Geppa

Jhessa Florica's page

215 posts. Alias of Slowdrifter.


Full Name

Jhessa Florica

Race

Special Abilities:
Adoration 6/6 (DC 14), Bit of Luck 6/6, Blessing of the Faithful (unlimited), Channel Energy 3/4 (DC 12)

Classes/Levels

Spells:
Spell Slots: Lvl 0 4, Lvl 1 3+1/4 | Concentration: +5 | Lvl 0: Create Water, Light, Read Magic, Stabilise | Lvl 1: Bless, Protection from Evil x2, Shield (Domain) | Spontaneous Casting: Cure

Gender

Cleric (ecclesitheurge) of Shelyn 2 | AL NG | Init +6 | Per +3 | AC 13 (T 12, FF 11) | HP 19/19 | F +5, R +2, W +6 |

Age

17

Alignment

NG

Deity

Shelyn

About Jhessa Florica

NG Human Cleric (Ecclesitheurge) of Shelyn 2 | AC 12, HP 19/19 | F+5 R+2 W+6 | Init +6, Per +3

Jhessa Florica
Human (Varisian) cleric (ecclesitheurge) of Shelyn 2
NG Medium humanoid (human)
Initiative +6; Perception +3
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Defence
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AC 13, touch 12, flat-footed 11 (+1 bracers of armour, +2 Dex)
HP 19 (2d8 + 4 + 1)
Fortitude +5 (+3 base + 2 Con)
Reflex +2 (+0 base + 2 Dex)
Will +6 (+3 base + 3 Wis)
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Offence
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Speed 30 feet
Ranged light crossbow +3 (1d8, 19-20/x2, 80 ft), (+1 BAB + 2 Dex = +3)
Melee cold iron dagger +0 (1d4-1, 19-20/x2), (+1 BAB - 1 Str = +0)
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Statistics
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Str 8, Dex 14, Con 14, Int 10, Wis 16*, Cha 12
*includes +2 human racial bonus
Base Attack Bonus +1
CMB +0 (1 - 1 = 0)
CMD 12 (10 + 1 - 1 +2 = 12)
Languages Common
SA adoration 6/day (DC 14), bit of luck 6/day, blessing of the faithful, channel energy 4/day (DC 12), domain mastery, domains: Fate (primary), Love (secondary)
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Skills and Feats
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Skills
Diplomacy +5, Heal +8, Knowledge (religion) +8, Perception +3, Perform (dance) +1, Sense Motive +8

The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier + Skilled = 2 + 0 + 1 = 3

Detailed skills
Skill Rank Class Stat Misc Total
Acrobatics 0 0 2 0 = 2
Appraise 0 0 0 0 = 0
Bluff 0 0 1 0 = 1
Climb 0 0 -1 0 = -1
Diplomacy 1 3 1 0 = 5
Disguise 0 0 1 0 = 1
Escape Artist 0 0 2 0 = 2
Fly 0 0 2 0 = 2
Heal 2 3 3 0 = 8
Intimidate 0 0 1 0 = 1
Knowledge (religion) 2 3 3 0 = 8
Perception 0 0 3 0 = 3
Perform (dance) 0 0 1 0 = 1
Ride 0 0 2 0 = 2
Sense Motive 2 3 3 0 = 8
Stealth 0 0 2 0 = 2
Survival 0 0 3 0 = 3
Swim 0 0 -1 0 = -1

Feats
Improved Initiative, Scribe Scroll
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Gear
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Combat Gear light crossbow, 20 bolts, 10 cold iron bolts, dagger, bracers of armour +1
Consumable Gear wand of cure light wounds (10 charges), 1 scroll of lesser restoration, 1 scroll of cure light wounds, 1 vial of holy water, 1 vial of vermin repellent, 3 days’ worth of rations
Other Gear traveller’s outfit, wooden holy symbol of Shelyn, masterwork backpack, spell component pouch, small tent, bedroll, winter blanket, earplugs, flint and steel, 3 tindertwigs, 3 torches, 10 candles, grooming kit, 5 doses of common perfume, mess kit, waterskin, waterproof bag, scroll case, inkpen, ink, 10 sheets of parchment, dice
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Weight 30 lbs*
*intending to either drop backpack or ask a stronger party member nicely if they are willing to help out(!) so at a light load
Carrying capacity Light load 0-26 lbs Medium load 27-53 lbs Heavy load 54-80 lbs
Money 11 gp, 8 sp, 7 cp
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Spells
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Cleric spells per day (CL 2nd; concentration +5)
1st - 3 + 1
Bless
Protection from evil x2
Shield*
*domain, via Domain mastery, using Defence (subdomain of Protection)
0 - 4
Light
Read magic
Stabilise
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Domains
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Fate (primary)
Associated Domain Luck
Power 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.
Domain spells 1 - true strike

Love (secondary)
Associated Domain Charm
Replacement Power The following granted power replaces the dazing touch power of the Charm domain.
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.
Domain spells 1 - charm person
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Special Abilities
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Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
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 armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.
Channel Energy (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
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.
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. For example, an ecclesitheurge with Glory as his primary domain and Good as his secondary domain can choose to gain access to the Healing domain; until the next time he prepares spells, he uses the Healing domain spell list as his secondary domain spell list instead of the Good domain spell list, but still keeps the granted powers of the Good domain and does not gain the granted powers of the Healing domain.
This ability alters the normal domain ability.
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Racial traits
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Ability score modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus feat: Humans select one extra feat at first level
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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Physical description and personality
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With her artful tangle of blonde hair, inquisitive blue eyes and pretty face, the first thing most observers notice about Jhessa is that she’s good looking. Shorter than average in height and trim of build, balanced by some youthful puppy fat, she’s the quintessential pretty villager’s daughter, the kind that dragons of legend love to kidnap. A warm smile and approachable demeanour means that most see her this way rather than some haughty classical beauty who looks down her nose at potential suitors. Jhessa knows men - and women - find her attractive and she’s willing to flirt and lean into this as an aid to getting what she wants. She’s wise enough not to overdo it though, or use it too often, lest it becomes too obvious. She also knows that her looks can have a negative side too: some find it hard to get beyond this and judge her on them alone, others can resent her out of simple jealousy or perceived slights.

