Besmaran Priest

Evie Adeyemi's page

No posts. Organized Play character for Zero the Nothing.


Full Name

Evie Adeyemi

Race

Bonuwat|Nidalese

Classes/Levels

Warpriest 9

Gender

Female

Size

Medium

Age

24

Special Abilities

XP: 26/27, GP 3

Alignment

Chaotic Neutral

Deity

Besmara, The Pirate Queen

Location

The Shackles

Languages

Polyglot(Mwangi), Abyssal, Taldane(Common)

Occupation

Pirate Captain

Homepage URL

109210-13

Strength 10
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 16
Charisma 8

About Evie Adeyemi

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Evie's Ships
o The Scarlet Banshee
o The Fearsome Tide

Disrepute: 15
Infamy: 20

Boons:

[][][][] Elemental Investigator(Concordance): The insight yu have gained from your studies in the First World helps you channel the influence of the seasons, honing your understanding of the balance of elemental forces. You may check off the first box before this boon in spring, the second in summer, the third in autumn, and the fourth in winter, using real-world seasons. For the abilities listed below, your caster level is equal to your character level.
o Spring: This functions as goodberry, except that its target is any plant, and it causes 2d4 pumpkins to sprout that grant the berry's typical benefits.
o Summer: This functions as shocking grasp, except that it deals cold damage instead of electricity damage.
o Autumn: Cast entangle as a spell-like ability.
o Winter: Cast burning hands as a spell-like ability.

Echoes of the Dead: Your chilling experiences in the House of Pentheru have hardened your resolve and strengthened your fortitude against the effects of haunts and the troubling visions they bring. When you fail a Fortitude or Will saving throw against a haunt, you can use this boon to gain a +2 competence bonus on the save retroactively. If the bonus is enough to turn the failure into a success, the save succeeds.

Archelon Eggs: You recovered several archelon eggs and kept one to incubate and raise as your own. If you have the divine bond, mount, or nature bond class ability—or a similar feature that grants you an animal companion—instead of choosing an animal from the list provided by the ability, you may instead select an archelon (Pathfinder RPG Bestiary 3 311). If the archelon already appears on your list of available animal companions, you can instead treat your effective druid level as one higher when determining an archelon animal companion’s bonus HD, natural armor bonus, Strength and Dexterity bonus, bonus tricks, and special abilities. This boon cannot increase your effective druid level more than one level above your actual character level.

- Disrepute Boons -
o Avast Ye! (1+ Disrepute): Before attempting a Diplomacy or a Perform (oratory) check when addressing a pirate or a creature with the aquatic or water subtype, you may spend 1 point of Disrepute to gain a +1 bonus on the check. For each additional point of Disrepute you spend, increase the bonus by 1 (maximum +5).

o Rum Punch Champion: You participated in the festival games honoring Cayden Cailean, breaking several records and earning you more than a few awards. Choose one of the following three boons, and cross the others off your Chronicle sheet. Using the boon is a free action and requires you check the accompanying check box. If you have already used the boon, you may activate it again by spending 2 Disrepute.

Drunk’s Fortitude: You can use this boon before rolling a saving throw against a spell or effect that would sicken or nauseate you to gain a +2 bonus on the save.

o To the Seas, Ya Landlubber! (3+ Disrepute): As a standard action, you can cast touch of the sea as a spell-like ability using your character level as your caster level. If you use this boon as a full-round action, you can touch up to six other targets to share the spell’s effects with them, though doing so costs an additional 3 Disrepute per additional target.

o The Fearsome Tide (5 Disrepute): During your adventures in the Black Coral Cave, you and your companions secured a damaged yet formidable carrack named The Fearsome Tide. With some elbow grease and coin, you could likely restore it to its former glory to sail the seas once more. Select one of the boons below when you use this boon, and cross the other off your Chronicle sheet.
Restoring the Tide: You can spend 1,000 gp to restore The Fearsome Tide to working order. In doing so, you gain a +2 bonus on Craft (ships) and Profession (pirate or sailor) checks. If you have the ship vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 62), these bonuses stack.

Hold Full of Booty: You have a heaping pile of loot to show for your adventures with Captain Varossa Lanteri, and chances are good that your colleagues wouldn’t miss a choice treasure if you replaced it with something a little less valuable. You can cross this boon off your Chronicle sheet when purchasing one of the items found on any of the Plunder & Peril Chronicle sheets to reduce its purchase price by 10%. This does not stack with other abilities that reduce an item’s price.

Loyal Crew: Your time aboard the Magpie Princess has secured you several close friends among its crew, and these sailors and other professionals are amenable to following you on other adventures. You can cross this boon off your Chronicle sheet when purchasing a follower vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 60 and Pathfinder Player Companion: Pathfinder Society Primer 28) from the following list to reduce the Prestige Point cost by 2 (minimum 0): herald, lookout, porter, scholar, or seneschal.

Common Spells:
- - - Warpriest Spells - - -
-0-
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Grasp: Retry a Climb check as an immediate action
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Stabilize: Cause a dying creature to stabilize.

