Monk

Jellena Darkling's page

939 posts. Alias of BloodWolven.


Race

Stats:
HP: 188_ AC: 47_T: 41_Perception +16, Sense Motive +17[/ooc]_Init: +12_Fort: +22_Ref: +21_Will: +18_CMB: +10_CMD: 32_Speed50_FastHeal 12_DR 5/coldiron_Resist: NegEn_Cold_El:10Acid_Fire:5

Classes/Levels

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

Age

23

Alignment

N

Deity

Mistress

Languages

Common, Sylvan, Elven, Dwarven, Ignan, Draconic, Terran, Auran, Aquan, Necril, Undercommon, Celestial, Giant, Infernal, Halfling, Gnome.

Occupation

High Priest, Oracle of Mistress,

Strength 5
Dexterity 12
Constitution 11
Intelligence 9
Wisdom 7
Charisma 13

About Jellena Darkling

Her 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:
Orisons:

create water
enhanced Diplomacy (It lasts for 1 minute or until discharged, +2 Diplomacy )
guidance +1 on next d20 for up to 1 minute)
light
read magic
mending
virtue (+1 temporary hp, duration 1 minute)

1st: 6+4/day 10/10 left
Detect Undead (mystery bonus spell)
-
Moment of Greatness
-
Magic Weapon
-
Cure light wounds (given spell)
-
Bless - _ - Casting Time 1 standard action - _ - Components V, S, DF
Range 50 ft. - _ - Duration 1 min./level - _ -
Area: The caster and all allies within a 50-ft. burst, centered on the caster

Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
-
Abundant Ammunition (bonus)
Embrace Destiny (bonus)
-
Liberating Command, immediate action, If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level
====================
2nd: 5+3/day 8/8 left
cure moderate wounds (given spell)
-
lesser restoration (mystery bonus spell)
-
Resist Energy (10)
-
Augury (given at 5th level)
-
Hold Person Will DC 17, 5 rounds, target is paralyzed. Gets a save each round.
====================
3rd: 3+3/day, 6/6 left
Cure Serious Wounds (Given): 3d8+6
-
Deadly Jugernaught: Target you | Duration 1 minute/level
Description
With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of the spell, you gain a cumulative +1 luck bonus on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks as well as DR 2/— each time you reduce a qualifying opponent to 0 or few hit points (maximum +5 bonus and DR 10/—) with a melee attack. A qualifying opponent has a number of Hit Dice equal to or greater than your Hit Dice –4.
=====================

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.

Yes she looks well ..., suppose to look that way.

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=MC silver dagger]1d20+13[/dice] [dice=damage]1d4[/dice]19/20 ×2

[dice=black +2 lightsaber]1d20+17[/dice] [dice=damage]2d6+6[/dice]
Sneak attack +3d6
[dice=+1 Thorn, six shots]1d20+16[/dice] [dice=damage]1d6+1[/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:
[dice=White lightsaber]1d20+18[/dice] [dice=damage]2d6+9+2d6[/dice] [dice=take damage]1d6[/dice]
[dice=Thorn]1d20+18[/dice] [dice=damage]1d6+1+12[/dice]

Fortitude Save: +22, (+4 Class, +11 Con, +5 cloak, +2 feat)
Reflex Save: +21 (+4 Class, +12 Dex, +5 cloak)
Will Save: +18 (+4 Class, +7 Wis, +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)
Fast Healing 12, Regeneration 2 (cold), DR 5/ cold iron
Immune: magic aging, disease, positive energy damage;
Resist: Negative Energy 10, Cold 10 and Electricity 10 and Fire 5, Acid 5.

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]
Modifier, Final, Beginning, Racial (Houri), Template (Sublime), Boost, item, wish, other bonuses
+05 STR - 20, 14, -2, +2, +3, +6, +1
+12 DEX - 35, 14, +4, +2, +0, +6, +1, +2 From Youthful Draught, +2 Mayor Statue, +2 Chosen of Death, 4th level +2
+11 CON - 32, 8, +0, +8, +6, +6, +1, +2 From Youthful Draught, +1 From blessed pool in desert
+09 INT - 28, 12, +0, +4, +5, +6, +1
+07 WIS - 24, 14, +0, +0, +0, +6, +1, +2 mayor statue, +1 DM Boon
+13 CHA - 37, 16, +4, +8, +2, +6, 6th level +1
+04 LCK - 18

Previous bonuses gained
Village of New Beginnings:
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+cha mod
a resurrection amulet,

Town of New Faces:
Caves of slimes and multicolored pools: Blood red pool = Regen 1
Statue of the Mayor: +2 Dex and Wis

