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Rilia, Sacred Hetaira's page

699 posts. Organized Play character for Great Green God.


Full Name

Rilia

Race

Bard 2/Cleric of Calistria 3 | hp 31 | AC 16 T 12 FF 14 | CMD 15 | F +3 R +6 W +10 (+2 v ench, +4 v bardic) | Spd 30' | Init +2 | Kn(Arc, His, Loc, Nob, Pla, Rel) +7, KnOther +3, Perc +11 (low-light), SensM +13 (+15 hunch) | Chan 3/5 | Perf 3/8 |

Classes/Levels

clw wand 34/50 |

Gender

Female Elf

Size

Medium

Age

125

Special Abilities

bardic knowledge +1, bardic performance 8 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1), channel positive energy 2d6 (5/day, DC 13), domain abilities, elven magic, versatile performance, urbanite

Alignment

CN

Deity

Calistria

Languages

Common, Elven, Sylvan

Occupation

Sacred Hetaira

Strength 10
Dexterity 14
Constitution 10
Intelligence 14
Wisdom 18
Charisma 14

About Rilia, Sacred Hetaira

“After the Unquenchable Fire, my loyalty is reserved for only one person in this world, and right now you’re staring at her ass.” ~ Rilia

"SIT BOY!" ~ Rilia casts command.

Rilia is a tall (6'1") exotic beauty, with smooth tawny skin, and pale blonde hair and eyes like smoldering candles. She is well-proportioned and moves with a easy grace. Her demeanor though changes to reflect whatever she believes might be required to obtain what she wants. Mostly she is calculating, and has a hard edge underneath what little silk she wears.

In elf terms she is still a tween and therefore vaciliates between boundary-pushing coquettishness and the wisdom of a person who has seen nearly one-hundred-and-thirty summers. She can be vengeful and manipulative--sometimes unthinkingly so, but she can also be surprisingly tender and sympathetic to those in genuine need.

Rilia has a sense of honor and loyalty too, as demonstrated by the lengths she will go to help her allies. On the flip side she can be utterly ruthless with those she deems her enemies.

Rilia practices a holistic style of healing, mixing the arts of a courtesan, magical lay-healer, psychologist and osteopath into one whole. Dim the lights, and start the music.

So some quick "the party need to know" things about Rilia, beyond what was mentioned above.

Her strengths lay in the the realms of information acquisition, deception, social interaction, and to a lesser extent knowledge. In combat she's a glass (no, not 'a glass cannon' just 'a glass'). Typically she uses her spells, and abilities to mess with the enemy while buffing, healing, and supporting her allies. If she's in the front line, then the fight is definitely not going well.

Rilia packs guidance as a cantrip, and can use it on folks if they ask for help, though if there is a particularly pivotal roll that needs to be made, and she can see it coming she might try to use it on your character without permission.

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Rilia is based on a couple of other preexisting characters: Wanda "Gorgeous" Durst from the Wildstorm, Stormwatch Post Human Division comic, and Kemeili the Calistrian inquisitor from Queen of Thorns by Dave Gross. There really isn't a good link to explain Kemeili beyond the phrase: "sassy Calistrian Inquisitor". Kemeili is adventurous and a bit immature while Wanda, a trained profiler, wields psychology like a +5 keen adamantine rapier. Rilia falls somewhere in between.

Rilia, Sacred Hetaira
Female elf bard 2/cleric of Calistria 3
CN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +11
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 31 (5d8+3)
Fort +3, Ref +6, Will +10; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic
Immune sleep
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Offense
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Speed 30 ft.
Melee mwk rapier +6 (1d6/18-20) or
_____ whip +5 (1d3 nonlethal) or
_____ unarmed strike +5 (1d3 nonlethal) or
_____ +1 bladed belt scorpion whip (aa) +6 (1d4+1)
Ranged composite longbow +5 (1d8/×3)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks bardic performance 8 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1), channel positive energy 5/day (DC 13, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +7)
__ 7/day—copycat (3 rounds), dazing touch
Bard Spells Known (CL 2nd; concentration +4)
__ 1st (3/day)charm person (DC 13), sleep (DC 13), unnatural lust[UM] (DC 13)
__ 0 (at will)dancing lights, mage hand, open/close (DC 12), prestidigitation, spark[APG] (DC 12)
Cleric Spells Prepared (CL 5th; concentration +9)
__ 2ndcalm emotions[D] (DC 16), enthrall (DC 16), silence (DC 16)
__ 1stcommand (DC 15), disguise self[D], protection from evil, sanctuary (DC 15)
__ 0 (at will)create water, guidance, read magic, stabilize
__ D Domain spell; Domains Lust, Trickery
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Statistics
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Str 10, Dex 14, Con 10, Int 14, Wis 18, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Antagonize[UM], Skill Focus (Perform [oratory]), Weapon Finesse
Traits charming, magical knack
Skills Acrobatics +8, Bluff +9 (+1 bonus vs. characters who could be attracted to you), Diplomacy +13 (+15 to gather information, +1 bonus vs. characters who could be attracted to you), Handle Animal +3, Heal +10, Intimidate +9, Knowledge (arcana) +7, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +3, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +11, Perform (oratory) +13, Sense Motive +13 (+15 to read a social situation); Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Common, Elven, Kelish, Sylvan
SQ bardic knowledge +1, elven magic, urbanite[ARG], versatile performance (oratory)
Combat Gear bladed belt[UE], alchemist's kindness[APG], healer's kit, liquid ice[APG], suggestive-looking wand of cure light wounds (command phrase "Ooh, yess"); Other Gear +1 studded leather, arrows (20), composite longbow, mwk rapier, whip, headband of inspired wisdom +2, candle (4), masterwork backpack[APG], perfume, common[ISWG] (10), sewing needle, soap, tattoo holy symbol of Calistria[UE], tindertwig, heavy horse (combat trained), animal harness, bit and bridle, courtesan's kit, feed (per day), hot weather outfit, medium tent, mwk manacles, riding saddle, saddlebags, sleeves of many garments, trail rations, waterskin, 28 gp, 2 sp

