Cleric of Gozreh

Marzela's page

613 posts. Alias of Zanbabe.


Full Name

Marzela

Race

Aasimar

Classes/Levels

Inactive

Gender

Female

Size

Medium

Age

25

Alignment

Neutral Good

Deity

Sarenrae

Languages

Common (Taldane), Celestial, Elven, Draconic, Dwarven, Giant, Goblin, Orc, Undercommon, Vudrani

Occupation

Ambassador / Healer at the Temple of Sarenrae

Strength 17
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 17
Charisma 18

About Marzela

Cleric 8 | HP 51/51 | AC 16 T 12 FF 14 | Fort +7 / Ref +3 / Will +9 | CMB +9 / CMD +20 | Initiative +1 | Perception +21/+25 vs disguise/hidden | Darkvision 60 feet | 6d6 Channel 7/7 | Active Effects: None

Domains: Resurrection and Revelation

Str 17 +3 [stat array]
Dex 13 +1 [stat array]
Con 12 +1 [stat array]
Int 14 +2 [stat array, 4th level adjustment]
Wis 17 +3 [stat array, +2 racial]
Cha 18 +4 [stat array, +2 racial, 8th level adjustment]

BAB +6/+1 | Move 30 Feet

=== Resistances ===
Acid / cold / electricity resistance 5
+2 versus disease (Aasimar variant ability as rolled)

=== Weapons ===
Melee
+1 Flaming Scimitar
Attack +10/+5 | Slashing 1d6+4 / Fire +1d6 | 18-20 x2 Critical

Ranged
+1 Adaptive Longbow
Attack +8/+3 | Piercing 1d8+4 | x3 Critical | Range 110 feet
(+1/+1 within 30 feet)

=== Armor ===
Mithril Chain Shirt (+4 armor)

=== Traits ===
Ambassador [+2 trait bonus to Diplomacy]
Attached (Drawback) [If Ring of Truth is threatened, in danger, or in someone else’s possession, –1 Will saves / –2 saves against fear effects.]
Heirloom Weapon [Allows proficiency in one specific weapon.]
Innocent [+5 bonus on Bluff (they want to believe me) if my lie is believable/unlikely.]

=== Feats ===
Dodge [+1 dodge bonus to AC]
Point Blank Shot
Precise Shot
Selective Channeling [A number of targets equal to your Charisma modifier are not affected by your channeled energy.]

Special Abilities:

Aura (Ex) [project NG aura (Sarenrae)]
Channel Energy (Su) [30 foot radius, 6d6 (with feat), 7/day]
Darkvision 60' (Ex)
Gift of Life (Su) [Bring someone back to life briefly.]
Guided Eyes (Su) [+4 to see through a disguise or find something that is hidden or concealed.]
Nimbus of Light (Su) [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.]
Rebuke Death (Sp) [Heal 1d4+2 on a creature below 0 hit points. 6/day]
Spontaneous Casting [Can change any spell into a healing spell]

Skills:

[56 skill points (2 base +2 int +1 favored class +2 background = 7 per level)]

Acrobatics +1 |+1 Dex
+Appraise +6 |+2 Int +1 rank +3 class skill
Artistry: Philosophy +2 |+2 Int
Bluff +6/+11 |+4 Cha +2 Ring of Eloquence [+5 Innocent if lie is believable or unlikely]
Climb +3 |+3 Str
+Craft: Sculpture +2 |+2 Int
+Diplomacy +21 |+4 Cha +8 ranks +3 class skill +2 racial +2 trait +2 Ring of Eloquence (competence)
Disable Device* untrained
Disguise +4 |+4 Cha
Escape Artist +1 |+1 Dex
Fly +1 |+1 Dex
Handle Animal* +5 |+4 Cha +1 rank
+Heal +7 |+3 Wis +1 rank +3 class skill
Intimidate +6 |+4 Cha +2 Ring of Eloquence
+Knowledge (Arcana)* +6 |+2 Int +1 rank +3 class skill
Knowledge (Dungeoneering)* +3 |+2 Int +1 rank
Knowledge (Engineering)* +3 |+2 Int +1 rank
Knowledge (Geography)* +3 |+2 Int +1 rank
+Knowledge (History)* +6 |+2 Int +1 rank +3 class skill
Knowledge (Local)* +3 |+2 Int +1 rank
Knowledge (Nature)* +3 |+2 Int +1 rank
+Knowledge (Nobility)* +6 |+2 Int +1 rank +3 class skill
+Knowledge (Planes)* +6 |+2 Int +1 rank +3 class skill
+Knowledge (Religion)* +7 |+2 Int +8 rank +3 class skill
+Linguistics* +6 |+2 Int +2 rank +3 class skill
Lore: Prophecy +6 |+2 Int +1 rank +3 class skill
+Perception +21/+25 |+3 Wis +8 ranks +3 class skill +2 racial +5 Lens of Detection [+4 sacred to see through a disguise or find something that is hidden or concealed (Guided Eyes)]
Perform: Oratory +6 |+4 Cha +2 Ring of Eloquence
+Profession* Ambassador +7 |+3 Wis +1 rank +3 class skill
Ride +1 |+1 Dex
+Sense Motive +14 |+3 Wis +8 ranks +3 class skill
Sleight of Hand* untrained
+Spellcraft* +13 |+2 Int +8 rank +3 class skill
Stealth +1 |+1 Dex
Survival +3/+8 |+3 Wis [+5 when tracking (Lens of Detection--competence)]
Swim +3 |+3 Str
Use Magic Device* -- |+4 Cha untrained