[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)
Appraise +15 (3 rank, +9 Int, +3 CS)
Bluff +20 (3 rank, +13 Cha, +3 CS, +1 Houri)
Climb +14 (6 rank, +5 Str, +3 CS)
Craft (0 rank, +9 int)
Diplomacy* +30 (6 rank, +13 cha, +1 trait, +3 CS, +2 Chosen Skill, +5 Racial)
Disable Device +18 (3 rank, +12 dex, +3 CS)
Disguise +17 (1 rank, +13 cha, +3 CS)
Escape Artist +21 (6 rank, +12 dex, +3 CS)
Fly +11 (0 rank, +12 dex)
Handle Animal +15 (1 rank, +13 cha, +1 Houri)
Heal* +12 (3 rank, +6 wis, +3 CS)
Intimidate +17 (1 rank, +13 cha, +3 CS)
K Arcane +15 (6 rank, +9 int)
K History +17 (5 rank, +9 int, +3 CS)
K Local +17 (5 rank, +9 int, +3 CS)
K Nature +15 (6 rank, +9 int)
K Nobility +18 (5 rank, +9 int, +3 CS, +1 trait)
K Planes +17 (5 rank, +9 int, +3 CS)
K Religion +18 (5 rank, +9 int, +3 CS, +1 trait)
Linguistics +18 (6 rank, +9 int, +3 CS)
Perception +16 (6 rank, +7 wis, +3 CS)
Perform*(Sing) +19 (3 rank, +13 cha, +3 CS)
Perform (Dance) +19 (3 rank, +13 cha, +3 CS)
Profession(Courtesan) +16 (6 rank, +7 wis, +3 CS)
Ride +11 (0 rank, +12 dex)
Sense Motive +17 (6 rank, +7 Wis, +1 trait, +3 CS)
Sleight of Hand +18 (3 rank, +12 dex, +3 CS)
Spellcraft* +18 (6 rank, +9 int, +3 CS)
Stealth +21 (6 rank, +12 dex, +3 CS)
Survival +11 (1 rank, +7 wis, +3 CS)
Swim +9 (1 rank, +5 str, +3 CS)
Use Magic Device +22 (6 rank, +13 cha, +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:
(7) Improved Two weapon fighting (BAB at +6)
(9)
(11) Greater Two weapon fighting (BAB at +11)

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]
Spirit Boost (Su): Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level).

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)
Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

[/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.
Shadow Falconer Glove
weapons: +4 vicious lightsaber, black lightsaber, Thorn (firearm)

belt pouch:
potions of cure light wounds (6), darkvision(1), invisibility(3), levitate(1), protection from arrows(3), resist energy(5), Gaseous form (1).

Portable Hole (Robe):

wand Neutralize Poison, 50 charges.
wand of nap stack with 22 charges.
3rd caster level wand: 2nd level Resist Energy: 20 charges.
wand of cure light (10) CL 1
wand of lesser vigor: gives fast healing 1 for 10 rounds. (35)
wand of lesser restoration: (17)
wand of restoration: (8)
Scroll of resurrection

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.
Tome of Leadership and Influence (+3)

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
Silver: 104
Gold: 111
Paper: 25 yen bills

The crystal bank account:
Ryada: 20,000 gp
Joe: 6000 gp
Delman: 20,000 gp
Jellena: 3,000 gp
Health share: 1000 gp + 140gp

Health Share to spend on healing items:
silver
gold

Boosted Abilities:

+10 Hp (10 boost points)
5 bonus skill points (15)
Bonus feat: Quick Draw (5)
Boost STR from 13 to 16 (21)
Boost CON from 12 to 17 (35)
Boost INT from 12 to 17 (35)

+2 Hp (20)
Bonus feat: Ritual Magic (10)
Boost CON from 17 to 18 (15)
Boost CHA from 20 to 22 (30)

(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.

A magical item to summon a real chicken. Plucked from the nearest coop. She then can kill it to get her wish for the day. It would use summoning magic but does not work as a summon spell.

Magical food producer: A small microwave that after the 5 minutes is up will produce a meal that you have previously made. 3/day.
Joe produced a large quantity of burritos.
A large stack of flapjacks.
A plate of 5 hamburgers.

To have the cell phones work as if they had full service, back on earth, and never run out of power.

