Iggwilv

Jair Whisper's page

1,129 posts. Organized Play character for Ilmakis.


Classes/Levels

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

About Jair Whisper

PFS Number: # 22523-27
Cleric 9
XP: 25
Fame : 50
Prestige: 42

Completed Adventures:

#39 : The Citadel of Flame
#4-11: The disappeared
#04 : Frozen Finger of Midnight
#7-01 : Between the Line
#6-06: Hall of the Flesh Eater
#45: Delirium's Tangle (GM)
#7-07: Troubles in Tamran
#6-15: The Overflow Archives
#7-15: The Deepmarket Deception
#0-24: Decline of Glory (GM)
#6-18: From Under Ice
#7–19: Labyrinth of Hungry Ghosts
#5-09: The Traitor's Lodge
#8-00: The Cosmic Captive (GM)
#0-16: To Scale the Dragon
#6-98: Serpent's Rise
#8-15: Hrethnar's Throne
#8-07: From the Tome of Righteous Repose (GM)
#6-04: Becon Below
#4-17: Tower of the Ironwood Watch (GM)
#9-07: Salvation of the Sages
#8-17: Refugees of the Weary Sky
#5-00: Siege of the Diamond City
#10-08: What's Prestige is Worth
#10-98: Siege of Gallowspire

Jair
Female human cleric of Norgorber 9
N Medium humanoid (human)
Init +1; Senses Perception +7
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Defense
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AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 70 (9d8+22)
Fort +9, Ref +5, Will +14
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee short sword +5/+0 (1d6-1/19-20)
Ranged light crossbow +7 (1d8/19-20)
Special Attacks channel negative energy 4/day (DC 15, 5d6)
Domain Spell-Like Abilities (CL 9th; concentration +16)
. . At will—charming smile (DC 21, 9 rounds/day), master's illusion (9 rounds/day)
. . 10/day—copycat (9 rounds), dazing touch
Cleric Spells Prepared (CL 9th; concentration +16)
. . 5th—breath of life (DC 22), charm monster[D] (DC 24), greater command (DC 24)
. . 4th—confusion[D] (DC 23), cure critical wounds, death ward, freedom of movement
. . 3rd—cure serious wounds, dispel magic, prayer, stone shape, suggestion[D] (DC 22), wind wall
. . 2nd—calm emotions (DC 21), remove paralysis, hold person (3, DC 21), invisibility[D], resist energy
. . 1st—charm person[D] (DC 20), command (DC 20), command (DC 20), cure light wounds, endure elements, obscuring mist, remove fear
. . 0 (at will)—detect magic, guidance, read magic, stabilize
. . D Domain spell; Domains Charm, Trickery
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Statistics
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Str 9, Dex 12, Con 14, Int 16, Wis 24, Cha 12
Base Atk +6; CMB +5; CMD 16
Feats Command Undead, Greater Spell Focus (enchantment), Greater Spell Penetration, Skill Focus (Bluff), Spell Focus (enchantment), Spell Penetration
Traits charming, scholar of the great beyond
Skills Acrobatics -2 (-6 to jump), Bluff +19 (+20 vs. characters who could be attracted to you), Diplomacy +16 (+17 vs. characters who could be attracted to you), Disguise +8, Intimidate +4, Knowledge (arcana) +7, Knowledge (history) +9, Knowledge (local) +6, Knowledge (nobility) +7, Knowledge (planes) +12, Knowledge (religion) +17, Linguistics +8, Profession (librarian) +13, Sense Motive +15, Spellcraft +7, Stealth +2, Survival +7 (+9 to avoid becoming lost), Use Magic Device +13
Languages Ancient Osiriani, Azlanti, Common, Draconic, Infernal, Thassilonian, Undercommon
Combat Gear pearl of power (1st level), scroll of comprehend languages, scroll of delay poison, scroll of hide from undead, scroll of obscuring mist, scroll of remove fear, remove fear, wand of bless (50 charges), wand of cure light wounds, wand of dimension door (5 charges), wand of disguise self (50 charges), wand of holy sword (10 charges), wand of mirror image (5 charges), wand of resist energy (10 charges); Other Gear +1 mithral chain shirt, darkwood light wooden shield, crossbow bolts (10), light crossbow, short sword, belt of mighty constitution +2, circlet of persuasion, cloak of resistance +1, headband of inspired wisdom +4, scarlet and blue sphere ioun stone (use magic device), wayfinder[ISWG], backpack, bedroll, belt pouch, candle (10), courtier's outfit, flint and steel, hemp rope (50 ft.), masterwork tool (profession Librarian), masterwork tool (Religion), pot, silver unholy symbol of Norgorber, soap, spell component pouch, trail rations (5), waterskin, 18,112 gp, 7 sp
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Special Abilities
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Charming Smile (9 rounds/day, DC 21) (Sp) As a swift action, cast charm person with short duration and higher DC (Will neg).
Cleric Channel Negative Energy 5d6 (4/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Command Undead (DC 15) Channel energy can take control of undead.
Copycat (10/day) (Sp) Create a single mirror image duplicate
Dazing Touch (9 HD max, 10/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Master's Illusion (9 rounds/day, DC 21) (Sp) Hide self and allies in 30 ft, as with veil but enhanced DC.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.

