About Jellena DarklingHer off hand reaches into her cloak and pulls out a mostly gray hand cannon with sharp edges. The chamber appears to be golden but is smudged with soot. She calls it Thorn. [[[Newest Version - December 25th, 2024]]] Spells:
2 cantrips: detect magic, acid orb 1st level spell 3/day: mage armor 1 orison: detect poison oracle of Death blessing: Hex of healing, cure light wounds to everyone 1/day, 1d8+7 (cha mod) Oracle:
create water
1st: 6+4/day 10/10 left
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Revelation: Channel 15/day _ +4d6 _ 15/15 left Ki Pool 16/16 _ Vanishing Trick, Feather Fall, running jump, Fast Attack, Speed Boost, Stealth Sneak Attack: 3d6
Abilities:
once per day each: barkskin (+2 natural armor, standard action, 30 mins.), charm animal (40 feet, standard action, 3 hours), and entangle (standard, 520 feet, 3 minutes). The DCs for these spell-like abilities use the houri’s Charisma modifier.
Supernatural Beauty (Su): Once per day as a standard action, the houri may unveil her fey beauty; all creatures within 30 feet of the houri must make a Will save DC 16 (DC 10 + 1/2 the houri’s character level + the houri’s Charisma modifier) or suffer a -2 penalty on all attack rolls, saving throws, and skill checks for 1 hour as her beauty distracts and bedazzles them. This is a mind-affecting effect. Description:
Jellena is a slim athletic woman, her hair glittering with some kind of particles, making the raven black locks look like the sky. She wears a revealing purple tank top, blue denim shorts frayed at the bottom, and purple knee high boots, all with accents of red beads. She also wears a black cloak that looks like a starry night.
Crunch:
Ninja 5/ Oracle 5/ Barbarian (Savage Technologist) 5 Ascended Houri, +1 CR Savage Technologist Humanoid (feyblood, elf): An houri is a humanoid with the feyblood and elf subtypes. Init +12 (+12 dex) BAB: +6, CMB: +10 ; CMD: 32 [dice=silver dagger]1d20+12[/dice] [dice=damage]1d4+1[/dice]19/20 ×2
[dice=black +2 lightsaber]1d20+17[/dice] [dice=damage]2d6+6[/dice]
[dice=White +4 vicious lightsaber]1d20+18[/dice] [dice=damage]2d6+8+2d6[/dice] [dice=take damage]1d6[/dice] Two weapon Fighting while raging:
Fortitude Save: +22, (+4 Class, +11 Con, +5 cloak, +2 feat)
[spoiler=Stats]HP: 188_ AC: 47_ T: 41 _FF: -_ Perception +16, Sense Motive +17_Init: +12_Fort: +22_Ref: +21_Will: +18_CMB: +10_CMD: 32Speed50_FastHeal 12_DR 5/coldiron_Resist: NegEn_Cold_El:10 Acid_Fire:5 Spoiler:
HP: 188: (12+7+9+8+6+4) = (46+4+60+12+6+60) 6d12+ 4(favored bonus), +60(con), +12(Boost Ability), +6(Toughness), +60(Cha)
AC: 47, touch 41, flat-footed - (dex +12, natural +2, shield +0, wis +7, armor +4, Deflection +12) Raging AC +2, +2 Reflex, +2 Init, +2 CMB. [spoiler=Ability Scores]
Previous bonuses gained
Town of New Faces:
[spoiler=Skills]Acrobatics+21_App+15_Bluff+20_Climb+14_Dip+30_DD+18_EArtist+21_Heal+12_Inti +17_K Arc/His/Loc/Nat/Nob/Pla/Rel+17_Ling+18_P(Sing/Dance)+19_SoH+18_Spell+18_Ste alth+21_Surv+11_Swim+9_UMD+22 Skills:
Ninja 6 (96 sp) + Background (12 sp) Boost (5 sp) Favored class (1 sp) helm (K Arcane/Nature/Linguistics 6 ranks)= 114/helm Acrobatics +21 (6 rank, +12 Dex, +3 CS)
Languages: Common, Sylvan, Elven, Dwarven, Ignan, Draconic, Terran, Auran, Aquan, Necril, Undercommon, Celestial, Giant, Infernal, Halfling, Gnome. Feats:
(Bonus Boost) Quick Draw (1)Two Weapon Fighting (3)Selective Channel (Bonus - 4) Craft Wand (5) Point Blank shot (Bonus Boost) Ritual Spells (Sublime) Toughness (2nd Chosen) Iron Will (5th Chosen) Combat Reflexes (5th Chosen) Great Fortitude Weapon Proficiency: ninja, fire arms, light sabers Next feats:
Specials:
Monk AC ~ no poison use Sneak attack +3d6 Ki Pool 9/day _ Vanishing Trick, Feather Fall, running jump, Fast Attack, Speed Boost, Stealth] Vanishing Trick - Expend 1 ki point to gain invisibility effect. Feather Fall - Expend 1 ki point to gain feather fall. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. Revelation: 6/day [dice=Channel]2d6[/dice]
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action). Uncanny Dodge (Ex)
[/spoiler] Equipment:
Worn: cloak of resistance +5, silver dagger, Jailer's Dungeon Ring of Communication, warded magical scrollcase (treasure map), a resurrection amulet, Headband of Mental Prowess +6 (Knowlege Arcane/Nature/Ling), Belt of physical might +6, Boots of the Cat and Striding, Gloves of Verdant Vine Bracer Unfettered shirt Claws of the ice bear.
