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About Lorelendral TekletLorelendral Teklet
****** special abilities:
aura of good channel energy 8d6* 8x/day; *phylactery adds +2d6 dc save for dmg to undead is 10+1/2 lvl+cha bonus (currently 18) Fire domain: fire bolt 6x/day 1d6+6, range 40 - 6/6; Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire. theologian abil:can prepare domain spells in non-domain slots. low light vision +2 racial bonus on perception checks SLA1x/day can cast dancing lights, flare, prestidigitation, produce flame (can cast an additional 1x/day any one of these spells (trait bonus)); pyromaniac: +1 CL when casting fire spells;
spells for Torrent's last will:
0(4): (dc 14) light, stabilize, guidance, enhanced diplomacy
exalted class features:
Weapon and Armor Proficiency An exalted gains weapon proficiency with her chosen deity's favored weapon. - scimitar Spells per Day/Spells Known At the indicated levels, an exalted gains new spells per day as if she had also gained a level in a spellcasting class to which she belonged before taking the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If the character had more than one divine spellcasting class before becoming an exalted, she must decide to which class she adds the new level for the purposes of determining spells per day. Divine Brand (Su) At 1st level, a mark appears somewhere on the exalted's body. The mark's location varies by individual and by faith, but the mark clearly represents the exalted's chosen deity. The divine brand generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a silver holy (or unholy) symbol. If the divine brand is forcibly removed from an unwilling exalted, it reappears on her body 24 hours later. (symbol - angelic ankh) Obedience (Ex) In order to maintain the abilities granted by this prestige class (including all spellcasting abilities that have been augmented by this prestige class), an exalted must perform a daily obedience to the deity she worships. Scholar (Ex) The exalted come from many backgrounds and study different aspects of their chosen faiths. At 1st level, an exalted may select one additional Knowledge skill to add to her list of class skills. - Vitality (Su) Divine energy suffuses the body of the exalted, making her more resilient. At 2nd level, the exalted gains a +2 sacred or profane bonus on Fortitude saves and on Constitution checks to stabilize. Divine Boon As the exalted gains levels, she gains boons from her chosen deity. The nature of these boons varies depending on the exalted’s chosen deity. Each deity grants three boons, each more powerful than the last. At 3rd level, the exalted 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 exalted’s caster level for the spell-like ability equals her total character level. This ability allows an exalted 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. Religious Speaker (Ex) Through her intense studies, meditation, and discussions with other worshipers, the exalted has mastered the art of speaking about her faith. At 4th level, she gains a +2 competence bonus on Bluff, Diplomacy, and Perform (oratory) checks while her divine brand is visible. Expanded Portfolio (Su) At 5th level, the exalted further increases her already impressive knowledge of her chosen deity’s faith and is rewarded with increased powers in one of the spheres over which her deity holds sway. The exalted chooses a domain of her chosen deity to which she gains access, using her exalted level as her effective cleric level. The exalted can also can use each of the chosen domain’s spells once per day as a spell-like ability, with a caster level equal to her exalted level. The exalted can use each spell-like ability only if she is able to cast divine spells of that level. If the exalted has any domain spell slots, she is also able to cast the chosen domain’s spells in those slots as normal. sun domain Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds: Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy. Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive. Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere. feats:
selective channeling Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. extra channeling Benefit: You can channel energy two additional times per day. skill focus:know religion +3 to requisite skill Deific Obedience Your reverence for a deity is so great that daily prayer and minor sacrifices grant you special boons. Prerequisite(s): Knowledge (religion) 3 ranks, must worship a deity. Benefit(s): Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you've performed the obedience, you gain the benefit of a special ability or resistance as indicated in the "Obedience" entry for the god to whom you performed the obedience. If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the deity's second boon. If you have 20 Hit Dice or more, you also gain the deity's third boon. Unless a specific duration or number of uses per day is listed, a boon's effects are constant. Certain prestige classes gain access to these boons at lower levels as a benefit of their prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience. alignment channeling, EVIL Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype.