Scrolls:

remove fear x2
hide from undead
obscuring mist
comprehend languages
delay poison

Wands:

- wand of resist energy (10 charges)
- wand of comprehend languages (50 charges)
- wand of mirror image (5 charges)
- wand of dimension door (5 charges)
- wand of comprehend languages (50 charges)
- wand of cure light wounds (XX charges)

buys:

#39
- Wand of Cure Light Wounds 2PP
#4-11
- Wand of Disguise Self 2PP
- mithral chain shirt 1,100gp
#04
- Wand of Bless 2PP
#7-01
- Cloak of Resistance +1 1,000gp (access from #39 chronicle)
- Scrolls 300gp
#6-06
- Pay for dexterity Drain 2PP
- Darkwood light wooden shield
- Wayfinder
#6-18
- Headband of Inspired Wisdom +2
#4-17
- wand of comprehend languages 2PP

#9-07
- Upgrade Headband to +4 (12,000 gp)
- pendant of vast intelligence +2 (6,000 gp; Use Magic Device, Ancient Osiriani; functions as a headband of vast intelligence +2)
- wand of resist energy (10 charges; 900 gp, limit 1)
- wand of mirror image (5 charges; 450 gp, limit 1)
- wand of dimension door (5 charges; 2,100 gp, limit 1)

Faction Card:

Season 7
#04: Recover a named minor artifact or major artifact during the course of an adventure. (1/1)
#7-01 : Recover a named text found during the course of an adventure. 1/3
#45 : Serve as the GM for an adventure that grants 1 or more XP (1/5)
#7-07 : Recover a named text found during the course of an adventure. 2/3
#6-15 : Recover a named text found during the course of an adventure. 3/3
HEX ADEPT (2+ goals): By working around dangerous objects, you are inured against their lingering defenses. You gain a bonus on saving throws against spells and effects with the curse descriptor equal to 1 plus 1 for every four goals you have completed.
#7-15 : Recover a spellbook that contains spells whose combined spell levels equals or exceeds three time your character level (minimum 9). (1/1)
#24 : Serve as the GM for an adventure that grants 1 or more XP (2/5)
#6-18: Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive - Ulyara (1/2)
#5-09: Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.
#8-00 : Serve as the GM for an adventure that grants 1 or more XP (3/5)
ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language.
#8-07 : Serve as the GM for an adventure that grants 1 or more XP (4/5)
#6-04 : Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive - Saruna (2/2)
#4-17 : Serve as the GM for an adventure that grants 1 or more XP (5/5)
MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you may requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value is equal to 100 times your character level or less.
You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure.

