About Jessica DuMorneBuild:
Jessica DuMorne
female human cleric (ecclesitheurge) 5, evangelist 5 NG medium humanoid (human) Init +2; Senses Perception +16 -------------------- Defense -------------------- AC 22, touch 16, flat-footed 16 (+2 armor, +2 Dex, +2 dodge, +2 nat armor, +2 deflection) hp 63 (10d8+0) Fort +6, Ref +8, Will +13 Defensive Abilities adoration (dc 16) 7/7 day -------------------- Offense -------------------- Speed 30 ft. Melee +1 holy mithral glaive +14/+9 (1d10 /x3) Ranged light crossbow +7 (1d8 19-2/x2) Special Attacks channel energy 4d6 (dc 19) (6 per day), bit of luck (10 per day), blessing of the faithful, charming smile (dc 20) (9 rounds per day), haze of daydreams (dc 20) (9 rounds per day) Spell-Like Ability (CL 10; concentration 17) 1/day Major Image (dc 19) Spells (CL 9; concentration +16): 5th—breath of life, 4th— 3nd— 2nd—grace, 1st— 0 (at will) — detect magic, mending, light, stabilize -------------------- Statistics -------------------- Str 10, Dex 14, Con 10, Int 10, Wis 24, Cha 14 Base Atk +6/+1; CMB +3;CMD 15 Feats combat reflexes (1st), dodge (hbf), selective channel (3rd), deific obedience (5th), channel smite (7th), guided hand (9th) Traits talented, student of faith Skills acrobatics +15=+2+10+3 heal +15=+6+6+3 knowledge (religion) +13=+0+10+3 linguistics +5=+0+2+3 perception +16=+6+7+3 perform (song) +16 (+4 sacred after DO)=+2+10+3+1 spellcraft +10=+0+7+3 Languages common, celestial, varisian SQ aura of good, spontaneous casting, orisons, secondary domain charm (love) and primary domain luck (imagination), weapon and armor proficiency, ecclesitheurge’s vow, domain mastery Combat Gear +1 holy mithral glaive (10lbs) 23,308 gp light crossbow (4lbs) 35gp bolts (20) (2lbs) 2gp (total weight 16 lbs) Other Gear potion of cure light wounds (1) 50gp scroll of cure light wounds (1) 25gp wand of cure light (14/50) 600gp ring of seven lovely colors 4000gp minor metamagic rod of extend spell 3000gp headband of wisdom +4 16000gp bonded holy symbol (+2 Nat Armor) 8000gp (self enchanted 4000) handy haversack 2000 ring of sustenance 2500gp Ring of Seven Lovely Colors bracers of armor +2 (4000) Total Weapon/Magical Gear Value: 39,520 Misc Gear bedroll (5 lbs) belt pouch (0.5 lbs) cleric's vestments (6 lbs) water skin (4 lbs) holy text (1 lbs) makeup kit (-) small steel mirror (0.5) soap (0.5 lbs) spell component pouch (2 lbs) trail rations (5 days) (5 lbs) traveler's outfit (5 lbs) mess kit (1 lbs) (21 lbs) 714 gp Carrying Capacity Light 33 lbs Medium 66 lbs Heavy 100 lbs Current Load (48.5 lbs) -------------------- Special Abilities -------------------- Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect. Aligned Class Evangelists come from many different backgrounds, and they show an unusual range of diversity. At 2nd level, the evangelist must choose a class she belonged to before adding the prestige class to be her aligned class. She gains all the class features for this class, essentially adding every evangelist level beyond 1st to her aligned class to determine what class features she gains. She still retains the Hit Dice, base attack bonus, saving throw bonuses, and skill ranks of the prestige class, but gains all other class features of her aligned class as well as those of the evangelist prestige class. Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Blessing of the Faithful (Su) As a standard action, the ecclesitheurge can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the ecclesitheurge channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge's next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy. Bonded Holy Symbol (Su) At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity, akin to a wizard's bonded object. Once per day, a bonded holy symbol can be used to cast any one spell that the ecclesitheurge has on his cleric or domain spell list that day. This spell is treated like any other spell cast by the ecclesitheurge, including with respect to casting time, duration, and other effects dependent on the ecclesitheurge's level. This spell cannot be modified by metamagic feats or other abilities. An ecclesitheurge can add additional magic abilities to his bonded holy symbol as if he had the required item creation feat (typically Craft Wondrous Item), provided he meets the feat's level prerequisites. For example, an ecclesitheurge with a bonded holy symbol necklace must be at least 3rd level to add magic abilities to the item. The magic properties of a bonded holy symbol, including any magic abilities added to the object, function for only the ecclesitheurge. If a bonded holy symbol's owner dies or the item is replaced, the object reverts to being an ordinary holy symbol. If a bonded holy symbol is damaged, it is restored to full hit points the next time the ecclesitheurge gains his spells for the day. If the holy symbol is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per cleric level plus the cost of the holy symbol itself. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded holy symbol. An ecclesitheurge can instead designate an existing holy symbol as his bonded holy symbol. This functions in the same way as replacing a lost or destroyed item, except that the new holy symbol retains its abilities while gaining the benefits and drawbacks of becoming a bonded holy symbol. This ability replaces the increase to channel energy gained at 3rd level. Charming Smile (Sp) At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect. Deific Obedience Paint a small picture, compose a short poem or song, dance a scene from a ballet, or create another work of art, whispering praise to Shelyn’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with a note praising Shelyn and asking whoever finds it to take it with your warmest wishes. Gain a +4 sacred bonus on Craft and Perform checks. Divine Boon As the evangelist gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the evangelist’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the evangelist gains the first boon. At 6th level, she gains the second boon, and at 9th level, she gains the third boon. Consult the Deific Obedience feat for details on divine boons. When a divine boon grants a spell-like ability, the evangelist’s caster level for the spell-like ability equals her total character level. This ability allows an evangelist to access these boons earlier than with the Deific Obedience feat alone; it does not grant additional uses of the boons once the character reaches the necessary Hit Dice to earn the boons normally. Domain Mastery: At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list. Each day when he prepares