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Ferelith Delronge's page

10 posts. Alias of rdknight.


Full Name

Ferelith Delronge

Race

Aasimar (Plumekith)

Classes/Levels

Cleric 1

Gender

Female

Size

Medium

Age

22

Alignment

NG

Deity

Kurgess

Location

Sandpoint, Varisia

Languages

Taldane, Varisian

Occupation

Itinerate Priestess, Referee, Peddler, and Entertainer.

Strength 16
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 13

About Ferelith Delronge

Ferelith Character Art

Statistics:
Female Aasimar Cleric (Divine Paragon) 1

NG Medium Humanoid (Human) & Outsider (Native)

Init +2; Senses Perception +4
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DEFENSE
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AC 17, Touch 12, Flat-Footed 15 (+5 Armor, +2 Dex)

HP 11

Fort +4, Ref +3 Will +5
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OFFENSE
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Speed 40'

Melee +6 (Rapier)

Ranged +5
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STATISTICS
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Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 13

Base Atk +0; CMB +3; CMD 15
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TRAITS:

Outlander (Campaign):
You are not from town; you’ve recently come from somewhere else and are hoping to make your fortune here. Pick one of the following reasons to be a newcomer to the area.
Missionary: You have come to town to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in the region—what that need is, though, you’re not quite sure. You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. Communal Resist Energy, Blessing of Fervor, Greater Dispel Magic

Snake Hater (Race):
Requirement(s) Aasimar—Plumekith
You’ve always loathed serpents and other slithering monsters, ever since you can remember, and have studied them extensively. You gain a +2 trait bonus on Knowledge (dungeoneering) checks and Knowledge (dungeoneering) is always a class skill for you.

Deft Dodger (Combat):
Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Magical Knack (Magic):
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Naive (Drawback):
Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

FEATS:

Cunning:
You are particularly devious, and can master more skills than others in the same amount of time.
Benefit(s): You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Deific Obedience:
Your reverence for a deity is so great that daily prayer and minor sacrifices grant you special boons.
Prerequisites: Knowledge (religion) 3 ranks, must worship a deity.
Benefit: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

SKILLS: (6 points; 2 class, 1 INT, 1 feat, 2 background)
ACP -2

Acrobatics* +2 = DEX+2+0+0
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Appraise +1 = INT+1+0+0
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Bluff +1 = CHA+1+0+0
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Climb* +3 = STR+3+0+0
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Craft +1 = INT+1+0+0
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Diplomacy +5 = CHA+1+1+3
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Disable Device +2 = DEX+2+0+0
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Disguise +1 = CHA+1+0+0
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Escape Artist +2 = DEX=2+0+0
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Fly +2 = DEX+2+0+0
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Handle Animals +1=CHA+1+0+0
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Heal +3 = WIS 3+0+0
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Intimidate +1 = CHA 1+0+0
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K (Arcana)† +1 = INT 1+0+0
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K (Dungeoneering)† +7 = INT 1+1+3+2 (+2 Trait)
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +1 = INT 1+0+0
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K (History)† +5 = INT 1+1+3 (+1 Background)
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K (Local)† +1 = INT 1+0+0
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K (Nature)† +1 = INT 1+0+0
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +5 = INT 1+1+3
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K (Religion)† +5 = INT 1+1+3
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Linguistics† +5 = INT 1+1+3 (+1 Background)
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Perception +3 = WIS 3+0+0
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Perform +1 = CHA 1+0+0
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Profession† +3 = WIS 3+0+0
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Ride +2 = DEX 2+0+0
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Sense Motive +0 = WIS 0+0+0
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +1 = INT 1+0+0
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Stealth* +2 = DEX 2+0+0
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Survival +3 = WIS 3+0+0
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Swim* +3 = STR 3+0+0
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UMD +1 = CHA 1+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses
Snake Hater Trait +2 Dungeoneering and In Class

Languages Taldane, Varisian

Special Abilities:

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SPECIAL ABILITIES
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AASIMAR (PLUMEKITH):

Darkvision:
Aasimars can see in the dark up to 60 feet.