-1-
Air Bubble: Creates a small pocket of air around your head or an object.
Ant Haul: Triples carrying capacity of a creature.
Bless: Allies gain +1 on attack rolls and saves against fear.
Comprehend Languages: You understand all languages.
Cultural Adaptation: Adapt to fit the local cultural
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Evil: Reveals creatures, spells, or objects of selected alignment.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Enhance Water: Transform water into an alcoholic beverage.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Funereal Weapon: Targeted weapon bypasses some DR of undead creatures.
Infernal Healing: Give someone fast healing 1 for a minute, at the cost of a temporary evil alignment.
Liberating Command: Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Lucky Number: Tweak tiny variables in a creature’s immediate future.
Magic Weapon: Weapon gains +1 bonus.
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
- Meditative -
o Rite of Bodily Purity: +2 to saves vs diseases, drugs, and poison for 24 hours, discharge to reroll a failed save vs a disease, drug, or poison.
o Rite of Centered Mind: +1 to saves vs mind-affecting effects for 24 hours, discharge to reroll a failed save vs a mind-affecting effect.

Sanctuary: Opponents can't attack you, and you can't attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster 1: Summons extraplanar creature to fight for you.
Swallow Your Fear: Increase creatures' combat effectiveness when they under a fear effect.
Unwelcome Halo: Force a halo around a target, preventing it from hiding in the dark.
Waterproof: Target becomes waterproof for the spells duration
Weapons Against EvilR: Enhance weapons with pale light that allow them to bypass minor DR of evil creatures.

-2-
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Air Step: Tread unsteadily on air, with limitations.
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Angelic Aspect, Lesser: Gain some minor aspects of angelic creatures.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 caster level.
Defending Bone: Animate a bone to float near you and block physical attacks.
Delay Disease: Grant the target temporary immunity to disease.
Delay Poison: Stops poison from harming target for 1 hour/level.
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Enchantment Sight: See enchantment spells active on creatures.
Find Traps: Notice traps as a rogue does.
Hanspur's Flotsam Vessel: Assemble a sturdy raft and oars from driftwood, reeds, and other river debris.
Lay of the Land: Instantly learn about the geography of the surrounding area.
Make Whole: Repairs an object.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched.
Remove Paralysis: Frees creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Spiritual Weapon: Magic weapon attacks on its own.
Summon Monster 2: Summons extraplanar creature to fight for you.
Weapon of Awe: Weapon gets +2 on damage rolls.
Water Walk, Communal: As water walk, but you may divide the duration among creatures touched.

-3-
Align Weapon, Communal: As align weapon, but you can divide the duration among weapons touched.
Beacon of Luck: Send out a burst of luck to allies around you.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Channel Vigor: Focus your energy into a specific part of your body, giving you various enhancements.
Create Food and Water: Feeds three humans (or one horse)/level.
Daylight: 60-ft. radius of bright light.
Deadly Juggernaut: Your might increases with every kill you make.
Dispel Magic: Cancels one magical spell or effect.
Free Swim: As freedom of movement, but only allowing a creature to move freely underwater.
Invisibility Purge: Dispels invisibility within 5 ft./level.
Life Shield: Ward yourself with positive energy so any attacking undead take damage.
Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
Nap Stack: Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical blindness or deafness.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Resist Energy, Communal: As resist energy, but you may divide the duration among creatures touched.
Sacred Bond: Cast touch healing spells from a distance.
Searing Light: Ray deals 1d8/two levels damage (more against undead).
Shield of Darkness: Shield yourself with darkness, granting yourself total concealment.
Skeleton Crew: Turn corpses into obedient skeleton crew.
Sky Swim: Allow the target to swim through the air.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster 3: Summons extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.

-4-
Air Walk: Subject treads on air as if solid (climb or descend at 45-degree angle).
Blade of Light: Imbue a weapon with sunlight, making it bane to the undead
Blessing of Fervor: Gives allies a choice of benefits.
Chaos Hammer: Harms and slows lawful creatures (1d8 damage/2 levels).
Crusader's Edge: Grant a weapon the evil outsider bane quality and nauseate evil outsiders with a critical hit.
Death Ward: Grants bonuses against death spells and negative energy.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divine Power: You gain attack bonuses and 1 hp/level.
Enchantment Foil: Trick opponents who try to cast enchantments on you.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Sending: Delivers short message anywhere, instantly.
Shield of the Dawnflower: Create a protective shield of sunlight.
Spiritual Ally: Creates a divine ally to aid you.
Summon Monster 4: Summons extraplanar creature to fight for you.
Summon Ship: Conjure a ship out of extradimensional materials
Tongues: Speak and understand any language.
Wall of Bone: Create a wall of bones that damages and grapples adjacent creatures
Ward Shield: Enchant a shield with Spell Resistance and a bonus against area-effect spells.