Spells (prepared):

Caster Level 8 | Concentration +11 (Caster level + ability mod)
Spells Per Day 4/5+1/4+1/4+1/3+1 (Includes ability score bonuses)

=== Zero Level === (DC 13)
Spells Per Day 4

Create Water
Detect Magic
Mending
Stabilize

=== First Level === (DC 14)
Spells Per Day 5+1

Cure Light Wounds (domain)
Detect Secret Doors (domain) [prepared]

Air Bubble
Ant Haul
Endure Elements
Shield Of Faith
Summon Minor Monster

=== Second Level === (DC 15)
Spells Per Day 4+1

Cure Moderate Wounds (domain)
See Invisibility (domain) [prepared]

Lesser Restoration
Shield Other
Silence

=== Third Level === (DC 16)
Spells Per Day 4+1

Banish Seeming (domain)
Cure Serious Wounds (domain) [prepared]

Raging Rubble
Resist Energy, Communal
Stone Shape

=== Fourth Level === (DC 17)
Spells Per Day 3+1

Cure Critical Wounds (domain) [prepared]
Fire Shield (domain)

Air Walk
Holy Smite
Restoration

Equipment:

+1 Adaptive Longbow [3,400 gold (includes cost of the masterwork transformation spell]
+1 Flaming Scimitar [8,315 gold]
Backpack [2 gold]
Bandolier (2) [1 gold]
Bedroll [.1 gold]
Belt Pouch [1 gold]
Blanket (2) [1 gold]
Canteen [2 gold]
Explorer's Outfit [free starting outfit]
Grooming Kit [1 gold]
Ink [8 gold]
Inkpen [1 silver]
Ioun Torch [75 gold]
Journal [10 gold]
Lens of Detection [3,500 gold]
Mess Kit [.2 gold]
Mithral Chain Shirt [1,100 gold]
Phylactery of Positive Channeling [11,000 gold]
Quiver with 60 regular arrows [3 gold]
Quiver with 60 blunt arrows [6 gold]
Ring of Eloquence [3,500 gold]
Ring of Truth [gift, storyline item (cannot be sold)]
Silk rope (100 feet) [20 gold]
Silver Holy Symbol (2) (Sarenrae) [75 gold] (The other kyped from the evil Razmirians who were abusing it.)
Sleeves of Many Garments [200 gold]
Traveler's Any Tool [250 gold]
Waterproof bags (2) [1 gold]

Subtraction for Cure Light Wounds wand [150 gold]
Razmiran disguise (robe, mask)

(Now wearing the Ring of Truth on a platinum chain necklace.)

Mesh bag with 4 yellow stones and one purple stone (game victories at the carnival)
Nice nonmagical Kaooa board (parrot game) [2 gold]

Handwoven apology bracelet (from Jaed)

Current Wealth: 476.4 gold

golden tiara set with blood rubies worth 1,400 gp and several sets of jeweled earrings worth a total of 450 gp

- 16 masterwork punching daggers
- 8 masterwork componsite shortbows (+1 str)
- 1 dose of Dhat gunchi paste (Poison: DC 14; 1/rd for 4 rds; 1 Con and 1d2 Wis, 1 save)
- 4 potions of CMW
- 1 potion of invisibility
- 8 masterwork studded leather armor
- 8 masterwork thieves tools
- 2 ritual daggers
- 2 potions of CLW

(Total for all starting gear was 5,944)

Kassen's Boon:

Each PC receives one boon, which can be used in one of the following ways. Once used, the boon is gone for good.
- Use the boon to add 1d6 to a single d20 roll. The boon must be used after the roll is made but before the results are revealed.
- Spellcasters can use the boon to recall any one spell up to 3rd level they just cast. This functions as a pearl of power, is a free action, and must be used on the round the spell was cast. Spontaneous spellcasters can use the boon to cast one known spell up to 3rd level without expending one of their spells per day.
- Use the boon to automatically stabilize if at negative hit points and dying.