Skilled:
Plumekith have a +2 racial bonus on Fly and Acrobatics checks.

SLA:
Plumekith can use See Invisibility once per day as an SLA.

Scion of Humanity:
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Deathless Spirit:
Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
This racial trait replaces celestial resistance.

CLERIC (DIVINE PARAGON):

Aura (Ex):
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Divine Brand (Ex):
At 1st level, a mark appears somewhere on the divine paragon’s body. The mark’s location varies by individual and faith, but takes the form of the deity’s holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. The divine paragon’s aura is even more powerful than a typical cleric’s as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good.
This ability alters aura.

Spells:
A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. 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 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.

Channel Energy (Su):
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
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.

Devoted Domain:
A divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity’s alignment. She gains Deific Obedience as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Diverse Obedience feat).
When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain’s granted powers and domain spells normally. For her other domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity. At 5th level, she gains access to the first boon granted by her deity. At 11th level, she gains access to the second boon. At 14th level, she gains access to the third boon.
In order to retain access to her domain spells, the domain powers of her devoted domain, and the boons granted by Deific Obedience, the divine paragon must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels).
This ability alters domains.

Devoted Domain (Travel/Trade Subdomain):

-Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

-Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Domain Spells: 1st—Floating Disk, 2nd—Locate object, 3rd—Fly, 4th—Dimension Door, 5th—Overland Flight, 6th—Find the Path, 7th—Greater Teleport, 8th—Phase Door, 9th—Gate.

Domain (Luck):

Domain Spells: 1st—True Strike, 2nd—Aid, 3rd—Protection from Energy, 4th—Freedom of Movement, 5th—Break Enchantment, 6th—Mislead, 7th—Spell Turning, 8th—Moment of Prescience, 9th—Miracle.

Spells:

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Spells
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0th (at will)

1st (0/day)

2nd (0/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Morningstar
Dagger
Javelins (x3)
Scale Mail Armor
Backpack
Belt Pouch
Chalk (x2)
Whetstone
Soap
Mirror
Grooming Kit
String (50')
Flint & Steel
Candle (x2)
Journal
Vial of Ink
Pen
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Consumables
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Alchemists Kindness x2

Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried

Money 1,626 GP 9 SP 9 CP

Background:

See the 20 questions below.

[spoiler=Appearance and Personality]

Height: 5'7 Weight: 145 Hair: Dark Brown
Eyes: Hazel Green

Personality

See the 20 questions below.

20 Questions:

Twenty Questions:

What is your character's name?
Ferelith Delronge

How old is your character?
22 years old.

What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Ferelith is a little taller than the average human woman at 5’7” and is an extremely fit 145 lbs. Her hair is medium to dark brown with a bit of waviness, and long enough to fall midway down her back. Ferelith has hazel green eyes. Her skin tone is the typically Taldan light bronze with some freckles on her cheeks and nose because Ferelith spends a lot of time out in the sun. Her clothes are unremarkable, standard travel fare.

What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Ferelith has an very open and friendly demeanor. She seems confident, and very much an extrovert. Her clothes are nothing special, basic and durable garments of the kind worn by people who travel lightly and a lot. Ferelith is an aasimar, but that is probably back some number of generations. While she is very attractive, there is nothing about her that hints at celestial blood, or that she’s anything other than fully human. Both of Ferelith’s arms bear several tattoos. She has a new tattoo added, something in the local style, whenever she reaches a new land. The back of her right hand bears an image of a muscular flexing arm grasping a broken chain. While it looks like another tattoo, it is actually a mark of Kurgess that appeared after Ferelith took her clerical vows.

Where was your character born?
Cassomir, Taldor

Where were you raised?
Also in Cassomir, Taldor.

By who?
Ferelith was raised by her parents.

Who are your parents?
Hamlin and Ausra.

