Priestess of Nethys

Jelissa M'Barra's page

131 posts. Alias of BloodWolven.


Race

HP: 33/33 _ AC: 18_ T: 13 _FF: 15_ Perception +5_ Lowlight _ Sense Motive +9 _ Diplomacy +10 _ Init: +2_Fort: +5_Ref: +3_Will: +7_CMB: +6_CMD: 18_Speed: 30

Classes/Levels

Skills:
Acrobatics +6_Bluff +4 _ Climb +6 _ Escape Artist +5 _ Handle Animal +10 _ Heal +8 _ Intimidate +8 _ K +7 _ Linguistics +4 _ Ride +10 _ Spellcraft +7 _ Stealth +9 _ Survival +7 _ Swim +6 _ Use Magic Device +10

Strength 16
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 16
Charisma 18

About Jelissa M'Barra

Jelissa in a nutshel

Youtube clip on Rory Mercury...

Yes I made her based on Rory Mercury.

Appearance:
Jelissa has the appearance of a teenage girl of around seventeen or eighteen. She has long flowing black hair with long stark white sections. She normally wears her hair long with a black ribbon as a hair ornament.

As a cleric of Pharasma, her clothing is a reminiscent of Earth's Gothic Lolita culture, a black dress with red frills, black stockings supported with garters and red boots. She wields a huge silver rune etched scythe as her main weapon.

Female elf cleric 5
Clad in black silk and a chain shirt, this bold woman has a strong stance and wields a masterfully crafted scythe.

CN Medium humanoid (elf)
Init +2; Senses Perception +3

DEFENSE

AC 18, touch 12, flat-footed 15 (+5 armor, +2 Dex, +1 dodge)
hp 33 (5d8+7)
Fort +5, Ref +3, Will +7

OFFENSE

Speed 30 ft.
Melee
[dice= scythe +1]1d20 +7[/dice] [dice=damage]2d4+5[/dice] x4

Special Attacks channel positive energy 7/day (DC 14, 3d6)

Domain Healing/Knowledge Spell-Like Abilities (CL 5th; concentration +8)

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 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

6/day—rebuke death (1d4+2)
6/day—Lore Keeper (check equal to 23)

Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + 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.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.

Cleric Spells Prepared (CL 5th; concentration +8)

3rd—remove disease, cure serious woundsD
2nd—shield otherX, cure moderate wounds, cure mod woundsD
1st—Detect Undead, Hidden Spring, cure light wounds, cure light woundsD, Hide from Undead
0th (at will)—create water, guidance, read magic, detect magic
D Domain spell; Domains Life/Plant

STATISTICS

Str 16, Dex 14, Con 12, Int 10, Wis 16, Cha 18
Base Atk +3; CMB +6; CMD 18

Feats:
Combat Casting,
Dodge,
Extra Channel
Skills Diplomacy +10, Knowledge (religion) +8, Sense Motive +9, Spellcraft +6, Swim +1***
Languages Common
SQ aura

Treasure NPC gear (+1 chain shirt, potions of cure light wounds [5], wand of cure moderate wounds [9 charges], wand of bull’s strength [8 charges], holy water [2 flasks], other treasure

HP: 33/33 _ AC: 18_ T: 13 _FF: 15_ Perception +5_ Lowlight _ Sense Motive +9 _ Diplomacy +10 _ Init: +2_Fort: +5_Ref: +3_Will: +7_CMB: +6_CMD: 18_Speed: 30

Skills:
Acrobatics +6_Bluff +4 _ Climb +6 _ Escape Artist +5 _ Handle Animal +10 _ Heal +8 _ Intimidate +8 _ K +7 _ Linguistics +4 _ Ride +10 _ Spellcraft +7 _ Stealth +9 _ Survival +7 _ Swim +6 _ Use Magic Device +10

Hooks:
She is searching for Aroden. It was prophecied that he would be sent away and not die. In a world of nearly no magic Aroden would have to climate himself to this new world.

Yes Pharasma's sacred colors are white and blue, but a select few of her priestesses are given the gift of prophecy and know the true cleric vestments of Pharasma.

