Thassilonian Ambassador

Gelein Tathor's page

103 posts. Alias of OmniChaos.


Full Name

Gelein Tathor

Race

Aasimar

Classes/Levels

Cleric of Nethys 20

Gender

Male

Size

Medium

Alignment

N

Deity

Nethys

Location

Bloodglister Island, Maelstrom's Heart

Languages

Common, Azlanti, Celestial, Draconic, Elven, Ancient Osiriani, Thassilonian, Cyclops, Jistka, Tekritanin, Aklo, Abyssal, Infernal, Sylvan, Undercommon

Occupation

High Priest of Nethys

Strength 14
Dexterity 16
Constitution 19
Intelligence 24
Wisdom 30
Charisma 26

About Gelein Tathor

Stats:

Gelein Tathor
Male Aasimar Cleric of Nethys 20
N Medium outsider (native)
Init +3; Senses Darkvision, Invisible, and Ethereal 120 ft.; Perception +50
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AC 42, touch 19, flat-footed 42
(+3 Dex, +11 Armor, +7 Shield, +5 Nat, +1 Insight, +5 Def)
hp 283 (20 HD)
Immune detect thoughts, discern lies, detect alignment, poison, disease; Resist acid 5, cold 5, electricity 5, fire 10
Fort +22, Ref +15, Will +28 (+2 vs evil)
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Speed 30 ft., Fly 30 ft. (average)
Melee: +5 Defending Darkwood Reliquary Quarterstaff +18 (1d6+5/x2)
Ranged:
Atk Options: channel positive/negative energy 11/day (DC 28, 10d6)
Domain Spell-Like Abilities:
at will- Aura of Protection (20 rounds/day), Destructive Aura (20 rounds/day)
8/day- Destructive Smite
1/day- Deflection Aura
SR
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Abilities: Str 14, Dex 16, Con 19, Int 24, Wis 30, Cha 26
Base Atk +15; CMB +17; CMD 30
Feats: Combat Casting, Craft Wonderous Item, Angelic Blood, Leadership, Versatile Channeler, Angel Wings, Combat Expertise (-4/+4), Toughness, Spell Penetration, Selective Channeling (8), Alertness, Endurance
Traits:
Conspiracy Hunter- +1 to Perception, always a class skill.
Underlying Principals- +1 to Use Magic Device, always a class skill
Skills:
Diplomacy +31
Fly +20
Knowledge (Arcana) +28
Knowledge (History) +28
Knowledge (Planes) +28
Knowledge (Religion) +31
Linguistics +21
Sense Motive +38
Perception +50
Spellcraft +35
Use Magic Device +33
Languages Common, Azlanti, Celestial, Draconic, Elven, Ancient Osiriani, Thassilonian, Cyclops, Jistka, Tekritanin, Aklo, Abyssal, Infernal, Sylvan, Undercommon
SQ: Aura, Domains (Protection (Defense) and Destruction), Orisons, Spontaneous Casting,
Combat Gear: Maximizing Sapphire (2), Quickening Diamond
Possessions: Combat gear plus +5 Defending Darkwood Reliquary Quarterstaff, Strand of Prayer Beads, Dark Blue Rhomboid Ioun Stone, Dusty Rose Prism Ioun Stone, Orange Prism Ioun Stone, Scarlet and Green Cabochon Ioun Stone, Bag of Concealment (type IV), Pathfinder Pouch, Wayfinder, Pale Green Prism Ioun Stone, The Book of Magic, Scrollcase, Sundered Mask, Portable Altar, Cold Iron and Silver Symbol of Nethys, Silver Mirror,

Magic Items:
*Armor: +5 Mithral Reliquary Glamered Breastplate
*Belt: Sash of Physical Perfection +6
*Body: Robe of Eyes
*Chest:
*Eyes:
*Feet: Boots of Teleportation
*Hands: Gloves of Elvenkind
*Head:
*Headband: Headband of Mental Superiority +6
*Neck: Amulet of Hide Purity
*Ring: Ring of the Free Enduring Mind
*Ring:
*Shield: +5 Heavy Mithral Reliquary Shield of Determination
*Shoulders: Cloak of Minor Displacement
*Wrist:

+5 Mithral Reliquary Glamered Breastplate 32150 gp, +5 Mithral Reliquary Determination Heavy Shield 56270 gp, +5 Darkwood Reliquary Defending Quarterstaff 72290 gp, +2 Tome of Clear Thought (read) 52500 gp, +4 Tome of Understanding (read) 105000 gp, Ring of the Free Enduring Mind (Ring of Protection +5 (base), Ring of Freedom of Movement (added), Ring of Minor Fire Resistance (added), Ring of Mind Shielding (added), Ring of Sustenance (added), Total-96875 gp), Amulet of Hide Purity (Amulet of Natural Armor +5 (base), Periapt of Proof against Poison (added), Periapt of Health (added), Total-50875 gp), Belt of Physical Perfection +6 77000 gp, Robe of Eyes 60000 gp, Boots of Teleportation 49000 gp, Gloves of Elvenkind 7500 gp, Headband of Mental Superiority +6 77000 gp, Cloak of Minor Displacement 24000 gp, Maximizing Sapphire x2 8000 gp, Quickening Diamond 8000 gp, Strand of Prayer Beads 22900 gp, Bag of Concealment 20000 gp, Pale Green Prism 15000, Scarlet and Green Cabochon 5000 gp, Orange Prism 15000 gp, Dusty Rose Prism 2500 gp, Dark Blue Rhomboid 5000 gp, Wayfinder 500 gp, Pathfinder Pouch 1000 gp, Total-863360 gp

Money: 1,064 gp
Spell Components: 14,000 gp

Spells Prepared:

Cleric Spells (CL 21st, 1d20+23 to overcome SR)

9th- prismatic sphere (D), implosion, mass heal, polar midnight, storm of vengeance, summon monster IX
8th- mind blank (D)*, fire storm (2), stormbolts, mass inflict critical wounds (2)
7th- disintegrate (D), repulsion, regenerate, jolting portent, destruction (2)
6th- harm (D), heal, greater dispel magic (2), blade barrier (2), banishment
5th- spell resistance (D), flame strike (2), cleanse, breath of life, boneshatter (2)
4th- spell immunity (D), divine power (2), discern lies, dimensional anchor (2), blessing of fervor
3rd- protection from energy (D), create soul gem, speak with dead, prayer, dispel magic (2), invisibility purge,
2nd- shatter (D), status, resist energy (2), hold person (2), inflict moderate wounds (2),
1st- true strike (D), hide from undead, endure elements*, divine favor (2), bless (3),
at will- create water, spark, stabilize, detect magic

4/7+1/7+1/6+1/6+1/6+1/6+1/5+1/5+1/5+1
Cast at waking: Mind Blank, Endure Elements

Background:

Born in Quantium the capital of Nex to a wizardress. Gelein grew up in a city of magic and knowing the god that was its greatest master. Being born to a some what powerful wizard, who quickly learned of the magic infused blood running thru his veins, he was expected to take up the arcane arts. Upon reaching the proper age he was sent to one of the many magical schools in Quantium, only to have no talent in the arcane. His lack of desire also worked against him. Disgusted that she had produced a son that had all the marks of a wizard but none of even the basic desire to take up arcane studies she disowned him and thru him out on the streets. Without even a copper to his name and being a mere boy he quickly found the once wonderous city to be a very real danger without the protection of his spellcasting mother. A rare visiting Gebbite came upon Gelein and took him, spiriting him away to Mechitar the capital of Geb. The pale necromancer was interested in his Aasimar blood which he scented in Quantium. Gelein endured weeks of draining and recovery at the hands of the necromancer, until one day he took him on a trip to the Axan Wood. It was there that fate turned for the boy, they came upon a twilight unicorn, a unique creature unknown anywhere else. The pale necromancer attempted to kill the unicorn for its horn and study only to be soundly killed himself by the enchanting beast. When its yellow eyes fell upon Gelein it simply turned to walk away, quickly looting his former jailer he followed the strange creature.