Are they alive?
Both are still alive and well.

What do they do for a living?
They both work running the family business. They own a number of warehouses which they lease out for the storage of materials and cargoes. Most of their business is contracts with the Taldan Navy, which is the most profitable part. But also to ship builders and private trading companies. It’s a comfortable living.

Do you have any other family or friends?
Yes, there are quite a few aunts, uncles, and cousins, mostly in Cassomir as well. Ferelith also has an older brother named Cassian, and an older sister named Philomina. Ferelith has some old friends in Cassomire, but she’s been away for a couple of years now and hasn’t really kept in touch. Ferelith makes new friends on her travels, and continues to count the as such even if she may never see them again.

What is your character's marital status?
Single

Kids?
None

What is your character's alignment?
Neutral Good

What is your character's moral code?
While she isn’t bound as strictly to the code a Paladin of Kurgess’s follows, it is an excellent summary of Ferelth’s code:

Fairness and good sportsmanship are testaments to one’s virtue. I must set the finest example of what it means to be sporting and noble in challenges of strength and honor.

A challenge that is won unfairly is not a challenge won. I am no cheat, and I will lose any contest of brawn, honor, or mettle rather than resort to knavery or trickery.

Frauds have no place among true competitors. In contests of import and high-stakes trials, I will unrelentingly reveal the untruthful and deliver them to their proper justice.

Winning and losing are two sides of the same coin, and both are worthy of acknowledgment. I treat champions with respect, but honor losers for their courage and willingness to challenge themselves.

I respectfully seek tutelage from my betters, give honest guidance to the less accomplished, and cherish most of all my friendships with rivals whose skill matches my own.

Every day is a contest to better oneself, and every deed undertaken is an opportunity to condition my allies and myself for the trials ahead.

Does your character have goals?
Ferelith has taken on the task of spreading the Kurgassan faith as widely as she can. Since Kurgess is mostly known in Taldor, she travels mostly in foreign lands so she can introduce Kurgess to those who are unaware of him. More personally, Ferelith tries to work every day to better herself so she may eventually reach her greatest potential.

Is your character religious?
Well, Ferelith is a cleric. Yeah, quite so.

What are your character's personal beliefs?
Obviously Ferelith is a believer in self-actualization. While she believes in striving to be better, and competition as a virtuous means to do so, she does not believe it must be zero sum. If contests or competitions are fair, and all participants exhibit grave in winning or losing, everyone benefits from it. Although Ferelith does not favor violence or killing as a solution to problems, she also recognizes that battle is in some cases necessary and does not avoid it if it is the only way to right a wrong or prevent evil acts. Ferelith doesn't lie (small fibs in the service of being polite or sparing another's feelings don't count) and would have a hard time doing so if she were to try.

Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Ferelith is almost unfailingly optimistic and upbeat.

Why does your character adventure?
Well, strictly speaking she hasn’t adventured before, unless traveling around to see new places and meet new people counts. If it does, then she’s been on the road moving from place to place for a couple of years now. While she enjoys the travel and seeing new places, traveling from one faire, festival, or celebration to the next one down the road is a way to spread the word about Kurgess, offer her services if needed, and model fair and sportsmanlike behavior for others to (hopefully) emulate.

How does your character view his/her role as an adventurer?
While Ferelith always welcomes new challenges, she would adventure primarily to protect those who can’t defend themselves. Ferelith cares little about wealth. Money is necessary to meet one’s needs, but Ferelith leads a fairly ascetic life by choice. She sees no need to accumulate riches.

Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Ferelith has the tattoos on her arms and holy symbol of Kurgess on her hand as mentioned previously.

How does your character get along with others?
Extremely well if those others are not cynics or curmudgeons. Negative types might be irritated by her relentlessly glass half full outlook.

Is there anything that your character hates?
Cheaters, poor sportsmanship, cruelty.

Is there anything that your character fears?
Ferelith really doesn’t like snakes, but she can’t say why exactly. She also fears physical incapacity.