About Ianna TrealamhgabhaAppearance and Personality:
Height: 4' 0"
Ianna is a beauty by any humanoid standard. Startling green eyes grace an exquisitely shaped dusky face. Chocolate brown curls tumble to her waist. Some say that Bolka must have blessed her in the womb because of her beauty. Hearts have been inflamed and tongues have been wagging since she came of age. In fairness, Ianna's beauty is more than skin deep. Her mind is thoughtful and kind. Her heart is gracious and loving. Bolka has blessed her favored daughter with many gifts. Indeed, it seems the goddess casts a watchful eye on the young woman. Wealthy, beloved, blessed, Ianna would be considered a princess in some lands, and she has been groomed by her grandmother to be a leader of her young clan in the next generation. There is only one problem: this is not what Ianna wants. She is deeply resentful of her father's treatment of her eldest, and most favorite, brother. Despite the wideness of her heart, she does not forgive the man that she believes sent her brother out to die alone, a pauper, far from kith and kin. But there is more to Ianna's current dissatisfaction than resentment. Although she believes in her duty both to her family and the dwarven nation, her destiny of leadership and continuing the family line chaffs. Not because they are unhappy duties, the young priestess looks forward to wedded bliss as Bolka's greatest gift. It is that she is not ready for these duties and cannot find joy in them yet. And, if there is any thing that Ianna believes it is that all duties and all unions should be joyful ones. So, Ianna waits in the mountain strongholds of her people for new opportunities for adventure and joy, so that she may be ready when the mantle of duty passes to her. Statistics:
Ianna Trealamhgabha Female Dwarf Priest 6/Exalted of Bolka 3
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AC 11, touch 11, flat-footed 10 (+1 Dex) HP: 62 (6d6+3d8+18+3) Fort +13, Ref +7, Will +15 (an additional +3 for poison, spells, and spell-like abilities OFFENSE
Speed 20 ft. Space 5 ft., Reach 5 ft. --------------------
Spells Memorized (CL 9, +14 Concentration): 5th: -- Grace of the Dancing Goddess (DC 24), Summon Monster V, True Seeing (D)
Domains: Charm (Love), Healing (Chosen for Spontaneous Casting), Knowledge (Memory) Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect. (8/8; DC 22) Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 10 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. (8/8) Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat. Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining a insight bonus on the check equal to your Wisdom modifier. You can use this ability a number times per day equal to 3 + your Wisdom modifier. Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Channel (Positive) Energy (Su): 3d8+2d6. (7/7) 1: Golden Gifts (Sp): Unbreakable Heart 3/day, Life Pact 2/day, or Good Hope 1/day --------------------
Str 8, Dex 12, Con 14, Int 14, Wis 21, Cha 18 Base Atk +5; CMB +2; CMD 15 (-1 Str, +1 Dex, +5 BA) Traits: Glory of Old: You gain a +1 trait bonus to saves against poison, spells, and spell-like abilities. Protective Soul: You will go out to fight evil, but you'd rather do it by protecting your allies and keeping them safe. However, the harsh lessons of the world has taught you the difficulty of such actions. To respond to this, you have trained in keeping yourself safe in combat. When you cast sanctuary spells or use equivalent effects on yourself, the DC is increased by 2. Also, you can use your rebuke death ability on anybody below 10 hp. GM Boon Feats: Craft Wondrous Item, Deific Obedience, Eldritch Heritage (Arcane) (Trained), Peacemaker, Quick Channel, Selective Channel, Skill Focus (Religion) (Trained) Skills: Craft (Jewelry) +8 (3 Ranks, 2 Int, 3 TCS) (+10 for Metal or Stone)
Racial Modifiers: +2 Con, +2 Wis, -2 Cha Favored Class Benefits: +3 Skill Points, +3 HP Languages: Celestial, Common, Dwarven, Terran ------------------------------
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision: Dwarves can see in the dark up to 60 feet. Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed. Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Sky Sentinel: As creatures with a deep affinity for the ground, dwarves are wary of attacks from above. Enemies on higher ground gain no attack roll bonus against dwarves with this racial trait, and they gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. This racial trait replaces defensive training, hatred, and stonecunning. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. ------------------------------
Weapon and Armor Proficiency: Priests are proficient with all simple weapons and light armor. Aura (Ex): Good. Channel Energy (Su): Regardless of alignment, any priest can release a wave of energy by channeling the power of his faith through his 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 priest (or one that worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil priest (or one that worships an evil deity) channels negative energy and can choose to deal damage to living creatures or heal undead creatures. A neutral priest that worships a neutral deity (or one that is not devoted to a particular deity) must choose whether he channels positive or negative energy. Once this choice is made, it cannot be reversed. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the priest. The amount of damage dealt or healed is equal to 1d8 points of damage plus 1d8 points of damage for every two priest levels beyond first. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + ½ the priest’s level + the priest’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total – all excess healing is lost. A priest may Channel energy a number of times per day equal to 3 + his charisma modifier. This is a standard action that does not provoke an attack of opportunity. A priest can choose whether or not to include himself in this effect. A priest must be able to present his holy symbol to use this ability. Domains: Most priests worship deities associated with knowledge and learning. A priest’s deity influences his alignment, what magic he can perform, his values, and how others see him. A priest chooses two domains from among those belonging to his deity. A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. In addition to any domains selected from his deity’s list, a priest automatically gains the Knowledge domain as a bonus domain (even if the Knowledge domain is not normally available to clerics of that deity). He gains the Knowledge domain granted power and may select his bonus domain spells from the Knowledge