Channeled Revival You can expend a large portion of your channeling power to reverse death itself. Prerequisite: Channel energy 6d6 (positive energy). Benefit: As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead creature to life as if you had cast the breath of life spell. deific obedience to Sarenrae:
Obedience
BOONS for an Exalted:
traits:
Observant Choose Perception or Sense Motive. You gain a +1 trait bonus on all related checks, and the chosen skill is always a class skill for you. (Perception) Naturally Gifted Benefit: Wherever the truth lies, you gain an additional use of one of your gnome magic spell-like abilities each day. This does not always have to be the same spell-like ability—one day you might use dancing lights twice, only to use the additional casting for speak with animals the next day. equipment:
pay for on elven entanglement chronicle:
***** scroll wind walk
8646.5gp spells:
0(4): (dc 14) light, stabilize, guidance, create water
1 (5+1): (dc 15) sanctuary (), prot vs evil (), burning hands (), shield of faith (), summon monster I () burning hands () 2 (5+1): (dc 16) burst of radiance (), produce flame (), silence (), admonishing ray() admonishing ray () 3 (4+1): (dc 17) fireball (), invisibility purgeb (), fireball (), searing light () fireball () 4 4+1): (dc 18) blessing of fervor (x), blessing of fervor (), holy smite (), dimensional anchor () wall of fire () 5 2+1): (dc 19) fire shield (x), flame strike (), breath of life mythic Lore:
Lore's Mythic Abilities for Destiny of the Sands part 3: +2 to any one stat (wisdom) 2 mythic feats (see below) Hard to Kill - autostabilize, die at -2xcon Mythic Points 9/day Surge +1d6 to a d20 roll for a MP +3 init, extra std action for a MP Recuperation 8 hrs rest=full hp;1 hr rest= +1/2 ttl hp and restores spells, channels and other non-mythic abilities Divine Surge: Inspired Spell - +2 cl to Exceptional Deeds: Absorb Blow - immediate action, 1 use of MP to reduce dmg from a single source to 15 points (to a min of 0), for every 10 points of dmg reduced, you gain dr1/epic and 4 pts resist acid, cold, elec, fire and sonic. These resistances stack with other dr and resistances. Legendary Magic - As a swift action, expend one use of MP to cast any one spell without expending a prepared spell... must be on class spell list and must be of a level I can cast. Doesn't need to be prepared. +2 cl when casting this spell. Path Abilities:
Mythic Feats:
fluff:
Lore, as she is called by all who know her, is bubbly, talkative and curious. She likes everyone unless they prove themselves evil or hostile to her or her friends and loves meeting new people.
Her purple hair and deep violet eyes are quite distinctive among her colleagues at the Lodge. While gnomes are not uncommon there, she stands out even among others of her stature, with her quick tongue and engaging smile. Lore loves to travel and see new places, meet new people and spread the light of Sarenrae wherever she can. background:
Lore’s backstory:
Lorelendral Teklet was born in Korvosa in Varisia, the daughter of Gimelon and Maricel Teklet. Her father was an established merchant, running a small but successful mercantile business, bartering in a variety of goods, some more clandestine than others. Her one sister, Fionnbharanel, was 4 years older than she was and they were inseparable as children. The overly lawful city of Korvosa was really no place for a black marketeer however and when Lore was ten years old, her parents closed down their business with the intention of moving to Magnimar. They organized a caravan and moved out of Korvosa with all their worldly goods and their two daughters. The caravan was well guarded but was attacked en route nonetheless. While the caravan survived the attack, there were a few casualties. Among the fallen