#10-08: Resolve an encounter with Hellknights nonviolently through diplomacy, trickery, collaboration, or a similar tactic. (1/1)
Season #10

Boon:
Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in Thurl’s laboratory. Whether this is to your advantage or detriment is as yet unknown.
Inner Struggle: Your exposure to a mindscape has given you a unique way to ght o psychic magic. When you fail a saving throw against a mind-a ecting compulsion e ect, you can cross this boon o your Chronicle sheet in order to delay the e ect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to ght o this hostile magic. At the end of your turn, you can attempt a new saving throw against the e ect to end it. If you succeed, the e ect ends. If you fail the save, the original e ect overpowers your mental defenses and resumes.
You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the rst place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.
House Thrune’s Favor Your complete discretion in infiltrating the Chelish Embassy has earned you a rare token stamped with the insignia of the House Thrune, signifying your favor in the eyes of Cheliax's ruling House. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.
Darklands Study (Dark Archive faction): Zarta Dralneen has perused a cursed tome that you recovered known as The Darklands Precepts, and she has shared some of her ndings with you. You gain a +2 bonus on Sense Motive checks against humanoids native to the Darklands, such as drow, derro, and duergar. In addition, you gain a +2 bonus on Knowledge checks to identify and learn about such creatures.
Upstanding Archivist (Dark Archive faction): You have demonstrated excellence in the Grand Lodge’s vaults and improved the Dark Archive faction’s reputation. As a result, Zarta Dralneen has provided you a choice pick from among the treasures rescued from the ooded library. You can cross this boon o your Chronicle sheet when purchasing one of the items found below to purchase that item at 75% of its listed price.
Warm Friend in a Cold Land: You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet.
In Irrisen The Yagevna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them.

Elemental Conquest: You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
[ ] Water: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the water subtype and against spells with the cold or water descriptors. While adventuring on the Plane of Water, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain a +5 competence bonus on Swim checks and the ability to breath underwater for 1 minute.

[ ][ ] Ranginori’s Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

[ ] Righteous Redemption: Thanks to your work bringing a lost hero’s legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp.
[ ][ ][ ]Worthy Foe: Lastwall is the Inner Sea’s bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures’ attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures’ spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures’ spells and abilities. Either benefit lasts until the beginning of your next turn.
Bones: You gain the benefits above against undead creatures.
Recruiter of Saruna (Dark Archive faction): You have convinced the mummified sphinx Saruna to contact Zarta Dralneen and consult for the Dark Archive. When you use Prestige Points to purchase remove curse as a spellcasting service, Saruna herself casts it at CL 12th. This boon may have other uses in future scenarios.
Relic Guardian: Your stewardship of historical treasures inspires you to act quickly to save such relics from destruction. Once per scenario, when an unattended object within your reach is targeted by an offensive spell, attack, or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat maneuver check to sunder an object in your possession, you can cross this boon off your Chronicle sheet to force the creature to reroll the attack with a –5 penalty.
[ ][ ][ ][ ][ ] Savior of Knowledge: You aided the Jeweled Sages in their hour of need, and they quickly answer your calls for help.
Once per scenario when you’re adventuring in Absalom or Osirion, a sage can offer advice on any subject, granting you a +5 insight bonus on one Knowledge skill check. You can check a box in front of this boon to instead receive direct attention from a sage anywhere. The sage attempts a trained Knowledge skill check for you, with a bonus equal to twice your character level, and provides the information to you through mental magical communication.
Torch’s Respect: Torch has developed a grudging respect or passing fondness for you and makes an effort to avoid harming you. When interacting with Torch or his agents, you gain a +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks. If you would die while fighting Grandmaster Torch or his agents, you can cross this boon off your Chronicle sheet to return to life with 0 hit points at the end of the encounter.
You can cross this boon off your Chronicle sheet to cross off the Reckless Revenge boon off another Chronicle sheet.

Siege–Hardened: You survived the Siege of Nerosyan, and you have learned some impressive tricks for fighting demons. You gain a +1 bonus on weapon damage rolls against creatures with the demon subtype. Before rolling a caster level check to overcome a demon’s spell resistance, you may cross this boon off your Chronicle sheet to gain a +3 bonus on the roll.