belt pouch:
Portable Hole (Robe):
wand Neutralize Poison, 50 charges.
alchemy kit, a wineskins, Glass flask with stopper, Book of Life and Death manuscript of the Mistresses’ faith (It may be brought out of her robe as a move action.), a canteen, a waterskin, 3 torches, flint and steel, 2 rations, a wide brimmed hat. Pen, gloves, pencil, scissors, Jewelry (500 gp), notebook Manual of Quickness of Action (+5) - Currently reading, done in 13 days.
Original Equipment:Her work clothes that she just left on, her hand bag with all her personal items including her clutch, cell phone, makeup, a dagger within a fake lipstick, a handful of coins and other misc. ends. Wealth: copper: 27
The crystal bank account:
Health Share to spend on healing items:
Boosted Abilities:
+10 Hp (10 boost points)
+2 Hp (20)
(6 Boost points left) notes on items and wishes:
A jailer’s dungeon ring is worked gold, set with carnelians. The ring is magically attuned to one or more iron prisoner’s dungeon rings. When the wearer of a jailer’s ring places a prisoner’s ring on a subject, the prisoner cannot remove the ring without the use of a remove curse, limited wish, miracle, or wish spell. The wearer of the jailer’s ring can also remove a linked prisoner’s ring at any time. The jailer is aware of any wearer of a linked prisoner’s ring as per a constant status spell. Additionally, all wearers of linked prisoner’s rings count as familiar to the jailer for the purposes of spells such as scrying and teleport. Upon the ring there is also: sustenance, communication, fire resist 10.
Mistress of Death:
The Mistress is Neutral in nearly all things. Her areas of concern are birth, death, fate, and prophecy. Her domains are Death, Healing, Knowledge, Repose, and Water. Her favored weapon is the scythe. Her sacred colors are black and white. As the goddess of death and rebirth, she abhors the undead and considers them a perversion. She could even be your matron and grant you your paladin divine powers. You might think it strange but she would use you a divine weapon to destroy undead." Mistress of Death - notes:
Oath: “Mistress of Death, empower me as your Chosen, make me part of your Familia, make me a priest of your children of the day and of the night, I will learn and serve you for the rest of my days here and after, I am yours eternally. Let it be by your will this blessing be laid upon me.” A shroud of pure black and specks of light materializes and rests on her shoulders after she says the oath. She lifts off the ground and is infused with light and darkness. Now she is gestalt with cleric or oracle, blessed with additional abilities per level, a Book of Life and Death manuscript of the Mistresses’ faith, and a portable hole. (Cha) Chosen
Wish coming into the world: Ring of infinite wishes. Make 1 wish per day after bathing the ring in the blood of a recent kill. Since becoming an Oracle Mistress helps her with the wording of her wishes and has become the matron to the power of the ring. When she uses the wish that helps others more than herself directly she gains a bonus to her class.