Domains:

Main: Healing Domain

Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—cure critical wounds (mass), 9th—heal (mass).

Subdomain: Resurrection

Associated Domain: Healing.

Replacement Power: The following granted power replaces the healer’s blessing power of the Healing domain.

Gift of Life (Su): At 8th level, you can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your cleric level. Creatures returned to life in this way have a number of hit points equal to half your cleric level, and continue to be affected by any still-active spells, conditions, or afflictions present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees fit during this time. You are granted no control over it.

You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Replacement Domain Spells: 5th—raise dead, 7th—resurrection, 9th—true resurrection.

Main: 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.

Subdomain: Revelation

Associated Domain: Sun

Replacement Power: The following granted power replaces the sun’s blessing ability of the Sun domain.

Guided Eyes (Su): Perception is always a class skill for you. In addition, whenever you make a skill check to see through a disguise or find something that is hidden or concealed, you gain a +4 sacred bonus on the check.

Replacement Domain Spells: 1st—detect secret doors, 2nd—see invisibility, 3rd—banish seeming, 5th—true seeing

Background Event:

When I was young I used to lie to my mother, a lot. So much so that she was truly concerned; not just a phase. It seems kind of strange now, looking back, but it was a serious problem. And after a while, it wasn't just to her, it was to everyone. I remember her telling me over and over that if I continued to lie, I would lose her trust and experience serious consequences in my life. And I didn't want to disappoint her, but on the other hand, lying made so many things easier. And usually I didn't have to face it, you know? I've always been [gestures to herself] charming, I suppose, and ... extremely persuasive.

I think my mom got desperate. It isn't something she just decided on a whim, for sure. She kept going to the temple and praying for me, and I just kept lying... because that's what got me whatever I wanted. And it was fun. It was like a game to see what you could get people to believe, and even do sometimes. I could talk them into almost anything. People would even usually believe me over my mom if she called me on something. That part made me feel a little bit bad, but it usually stopped her from trying to embarrass me or shame me in public, which was the goal at the time.

She made a friend at the temple who believed her though, and that's kind of how it happened. My mom was frightened of what I was becoming, and her friend had an idea. They had removed this [gestures to ring on left hand] from someone that day, and my mom brought it home to me as a present. When I first found out what it did, of course, I was furious. It was ruining my life; she was ruining my life, and I felt violated, and thought that my mother was evil for taking away my freedom. But of course, I actually told my mother all of this, because [points to the ring again]. So, we talked it out and she promised to remove it as soon as I learned my lesson... and eventually I did, but by then she was gone.

When my mother's illness got very serious, she stopped going to the temple to pray, and her friend came by to find out why. She tried to help, but my mother's illness was beyond her healing ability. We spent days there, with her, watching it happen and not being able to stop it. When it was over, she took me back to the temple with her. Sarenrae adopted me. And, you know, when I got a chance to have it removed so long ago [gesturing at her ring], I kept it--partially to honor my mother's wisdom, and partially out of respect to Sarenrae, but also because I never wanted to go back to being that selfish girl who thought of herself before her own mother, and who put her own desires before respect for other people. Most people still think of honesty as a curse, but for me it has been one of my greatest blessings.

Personality:

Marzela is the most perceptive and persuasive person that you have ever met. She always speaks the truth (also, she must because Ring of Truth), and has made it work for her in the temple and in her work as an ambassador, resolving disputes and forging agreements for people that come to her for her wisdom, for the temple, and even sometimes for the government.

Marzela works in the temple as a low level healer, and also is a relatively senior ambassador who gets called in when there are treaties to be negotiated or high-level disputes that need to be resolved. She attained this at a younger age than most because of her exceptional abilities in seeing what is really going on, and what people really want, as well as her ability to persuade people to do the right thing. She is well known in the area for being very honest, even when that same honesty could have negative repercussions for her personally. People trust that, and come to her for help. She is devoted to Sarenrae and has trained with the God's favored weapon, the scimitar, extensively, but almost exclusively on the training ground.

She really wants to be able to travel a little and do more than just be in the temple all day, or talking people out of being unreasonable. There is some of that childhood wildness still underneath all of the guilt and shame she feels about who she used to be and letting down her mother. Thus, she is always willing to go when someone asks the temple for aid, especially where it sounds like there will be a bit of adventure involved. She feels good about it because she is helping people, but she also just wants some freedom from... all the expectations she feel obligated to live up to.

Physical Appearance:

Marzela is 5'10" and looks mostly human, though she never seems to sweat and she always looks clean, even when tracking through the mud. When she casts one of her spells (Tap Inner Beauty), then her eyes get a little glowy, and the glow comes out in her voice as well, and in the moonlight her hair seems silver, but other than those minor things that you would only notice if you hung out with her, she could be seen as a super persuasive, incredibly beautiful human.