spells, an ecclesitheurge can select a different domain granted by his deity to gain access to that domain’s spell list instead of his secondary domain spell list. He does not lose access to his actual secondary domain’s granted powers or gain access to the other domain’s granted powers. Ecclesitheurge’s Vow: At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears prohibited armor or uses a prohibited shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells. Gift of Tongues At 4th level, the evangelist may select a new language as a gift from her chosen deity. She gains the ability to speak and write this new language fluently, so as to better communicate with those she meets in the course of her travels. At 8th level, the evangelist selects a second language to learn. The ability to comprehend these languages is an instantaneous divine gift, and spells and effects that dispel persistent effects can’t remove the evangelist’s gift of tongues. Haze of Daydreams (Su) Haze of Daydreams (Su): At 6th level, you can emit a 15-foot-radius haze of daydreams for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive. Creatures within the haze gain the fascinated condition unless they succeed at a Will save (DC equal to 10 + 1/2 your cleric level + your Wisdom modifier). You may designate a number of creatures equal to your cleric level that are not affected by the haze. The fascinated condition ends immediately when the creatures leave the area or the aura expires. Multitude of Talents The evangelist finds herself in many strange situations requiring a variety of skills. Starting at 5th level, the evangelist gains a +4 sacred or profane bonus on any skill check attempted with a skill in which the character has no ranks. This bonus applies only to skill checks that can be made untrained. Obedience In order to maintain the abilities granted by this prestige class, including all abilities gained from aligned class, an evangelist must perform a daily obedience to her chosen deity. Protective Grace The evangelist’s chosen deity rewards her with heightened awareness and reaction skills, making her more difficult to strike in combat. At 2nd level, the evangelist gains a +1 dodge bonus to AC. This bonus increases to +2 at 7th level. The evangelist loses this bonus when she is denied her Dexterity bonus to AC. Skilled Evangelists possess a range of skills across multiple disciplines. At 1st level, an evangelist selects two skills to add to her class skill list. Once selected, these class skills can't be changed. (acro and UMD) Student of Faith: Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy. Talented: You gain a +1 trait bonus on checks with a single Perform skill (your choice), and all Perform skills are always class skills for you. Weapon and Armor Proficiency: club, dagger, heavy crossbow, light crossbow, and quarterstaff, but he’s not proficient with any type of armor or shield. This replaces the cleric’s weapon and armor proficiencies. Domain Spells:
Luck (imagination) (primary) 1st—silent image, 2nd—minor image, 3rd—major image, 4th—freedom of movement, 5th—dream, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle. Charm (love) (secondary) 1st—charm person, 2nd—enthrall, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—euphoric tranquility, 9th—dominate monster. Air 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk, 5th—control winds, 6th—chain lightning, 7th—elemental body IV (air only), 8th—whirlwind, 9th—elemental swarm (air spell only) Good 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only) Protection 1st—sanctuary, 2nd—shield other, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—repulsion, 8th—mind blank, 9th—prismatic sphere Description:
Jessica DuMorne is an attractive human woman who recently became a cleric of Shelyn. She stands 5'6" and weighs 137 lbs, has shoulder length black hair, amber colored eyes, a slight point to her ears, and a lithe and graceful figure. She always has a smile on her face and tries very hard to bring cheer to others whether by gesture, deed, or word. She prefers wearing loose flowing garments that allow her freedom of movement, preferably in greens and reds. She tends to wear a pair of earrings that have a brilliantly colored feather from each lobe, and occasionally plaits colored ribbons or feathers in her hair. Backstory:
Jessica was born in Magnimar to Albert (an exiled lesser son of chelaxian nobility) and Verissa (a half-elven woman that Albert accepted exhile to be with) DuMorne. She spent her childhood following her older brother David as he worked at the theatre as a set builder, and grew up entranced with the theatre and performances. Her love of this was encouraged by her family, moderately wealthy artisans who wanted a better life for their daughter than one of labor like theirs. She initially studied with bards who performed at the theatre when her brother worked there, and later when they were in town. Though she could have accepted one of the offered apprenticeships to one of them, she found it too hard to part with her family and leave to study on the road.
Eventually, she was pointed to the goddess Shelyn by one of the bards, and after some searching, she was able to find a temple that she could become a novitiate in. During her novitiate she met one of the mystery cultists of Shelyn and found herself deeply intrigued with the concept. While she has yet to be inducted into the cult as a formal member, she has begun practicing the obedience to Shelyn. Having proved herself an apt acolyte she finished her training and has been ordained as a priestess of Shelyn. As luck would have it, Jessica became a full cleric at almost the same time as the new temple was to be consecrated in Sandpoint and she decided that it was time to go see someplace different. After saying goodbye to her family, she left with one of the caravans bringing supplies for the Swallowtail Festival and temple dedication and that brings us to today... Specific things:
Ring of Seven Lovely Colors: This golden ring, set with seven brightly colored gems, functions as a ring of protection +1. In addition, seven times per day, the wearer can use beast shape IV to transform into a songbird for 10 minutes (use statistics for a raven). Ring enchanted further to function as a +2 Ring of Prot.
Adoration Priority As it will become irrelevant fairly fast the way I would handle it is this order of precedence. 1.) First attack from bbeg 2.) First attack from 2-handed weapon. 3.) First attack from 1-handed weapon if hp <1/4. 4.) Try not use more than 1/4 total uses in a given fight unless near death or bbeg fight. |