Cleric of Iomedae

Phalera's page

3 posts. Alias of rutaskadis.


Full Name

Phalera

Race

Half-Elf

Classes/Levels

Cleric/Unchained Rogue (Snoop) 5

About Phalera

Phalera

Half-Elf Cleric/Rogue (Snoop) 5
CG Medium Humanoid
Speed: 30 Initiative: +3 Perception: +15
Low-Light Vision

DEFENSE
HP: 36
AC: 17 FF: 14 T: 13
CMD: 16
Fort: +5 Ref: +8 Will: +10

OFFENSE
BAB +3
Channel Energy 3d6
Sneak Attack +3d6

ABILITIES
Str 10 (0) ; Dex 16 (+3) ; Con 10 (0) ; Int 12 (+1) ; Wis 20 (+4) ; Cha 15 (+2)

Abilities Breakdown:

Str: 10 base
Dex: 15 base+1 skill increase
Con: 10 base
Int: 12 base
Wis: 17 base+1 skill increase+2 headband
Cha: 13 base+2 racial

Racial Features:

Adabtability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.

Cleric Features:

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment

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 one 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 one 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 who worships 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 casts 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 channeled 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.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously. 

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Cleric Domains:

Lust
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Anything to Please (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.

Domain Spells: 1st—charm person, 2nd—touch of idiocy, 3rd—suggestion, 4th—confusion, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.

Innuendo
Fool’s Privilege (Su): You can use this power as a swift action when you fail a Bluff, Diplomacy, or Intimidate check outside of combat. You suffer no negative effects due to the failed check, and the next round you can attempt the check again without the usual penalty for a failed attempt. You can use this ability once per day, and one additional time per day for every 4 levels beyond 1st.

Domain Spells: 1st—sow thought, 2nd—invisibility, 3rd—suggestion, 4th—confusion, 5th—false vision, 6th—mass suggestion, 7th—screen, 8th—mass invisibility, 9th—time stop.

Spellcasting:

0-level spells: 4
Detect Magic
Enhanced Diplomacy
Guidance
Vigor

1-level spells: 4+1
Cure Light Wounds
Forbid Action
Command
Tap Inner Beauty

Domain: Charm Person, Sow Thought

2-level spells: 3+1
Build Trust
Hold Person
Eagle’s Splendor

Domain: Touch of Idiocy, Invisibility

3-level spells: 2+1
Prayer
Bestow Curse

Domain: Suggestion

Unchained Rogue Features:

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Inspiration (Ex): At 1st level, a snoop gains an ability similar to the investigator’s inspiration class ability. The snoop begins with an inspiration pool equal to half her rogue level plus her Intelligence modifier (minimum of 1). Unlike an investigator, a snoop can only use inspiration on skill checks, not on attack rolls or saving throws. This ability is otherwise identical to the investigator class ability of the same name.

Weapon Finesse Deft Maneuvers: This replaces (and counts as) Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Reposition, Improved Steal, and Improved Trip. It grants all the benefits of those feats.

Investigator Talents (Ex): Beginning at 2nd level, and each time she selects a new rogue talent, a snoop can instead select one of the following investigator talents: eidetic recollection, empathy, hidden agendas, inspired alertness, inspired intimidator, item lore, or underworld inspiration. Her effective investigator level for the purpose of these talents is equal to her rogue level. She still can’t use inspiration on attack rolls or saving throws (so, for instance, she can’t use the second part of hidden agendas).

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level.

Uncanny Snoop (Ex): At 4th level, a snoop gains a +2 bonus on Intimidate checks when trying to force an opponent to give her information (or Bluff and Diplomacy checks for the same purpose if she has the coax information rogue talent). She also gains a +2 bonus on Sense Motive checks to tell if someone’s information is false. At 8th level, these bonuses increase to +4.

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Rogue’s Edge:
Diplomacy 5 Ranks: The time required to influence a creature’s attitude or gather information is halved.

Rogue Talents:

Coax Information: A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her.

Claimed Turf (La Lumiere Rouge): The rogue is well known in a specific community in which she gains the benefits of renown. She gains the renown vigilante social talent (Pathfinder RPG Ultimate Intrigue 12). This community can be an entire settlement or portions of a settlement (such as a particular district or neighborhood), depending on the population as allowed by the renown social talent. Anytime she could select another rogue talent, the rogue can also select from the following list of social talents, using her rogue level as her vigilante level for the purpose meeting of prerequisites: celebrity discount, celebrity perks, gossip collector, great renown, incredible renown, loyal aid, and safe house. For the purposes of vigilante social talents, the rogue does not have a vigilante identity and is always considered to be in her social identity.