domain or from one of his two regular domains. If a priest is not devoted to a particular deity, he still gains the Knowledge domain and selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies. Each domain gives the priest access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The priest gets the granted powers of both the domains selected as well as the Knowledge domain. Lore (Ex): Thanks to long hours of study, a priest has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the priest’s class level in place of the bard level. Spontaneous Casting: A priest can channel stored spell energy into domain spells that the priest did not prepare ahead of time. The priest can “lose” any prepared spell that is not a domain spell in order to cast any domain spell of the same spell level or lower. The priest may only choose one of his domains for this purpose. The domain is chosen when the first priest level is taken and cannot be changed later. If cure or inflict spells are not part of the priest’s domain, he may choose to spontaneously cast cure or inflict spells instead of domain spells (as if he were a cleric). A priest that channels positive energy may spontaneously cast cure spells, while a priest that channels negative energy may spontaneously cast inflict spells. Divine Brand (Su): At 1st level, a mark appears somewhere on the exalted’s body. The mark’s location varies by individual and by faith, but the mark clearly represents the exalted’s chosen deity. The divine brand generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a silver holy (or unholy) symbol. If the divine brand is forcibly removed from an unwilling exalted, it reappears on her body 24 hours later. Obedience (Ex): In order to maintain the abilities granted by this prestige class (including all spellcasting abilities that have been augmented by this prestige class), an exalted must perform a daily obedience to the deity she worships (see page 10). Scholar (Ex): The exalted come from many backgrounds and study different aspects of their chosen faiths. At 1st level, an exalted may select one additional Knowledge skill to add to her list of class skills. Vitality (Su): Divine energy suffuses the body of the exalted, making her more resilient. At 2nd level, the exalted gains a +2 sacred or profane bonus on Fortitude saves and on Constitution checks to stabilize. Divine Boon: As the exalted gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the exalted’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the exalted gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat on page 210 and the core deity descriptions in Chapter 1 for details on these divine boons. When a divine boon grants a spell-like ability, the exalted’s caster level for the spell-like ability equals her total character level. This ability allows an exalted to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally. --------------------
Cloak of Resistance +3 (4500), Bolka's Tear (28,000), Holy Symbol (Golden) (Bolka) (Ring), 10 dresses of noble quality (750), Bag of Holding (I) (1250), Hat of Disguise (Free), 1,720
Home Brewed Spells and Feats:
Improved Sanctuary: LvL 2; Duration: Min/LvL Grace of the Dancing Goddess
You are protected as Improved Sanctuary. Additionally, you gain damage reduction 5/Evil and Fast Healing 1. If a creature makes the save against the Improved Sanctuary effect, it does not negate the damage reduction or Fast Healing. Divine Obedience (Bolka): Tell another person something you find beautiful about her. Encourage that person to form or nurture a romantic interpersonal relationship. If there is no one you can encourage to greater romance, then perform a dance sacred to Bolka while thanking the goddess for the beauty she with which she has graced you. Gain a +4 sacred bonus on Charisma checks and Charisma-based skill checks when interacting with an intelligent creature who could be sexually attracted to you. Exalted Boons: 1: Golden Gifts (Sp): Unbreakable Heart 3/day, Life Pact 2/day, or Good Hope 1/day 2: Clarity of Love: You can transmute your passion for love into a more radiant burst of energy. You can add your exalted levels to any cleric (or Priest) levels you have to calculate the power of your channel energy ability. In addition, you can spend three of your daily uses of your channel energy ability to channel an especially powerful burst of healing that manifests as a bright burst of calming golden light around you. Anyone healed by your channeled energy who is currently suffering from an emotion or mind-affecting effect can immediately attempt a new saving throw with a +2 sacred bonus to end them. 3: Protective Grace (Ex): You may add your Charisma modifier as a sacred or profane bonus to your AC while wearing light or no armor. This bonus is lost if you are unconscious or otherwise unable to act or helpless (such as paralysis). Custom Magic Item:
Bolka' Tear This single emerald hangs from a golden chain that would grace the brow of those who wear it. The tear acts as a Headband of Mental Prowess +4 (Cha and Wis) and a Phylactery of Positive Energy Channeling. Opal:
Opal Arctic hare (valet) (Pathfinder Player Companion: Animal Archive) N Tiny magical beast (animal) Init +3; Senses low-light vision; Perception +10 -------------------- Defense -------------------- AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size) hp 31 (1d8-1) Fort +5, Ref +6, Will +8 -------------------- Offense -------------------- Speed 50 ft. Melee bite +11 (1d3-4) Space 2½ ft.; Reach 0 ft. Spell-Like Abilities (CL 1st; concentration -2) . . —prestidigitation -------------------- Statistics -------------------- Str 3, Dex 16, Con 9, Int 9, Wis 12, Cha 5 Base Atk +6; CMB +7; CMD 13 (17 vs. trip) Feats Run Skills Acrobatics +3 (+7 to jump with a running start, +11 to jump), Diplomacy +6, Heal +5, Perception +10, Sense Motive +10, Spellcraft +8, Stealth +15 (+19 in snow); Racial Modifiers +4 Stealth in snow SQ able assistant, deliver aid, improved evasion, teammate -------------------- Special Abilities -------------------- Able Assistant (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness. Deliver Aid (Ex) At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed. This ability replaces speak with animals of its kind. Deliver Touch Spells (Su): At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed. This ability modifies deliver touch spells. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Prestidigitation (Sp) A valet can use prestidigitation once per hour. Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running. Teammate (Ex) A valet is considered to have all the teamwork feats its master has. |