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Farsa al-Thania's page

3 posts. Alias of karlprosek.


Full Name

Farsa al-Thania

Race

Aasimar

Classes/Levels

Cleric//Sorcerer 7 [HP: 59/59 | AC:18 | T:16 | FF:12 | CMB:+6 | CMD:18 | Fort:+10 | Ref:+6 | Will:+10 | Init:+2 | Perc:+10 (Darkvision) | Spd 30]

Gender

F

Size

M

Age

30

Special Abilities

Resistance 5 (Acid/Cold/Elec), Resistance 10 (Fire), Channel Energy 4d6 9/day (Negative), Touch of Law 7/day, Death's Kiss 7/day, Grave Touch 9/day

Alignment

LN

Deity

Deumus

Languages

Common, Infernal,

Occupation

Undertaker

Strength 13
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 18
Charisma 22

About Farsa al-Thania

F LN Aasimar Cleric//Sorcerer, Level 7, Init +2, HP 59/59, Speed 30, AC 17, Touch 12, Flat-footed 15, CMD 18, Fort 10, Ref 6, Will 10, CMB +6, Base Attack Bonus +5, Abilities Str 13, Dex 14, Con 14, Int 14, Wis 18, Cha 22, Conditions None

Protection from Chaos (1 minute): +2 to AC and saves, allows second save against Enchantment effects with +2 morale bonus, prevents physical contact from evil summoned creatures

MELEE

RANGED
Disrupt Undead (ranged touch, 40 ft.) 1d6 against undead
Magic Missile (auto-hit, force damage, 170 ft.) 4x 1d4+1
Searing Light +7 (ranged touch, untyped damage, 170 ft.) 3d8 or 7d6 against undead or 7d8 against undead vulnerable to bright light
Empowered Searing Light multiply damage x1.5

SPELL COMBAT BONUSES:
Bull's Strength (1 min/lvl) +4 Str
Bless (1 min/lvl) +1 to attack and saves vs fear
Death Knell (10 min/HD of subject) 1d8 temp HP and +2 to Str
Death Ward (1 min/lvl) +4 to saves vs death spells and effects; immune to energy drain and negative energy effects
Desecrate (2 hrs/lvl) +1 bonus to atk/dmg/saves for undead
Guidance (1 minute for a single use, competence): +1 to attack
Haste (1 round/lvl) +1 atk on full attacks, +1 to atk/AC/Ref saves, all mvmt increases by 30 ft.
Prayer (1 round/lvl) allies +1/enemies -1 to atk/dmg/saves/skill checks
Shield of Faith (1 min/lvl) +3 to AC

BACKGROUND:

Born in rural Rostland to a retired adventurer couple- he an Osirian dervish and she a swordlord- the human girl who would become Farsa al-Thania lived a blessed early life. Eventually, though, her natural curiosity led her to pursue dark secrets and fall in with an undeath cult. She was among the necromancer's acolytes when Loarin was kidnapped but came to see the error of her ways (unspecified reason).

She had to flee to the dangerous lands to the west to escape her past, where she tried to forget the forbidden knowledge in her mind. Unfortunately, fate had other plans in mind for her.

The city/town she was in was attacked by undead/orcs (depending on whether backstory requires her to be in Ustalav or Lastwall) and she had to call on her forbidden powers to defend her friends and neighbors. The city/town/fort eventually fell and some of the survivors remembered seeing her animate corpses to defend herself and her friends.

She was accused of being a witch and colluding with the enemy, judged in a show trial, and sentenced to be burned to death. A sympathetic witch- a real one, not a woman unfairly judged for defending herself- reincarnated her into her current body, a very different one from her old body.

Her infernal patron Deumus, seeing a chance to sow a little chaos into the world, manipulated the spell to bring the human necromancer back in the body of a blessed aasimar while also granting her a fraction of his deific power. On the outside she was a woman of such unearthly beauty it could hardly be described in words or painted on canvas. On the inside, she was possessed by conflicting urges- fire and void, celestial and undead.

Not wanting to stay in her city/town/fort, she moved on. (She can hook into someone else's history here). Eventually she found herself near her old home, where a new kingdom was being carved into the Stolen Lands.