Old Character:

"Wow, what a rush, a freightening one but the heat from that dream was so intense! Hey, did you guys have the same dream?! So vivid, soooo..." She visibly has a shiver go up her spine.

Jelissa is a ranger. She is brash and bold when tipsy, but normally she is quietly scouting ahead or watching the rear of the caravan. She likes her gems, she has five decent sized ones on a black cord around her neck. Her skin is bronzed with the sun, but at night her skin seems to pale with the moon light. Her slightly unkempt shoulder length black hair, with a white streak in it, covers her emerald green eyes that become luminescent at night. Her form is tight like a cord with some slight feminine curves, strong but much more graceful.
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Crunch]
Female elf Ranger (Horse Lord)/Oracle of Time 3
CG Medium elf
Init +5; Perception +10
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Defense
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AC 23, touch 20, flat-footed 17 (+4 Mage, +5 Dex, +1 Dodge, +3 Wis)
hp 22 (d10+0); {10, 5, 7}
Fort +3, Ref +8, Will +6 (+8 vs. enchantment)
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Offense
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Speed 30 ft. or on horse 50 ft.
Dagger +5 (1d4+2/19-20)
Longsword +5 (1d8+3/19-20) two hands

[dice=MW, Composite Longbow]1d20+9[/dice] [dice=damage]1d8+2[/dice]
200 ft. (38/40 arrows)

Base Atk +3; CMB +5, CMD 20
Special Attacks:

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Statistics final, racial, start, magic item, wish, bonus
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Str 14, - , 14,
Dex 20, +2, 18
Con 11, -2, 13
Int 16, +2 , 14
Wis 16, - , 16
Cha 18, - , 18

Feats: (1) Point Blank Shot, (3) Rapid Shot
Ranger Feats: (2) Mounted Archery

Traits:
Dangerously Curious:
You have always been intrigued by magic, possibly because you were the child of a magician. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Faith's Hunter
Source Ultimate Campaign pg. 53
Divine powers smile upon you each time you grievously wound a favored enemy. When you confirm a critical hit against a favored enemy, you may extend the duration of any divine spell affecting you by 1 round. The benefits from multiple critical hits stack. Divine spells with an instantaneous duration can’t be extended in this manner.

Skills: CS=class skill 27+3
Acrobatics +6, (1 rank, +5 Dex)
Appraise +3, (0 rank, +3 Int)
Bluff +4, (0 rank, +4 cha)
Climb +6, (1 rank, +3 CS, str +2) (0 ACP)
Craft (armor) +9, (1 rank, +3 CS, +3 Int, +2 MW items)
Diplomacy +8, (1 ranks, +3 CS, cha +4)
Escape Artist +5, (0 rank, dex +5)
Fly +9, (1 rank, +3 CS, +5 Dex)
Handle Animal +10, (3 rank, +3 CS, +4 Cha)
Heal +8, (1 ranks, +3 CS, +2 Wis, +2 Kit)
Intimidate +8, (1 rank, +3 CS, +4 Cha)
K (arcane) +7, (1 ranks, +3 CS, +3 Int)
K (dungeoneering) +7, (1 ranks, +3 CS, +3 Int)
K (Geography) +7, (1 ranks, +3 CS, +3 Int)
K (Nature) +7, (1 ranks, +3 CS, +3 Int)
K (history) +7, (1 ranks, +3 CS, +3 Int)
K (planes) +7, (1 ranks, +3 CS, +3 Int)
K (religion) +7, (1 ranks, +3 CS, +3 Int)
-Linguistics +4, (1 ranks, +3 Int)
Perception +10, (2 ranks, +3 CS, +3 Wis, +2 racial)
Profession Acupuncturist +7, (1 rank, +3 CS, +3 Wis)
Ride +10, (2 ranks, +3 CS, +5 Dex)(0 ACP)
Sense Motive +7, (1 ranks, +3 CS, +3 Wis)
Spellcraft +7, (1 ranks, +3 CS, +3 Int)
Stealth +9, (1 ranks, +3 CS, +5 Dex) (0 ACP)
Survival +7, (1 ranks, +3 CS, +3 Wis)
Swim +6, (1 ranks, +3 CS, +2 str) (0 ACP)
Use Magic Device +10, (2 ranks, +3 CS, +4 Cha, +1 trait)

Languages: Common, Elven, Draconic, Shae, Abyssal, Auran, Celestial, Infernal, Sylvan, and Terran

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Ranger (Horse Lord)]
Combat Style Feat (Ex): At 2nd level, a horse lord must choose the mounted combat style.