A few months later Gelein walked out of Axan Wood changed. He made it to Graydirge where he sold his loot for the basics, traveling food, and a wooden carving of the only true thing he knew Nethys. That very night before he prepared to make the journey back to Nex, the statuette of Nethys woke him as it glowed with power. Half burned with purple flames and energy as the other half changed from wood to silver giving off white light. In moments the light and flames died but the statuette remained, now made half of silver and half of black cold iron. One other thing remained, the prayers and power of Nethys in his mind. The next day he was off, the statue ever at hand in his pocket. After going thru Geb's Rest he finally made it to the Mana Waste, known by all to strip magic or cause it to run wild. Not allowing his faith to waver he stepped forward without fear, Nethys in his heart. With each step the prayer to Nethys went thru his mind, repeating endlessly. He never slowed or stopped, forgoing food or drink, he kept walking forward his mind a haze of prayers. The hours or days held no sway for Gelein, there was only the endless stream of prayers until he set foot outside the Mana Waste. He fell forward onto the lands of magic once more with a ravenous hunger and thirst. When he had finally taken his full he looked back the way he came. Where he had walked thru the Mana Waste there was a trail of growing things and even without casting a spell or testing it out himself he knew, Nethys had restored the magic upon his path. Their was now a trail running thru the Mana Waste where magic would act normally. With one last prayer he kept walking towards his home.

Finally Gelein had returned to Quantium the city of his birth, but with changed eyes and soul. He made his way to the church of Nethys where he was able to arrange a meeting with the high priest. There he spoke of his journey and presented the statuette of Nethys. Skeptical of a ragged boy's story he took the statue and attempted a simple divination spell. The high priest paid for his doubt, driven temporarily mad by the act. Upon his recovery he took Gelein in as a acolyte. Taking to his duties in a shorter time then many others he became a full priest of Nethys in a few years. With his new found freedom and calling he left Nex for the wider world. His first stop would always be the local temple of Nethys.

Upon his first journey north from Nex, Gelein was drawn by luck or fate to a old shrine of Nethys in the northwestern desert hills of Katapesh. The seemingly abandoned temple was in bad repair. Choosing to explore and study the ancient ruin he found more then a few beast claiming the place. Along with faint traces of magic, he kept studying the location to reveal its past and purpose if it had one. Finding his god's influence not completely gone and a secret trap door leading into the depths of the ruins he found more of Nethys and the temples history. Coming across a few traps and old defenses, many of which were no threat to a priest of Nethys, he finally discovered the secrets held by the forgotten temple. The first of which was a strange gas the priest discovered and called the Breath of Nethys for its ability to impart visions and increased power to spellcasters. Another more deadly secret was that its newest humanoid resident was a cursed mad man. Upon defeating the powerful wereleopard as he turned out to be, Gelein chose to spare his life and bring the blessing of Nethys to him. Over the course of weeks of speaking and making use of the Breath of Nethys he not only converted the man to the worship of Nethys but was blessed by him. His afflection turned natural, no longer cursed the former mad hermit became a guardian of the temple. Along with more priest sent to restore the temple it was soon in working order, a new center of worship for the faithful.

From his humble beginning as a finder of lost secrets and restorer of forgotten temples, Gelein appeared and disappeared thru out the Inner Sea and at times even under it. A student of the past he oftened traveled to the sites of ancient magical empires or locations of interest no matter how obscure or distant. While many would think that this would make him a natural ally of an organization such as the Pathfinder Society, it is the exact opposite. Gelein was at first a closed mouth priest unwilling to share his knowledge and discoveries with the Pathfinders, in time he was a rival for knowledge and artifacts of the past, until one day he managed to break into the Repository. The Grand Lodge filed a complaint with the temple of Nethys in Absalom over the incident but as the pathfinders never confirmed anything stolen or that he had even been able to break into their vaults to begin with, it was largely ignored. He has been believed that a number of well warded and trapped locations of ancient magical empires are his doing, for worshipers of Nethys etheir refuse to enter or avoid the brunt of the first assult turning back soon after.