Renown (Ex): The vigilante becomes known for deeds and abilities regardless of his current identity. This renown grants him favorable treatment in civilized company and lends him an air of menace while facing down his enemies. While he is in his social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals (a village). This could be the entire community or a smaller neighborhood in a larger settlement. He must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever he is in his social identity, all NPCs in the community have a starting attitude toward him that is one category better, as long as each person’s initial attitude would have at least been indifferent. While he gains renown in an area using his social identity, he also spreads rumors and tales about his vigilante identity. Once he has gained renown in a community, he gains a +4 circumstance bonus on Intimidate checks whenever he is in his vigilante identity. This bonus applies only while he is near the community in which he has gained renown; he must be within a number of miles equal to his vigilante level.

Skills:

Skill points: 45+5 Favored Class Bonus

Acrobatics +9 (3 ranks+3 dex+3 class)
Bluff +15 (5 ranks+2 cha+3 class+3 Skill Focus feat+2 Deceitful feat)
Diplomacy +15 (5 ranks+2 cha+3 class+3 Skill Focus+2 Persuasive feat)
Disable Device +8 (2 ranks+3 dex+3 class)
Disguise +8 (1 rank+2 cha+3 class+2 Deceitful)
Escape Artist +9 (3 ranks+3 dex+3 class)
Heal +9 (1 rank+5 wis+3 class)
Intimidate +12 (5 ranks+2 cha+3 class+2 Persuasive)
Kn. Arcana +6 (2 ranks+1 int+3 class)
Kn. Local +9 (5 ranks+1 int+3 class)
Kn. Religion +7 (3 ranks+1 int+3 class)
Perception +15 (5 ranks+5 wis+3 class+2 racial)
Sense Motive +13 (5 ranks+5 wis+3 class)
Stealth +10 (4 ranks+3 dex+3 class)
UMD +6 (1 rank+2 cha+3 class)

Artistry: Literature +7 (3 ranks+1 int+3 class)
Perform: Dance +7 (2 ranks+2 cha+3 class)
Sleight of Hand +11 (5 ranks+3 dex+3 class)
Profession: Courtesan +13 (5 ranks+5 wis+3 class)

Feats:

Feat Tax: Power Attack, Deadly Aim, Combat Expertise, Agile Maneuvers, Point Blank Shot

Bonus Feats:
Skill Focus (Diplomacy)
Skill Focus (Bluff)
Persuasive

Feats:
Deceitful
Conceal Spell
Spell Focus (Enchantment)

Traits:

Affiliated Agent (Court of Bees): Select an organization within Isarn to have previously been affiliated with. This may not include The Revolutionary Council or the Grey Gardeners. Begin with an influence of Rank 1 with that organization and automatically know 2 Strengths and/or Weaknesses of the organization chosen. You may choose to count a successful Influence check 5 higher than the DC as 2 successful checks.

Memorable: Growing up amid a large number of children, you learned quickly how to get others’ attention and keep it. When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.

Languages:

Equipment:

Holy Symbol (gold) (100gp)
Cloak of Resistance (1000gp)
Headband of Inspired Wisdom (+2) (4000gp)
Mithral Shirt (1100gp)
Wand of CLW (50 charges) (750gp)
Masterwork Whip (301gp)
Masterwork Punching Dagger (302gp)
Masterwork Thieve’s Tools (100gp)
Courtesan’s Kit (10gp)
Sleeves of Many Garments (200gp)
Inside Pocket (4gp)
Perfume Kit (40gp)
1067gp

Buildings and Organizations:

THE TEMPLE

The Temple is a place where anyone, from influential members of the Council to the common people, can come for intimacy, relaxation, and spiritual fulfillment. There is a common room where courtesans and guests can socialize, rooms where guests can privately see the courtesans, a bath where they can relax and cleanse themselves before or after sexual activity, and an altar and confessional dedicated to Calistra.

TOTAL: 2080gp

Altar:
Earnings: Influence +3
Benefit: counts as a permanent fixture dedicated to your deity for the purpose of consecrate and similar spells
Create: 2 Goods, 1 Influence, 2 Labor, 1 Magic (210gp)

Bath:
Earnings: gp or Influence +3
Benefit: After spending 1 hour in this room, you gain a +2 bonus on your next ongoing Fortitude save against disease.
Create: 3 Goods, 1 Influence, 2 Labor (130 gp)

Confessional:
Benefit: One side of this room provides a +4 bonus on Stealth checks to hide from creatures in the adjoining room.
Create: 2 Goods, 3 Labor (100 gp)

Office:
Create: 3 Goods, 3 Labor (120 gp)

Lodging:
Earnings: gp +12
Create: 10 Goods, 1 Influence, 10 Labor (430 gp)

Common Room:
Earnings: gp or Influence +7
Create: 7 Goods, 8 Labor (300 gp)

Lavatory:
Benefit: residents, guests, employees, and others who frequent the building gain a +2 bonus on Fortitude saves to resist contracting a disease while in the settlement.
Create: 3 Goods, 3 Labor (120 gp)

Sewer Access:
Create: 2 Goods, 1 Influence, 2 Labor (110 gp)

Teams

Lackeys (5):
Earnings: Influence or Labor +2
Create: 1 Goods, 2 Influence, 2 Labor (120 gp)
Lackeys wait on you hand and foot and take care of common domestic and traveling issues; their ranks include butlers, valets, maids, heralds, footmen, ladies-in-waiting, and similar service personnel. Skilled Lackeys anticipate your needs and coordinate with your other employees as well as those of your guests or host. A typical Lackey is a 1st-level commoner or expert with ranks in a subset of Diplomacy, Disguise, Intimidate, Knowledge (local), Knowledge (nobility) , Linguistics, Perception, and Sense Motive.

