (1/day) - 0/1 Inspiration (+1d6, 3/day) (Ex) - 0/3 Planar Lore (3/day) (Ex) - 0/3 Trail rations - 0/5 -------------------- Special Abilities -------------------- Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks. Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects. Blessed +1 DC on spells & +2 on Cha skills vs. good outsiders. -2 on Cha skills vs. evil outsiders. Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Fly (20 feet, Poor) You can fly! Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Planar Lore (3/day) (Ex) Can take 10 on Knowledge (planes) checks. Activate to take 20 as a standard action. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. -------------------- Current Free Inspirations Knowledge, Linguistics, Spellcraft Timezone EST
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