Among his known works are a number of temple raisings and incidents. Such as the establishment of the Sigil Tusk temple in Urgir, Hold of Belkzen. As well as the shrine of Nethys placed with in the arcane libraries of Tar-Kazmukh in the Five Kings Mountians. Along with the Dark and Moon temple in far off Nantambu with in the Mwangi Expanse. While in the land of Qadira he released a dozen bound slave genies in Sedeq, resulting in not only great damage to the city but even more genies being freed in a chain reaction that came to be known as the day of broken elements. Another note worthy event took place in the shackles when he battled the dread dragon priestess Aashaq the Annihilator over Dahak's Fang, while not defeating the beast he none the less earned its loathful respect and caused her to retreat into hiding for years.

After years of wondering Gelein felt it was time to make a place for himself, somewhere that would both benefit the faith of Nethys and house everything he had collected over the years to safe guard for his god. Familiar with the Steaming Sea from his explorations of both Azlanti and Thassilon ruins, he chose the unclaimed island of Bloodglister. There he raised a temple he named Maelstrom's Heart. Inviting and arranging passage for all those faithful who had supported and helped him over the years thru magical means or transport on his personal ship the White Wing. The temple and resulting settlement served as a home and base. There Gelein stores all that he had collected and learned for Nethys.

From Absalom the plundered secrets of the Spire of Nex and the arcane machine secrets of the Red Redoubt of Karamoss. Below the shifting sands of Osirion the legacy of the Four Pharaohs, extensive records from Tumen itself. Hidden away from the world the lost sky city of Ulduvai, their lost aeromancer magic recovered from the past. As well as the knowledge of behemoth and other advanced golem creation from vanished Jistka upon the lands of the godless in modern Rahadoum, even recovering a manual for such a construct. Yet his greatest contributions come from the ancient empire of magic that predated Nethys himself, Thassilon. Having obtained a great deal of both knowledge and artifacts from mostly Xin-Shalast and Hollow Mountain.

These days Gelein mostly tends to the temple, leaving for a short exploration of the many Thassilon or Azlanti ruin's he is aware of but does not consider a priority from time to time. He does make a point of placing a great deal of wards and traps in such locations none the less. After all they belong to Nethys before all others.

Knowledge (Local):

DC 5- Gelein Tathor is a well known Priest of Nethys, to some he is a hero to others a villian. Many consider him a bit of both while netheir at all.
DC 10- Among the faithful of Nethys he is loved for his pure pursuit of Nethys' will. The fact that he is favored by his god without being driven insane only reinforces that view to many.
DC 15- Nearly every nation, organization, or force on Golarion has interacted with him. As a result he has a number of standing bounties on his head by some while others gladly protect him as a dear friend. Gelein himself tends to be unconcerned, treating enemy and ally alike with polite respect even should he be at a great dinner in his honor or tossing deadly spells at them.
DC 20- Gelein Tathor is considered the High Priest of Nethys on Golarion. Claiming an island upon the steaming sea he built a temple to the all seeing eye, many of his supporter's flocking to both the temple and his side. The temple is known as Maelstrom's Heart.

Mealstrom's Heart:

Maelstrom's Heart
N small town
Corruption -4; Crime -1; Economy +0; Law +1; Lore +4; Society -2
Qualities holy site, insular
Danger +0; Disadvantages -
Demographics
Government magical
Population 623 (250 humans, 125 elves, 75 halflings, 30 dwarves, 143 other)
Notable NPCs
Temple Guard Captain Anca Redspirit (LN female varisian magus 8)
Sheriff Rogar Armbreaker (LN male dwarf fighter 7)
Order of the Eye Grandmaster Isa of the Mist (LN female vudrani monk 7)
Marketplace
Base Value 1,000 gp; Purchase Limit 5,000 gp; Spellcasting 7th
Minor Items 3d4; Medium Items 1d6; Major Items