Acolyte:
Earnings: gp, Influence, or Magic ­+4
Create: 2 Goods, 2 Influence, 2 Labor, 3 Magic (440 gp)
An Acolyte is a newly trained divine spellcaster, sufficient for tending to the sick or advising on religious matters. An Acolyte is typically a 1st-level adept, cleric, druid, or oracle, with light armor (or no armor if an adept) and a weapon appropriate to her faith.

Backstory:

Phalera was the result of a young woman’s night of passion with a beguiling Calistrian priest. She was surrendered to the temple only hours after her birth, to be raised communally among the clergy; her father had since left Isarn to spread the Calistrian faith to other Galtan cities, and her mother chose to remain anonymous to her.

As far as life in Isarn goes, being a child of the temple was a good one, but sharing that role with a dozen others often made it difficult to get any special attention, and from an early age, Phalera was intent on standing out from the others. At first it was through temper tantrums of epic proportions, but she soon learned she was more likely to get her way through charm and obsequiously good behavior. Her Calistrian caretakers took notice of this raw talent for manipulation, and gave her exactly what she wanted: special attention and guidance as they honed her natural skills and taught her the value of both charm and the occasional temper tantrum.

By the time she was twelve, Phalera was more than ready to join the ranks of Calistrian priests. The church was her life, and the clergy her family. She chose to dedicate herself to the glory of Calistria and serve as an acolyte while she continued to learn the ways of love and vengeance.

When she reached an appropriate age, she chose to deepen her relationship with Calistria by training as a sacred courtesan, and slowly began to carve out a niche for herself in the church. Living and working in the House of Joy, she was exempt from many of the laws surrounding finery and protected by the political maneuvering of the Court of Bees, but not untouched by the unrest that plagued Isarn. She saw more than one citizen put to death over trivialities, and even lost a friend to the Final Blades; an unhappily married human woman who had recently taken to visiting Phalera at the House of Joy, never for sex or intimacy, but simply for good company and conversation. As she mourned, Phalera privately swore to oppose the Revolutionary Council's oppressive hand, but had little idea of how to enact change.

Over the years, she learned what many courtesans before her already knew; people whisper scandalous things in the throes of passion. Most of it is nonsense, but the occasional juicy tidbit fell on her pointed ears. Of course, she always treated her clients’ secrets with the utmost discretion, but that didn’t stop her from gently prying extra information from them, and taking careful note of things that could be useful later on. This tendency toward snooping led her to a shattering revelation. Through scattered bits of gossip, casually framed questions to some of the older priestesses, and when all else failed, a few minutes spent snooping through confidential Temple records, she managed to piece together the circumstances of her birth; her mother was none other than the human woman she had seen go to the Final Blades.

It was then that Phalera had her first taste of the famed Calistrian lust for revenge. She took what savings she had and carved out her own little corner of La Lumiere Rouge, where she could operate more independently and begin to slowly work toward her own goals: freeing her mother’s soul from the Final Death, and enacting vengeance on the Grey Gardeners who had slaughtered her. 

Personality:

Despite the vengeful streak that she shares with many others of her faith, Phalera is a surprisingly optimistic individual. Her overflowing love and care for humanity shows through in her interactions with others, and is perhaps why she makes such a good courtesan; she has a natural tendency to spread joy and make people feel special, allowing them to briefly forget about their grim and often fear-filled lives.

She is both a good listener and a good conversationalist, and assesses the different situations she finds herself in to determine which will serve her better at any given moment. She has also received training in many Calistrian arts, such as dance and poetry, as well as more practical applications of healing and sexual education. She is generous with her wisdom, bestowing it on those who need it most, and of course those who pay her for it.

Though she’s a good woman, she can also be very nosy and has a bad habit toward snooping. Fortunately, she is quick with her words and carries the gifts of Calistria, both of which have managed to keep her out of serious trouble.

Appearance:

Phalera’s features are more elven than human, though she bears some resemblance to both. She is slight and of average height, with soft curves that are usually accentuated by well-fitted clothes. Her ears are small and delicate, tapering to a distinctive point, and are usually just visible through the thick, dark brown hair that brushes her bust. Her eyes look human, with dark brown irises and attractive lashes.

She generally dresses in simple but flattering styles, often in shades of yellow and black in honor of her Calistrian faith. Her hair is usually left loose, but she occasionally ties it up when she entertains especially vigorous clients.