Defender of Nerosyan (Overwhelming Victory): The city of Nerosyan stands in part because of your actions, and Queen Galfrey herself has taken note. While in Mendev or the Worldwound, reduce the cost of purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10% discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with other discounts.

Experience with Dark Dreams: You have traveled aboard the Voracious, a ship inhabiting its own demiplane off the coast of Leng in the Dimension of Dreams. Your experiences there embolden your mind against dark influences from beyond reality. Before attempting a saving throw against a spell or spell-like ability with the mind-affecting and evil descriptors—or attempting a saving throw against any mind-affecting ability of an outsider with the evil subtype—you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, cross this boon off your Chronicle sheet on a night when you would be fatigued by a nightmare spell or a similar effect; you are not fatigued by that effect and rest normally that night.

Student of Scrolls:

[X]Diverse Training (1st-Level, 1 Star): Kreighton Shaine’s ability to speak at length about virtually any topic is merely an extension of his years of scholarship and his limitless capacity for extemporaneous theory-crafting. You have a talent for distinguishing his facts from his hypotheses, granting you a rudimentary understanding of countless skills. Once per scenario, you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to three plus your number of GM stars and is modified by no other modifiers (including armor check penalty, ability modifiers, etc.).
[X]Oft-Lectured (3rd-level, 2 Stars): The Master of Scrolls is known for his rambling, esoteric talks that favor the elf’s train-of-thought speech patterns. Where others might have lost interest, you have gleaned a multitude of academic knowledge from Shaine’s disjointed thoughts and theories. When you roll a Knowledge check at the beginning of an adventure (such as immediately after a receiving a mission), you gain a bonus on the check equal to your number of GM stars.
[X]Essential Field Agent (5th-Level, 3 Stars): At Kreighton Shaine’s recommendation, the Pathfinder Society recognizes you as a particularly promising agent worth special effort to preserve for future missions. Your wayfinder is decorated with magical silver filigree that does not interfere with the wayfinder’s normal functions and acts as an aegis of recovery (Pathfinder RPG Ultimate Equipment 254) that heals you for a number of points of damage equal to 2d8 plus twice your number of GM stars the next time you fall below 0 hit points. When this ability triggers, the filigree tarnishes and loses this extra ability; cross this boon off your Chronicle sheet.
[X]Vaults of the Ten (7th-Level, 4 Stars): Kreighton Shaine allows you to peruse one of the Vaults—the numerous caches of relics and magic items that exist beneath the Grand Lodge of Absalom—and pick an item to use in your adventures. You may treat your effective Fame as though it were 5 higher when purchasing a single item. Alternatively, you can purchase a single wand that has only 10 charges; you may also increase the wand’s caster level up to CL 7th. The wand’s price is equal to the level of the spell × the caster level × 150 gp. If the spell has a material component cost, add 10 times the material component’s cost to the final price of the wand. You may use this boon once; record the item or wand purchased below.
Item Selected: Wand of Holy Sword (CL10th, 10 charges) 6,000gp GM Initials: FF
[X]Scroll-Savvy (9th-Level, 5 Stars): After penning countless reports and poring over myriad texts, you have developed a natural affinity for using magical scrolls. You can casts spells from scrolls as though all spells were on your class's spell list (treat your caster level as 1 if you do not have a caster level); however, if you fail the caster level check to activate the scroll, the Wisdom check DC to avoid a mishap is 8. At the start of each scenario, Kreighton Shaine gives you a single scroll with a single 1st-, 2nd-, or 3rd-level spell with no expensive material components, but you must return an unused scrum to him after the adventure.

Background:
Jaïr is a petite woman in simple black robes who highlights her silhouette. She had pale complexion but her charming smile and her simple green make-up make her immediately friendly.

At her side, a short sword and two wands.

Jaïr is from Westcrown (Cheliax), she's fascinated by ancient treaties and secret knowledge.
She was intrigued by Delvehaven, a lost lodge of the Society in her hometown and decided you join it, to know more about the Pathfinder and the secrets and knowledges they hold.