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About NarissielStatistics:
PFS # 276820-11 Faction: The Concordance Experience 2 Fame 4, Prestige Points 2 Narissiel
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Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Champion’s Finesse: A daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements. This ability replaces mount. Order (Ex): A cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Order of the Green: Cavaliers of the order of the Green are dedicated to protecting wild places and creatures, embracing the Green Faith in all its glory and natural wonder.
Scholar of Balance (trait): You have studied the balance of the elements and its effects on natural and planar forces. You gain a +1 trait bonus on Knowledge (nature) and Knowledge (planes) checks, and one of these skills (your choice) becomes a class skill. (planes) Tactician (Ex): A cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter. (1/day, 3 rounds) Teamwork Feats
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. Weapon and Armour Proficiencies: Daring champions are proficient with all simple and martial weapons, light and medium armour, and bucklers. This replaces the cavalier’s weapon and armour proficiencies. Woodcraft (alternate race trait): Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Combat Gear masterwork longbow, arrows (31), blunt arrows (20), masterwork cold iron elven thornblade, masterwork silver elven leafblade, acid (2), potion of cure light wounds (3) Possessions lamellar cuirass, backpack, charcoal, grooming kit, journal, mess kit, waterskin Carrying Capacity Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb. Current Load Carried 29.5 lbs. Money 20 GP 3 SP CP Temporary Gear:
None Boons:
[] [] [] [] Elemental Investigator: The insight you have gained from your studies in the First World helps you channel the influence of the seasons, honing your understanding of the balance of elemental forces. You may check off the first box before this boon in spring, the second in summer, the third in autumn, and the fourth in winter, using real-world seasons. For the abilities listed below, your caster level is equal to your character level. Spring: You can channel the essence of autumn’s harvest. This functions as goodberry, except that its target is any plant, and it causes 2d4 pumpkins to sprout that grant the berry’s typical benefits. Summer: You can channel the essence of winter’s chill into a creature you touch. This functions as shocking grasp, except that it deals cold damage instead of electricity damage. Autumn: You can channel the essence of spring’s growth, casting entangle as a spell-like ability. Winter: You can channel the essence of summer’s heat, casting burning hands as a spell-like ability. Once you have checked all four boxes, you gain access to the elf racial spell ward of the seasons (Pathfinder RPG Advanced Race Guide 29) on all of your Pathfinder Society characters as if they were elves. Your elf PCs gain a +1 bonus to their effective caster level for the purposes of this spell. Remnant of the First World: One of your items has been infused with a spark of transformation from the First World, giving it unusual characteristics. Record the name of the item and its properties on the lines below. These effects do not hamper the item’s performance. If you wish to remove these effects, you may do so without cost between scenarios by encasing the item in a cold iron box for a week.
Background:
Appearance and Personality:
Narissiel is a tall and slender elven woman with short brown hair cut into a thick, chin-length bob. Her bangs are cut unevenly in front, and there's a chunk of hair framing her face on one side which is a deep red in colour. A serene smile rests upon her lips, and her deep green eyes glitter with amusement. Her hands are slender, but surprisingly calloused. Narissiel is a calm, and peaceful woman. Serene and unworried even in the face of great adversity. She is rarely offended, or angered by the actions of others. She enjoys being outdoors, but not alone, meaning she is most often found in forest-side settlements, farming communities, and large gardens. She enjoys the company of people of all kinds, as well as animals--but, unlike many elves, has no special kinship with beasts or wild places. Narissiel believes in the natural order of the world. Life, growth, decay and death. Endlessly, the cycle goes. She has vowed to protect the natural balance of Golarion, and it's cycles. Although she would not begrudge a hunter a meal, a lumber jack a tree, or an animal its prey, she does oppose clear-cutting, poachers, unnecessary slaughter, the damming of important waterways, and animals who have gotten ill or gone feral. Life consists of a delicate balance which must be maintained. Narissiel is only truly angered by extrapljnar incursions. As an elf who grew up near the border of Treerazor's realm, she is well aware of the danger and the creeping, invasive damage such extrapljnar breaches can cause. Against such forces she will bring all of her powers to bear, risking and sacrificing her life, if need be, to drive back such forces, and remove their influence from the material plane.
Completed Scenarios:
#9-14 - Down the Verdant Path #4-01 - Rise of the Goblin Guild In Progress - None |