Maelstrom's Heart is the name of the temple of Nethys on Bloodglister island, sharing its name with the town built around it. The only common link among those living there is their faith in Nethys. Everything from the dwellings to the citizens living with in them are unique. One person may build their home in the styles of far off Tian Xia while another may grow their home into its form from a tree brought all the way from Kyonin. None the less the town has some how been built into a complex system that to outsiders may seem purely random and chaotic in nature. The largest and first building lays at the center of the town, the temple of Nethys. The temple itself was expertly built by a combination of styles and races giving it a touch of well known styles but being unique in its own right, it's greatest feature is a massive shifting tower that rises from the center of the temple. In the magic god blessed tower dwells Gelein, a common sight upon its walk ways.

Description:

Gelein is lean bodied man of nearly six feet. He has crimson red hair with a widows peak swept high slightly back. As well as narrow features that border on elven, with shifting eyes of purple, silver, and black due to the influence of Nethys. He normally wears red or maroon robes with runes and symbols, along with stylized metal trim across his chest. Ever at hand is a slim darkwood staff with small gems intertwined in it. On his other arm a sliverly shield with inlaid pearls at the center of whorling designs. His most distictive features are the four wings coming out of his back. Two on each side, on his left a white wing atop a black wing, on his right a black wing atop a white wing.

Shiqos Tlunar:

Shiqos Tlunar
Female Elf Ranger 18
N Medium humanoid (elf)
Init +7; Senses Low-Light Vision; Perception +25
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AC 25, touch 18, flat-footed 18
(+7 Dex, +2 AC, +4 Shield, +1 Nat, +1 Deflection)
hp 130 (18 HD)
Immune magic sleep effects; Resist
Fort +14, Ref +20, Will +10 (+2 vs enchantment)
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Speed 30 ft.,
Melee:
Ranged: +2 Distance Seeking Composite Longbow +28/+23/+18/+13 (1d8+4/19-20x3)
Atk Options: Improved Vital Strike, Pinpoint Targeting
Ranger Spells Prepared (CL 15th; concentration +17)
4th- Bow Spirit, Freedom of Movement
3rd- Remove Disease, Neutralize Poison
2nd- Chameleon Stride, Eagle Eye, Protection from Energy (2)
1st- Endure Elements, Longstrider, Delay Poison, Resist Energy (2)
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Abilities: Str 14, Dex 24, Con 12, Int 14, Wis 14, Cha 8
Base Atk +18; CMB +20; CMD 35
Feats: Weapon Focus (Longbow), Precise Shot, Far Shot, Vital Strike, Deadly Aim, Improved Precise Shot, Improved Vital Strike, Quick Draw, Improved Critical (Longbow), Point Blank Shot, Parting Shot, Point Blank Master, Shot on the Run, Pinpoint Targeting, Endurance,
Traits: Treerazer's Bane, Scouting for Fiends
Skills: Climb +23, Knowledge (dungeoneering) +23, Knowledge (geography) +23, Knowledge (nature) +23, Perception +25, Stealth +28, Survival +23 (+9 vs tracking), Swim +23
Languages Common, Elven, Draconic, Sylvan,
SQ: Silent Hunter, Favored Enemy (Outsider (evil) +4, Monstrous Humanoid +4, Undead +2, Human +4), Track, Wild Empathy, Archery Combat Style, Favored Terrain (Forest +4, Mountian +4, Urban +4, Underground +2), Hunter's Bond, Woodland Stride, Swift Tracker, Evasion, Quarry, Comouflage, Improved Evasion, Hide in Plain Sight,
Combat Gear:
Possessions: Combat gear plus +2 Distance Seeking Composite Longbow, +3 Buckler, Ring of Sustenance, Bracers of Armor +2, Cloak of Resistance +2, Efficient Quiver, Ring of Protection +1, Handy Haversack, Belt of Incredible Dexterity +4, Headband of Inspired Wisdom +4, Amulet of Natural Armor +1, Arrows (100), Cold Iron Arrows (100), Silver Arrows (100), Slow Burn Arrows (10),

Money: 5,350 gp