PERSONALITY:

After her reincarnation, the once-human woman gave herself a name that means "Second Chance" in her father's language. She views her new body as a new life, and one that she does not mean to squander. Farsa is trying to atone for the evil done in her old life, using the powers she learned and the ones she woke up with to do good.

She is friendly and outgoing, always happy to meet strangers and make them friends.

She hates sentient undead and will go out of her way to destroy them. In particular, she wants to find her old master who she helped to transform into a lich and destroy it.

APPEARANCE:

Tall, slender but with muscles that say she exercises (fights monsters) regularly. She is beautiful almost beyond describing. Some people with excellent skin are said to have an inner glow- she actually glows, lit from within by a faint, golden inner light. Her eyes are a vibrant sky blue, her hair a golden blonde that gives off a visible if faint golden light. Most obviously inhuman about her are the fluffy white wings on her back.

She looks every inch the idea of a holy champion. Even her clothes support this idea- she wears a beautiful chain tunic crafted from silvery mithral, supple as silk, with a hooded robe made of shimmering golden silk over it.

The only thing that hints this might not be the case is the brand on the palm of her left hand that looks like 3 skeletal hands erupting from a grave. Educated people might recognize it as the symbol of the Infernal Duke Deumus.

SKILLS (2+2 Int+1 FCB)x7=35
Diplomacy +17 = 7 +5 Cha +3 class +2 race
Fly +10 = 5 +2 Dex +3 Class
Heal +8 = 1 +4 Wis +3 class
Kn: Arcana +10 = 5 +2 Int +3 class
Kn: History +6 = 1 +2 Int +3 class
Kn: Nobility +6 = 1 +2 Int +3 class
Kn: Planes +6 = 1 +2 Int +3 class
Kn: Religion +14 = 7 +2 Int +3 class +1 trait
Perception +10 = 1 +4 Wis +3 class +2 race
Profession: Undertaker +8 = 1 +4 Wis +3 class
Spellcraft +10 = 5 +2 Int +3 class

Guidance spell: +1 to skill check

RACIAL TRAITS:

Darkvision 60'
Fly 20'
Celestial Resistance 5 (acid/cold/electricity)
+2 to Diplomacy/Perception

TRAITS AND FEATS:

Trait: Magical Lineage (Searing Light)
Trait: Undead Crusader (+1 damage to damage vs undead, +1 to Kn:Religion checks)
Camp. Trait: River Lander
Drawback: Foul Brand (-1 to Disable Device, Disguise, and Sleight of Hand checks)
Weakness: allergic to cold iron

Class Abilities:
Spellcasting (Divine)
Aura (Law)
Channel energy (Negative, DC 19, 9/day) 4d6
Domains (Law, Undead)
Law domain spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order’s wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).
Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (7/day).
Undead domain spells: 1st—cause fear, 2nd—death knell, 3rd—animate dead, 4th—death ward, 5th—slay living, 6th—create undead, 7th—destruction, 8th—create greater undead, 9th—wail of the banshee.
Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (7/day).

Spellcasting (Arcane)

Bloodline: Solar:

Class Skill: Perception.

Bonus Spells: searing light (3rd), fury of the sun (5th), daylight (7th), shield of dawn (9th), flame strike (11th), true seeing (13th), sunbeam (15th), sunburst (17th), overwhelming presence (19th).

Bonus Feats: Alertness, Combat Casting, Empower Spell, Improved Initiative, Lightning Reflexes, Quicken Spell, Spell Focus, Spell Penetration.

Bloodline Arcana: Whenever you cast a spell with the fire descriptor, if it deals damage, it deals +1 point of damage per die rolled.

Bloodline Powers: The solar power that infuses your being alters the way you interact with the world, searing through your spells.

Lvl 1, Sunsight (Su)
At 1st level, you gain low-light vision and cannot be dazzled. If you already have low-light vision, you instead gain a +4 bonus on saving throws against blindness effects.

[u]Lvl 3, Friend of Fire (Su)[/u]
At 3rd level, you gain fire resistance 10. At 5th level, when in contact with flame or a burning object (including a flaming weapon, lantern, or torch), add 1 per die to any healing effect of which you are the target. At 9th level, your fire resistance increases to 20.

At 20th level, you gain immunity to fire.

