Wen Histani

Jeslara "Jessa" Eventide's page

728 posts. Alias of Neil Spicer (Contributor, RPG Superstar 2009, RPG Superstar Judgernaut).


Full Name

Jeslara "Jessa" Eventide

Race

Human

Classes/Levels

Wizard (Diviner) 2 / Cleric 1 of Sivhana

Gender

Female

Size

Medium 5'6" 115 lbs.

Age

20

Special Abilities

Arcane bond (familiar), arcane spells, channel positive energy, copy cat, diviner's fortune, hand of the acolyte, true strike

Alignment

Neutral Good

Deity

Sivhana, Nethys

Location

Magnimar/Sandpoint

Occupation

Pathfinder

Strength 10
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 14
Charisma 12

About Jeslara "Jessa" Eventide

Female human wizard (diviner) 2 / cleric 1 of Sivhana
NG Medium humanoid
Init +3; Senses Perception +3 (+5 when Blackwing is within arm's reach)
XP 3,450

DEFENSE

AC 12, touch 12, flat-footed 10 (AC 16, touch 16, ff 14 w/ mage armor)
(+2 Dex)
hp 26 (2d6+4 plus 1d8+2, +2 favored class) current 26
Fort +4, Ref +3, Will +7

OFFENSE

Spd 30 ft.
Melee bladed scarf +1 (1d6/19-20) or dagger +1 (1d4/19-20)
Ranged longbow +3 (1d8/x3) or dagger +3 (1d4/19-20) or ray of frost ranged touch +3 (1d3) or dagger +3 with hand of the acolyte (1d4+2/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. w/ bladed scarf)

Divine Abilities

Spoiler:
Domains Magic, Trickery
Bluff, Disguise, and Stealth are all class skills.
Domain Powers
copy cat (Su) - Jessa can create an illusory double of herself as a move action. This double functions as a single mirror image and lasts for 1 round (a number equal to her caster level), unless dispelled or destroyed. Jessa can have no more than one copy cat at a time. This ability does not stack with mirror image. She can use this ability 5 times per day (3 + Wis modifier).
hand of the acolyte (Su) - As a standard action, Jessa can summon a ghostly hand to do her bidding. This functions like mage hand with the following changes. When summoned, the hand can draw a weapon (including a magic weapon) on her person as a free action, so long as Jessa is proficient in it. The hand can be directed to make a single attack against a foe within 30 feet, using her base attack bonus, plus her Wisdom modifier on both attack and damage rolls. The hand does not threaten foes and does not make attacks of opportunity. Jessa must concentrate on the hand each round or it winks out, returning any item held to her before it disappears. She can use this ability 5 times per day (3 + Wis modifier).

Divine Spells Prepared (CL 1st):
1st - command (DC 14), disguise self*, protection from evil
0 - detect magic, guidance, stabilize
* = domain spells

Channel Positive Energy (4/day; 30-foot burst, 1d6 damage/healing, DC 11 Will save for half) 1 left

Arcane Abilities

Spoiler:
Specialty School Divination
Prohibited Schools necromancy, conjuration
School Powers
1st - forewarned (Su): Jessa can always act in the surprise round even if she fails to make a Perception roll to notice a foe, but she is still considered flat-footed until she takes an action. In addition, she receives a bonus on initiative checks equal to 1/2 her wizard level (minimum +1). At 20th level, anytime she rolls initiative, she can assume the roll resulted in a natural 20.
1st - diviner's fortune (Su): Jessa can touch a creature as a standard action, giving it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to half her wizard level (minimum +1) for 1 round. She can use this ability 6 times per day (3 + Intelligence modifier).

Arcane Spells Prepared (CL 2nd):
1st - charm person (DC 15), color spray (DC 15), silent image (DC 15), true strike
0 - dancing lights, daze (DC 14), prestidigitation (DC 13), ray of frost

TACTICS

Before Combat If she has a few rounds before combat starts, Jessa casts true strike to make sure her first ranged attack hits. If she has prepared silent image, she may also create an illusion of a heavily-armored warrior by her side to dissuade anyone from closing with her.
During Combat Jessa knows she's little good in a stand-up fight, and prefers to avoid melee combat by staying behind others more suited to the task. If forced to fight, she looks for an opportunity to cast color spray on a concentrated group of opponents. Otherwise, she throws daggers to keep enemies at bay, always saving one for hand-to-hand combat as a last resort. If fighting alongside friends, she may use daze to hamper an attacker until someone can assist her. If alone, however, she may rely on hypnotism to convince her attackers to spare her or otherwise leave the area so she can escape.
Morale Jessa is a true ally to her friends, and willing to take great risks to protect them. She tries to reserve at least one powerful enchantment (such as daze, hypnotism, or charm person) to turn the tide of battle and secure assistance in rescuing anyone who falls behind. She also relies heavily on illusions (via silent image or ghost sound) to cloak any retreat.