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Tracked Resources
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Alchemist's kindness - 1/1
Arrows - 20/20
Bardic Performance (standard action, 8 rounds/day) - 8/8
Cleric Channel Positive Energy 2d6 (5/day, DC 13) (Su) - 5/5
Copycat (6/day) (Sp) - 6/6
Dazing Touch (6/day) (Sp) - 6/6
Healer's kit - 3/10
Liquid ice - 1/1
Pathfinder Excellence (Combat, Siege of Serpents) - 2/2
Pathfinder Excellence (Skill, Siege of Serpents) - 1/2
Tindertwig - 1/1
wand of cure light wounds - 35/50
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Special Abilities
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Antagonize Whether with biting remarks or hurtful words, you are adept at making creatures angry with you. You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
Countersong (Su) At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.
Distraction (Su) At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su) At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su) A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Bladed Belt (Aura faint transmutation; CL 1st; Slot belt; Price 2,000 gp; Weight 3 lbs.) Rather than being made of one continuous line of material, this belt consists of many bits of tanned leather joined together by thick metal studs.
On command, the belt’s wearer can transform the belt into a single masterwork slashing and/or piercing melee weapon of her choice. As long as she is holding the weapon, she can also revert it back to belt form with a command. Furthermore, the belt can be enchanted like a piercing and slashing melee weapon, using the cost of the belt as the cost of the masterwork item. CONSTRUCTION REQUIREMENTS Craft Wondrous Item, magic weapon; Cost 1,000 gp.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Cleric Channel Positive Energy 2d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Lust) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty can drive others to madness.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Clockwork Spy You recovered a broken clockwork creation, but without extensive repairs it will never function again. You may spend 50 gp to attempt to repair the construct. If you then succeed at a DC 30 Craft (clockwork) or Disable Device check, you may spend an additional 325 gp to restore the clockwork spy to full working condition (see page 58 of Pathfinder RPG Bestiary 3), after which it follows your simple commands. You may take 10 on this check but may not take 20, as the 50 gp is consumed whether or not you succeed at your skill check. You may substitute spending 2 PP for either of these skill checks but must still pay the requisite gold for the repair. The clockwork spy cannot be repaired if it uses its self-destruct ability anytime thereafter. You must bring a copy of Pathfinder RPG Bestiary 3 to any game in which you plan to use the clockwork spy, as if it were available as an additional resource. (Murder's Mark)
Copycat (6/day) (Sp) You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dazing Touch (6/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Knack (Cleric) +2 CL for a specific class, to a max of your HD.
Masterful Performance As a reward for exonerating the Umbra Carnival, Amara Delisen taught you a few tricks of stage presence and misdirection. You gain one of the following benefits, chosen at the time you use this ability (a swift action): a +3 bonus on a Bluff check to feint in combat or create a diversion to hide, a +3 bonus on an Intimidate check to demoralize an opponent, a +3 bonus on any Sleight of Hand check, or a +1 bonus to the caster level and DC of any one enchantment or illusion spell you cast. When you use this ability, cross it off the Chronicle sheet. (Murder's Mark)
Righteous Redemption Thanks to your work bringing a lost hero's legacy to light, key leaders of the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Between adventures or while in Lastwall, you can check the box that precedes this boon to requisition one of the following: a satchel containing six flasks of holy water and an oil of bless weapon; two scrolls of lesser restoration; a combat-trained warhorse (heavy or light) with a military saddle, bit, bridle, and week of feed; a masterwork longsword; or a masterwork lance. This gear is yours to do with as you please, but it has an effective resale value of 0 gp. (From the Tome of Righteous Repose)
Scarf of the Suggestive Dance This silk scarf is embroidered with all the colors of a flame and tasseled in tiny beads. When wrapped around the hips, it grants the wearer a +5 competence bonus on Perform (dance) checks. In addition, the scarf adds +1 to the saving throw DC of the wearer’s fascinate and suggestion bardic performances. Murderer's Mark
Urbanite +2 Diplomacy to gather information & Sense Motive to read a social situation.
Versatile Performance (Oratory) +12 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks.
☐☐☐ Worthy Foe Lastwall is the Inner Sea's bulwark against countless evils, and you have proven yourself against a local villain. As a swift action, you can check a box that precedes this boon to gain one of two benefits against enemies that correspond to the threat you defeated. First, you can choose to gain a +2 bonus on attack and weapon damage rolls against such creatures, as well as a +2 dodge bonus to AC against such creatures' attacks. Alternatively, you can gain a +2 bonus on caster level checks to overcome those creatures' spell resistance, increase the save DC of your spells and abilities against those creatures by 1, and gain a +2 bonus on saving throws against those creatures' spells and abilities. Either benefit lasts until the beginning of your next turn. Bones: You gain the benefits above against undead creatures. (From the Tome of Righteous Repose)

Inspire Courage +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Siege of Serpents
Murder on the Silken Trail
First Steps 1: In Service of Lore
Murderer's Mark (module, 3 xp)
Dalsine Affair
The Merchant's Wake
From the Tome of Righteous Repose

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Player Great Green God
Character Rilia, Sacred Hetaira
PFS # 139009-27
Faction Sovereign Court
Level Progression Speed (slow or standard) standard
Day Job [dice=Perform (oratory)]1d20+13[/dice]

Growth:
dervish sikke 3,000 gp