[u]Lvl 9, Cleansing Flame (Su)[/u]
At 9th level, twice per day, you can use fire to restore the health of yourself or your allies. As a standard action, you can wreathe your hand in a halo of flame and touch yourself or another creature. The touch heals 2d8 + your character level points of damage. You can also remove one of the following conditions affecting the target: 1d6 points of ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, or sickened. At 20th level, you can use this ability three times per day.

Lvl 15, Healing Fire (Su)
At 15th level, you can channel energy twice per day as a cleric of half your level. Instead of using this ability to damage undead, you can convert the positive energy to flame and deal an equivalent amount of fire damage instead.

Lvl 20, Solar Ascension (Su)
At 20th level, as a full-round action, you can become an incorporeal being of light for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype and take half the normal damage from corporeal magic attacks (you take no damage from non-magical weapons and objects). Your spells deal half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration need not be continuous, but it must be used in 1-round increments. While in this form, any creature you move through (as the overrun combat maneuver) takes 2d6 points of fire damage.

Bloodline: Undead:

Class Skill: Knowledge (religion).

Bonus Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th).

Bonus Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness.

Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.

Bloodline Powers: You can call upon the foul powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them.

[u]Lvl 1, Grave Touch (Sp)[/u]
Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Lvl 3, Death’s Gift (Su)
At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.

Lvl 9, Grasp of the Dead (Sp)
At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

[u]Lvl 15, Incorporeal Form (Sp)[/u]
At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.[/s]

[u]Lvl 20, One of Us (Ex)[/u]
At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.

Bloodline feat (7): Empower Spell
Bloodline power (1, 3): Grave Touch, Friend of Fire
Bloodline spell (3, 5, 7): Searing Light, False Life, Vampiric Touch

Free: Eschew Materials (Arcane spells)
1: Command Undead
3: Selective Channel
5: Spell Focus (Necromancy)
Sorc 7: Empower Spell
7: Varisian Tattoo (Necromancy)[/spoiler]

Cleric spells per day:
0 (DC 15): 4
1 (DC 16): 4+1+d
2 (DC 17): 3+1+d
3 (DC 18): 2+1+d
4 (DC 19): 1+1+d

CLERIC SPELLS MEMORIZED:
0: Enhanced Diplomacy, Guidance, Resistance, Vigor
1: Bless x2, Doom*, Liberating Command, Shield of Faith, (d) Protection from Chaos
2: Bull's Strength, Desecrate*, Ghostbane Dirge, Lesser Restoration, (d) Death Knell*
3: Animate Dead*, Dispel Magic, Prayer, (d) Animate Dead*
4: Dispel Magic, Restoration, (d) Death Ward*
Cast today:

Sorcerer spells per day:
0 (DC 15): At will
1 (DC 16): 6+2
2 (DC 17): 6+2
3 (DC 18): 4+1

SORCERER SPELLS KNOWN
0 (6): Dancing Lights, Detect Magic, Disrupt Undead*, Ghost Sound, Mending, Prestidigitation, (feat) Touch of Fatigue* 3/day
1 (4+b): Magic Missile, Ray of Enfeeblement*, Silent Image, Vanish, (b) Searing Light
2 (2+b): Boneshaker*, Command Undead*, (b) False Life*, (meta) Empowered Searing Light, (item) Mirror Image
3 (1+b): Haste, (b) Vampiric Touch*
Cast today:

*+1 CL to Necromancy spells
Can affect undead with mind-affecting spells

GEAR:

4760 gp spent on animating and equipping the Silent Knight.

Weapons

MAGIC ITEMS
Cloak of Resistance +2, 4k
Headband of Alluring Charisma +2, 4k
Handy Haversack, 2k
Mithral Shirt +1, 2100gp
Page of Spell Knowledge (Mirror Image), 4k
Wand of Blood Money, 750gp
Wand of Cure Light Wounds, 750gp

ARMOR
Armored Kilt +1 AC, 20 gp, 10 lbs.
+1 Mithral Chain Shirt +5 AC, 1060 gp, 25 lbs.

GEAR
Handy Haversack 5lbs.

Scroll case
-

Belt pouch
-

Total weight: 40 lbs.
-without pack: 35 lbs.

Light load 50 lbs.
Med. load 100 lbs.
Hvy. load 150 lbs.
Lift (over head) 150 lbs.
Lift (off ground) 300 lbs.
Push or drag 750 lbs.

MONEY
924 gp