were Gimelon and Maricel. Fionn and Lore were left orphaned. While the two small gnome girls stayed with the caravan until it arrived in Magnimar, the caravan master was at a loss as to what to do with them then. Maricel’s aunt, a resident of Sandpoint agreed to take Lore in and raise her, but couldn’t afford to take both children. Fionn, her sister ended up fostered by a human woman named Haleen in Magnimar. Lore was devastated by the loss of both her parents and her bond with her sister. Still, she flourished under the tutelage of her great aunt, Theodrina. Her aunt was a candle-maker and she learned how to keep books and run a small shop. She also learned to love and respect flames and fire. When Lore was becoming a young adult, Theodrina died suddenly and Lore was again left orphaned. She closed up the shop, and used the money her aunt had left to Magnimar, where her love of flames led her to the church of Sarenrae. She started studying the religion, and while she had little aptitude for study itself, she did have a great affinity for fire. As she approached adulthood, her studies in the properties of flame and fire were intensified and finally, on a cool, autumn day, she was finally consecrated as a fledgling priestess of Sarenrae. She left the temple confines, convinced that it was time to seek out her sister. She went to Magnimar to seek her sister, but found out that Haleen had moved with several fostered children to an unknown destination. Lore was devastated and sought for any clues she could find as to where Haleen might have moved to. She began to travel and three years later, found herself in Absalom, where her affinity for fire and her devotion to Sarenrae brought her to the attention of another cleric of the faith. Her new friend recommended she join the Society, in the hopes its resources might help her find Haleen and her sister Fionn. She agreed and applied to join the Pathfinder Society. She languished in Absalom for almost a month before receiving her first mission for the Society. Having just completed that mission, she is spending what spare time she has searching for any information on Haleen and her fosterchildren. #26 Lost at Bitter End:
“Rijana is one of the best scholars on arcane mysteries that we have,” said Hestram as he paced back and forth. He shook a thin sheaf of papers in his hand. “This missive from her hand just a month ago tells a daring tale of hidden dimensions in the Mana Wastes that could be used to return magic once again to that failed, desolate garbage heap. I could care less about restoring magic there—but I care a lot about what bizarre ruins and hidden sanctums might have been concealed there while magic lay dormant. I haven’t the time to waste to send another message back and await its answer—I’ve asked a Decemvirute member, a powerful wizard, to teleport you to Rijana’s last known location, a dusty hamlet on the edge of the Wastes in northern Geb called Geb’s Rest. I’m sending the lot of you because Geb is dangerous, the Mana Wastes are deadly, and I want this thing done right.” Hestram snorted. “Well, I at least want it done. You lot will have to do. Get to Geb’s Rest, find Rijana, and bring back whatever notes she’s got in her journals about the Mana Wastes. She should have four journals if my memory of her bizarre organizational skills is correct—I want all four of them. Tell her I’m reviewing them for inclusion in the Pathfinder Chronicles, I don’t care. Just bring them back. Now get yourself ready to go—you can’t buy a decent potion within a hundred miles of this backwater dust pile.” destiny of the sands campaign notes:
'Frostfur Captives' campaign notes:
Grimdoc and Lore: Before leaving Valsin's office he descretly hands you a sealed letter. Without so much as a wink, he ushers you from his office.