STATISTICS

Str 10, Dex 14, Con 14, Int 17, Wis 14, Cha 12
Base Atk +1; CMB +1
Feats

Spoiler:
Alertness (as long as Blackwing's in arm's reach)
Brew Potion
City-Born (Magnimar)
Exotic Weapon Proficiency (bladed scarf)
Scribe Scroll
Spell Focus (Enchantment)
Spell Focus (Illusion)

Skills
Spoiler:
Appraise +7 (+10 with Blackwing nearby) (1 rank, +3 class, +3 Int, +3 familiar)
Bluff +5 (1 rank, +3 class, +1 Cha)
Craft (alchemy) +8 (2 ranks, +3 class, +3 Int)
Diplomacy +7 (3 ranks, +3 class, +1 Cha)
Knowledge (arcana) +9 (3 ranks, +3 class, +3 Int)
Knowledge (history) +8 (2 ranks, +3 class, +3 Int)
Knowledge (planes) +7 (1 rank, +3 class, +3 Int)
Knowledge (religion) +6 (1 rank, +3 class, +2 Wis)
Linguistics +7 (1 rank, +3 class, +3 Int)
Perception +3 (+5 with Blackwing nearby) (1 rank, +2 Wis, +2 Alertness)
Sense Motive +6 (+8 with Blackwing nearby) (1 rank, +3 class, +2 Wis, +2 Alertness)
Spellcraft +9 (3 ranks, +3 class, +3 Int)

Languages Common (Chelaxian), Draconic, Goblin, Thassilonian, Varisian
SQ summon familiar (raven named Blackwing)
Combat Gear acid (2), bladed scarf, daggers (6), longbow w/10 arrows, potion of cure light wounds; Other Gear backpack, bedroll, explorer's outfit, ink, inkpen, parchment (5), rations (6), scholar's outfit, scroll case, spell component pouch, sunrod (2), tindertwig (3), waterskin, whetstone, wizard's spellbook, 4gp, 8sp, 8cp.
Spellbook 0-all; 1st - charm person, color spray, comprehend languages, hypnotism, identify, protection from evil, silent image, true strike

BACKGROUND

Jessa came to Varisia at the age of ten, having spent most of her prior years traveling Golarion alongside her parents. Both her mother and father made their living as educated artisans and tutors to the families of wealthy nobles and merchants. Occasionally, they also assisted wizards and sages by traveling to examine newly-discovered ruins or artifacts. Her family eventually retired to Magnimar, and her mother now works in the Museum of Ages.

As a product of her upbringing, Jessa retains an absolute thirst for knowledge and far-off places. A friend of her father once taught her the rudiments of magic in exchange for access to the family's collected works on ancient Varisia. Since then, she has self-studied the schools of divination and enchantment in an effort to pry further secrets from the world and people around her. She used to frequent the Golemworks of Magnimar to observe the construct creators at their craft. Though she had no particular talent or interest in manufacturing golems, she did manage to acquire her raven familiar, Blackwing, from the flocks that haunt the facility.

Jessa's skills and interests eventually led her to the Pathfinder Society and its chapter in Magnimar. Old enough to make her own decisions, she submitted a thesis and, after outlasting several other candidates, agreed to become a local agent for the organization. Her most recent assignment has taken her to Sandpoint to examine the ancient ruins and monuments of Thassilon. She hopes to someday produce an exploit worthy of recognition in the Pathfinder Chronicles and see the Grand Lodge in Absalom.

Kind at heart, Jessa believes much of the world's problems could be solved through education and diplomacy. She has little patience for those who shun knowledge and neglect others. She dresses appropriate to any occasion, equally at home in fancy tailored fashions or rugged explorer's garb. People often marvel at her ability to change appearances from mousy to cosmopolitan at a moment's notice, courtesy of a little magic. Her hair is most often worn shoulder-length, tightly bound into a bun or braided when adventuring, but loose and appropriately styled when socializing in town. She often uses prestidigitation to assist with changing the cut or color. Jessa stands 5-feet, 6-inches tall, and weighs a very slim 115 lbs.

MAGICAL PHRASES

Spoiler:

charm person - Encantoami
color spray - Arcenciel-maray
comprehend languages - Entenda-lenge
dancing lights - Ludanz
daze - Bedezerine
detect magic - Havaita Sorcere
flare - Flatrema
hypnotism - Notizaray
identify - Brazavalorei
message - Mensagem-sussurro
prestidigitation - Desordre-desalle (dirty/mess), Embellerine (beautify/makeover), Ouveros (untie), Propreus-desalle (clean), Tintecol (dye/colorize)
protection from evil - Malteccione
ray of frost - Heladoviga
shocking grasp - Chocante agarrar
silent image - Trucimagen-broma
true strike - Vraieja-grevas