Lonicera

Kleora's page

370 posts. Alias of Drogeney.


Race

Phrenic Pool (Su) 4/4 per day | Spells : 1st 7/7, 2nd 4/4 | (SP) detect thoughts (dc 15) 1/1

Gender

female human psychic 4 | HP 18/18 | AC 12, T 12, FF 10 | F +2, R +4, W +5 | CMB +1, CMD 12 | Init +2 | Lowl-light Vision; Perception +7 |

About Kleora

Build:

Kleora
female human psychic 4
N medium humanoid (human)
XP: 12304
Init +2; Senses Low-light Vision; Perception +5
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 18 (4d6+4)
Fort +2, Ref +4, Will +5
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Offense
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Speed 30 ft.
Melee sickle 1 (1d6-1/n-n)
Ranged light crossbow +4 (1d8 19-20/x2)
Special Attacks phrenic pool (4/4)
Spells (CL 4; concentration +10):
2nd (4/day)—blindness/deafness (dc 17), hold animal (dc 18)
1st (8/day)—charm person (dc 17), mindthrust 1 (dc 17), ill omen (DC 17), hide from animals
0 (at will)—mending, prestidigitate, dancing lights, detect magic, mage hand
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Statistics
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Str 9, Dex 14, Con 12, Int 20, Wis 10, Cha 15
Base Atk +2; CMB 1; CMD 13
Feats WP: Simple; spell focus (enchantment) 1st, spell focus (divination) hbf, fey obedience (3rd)
Traits fey friend, restless wayfarer
Skills
Diplomacy +9=+2+4+3
Knowledge (geography) +13=+5+4+3+1
Knowledge (nature) +14=+5+4+3+2
Knowledge (planes) +12=+5+4+3
Perception +7=+0+4+3
Spellcraft +12=+5+4+3
Sense Motive +7=+0+4+3
Use Magic Device +9=+2+4+3
Background Skills
Profession (courtesan) +7=+0+4+3
Perform (dance) +6=+2+4+0
Languages common, sylvan, first worlder, aklo, elven, halilt
Combat Gear sickle (2), light crossbow (4), bolts (20); Other Gear pot cure light x1
Misc Gear traveler’s clothes (5), backpack, bedroll, belt pouch, flint and steel, trail rations (12 days), waterskin, spell component pouch (2), corset with stockings and bustle, cold weather outfit, cold weather blanker, 2 gp, 0 sp
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Special Abilities
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Fey Friend Fey regard you as akin to them, and the spells and other abilities of fey treat you as fey or your actual type, whichever is more advantageous to you. You gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks against fey.
Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
Phrenic Discipline (Symbiosis) Like pollen on the wind or the roots of plants in the ground, your thoughts permeate your surroundings, allowing you to study and manipulate the world around you.
Phrenic Pool Ability: Charisma.
Bonus Spells: Hide from animals (1st), hold animal (4th), dominate animal (6th), command plants (8th), awaken (10th), liveoak (12th), greater scrying (14th), control plants (16th), dominate monster (18th).
Discipline Powers: Your powers allow you to connect with and manipulate natural life.
Animal Mastery (Su)
As a standard action, you can project your mind into the mind of an animal you can see, establishing a mental link that allows you to share the animal’s senses—hearing, seeing, smelling, tasting, and touching everything the animal does. You cannot use this ability on an animal if its Hit Dice exceed your psychic level. The animal can attempt a Will save to resist the effect. If it is successful, the animal is immune to this ability for 24 hours.
While sharing an animal’s senses, your body is effectively unconscious, but you can end the effect as a free action. You can maintain the link for 1 hour per level, but the link is immediately severed if the animal moves beyond a range of 1 mile per psychic level you have. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 7th level, the mental link becomes stronger. Whenever you share an animal’s senses, you can control it, as per dominate animal, except the duration, Hit Dice limit, range, and other conditions listed above apply.
One with Nature (Sp, Su)
You can cast detect animals or plants as a spell-like ability at will. You gain a +2 insight bonus on Knowledge (nature) checks, and while using detect animals or plants, the bonus increases to +4 to identify a matching animal or plant creature within the area of effect. At 7th level, you can speak with any animal you successfully identify, as per speak with animals, but this ability doesn’t make the creature any friendlier than normal.
Phrenic Pool
A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Wisdom or Charisma modifier, as determined by her psychic discipline. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.
Phrenic Amplification
Intense Focus (Ex):
The psychic can spend 1 point from her phrenic pool to gain a +2 bonus on any concentration check she attempts as part of casting the linked spell. She can choose to spend 2 points from her phrenic pool to instead gain a +4 bonus.
Overpowering Mind The psychic can spend 2 points from her phrenic pool to increase the Will save DC of the linked spell by 1. At 8th level, she can choose to instead spend 4 points to increase the DC by 2. At 15th level, she can choose to instead spend 6 points to increase the DC by 3. This amplification can be linked only to spells that have the mind-affecting descriptor and require a Will saving throw.
Detect Thoughts (Sp) At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level or higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC. When a psychic gains this ability, if she knows detect thoughts, she can learn a different 1st-level spell in place of detect thoughts, losing the old spell in exchange for the new one.
Restless Wayfarer: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).