As a follower of Shelyn, Jhessa takes pride in her appearance and is usually attired in a dress of ultramarine with silver trim. She knows the colour suits her and has been known to quip that it’s nice of her goddess to choose a colour palette that complements her so well. The wooden songbird holy symbol that she wears above a modest neckline was whittled for her by her father.

Those who never get beyond her appearance and assume she’s nothing but an empty-headed doll are among those who could use a dose of her common sense. Alas, this unfortunately tends to disqualify them from benefitting from it. Those who get to know her, however, discover a personable young woman who is shyer than some may suppose. Easy to rub along with, she’s a loyal friend and an excellent listener, dispensing advice imbued with more sagacity than many folk three times her age. A decent judge of character, she has a lighter-hearted, playful nature but has learned to guard this and save it for those who she is truly comfortable with. She has learned this can easily be mistaken for flirting or attraction and can lead to awkwardness and hurt feelings and she would rather spare both herself and others from this. When the opportunity presents itself, Jhessa loves to express herself through dance, though a touch of natural grace and boundless enthusiasm are weighed up against a lack of formal training.

She enjoys learning and debating with Father Prasst, and while she’s not the gifted student some are, able to pick up and grasp concepts immediately and run with them, she likes to fully explore ideas to understand them and has the patience to do so. With the certainty of youth, Jhessa knows she sits in her goddess’ favour, wearing her faith as armour and, when necessary, wielding it as a weapon too. The occasional physical manifestations Shelyn has presented to her, and the fact her prayers are answered, offer affirmation of her belief.

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Backstory
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Like many folk of Kassen, Jhessa Florica grew up in a family that owes its livelihood to the surrounding woods: her mother cutting it as a mid-ranking member of the woodcutter’s guild, her father working it as a furniture maker. The third of four children, she was always a good natured child and bloomed into a beautiful young woman. Yet while she loves her family dearly, she has alway felt like the black sheep, with no real aptitude or interest in the family trades. While nobody could ever accuse her of being a shirker, she was prone to daydreaming - often of some kind of higher purpose and role for herself beyond the current boundaries of her life - and nothing made her happier than to dance.

A year ago Jhessa found the direction she had been looking for. When a travelling troupe came through the village, a handsome young minstrel called Tomos caught her eye. With his curly dark locks and easy smile, it was unsurprising that Jhessa fell for him and fell hard. A heady few days of music, dancing and revelry largely in each other’s arms passed by blissfully until one morning Jhessa awoke to discover the bed they had shared was empty and the troupe had departed Kassen.

Having promised to take her with them, she initially assumed Tomos had made an honest mistake, before the truth dawned on her over the course of the day that he had clearly meant no such thing. Heartbroken and hurt, she did what many have done in such circumstances and sought solace in a bottle. Fortunately, while she was seeking temporary oblivion, she was intercepted by Arainne. Underneath the folds of her cloak, Jhessa was greeted by a white-haired woman she recognised as another member of the troupe - one who had no doubt seen similar scenes play out in countless towns and villages over the years - who had stayed behind to speak to her.

Tearfully, Jhessa poured her heart out to the older woman, who listened and consoled her. “I know, I know - it hurts and I can’t take that away. But you’re so much more than this - than him. I could see it when you were dancing - the freedom you feel when you move, the joy that flows through you. That’s Shelyn; she’s in you, girl, and always has been, even if you haven’t been able to give the feeling a name. And I can see it in your eyes - the way you see beauty and love and the desire to make things better - that runs all through you and shines so bright. If you want my advice - and you might not, I grant you - you’ll find someone who can pull this out of you and help you do something with it. I’m sorry that I can’t stay and teach you myself but it’s all inside you, and Shelyn clearly favours you, it just needs unlocking.”

The next morning, with a thumping head and wounded pride to go with her sore heart, Jhessa couldn’t even swear that she hadn’t imagined the whole conversation. A mysterious hooded stranger telling her to seek a religious awakening? That sounded just like something from a story. And yet as the next few days went by, she kept replaying it to herself and found that she couldn’t deny Arainne’s words. Taking herself to the Temple of Erastil in the town proper she spoke at length with Father Prasst about what Arainne had said and also about her hopes, her dreams and everything in between. Seeing the girl’s obvious potential and what was in her heart, with her parents’ blessing he agreed that she could join the temple as an acolyte.

In the year since she joined the temple, Jhessa has found her place in life and is genuinely happy. She believes that things with Tomos had to happen to set her on her current path - perhaps even that the meeting was fate - and she adds her personal experiences and the lessons drawn from them to the teachings of the church. She feels a huge amount of gratitude towards Arainne and would love to reconnect with the mysterious woman who led her to her true calling. Although she keeps an ear out for information about travelling troupes, she has heard nothing of the woman since their sole conversation.