“I need you to book passage to the Lands of the Linnorm Kings, and cross over into Irrisen. You’re to head north and rendezvous with another team who have captured some ...” Valsin pauses for a heartbeat before continuing. “...persons of interest. We have reason to believe that these individuals have information on the Shadow Lodge cells that are refusing to reconcile with the Society under Grandmaster Torch’s leadership.” Valsin’s expression becomes particularly grim at that point. “If these rogue cells are outright refusing amnesty, then they represent a clear threat to all of us. I need you to take charge of these captives and get them out of Irrisen safely and quietly. Once you’re clear of Irrisen, a larger extraction team will take custody of them and bring them in for questioning. Of course, we will cover the expense of your travel in full, and provide maps to lead you to the meeting point in Irrisen. Because of the nature of the mission and Irrisen itself, you’ll be meeting the other team in the field, away from what passes for civilization up there. The team you’ll be getting the prisoners from will show you the best route out of Irrisen, and the castellan of Trollheim has agreed to grant you passage through his lands. You are responsible for avoiding unexpected trouble between the handoff and Trollheim.” Valsin gestures for the team to depart, but pauses, staring at his fireplace for a moment before adding, “Wait. You need to know this. Your prisoners will be goblins. The Shadow Lodge separatists made extensive use of the sadistic creatures as soldiers and servants, and as much as you may want to throttle them, please remember that we need them alive.” 'In Service to Lore' campaign notes:
Ambrus Valsin shown HERE steps into the floorspace in front of you all, as you all assemble. I have a number of small assignments for you and your team, and it would be best if you could finish them before the day’s end. “Your first mission, to test your mettle and loyalties, sends you to meet a few people important to the Society living here in Absalom. These are other venture-captains or close allies of our organization, so follow their orders as you would mine. I’ve prepared a list of things I or they want you to do. They’re not arranged in any particular order of importance, but I want them all completed as quickly as possible. Only report to me once you complete them all. Included in the envelope you hold in your hands is the list, complete with the name of your contact, and directions to the meeting location.” from Ollysta Zadrian:
“Do you know of the Silver Crusade? After discovering so
I apologize for straying off point. Will you bring this parcel
re: the books
“There’s a big crate marked with three
Vision of Betrayal notes:
In the heart of the Pathfinder Society’s headquarters at Skyreach, Venture-Captain Drandle Dreng, a wiry old man with a wild gray beard and glinting eyes, sits on a large plush bench next to a finely dressed, full-figured woman who looks as though this entire meeting isn’t worth her time. Dreng warmly greets you and introduces the woman, Lady Gloriana Morilla; the Taldan woman tilts her head slightly in acknowledgement of the introduction, but otherwise makes no move to greet anyone. Oblivious to any social slight on the lady’s part, Dreng begins speaking. “Recently, a contact from the Low Azlanti embassy in Escadar approached us with an offer. It seems they have discovered a unique relic of Azlanti origin on the Inner Sea’s floor that we have a unique opportunity to add to our collection for study. In return, however, we must deliver one of our catalogued items to Escadar in exchange. The Low Azlanti drive a hard bargain, so we need you to escort a relics broker to Escadar so he can authenticate the Azlanti item and mediate a fair deal on the Ten’s behalf." Lady Morilla stirs from her silence and speaks in a strong, demanding voice. “I have used some of the Empire of Taldor's most skilled operatives to plant a false crew manifest and course plans with the harbormaster, ensuring that the Aspis Consortium spies who certainly keep an eye on such matters believe we are moving our relic to Escadar on a ship tomorrow morning. This decoy should occupy the Consortium sufficiently for you to travel overland to Escadar with plenty of time to make the final agreement with the gillmen before the Society's window of opportunity runs out.” At the mention of a map Lady Morilla's face turns into a twisted grimace. "I believe a fellow named Torch has an old smuggler's map for you. Nasty fellow...no need to dress your best when meeting with him. Although that is apparently not an issue for you." "Once you're done here you'll be heading to The Siphons, you'll find Torch down in the sewers with all the other rats." Seeing the bewildered look on the gnome's face she clarifies that, while much of their journey will be on foot, they will need to be ferried Escadar upon reaching Piers' End. Waiting a few seconds longer than necessary for politeness, Dreng begins speaking again. "The gentleman who will be traveling with you is a fellow by the name of Nestor Rees. Master Rees is an appraiser and relic broker and friend of the Pathfinder Society; he is a middle-aged man of Garundi descent who has worked with us for some time now. While he tried going on field missions as a Pathfinder in his youth, his weak constitution limits his ability to travel. He has a very sharp mind, however, and the ability to identify genuine Azlanti relics.” Rise of the Goblin Guild notes:
in magnimar to complete faction mission, Lore bought paper, ink, pens and artist's charcoal - need to spend the cash on her chronicle sheet for this mod. Thornkeep campaign notes:
Your boat leaves at sunrise, sailing into the Steaming Sea towards Conquerors's Bay. Once in Korvosa, you leave the open seas and start sailing down navigable rivers through The Bloodsworn Vale. From there your journey takes a turn on foot, hiking through the mountain pass and into Skelt. From there you are able to hire a boat to Caliphas, the capital of Ustalav. The River Kingdoms now so close, you are able to hire a smaller boat to row you up the West Sellen River and into the Echo Wood, home of Thornkeep. All in all, this journey went smoothly. During your travels, you had time to study the maps given to you by Heidmarch. They don't show much. The town of Thornkeep is small and like other River Kingdom areas, is mostly lawless. You are able to get to the Thirsty Ogre, the tavern in town. Rooms are paid for with money from the Venture Captain. Ellis is able to study during the trip, finding some useful information in the libraries of Caliphas: Long ago, the evil Nhur Athemon—a powerful wizard and devotee of the demon lord Abraxas—f led Azlant with his household and slaves, making the distant Echo Wood his home in exile. He raised a tower atop the very hill where Thornkeep now stands. Ever fearful of discovery by his enemies in Azlant, the wizard-lord raised webs of illusion and magical wards to conceal his presence. Ultimately, however, Athemon’s efforts were to no avail—in time, his enemies succeeded in divining his location. Azlanti wizards and soldiers broke into the hidden stronghold and destroyed Athemon and his followers, leaving little trace of the outcast’s stronghold aboveground. However, the soldiers missed the workrooms and conjuring chambers under his palace. Glass River Rescue campaign notes:
Fellow pathfinders: Ruprecht, Grimdoc, Eadie, Tomoe, Eredax Rescue 3 dwarven envoys from Razmiri priests who hold them captive, then escort them to Mendev. Metella Raugar and Amauhak, dwarves, will accompany us and replace the envoys if we are unable to rescue them. Start investigation and rescue at the Grey Revelations Inn. Destiny of the Sands PFS 5-12 Notes:
Amenopheus pulls out an old weathered stone. Before Lore and Eadie can make comments and ask questions he puts his finger to his lips and then strikes the stone on the desk. As the stone fractures, it breaks into two crystalline geode halves. He hands the stone towards the lades,
Destiny of the Sands: A Bitter Bargain scenario end notes:
Someone, likely Eadie or Lore, are wise enough to use the sending stone to contact Amenopheus.
Amenopheus uses his magic to contact the spirit of the Ruby Sage, who briefly animates her nearby corpse (one of the three dead around the table) and restores it to how she must have appeared in life. She thanks you all for putting her colleague’s spirit to rest and can explain the events that led to her death—the same events that led to her sage jewel’s near-destruction. Through the gem, she has maintained a limited degree of awareness, and she also related that until only day before, the topaz and emerald jewels sat on this table alongside her. When the thief handled one of her shards, she was able to read his thoughts before he discarded the fragment and fled. She identifies the thief as a man named Kafar, who had intentions of delivering the jewels to the Diamond Sage in a region known as the Pillars of the Sun. It is there that the Jeweled Sages’ built their sanctum, but it strikes both her and Amenopheus as odd that the Diamond Sage would collect the gems there instead of finding new candidates to become sages elsewhere in Osirion. Amenopheus voices his concern that the Diamond Sage’s actions are not typical for the order, and he is dismayed that the jewels may be in the hands of known enemies of the Pathfinder Society. Sharing her fellow sage’s concern, the Ruby Sage offers her power—mythic power—to the Pathfinders if they are willing to chase down the thief Kafar, reclaim the stolen jewels, and find the Diamond Sage to learn what she intends. With that said, her corpse slumps and returns to its desiccated form. Scenario End... part three to follow
Organized Play Characters
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