Description:

Kleora is a cruelly beautiful human woman standing around five foot four and wears a leather corset with red fabric fabric in decorative patterns, the boning has decorative teeth that cup her breasts and a flaring skirt of white cloth in a kind of bustle that wraps around one side of the corset to the other across the back. She has a pair of thigh high stockings that attach to the base of her corset and burgundy sleeves that reach from her elbows down to her hands. She wears a tight lace choker with a strange locket on it in the shape of sensual female lips wrapped in briars. She wears her brilliant red hair loose to her thighs and seems to have a perpetual hungry look about her. She carries a sickle with her and a light crossbow when traveling and changes her appearance little.
Kleora

Personality:

Kleora is a very dominating woman she is always visible and uses her appearance to lure in those she find intriguing. While she may come across to some as decadent or anarchic it is quite the opposite, she uses her appearance as a tool and her actions as bait, what she does is more like a natural predator luring in prey, it’s not personal, it simply is. While some might find working with her disturbing they eventually find that Kleora is actually devoted to her goals and won’t take on a job that doesn’t lead in some way to fulfilling them.

Kleora is a devout worshiper of The Green Mother, one of the fey eldest, and if asked will claim that her family line can trace it’s roots back to her somewhere in the dim past. She is proud of this and intends to please her ancestress in the hopes that she will one day ascend into the ranks of the fey and the home of the Green Mother, The Hanging Bower.


Background:

Kleora is descended from a long line of devotees to The Green Mother. She herself was conceived in a right in Her name to her mother and unknown father who was devoured by a carnivorous plant at the end. Kleora’s mother, Nyshera, raised the young woman in Taldor near the Verduran Forest where she was brought up in the practices of worshiping The Green Mother. As she grew into adolescence Kleora began to exhibit unusual abilities. She began to develop psychic abilities.
Unbeknownst to Kleora’s mother the man she had Kleora with was a powerful psychic and his legacy passed down to their daughter. Due to how she was raised Kleora’s psychic abilities developed in a way that allowed her to begin communing with plants and animals. When she reached sixteen years old Kleora felt a pull, whispers from The Green Mother, and left the forest to begin traveling on to do her Mistress’ will in the world. Eventually she found her way to Heldren in southern Taldor, pulled there for reasons she didn’t understand but trusting that The Green Mother would send her where she could earn her Mistress’ favor.

Green Mother Obedience:

Seek out the most verdant plant life in the immediate area and achieve sexual release amidst it, either alone or accompanied. At the moment of climax, whisper a secret belonging to someone else. This secret must be different every time. You gain a +4 profane bonus on saves against mind-affecting effects.