Mounted Combat: If the ranger selects mounted combat, he can choose from the following list whenever he gains a combat style feat: Mounted Combat, Mounted Archery, Ride-By Attack, and Trick Riding. At 6th level, he adds Mounted Shield and Spirited Charge to the list. At 10th level, he adds Mounted Skirmisher and Unseat to the list.
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Favored Enemy (Ex): At 1st level, gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Undead

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Endurance: A ranger gains Endurance as a bonus feat at 3rd level.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Desert

Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

At 4th level and higher, his caster level is equal to his ranger level – 3.


Oracle of Time:

Bonus Spells: memory lapse (2nd), gentle repose (4th), sands of time (6th), threefold aspect (8th), permanency (10th), contingency (12th), disintegrate (14th), temporal stasis (16th), time stop (18th).

Revelations: An oracle with the time mystery can choose from any of the following revelations.

Aging Touch (Su): Your touch ages living creatures and objects. As a melee touch attack, you can deal 1 point of Strength damage for every two oracle levels you possess to living creatures. Against objects or constructs, you can deal 1d6 points of damage per oracle level. If used against an object in another creature's possession, treat this attack as a sunder combat maneuver. You can use this ability once per day, plus one additional time per day for every five oracle levels you possess.

Erase from Time (Su): As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability once per day, plus one additional time per day at 11th level.

Knowledge of the Ages (Su): You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability a number times per day equal to your Charisma modifier.

Momentary Glimpse (Su): Once per day, you can gain a glimpse into your immediate future. On the round after you use this ability, you gain a +2 insight bonus on a single attack roll, saving throw, or skill check or to your Armor Class until the start of your next turn. At 5th level, and every four levels thereafter, you can use this ability one additional time per day.

Rewind Time (Su): Once per day as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. At 11th level, and every four levels thereafter, you can use this ability an additional time per day. You must be at least 7th level to select this revelation.

Speed or Slow Time (Sp): As a standard action, you can speed up or slow down time, as either the haste or slow spell. You can use this ability once per day, plus one additional time per day at 12th level and 17th level. You must be at least 7th level before selecting this revelation.

Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Time Flicker (Su): As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per oracle level that you possess per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 7th level, each time you activate this ability, you can treat it as the blink spell, though each round spent this way counts as 1 minute of your normal time flicker duration. You must be at least 3rd level to select this revelation.

Time Hop (Su): As a move action, you can teleport up to 10 feet per oracle level that you possess per day. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. You must be at least 7th level to select this revelation.

Time Sight (Su): You can peer through the mists of time to see things as they truly are, as if using the true seeing spell. At 15th level, this functions like moment of prescience. At 18th level, this functions like foresight. You can use this ability for a number of minutes per day equal to your oracle level, but these minutes do not need to be consecutive. You must be at least 11th level to select this revelation.

Final Revelation: Upon reaching 20th level, you become a true master of time and stop aging. You cannot be magically aged and no longer take penalties to your ability scores for aging. Age bonuses still accrue, and any aging penalties that you have already accrued remain in place. You cannot die of old age, but you can be killed or die through accident, disease, poison, or other external effects. In addition, you can cast time stop once per day as a spell-like ability.

HP: 22/22 _ AC: 23_ T: 20 _FF: 17_ Perception +10_ Lowlight _ Sense Motive +7 _ Diplomacy +8 _ Init: +5_Fort: +3_Ref: +8_Will: +6_CMB: +5_CMD: 20_Speed: 30

[spoilerSkills]Acrobatics +6_Bluff +4 _ Climb +6 _ Escape Artist +5 _ Handle Animal +10 _ Heal +8 _ Intimidate +8 _ K +7 _ Linguistics +4 _ Ride +10 _ Spellcraft +7 _ Stealth +9 _ Survival +7 _ Swim +6 _ Use Magic Device +10[/spoiler]