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
1st: Gain a +2 inherent to one skill check. (diplomacy)
2nd: Gain one of the following feats: Alertness, Cleave, Furious Focus, Dodge, Point Blank Shot, Precise Shot, Improve Initiative, Iron Will, Great Fortitude, Lightning Reflexes, Combat Reflexes *or Stealthy. (Iron Will)
3rd: +2 to one ability score. (Dex)
4th: Resist (Type) 5: Pick a type *or +1 Natural armor *or charm person 1/day *or shatter 1/day. (Resist Fire 5)
5th: Gain a bonus feat of your own choice *or two from the 2nd level list. (Combat Reflexes and Great Fortitude)
6th: Gain another option from 4th level. (Resist Acid 5)
7th: Gain a +2 inherent to one skill check. (Different from 1st level)
8th: Gain a feat from the 2nd level list *or an advanced version of one of the feats.
9th: Gain +2 to one ability (Different from 3rd level) *or +1 to two abilities.
10th: Invisibility 1/day, Produce Flame 1/day, Waterbreathing (Ex), Spell Resistance 2+HD, Expeditious Retreat 1/day, Speak with Animals 1/day, Alter Self 1/day, Locate Object 1/day, *or +2 on saves vs. poison.
11th: Affinity for a group +4 *or gain a social feat.
12th: Gain another option from 4th level.
13th: Gain a +2 inherent to one skill check. (Different from before.)
14th: Gain a bonus feat of your own choice *or two from the 2nd level list *or an advanced version of one of the feats.
15th: Gain +2 to one ability (Different from before.) and Gain +2 to one ability.
16th: Gain a option from 4th level *or advance a choice from before *or gain a breath weapon as a half dragon.
17th:Affinity for the same group as +8 *or gain a social feat.
18th: Gain a option from 4th level *or advance a choice from before.
19th: Gain a +2 inherent to two skill checks. (Different from before.)
20th: DR 10/alignment *or element immunity, *or DR 10/cold iron or silver.

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.
Food container maker gains her an extra spell she can know thus abundant ammunition.
She has used the wishes to make her third class at the sacrifice of her original expert levels.

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
You worked as a sacred courtesan, and you know how to flatter, please, and (most of all) listen.

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:
Diva Style

No Trace (Ex)
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Uncanny Dodge (Ex)
Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

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]
Positive energy fills and enlivens all naturally born beings to one degree or another. It is the very essence of life. Sublime creatures are individuals and beings with a much stronger connection to this wellspring of energy than is typical. Preternaturally strong and healthy they nearly glow, so strong is the life force within them. While some sublime creatures are born with their abilities, others are beings who have been blessed by the gods or have been exposed to sources of pure positive energy.
A sublime creature is the epitome of health and beauty, being more comely than other members of its race.
Creating a Sublime Creature
“Sublime” is a template that can be added to any living creature. The creature is distinguished by its strong aura of positive energy, and its extraordinary health and beauty.
A sublime creature uses all of the base creature’s statistics and special abilities, except as noted here.
CR: +2
Armor Class: Increase natural armor by +2.
Speed: Increase all the base creature’s natural speeds by 10 ft.
Special Defenses: fast healing (equal to Charisma bonus); Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, increase the base creature’s Cold and Electricity resistance by 10.
Special Abilities: The sublime creature gains the following special abilities.
Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.
Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.
Abilities: Increase from the base creature as follows: Strength +2; Dexterity +2; Constitution +8; Intelligence +4; Charisma +8.
Feats: Gain Toughness as a bonus feat.
Skills: +4 racial bonus to Diplomacy.

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)
A savage technologist can enter rage as a barbarian, except she gains a morale bonus to Strength and Dexterity instead of Strength and Constitution, and she does not take a penalty to Armor Class. She retains the bonus on Will saving throws. When a barbarian ability would increase the savage technologist’s Strength while raging, it increases her Dexterity instead.

This ability alters rage.

Sword and Gun (Ex)
At 2nd level, when a raging savage technologist wields a one-handed firearm in one hand and a light or one-handed melee weapon in the other, she can make ranged attacks with the firearm without provoking attacks of opportunity. She also gains the benefits of the Two-Weapon Fighting feat, but only if all attacks are made with those weapons.

This ability replaces uncanny dodge.

Primal Magnetism (Ex)
At 3rd level, a savage technologist adds her Strength modifier on Diplomacy checks when interacting with tribal cultures. She can expend 2 rounds of rage (even if not raging) to add a bonus equal to 1/2 his barbarian level on a Diplomacy check.

Crack Shot (Ex)
At 5th level, a savage technologist adds her Dexterity modifier to her damage rolls when making ranged attacks with a firearm while raging.

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
100 Situps Dex DC 17: 10 + 10 = 20 30 minutes
100 Squats Dex DC 19: 10 + 10 = 20 30 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.)