Svetocher

Jezebel Vesania's page

54 posts. Organized Play character for into the aether.


Full Name

Jezebel Vesania

Race

N very pale holy person of some sort | 23/63HP, 0 NL | AC22 T12 FF21 CMD20 |

Classes/Levels

F12 R9 W17 | INI2 PRCPTN5 | neg variant channel 35' Confusion (DC22) or Cmd Undead (DC27)

Gender

Female

Size

Medium

Age

32

Alignment

TN

Deity

Set

Languages

Common

Occupation

Caravan

Strength 12
Dexterity 12
Constitution 12
Intelligence 7
Wisdom 21
Charisma 18

About Jezebel Vesania

notable shenanigans:
Madness variant channeling: 35' radius burst, may select up to 5 creatures out, 7/7 times per day, DC22 WILL or be confused until the end of my next turn, (5d6)x0.5 damage, OR DC27 WILL to Command Undead

Aura of Madness(Su): 30' radius aura, 10/10 rounds per day, DC20 WILL or be confused until leaving the area

Vision of Madness(Sp): touch attack, 8/8 times per day, 3 round duration, +5 to skill checks, -5 to attack rolls and saving throws

Touch of Darkness(Sp): touch attack, 8/8 times per day, 4 round duration, 20% miss chance on attack rolls

Eyes of Darkness(Su): standard action, 5/5 rounds per day, gain the ability to see in any darkness (includes magical darkness)

Spell-Storing armor: when hit with a melee attack, immediate action DC20 WILL Bestow Curse

hero lab stat block:
Jezebel Vesania
Female nosferatu-born dhampir (ancient-born) cleric of Set 10 (Pathfinder Player Companion: Blood of the Night 21, Pathfinder RPG Bestiary 2 89)
N Medium humanoid (dhampir)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +5
Aura aura of madness (30 ft., DC 20, 10 rounds/day)
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Defense
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AC 21, touch 11, flat-footed 21 (+7 armor, +1 profane, +3 shield)
hp 53 (10d8) (currently 7)
Fort +12, Ref +9, Will +17; +4 morale bonus vs. charm and fear, +2 vs. disease and mind-affecting effects, -1 vs. effects that damage, drain, or reduce physical ability scores
Defensive Abilities freedom of movement, negative energy affinity; Resist undead resistance
Weaknesses weakness to ability damage
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Offense
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Speed 40 ft. (30 ft. in armor); air walk
Melee cestus +11/+6 (1d4+4/19-20)
Special Attacks madness variant channeling 7/day (DC 22, 5d6 plus 3 channel penalty)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—charm person (DC 15), command (DC 15)
Domain Spell-Like Abilities (CL 10th; concentration +15)
. . 8/day—touch of darkness (5 rounds), vision of madness (+/-5)
Cleric Spells Prepared (CL 10th; concentration +15)
. . 5th—boneshatter (DC 22), life bubble[APG] (DC 20), summon monster V (summons 1d3 shadows)[D], wall of stone
. . 4th—air walk, aura of doom[UM] (DC 21), fleshworm infestation[UM] (DC 19), freedom of movement, shadow conjuration[D]
. . 3rd—animate dead, bestow curse (DC 20), deeper darkness[D], dispel magic, invisibility purge
. . 2nd—blindness/deafness (blindness only)[D] (DC 19), death knell (DC 19), desecrate, grace[APG] (2), hold person (DC 17)
. . 1st—aspect of the nightingale, command (DC 16), doom (DC 18), liberating command[UC], obscuring mist[D], shield of faith
. . 0 (at will)—detect magic, enhanced diplomacy, guidance, read magic
. . D Domain spell; Domains Darkness, Madness
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Statistics
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Str 10, Dex 10, Con 12, Int 7, Wis 21, Cha 18
Base Atk +7; CMB +11; CMD 18
Feats Blind-fight, Command Undead, Greater Spell Focus (necromancy), Improved Channel, Selective Channeling, Spell Focus (necromancy)
Traits charming, deft dodger, sacred conduit
Skills Bluff +4 (+18 always minimum 14, +5 vs. characters who could be attracted to you), Climb -1, Diplomacy +18 (+19 vs. characters who could be attracted to you), Sense Motive +11, Survival +7; Racial Modifiers +2 Climb, +2 Survival
Languages Common
SQ dhampir cleric, eyes of darkness (5 rounds/day), heir to undying nobility, resist level drain
Combat Gear lesser persistent metamagic rod[APG], scroll of air walk, scroll of dimensional anchor, scroll of freedom of movement, scroll of invisibility purge (x2), scroll of lesser (x5) restoration, scroll of remove blindness/deafness (x2), scroll of remove fear (x2), scroll of remove paralysis (x5), scroll of remove sickness (x2), scroll of resist energy (x5), scroll of silence (x5), scroll of speak with dead, scroll of water breathing (x2), wand of inflict light wounds (50 charges), wand of inflict light wounds (50 charges), wand of tap inner beauty (50 charges), oil (20), reagent, cold iron (25), unholy water; Other Gear +1 spell storing mithral four-mirror[UC], +1 consecrated unholy reliquary heavy wooden shield, cestus[APG], boots of striding and springing, cloak of resistance +4, cracked dusty rose prism ioun stone, cracked pale green prism ioun stone (saves), dweomer's essence (2), handy haversack, headband of mental prowess +2 (Wis, Cha), ring of protected life, sleeves of many garments[UE], traveler's any-tool[UE], bedroll, candle (10), eye ointment (true seeing) (worth 250 gp), flint and steel, grappling hook, hemp rope (50 ft.), holy text (Set)[UE], incence/offering x2 (divination) (worth 50 gp), little silk pillow x2 (nap stack) (worth 200 gp), masterwork tool, masterwork tool, silk rope (50 ft.), spell component pouch, tattoo holy symbol of Set[UE], trail rations (5), wooden holy symbol of Set, wrist sheath, spring loaded, wrist sheath, spring loaded, silver dust (desecrate) (worth 25 gp, 5 lb), 11,740 gp
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Special Abilities
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+10 to caster level of any channeling feat used to affect undead. Add +1 to the caster level of any channeling feat used to affect undead.
Aura of Madness (30 ft., 10 rounds/day, DC 20) (Su) 30' aura confuses opponents.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleric Domain (Darkness) Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Command Undead (DC 27) Channel energy can take control of undead.
Darkvision (60 feet) You can see in the dark (black and white only).
Eyes of Darkness (5 rounds/day) (Su) As a standard action, gain the ability to see in any darkness.
Freedom of Movement (Sp) Subject moves normally despite impediments to movement.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Heir to Undying Nobility Can use command and charm person each once per day.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Madness Variant Channeling (±3 Profane) Bonus vs. confusion, insanity, etc./become confused
Madness Variant Channeling 5d6 plus 3 channel penalty (7/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Touch of Darkness (5 rounds, 8/day) (Sp) With a melee touch attack, target suffers 20% miss chance
Undead Resistance +2 bonus to saves vs. disease and mind affecting effects.
Vision of Madness (8/day) (Sp) With a melee touch attack, target gains +5 on attack rolls, saving throws, or skill checks and -5 on the others.
Weakness to Ability Damage -1 to save vs. effects that damage, drain, or reduce physical ability scores.

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