-5-

-6-

Special Abilities:
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1 - Chaos Aura, Blessings(War, Trickery), Focus Weapon(Rapier), Sacred Weapon-Weapon Finesse, Two Weapon Fighting
2 - Fervor 1D6
3 - Bonus Feat(Weapon Focus(Unarmed Strike)) - Improved Unarmed Strike
4 - Channel Energy, Sacred Weapon +1
5 - Fervor 2d6 - Monkey Style
6 - Bonus Feat(Graceful Athlete)
1/6 Favored Class: Bonus Feat(Improved Two Weapon Fighting)
7 - Sacred Armor +1 - Dual Enhancement
8 - Fervor 3d6, Sacred Weapon +2
9 - Bonus Feat(Improved Critical(Rapier)) - Monkey Moves
- Rapier(Light Blades), Unarmed Strike(Monk, Natural, Close, Tribal)
10 - Blessings(Major), Sacred Armor +2
11 - Fervor 4d6 - Quicken Blessing
12 - Bonus Feat(????)
1/6 Favored Class: Bonus Feat(Greater Two Weapon Fighting)
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? Weapon Specialization(Rapier)

Gear:

[HANDS] Gloves of Elvenkind - 7500
[FEET] Boots of Speed 12000
[BODY] Vestments of War - 14000
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Captain Eveline or "Evie" Saoirse Adeyemi was born in the Shackles to a Bonuwat sailor(and pirate), Adebowale Adeyemi, and a Nidalese Countess, Siobhan Eveline Tenebrine. She has a light colored Mwangi skin tone, red hair(most recently worn in locks), green eyes, and freckles.

Evie wears jewelry and clothing from various groups across Garund that she has received from her travels across the coast of the continent. She carries an incredibly ornate rapier named "Tempest Queen".

The Captain's Log:

- Mummy's Mask -
The Half-Dead City
- In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a group of rival adventurers intent on keeping one tomb's treasures for themselves. At the same time, the heroes learn that a dangerous artifact has been stolen from the tomb. Can the adventurers defeat their rivals, or will they fall to the undead defenders of the city's necropolis? -

- Tide of Twilight -
In researching a recently recovered druidic lorestone, the Pathfinder Society learns of a powerful artifact with the power to turn men into bestial abominations. Amid claims of increased werewolf activity in the region, the PCs travel into the heart of the Verduran Forest to retrieve the valuable relic from a cabal of evil druids believed to currently hold it

- Among the Living -
Famed Pathfinder Bodriggan Wuthers disappeared from his dig site beneath the House of the Immortal Son in Taldor's gilded capital of Oppara. Once a grand temple to Aroden, the Immortal Son is now Oppara's most opulent theater. Sent to locate Wuthers, the Pathfinders must attend an opera with members of the Oppara elite in order to gain access to the secretive theater's dig site. When a cult crashes the performance and the nobility change into hideous walking dead, the Pathfinders are forced to choose between finding Wuthers or saving themselves.

- Down the Verdant Path -
Few dare tread through the ancient groves of the Verduran Forest, and those who do settle in these woodlands tend to stay close to their communities. Mystery and danger rarely deter agents of the Pathfinder Society, however. When the semi-retired Pathfinder Falbin ventured from his home deep in the wood, he came across an unexpected pocket of flourishing growth and summer weather in the middle of the wintery forest. He fears that this disturbance is the work of a cabal of druids whose mayhem the Society ended six years ago. Have the druids returned to wreak havoc, or are other forces at play?

- The Dragon's Demand -
Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?

- Day of the Demon -
The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinders' task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn't sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.

- Plunder & Peril -
Tall tales of hidden riches are common in the pirate-infested taverns of the Shackles, but when Captain Varossa Lanteri claims to know the location of the secret treasure hoard of legendary Captain Jemma Redclaw, it seems she may be telling the truth. Captain Lanteri hires Evie on as a crewmate to help her assemble the magic key that will open the door to Redclaw’s treasure... and the ancient cyclops stronghold in which it’s hidden! Can Evie survive long enough to claim her share of the lost loot, or will her enemies—or their allies—send her to a watery grave?
Rum Punch
Dangerous Waters
Black Coral Cove

- Race for the Runecarved Key - Earned: 5334gp
An ancient Thassilonian artifact has been unearthed in Magnimar and is to be auctioned off by the city government. In order to maintain good relations with those in power in the City of Monuments, the Pathfinder Society must obtain the relic without simply stealing it, although employing any other means necessary. It falls to the PCs to infiltrate the auction, sabotage the other bidders' efforts, and call in favors from those in the Society's debt to ensure the Runecarved Key (and the secrets it unlocks) belongs to the Pathfinders when the adventure draws to a close.
Boon(s): [1]Magnimarian Debt: Pay Half Price for Raise Dead, Resurrection, or True Resurrection.

- Wonders in the Weave, Part 2: Snakes in the Fold - Earned: 5664 + 75 gp
In a world the Pathfinder Society thought theirs for the exploring, the agents sent to retrieve a simple relic find themselves at odds with an entire lizardfolk village. As if that weren't enough, however, a longtime rival to the Society has allied with the lizardfolk, and if not stopped, the Pathfinders' entire operation on the newly discovered demiplane could be in jeopardy.