Traits:
Child of the Temple You have long served at a temple in a city, where you picked up on many of the nobility's customs in addition to spending much time in the temple libraries studying your faith. Benefits: You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you. Courtesan
Benefits: You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you. NINJA Ki Pool (Su):
At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. If the ninja possesses levels in another class that grants points to a ki pool, ninja levels stack with the levels of that class to determine the total number of ki points in the combined pool, but only one ability score modifier is added to the total. The choice of which score to use is made when the second class ability is gained, and once made, the choice is set. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool. Vanishing Trick - Expend 1 ki point to gain invisibility effect Feather Fall Later:
No Trace (Ex)
Uncanny Dodge (Ex)
Oracle’s Curse - Foretold:
Your life fulfills the predictions of one or more important prophesies. You may choose to embrace, or resist, your foretold fate. EFFECT Subtract your curse level from the DC of gather information or Knowledge checks to learn things about you. You suffer a-10 penalty to Will saves versus non-mind-affecting spells and spell-like abilities of the divination school. Once per day, you can “take 10” on a check even you would not normally be able to do so because of distractions or threats. At 5th level, add augury to your spells known. At 10th level, you gain a bonus revelation. At 15th level, add screen to your spells known.
Racial=Houri and Sublime:
Hale: A houri’s nymph ancestry grants her immunity to non-magical diseases and a +4 racial bonus on saves against magical diseases. Natural Aptitude (Ex) A houri’s nature gives her a +1 racial bonus on Bluff, Diplomacy, and Handle Animal checks. This bonus increases by +1 per 5 character levels. Supernatural Beauty (Su): Once per day as a standard action, the houri may unveil her fey beauty; all creatures within 30 eet of the houri must make a Will save (DC 10 + 1/2 the houri’s character level + the houri’s Charisma modifier) or suffer a -2 penalty on all attack rolls, saving throws, and skill checks for 1 hour as her beauty distracts and bedazzles them. This is a mind-affecting effect. Innate Spells (Sp): Houri have a small measure of magical talent inherited from their mothers. They gain the following spell-like abilities usable once per day each: barkskin, charm animal, and entangle. The DCs for these spell-like abilities use the houri’s Wisdom modifier. Ageless (Ex) A houri does not experience any of the benefits or penalties of aging beyond adulthood, and is effectively immortal, never dying of old age. Languages: Houri begin play speaking Common and Sylvan. Sublime Creature (CR +2)[3pp]
Savage Technologist:
She sacrifices the weapon proficiencies for Oracle and Savage Technologist to have firearms and lightsaber. Also she sacrifices her level in expert to gain this with her Gestalt ability. Rage (Ex)
This ability alters rage. Sword and Gun (Ex)
This ability replaces uncanny dodge. Primal Magnetism (Ex)
Crack Shot (Ex)
This ability replaces improved uncanny dodge. Player Background:
Jessica Smith had always dallied in video games and fantasy. When she was a girl her parents were in charge of a Buddhist temple in Japan. Those were her best years, she studied, learned, and did what her parents asked her to do. She spent most of her younger years enamored with video games going to arcades whenever she could get away from gymnastics. Her parents kept her regime strict and between home and the gym she would play one or two games. Then when she turned 18 there was a fire and the temple burned to the ground but even more devastating was her parents died in the fire as well. She was out celebrating with some of her friends her birthday. What a wonderful present. A reason she does not celebrate birthdays anymore. Then she learned of the loans her dad had accrued through his gambling and the real reason they were in a temple... hiding from the loan sharks. She quickly learned the way of a courtesan, luckily she had the looks to get trained in one of the high end brothels. Still working her way out of her father's debt she worked at the brothel but she had to get away. Moving out meant half of the debt was paid and with her gaggle of work friends found a small apartment all her own. She heard about a new game called Dungeon Crash and was one of the lucky few who got the first editions. Too bad the game crashed and killed her. She didn't have much on her. Her work clothes that she just left on, her hand bag with all her personal items including her clutch, cell phone, makeup, a dagger within a fake lipstick, a handful of coins and other misc. ends. Daily Quest:
She asks for a hand with the pushups. 100 Pushups Str DC 10: 10 + 4 = 14 60 minutes
Jellena takes an hour rest. 100 Jumping Jacks Con DC 10: 10 +4=14 60 minutes 5K Run Con DC 12: 10 + 4 = 14 60 minutes (If most are done she would ask for help.)
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