Elf

Telye Sin's page

22 posts. Alias of JohnnyBlack.


Full Name

Telye Sin

Race

Init +13 | Perc +32 Low Light | Speed 50' | Special: Mind Blank, Immune to Sleep, +8 vs Mind affecting, +2 vs Enchanting |

Classes/Levels

Status: Normal

Gender

Female CG Cleric Ecclesitheurge of Desna 16 | HP 124/124 | AC18 T14 FF 14 CMD 26 | F+20 R+19 W+25 SR 20 |

Size

Medium

Age

150

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Elven, Celestial, Draconic, Infernal, Abyssal, Aquan, Auran, Giant, Ignan, Sylvan, Terran, Undercommon

Occupation

Cleric Alchemist Herbalist

Homepage URL

Gear

Strength 11
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 24
Charisma 18

About Telye Sin

Telye Sin
Female Elf Cleric of Desna Ecclesitheurge Archetype 16
CG Medium Humanoid (Elf)
Init +13 {+4 DEX +4 Feat +2 Trait +2 Luckstone +1 Competence Ioun Stone}
Senses Low-Light Vision; Perception +32
Aura Chaos, Good

SPENT DAILY RESOURCES
Channel Positive Energy (7/d) - Used 0
Door Sight (10/d): Used 0
Dimensional Hop (32 5'/d) - Used 0
Liberation (16 r/d) - Used 0
Freedom's Call (16 r/d) - Used 0
Lesser Quicken Metamagic Rod (3/d) - Used 0
Lesser Extend Metamagic Rod (3/d) - Used 2 {2 each day for Shared Training}
Greater Rod of Giant Summoning (3/d) - Used 0
Suzerain Scepter {Good Hope} (1/d) - Used 0
Longarm Bracers (3/d) - Used 0
Robe of Gates (3/d) - Used 0
Pearl of Power 2nd (1/d) - Used 0
Pearl of Power 1st (2/d) - Used 0
True Strike {Helmet - Self or Ally within 30'} (3/d) - Used 0
Demoralize {Helmet - within 30' bonus +17} (3/d) - Used 0

SPELL-LIKE ABILITIES
Ring of Invisibility Invisibility (DC 10, at will)
Ring of Chameleon Power Disguise Self (at will)
Divine Interference Sacrifice slot to make enemy reroll attack (1/d each enemy, at will)
Temporary Effects
Protected from all devices and spells that gather information through divination magic - 24 hours - Mind Blank
+8 resistance on ST against all mind-affecting spells and effects - 24 hours - Mind Blank
+4 Armor to AC - 16 hours - Magic Vestment
Mentally monitor 5 allies' direction, distance, unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. - 16 hours - Status
Takes half the damage Laara receives (including those dealt by special abilities) that deal hit point - 16 hours - Shield Other {Only when adventuring}
Sharing 3 Teamwork Feats with up to 5 people - 10h 40m - 2 Extended Shared Training Spells

USED GEAR
Scarab of Protection (12) - Used 0
Feather Fall (2) - Used 0 {Snapleaf}
Wand of Cure Light Wounds (50) - Used 0
Wand of Cure Light Wounds (50) - Used 0
Wand of Lesser Restoration (50) - Used 0

NEW LOOT

Description
A beautiful elf female, dressed in vibrant, light and vaporous clothes. A good and fair Cleric of Desna, trying to help rid space of evil and travel to beyond the stars, where no elf has gone before. Find that is beyond.
Full Support Cleric. Specialized in Summoning.
5'8" height, 100 lbs. weight, full gold eyes, long straight platinum blonde hair.

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
- Follower of Desna, the traveler. A long-lived elf, always trying to find new sights and vistas. Always looking for what is beyond the horizon.
- She has made a vow not to draw other creature's blood. She won't use weapons, nor she cast spells that cause hit point damage. Everything else is fair game. Buffing allies, debuffing, hindering or controlling enemies, summoning allies and let them attack, all of that is good. But most of her actions would be to help her allies.
- She once helped restore peace to the city of Korvosa, after an evil Queen tried to kill everyone in exchange for eternal life (yes, Curse of Crimson Throne). Her allies remained in the city, as their new rulers, but she decided to move on, and look for the new adventure.
- She is an anarchist at heart. Law is a trap made to trick people into losing their liberty and rights. The only good government is the destroyed one. Good People should be free to make their own choices and find their own organization. Evil creatures should be confronted, redeemed if possible, and banished or destroyed if not.
- She is very charismatic and wise. Dexterous and strong, but not especially intelligent or resistant (not that she is slow or frail).
2) Two goals that you'd like the character to accomplish in-game.
- Find something new and marvelous that no-one else has ever seen (at least that she knows of).
- Find an apprentice that she can teach and train. Life goes on.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
- She faced a group of young grey maidens once, and not having any other option, and as a last resort, she grabs a sword and killed them. She still feels very bad and guilty about it and has nightmares about the event.
- There is a group of surviving Grey Maidens tat want revenge for those dead, and are following her, looking for their chance to get revenge.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
- The new warrior King of Korvosa. They had a love relationship but she left him, as she doesn't want to become tied to one place.
- The rest of her party. They feel somewhat betrayed she left them behind. Wizard, Rogue, Bard.
- The grey maiden renegades, which had friends, family or even daughters in the young group she killed. They are looking for vengeance, even if cost them their own lives.
- Her father, a traveler, the same as her, which she hasn't seen for many years, but she is trying to contact by a spell.
- Her sister, living in Kyonin, a priestess of Desna.
5) Three key memories that define your character as the person they are at the time of submission.
- Her battle against the young grey maidens
- When she abandoned her party when they defeated the evil queen. It was not nice. She was dead set against her lover, and her party, taking the throne and would have preferred to "free" the people of Korvosa and let them choose their own political organization. That became an argument, and she stormed off Korvosa and them, moving into new adventures.
- When she was but a little girl she saw her father leave via a magical portal she has never seen before (or after). The last words of her father to her were "You will follow me when you are old enough". She is still, especially now she is somewhat "aimless" looking to follow and finding him.

STATISTICS
20 Point Buy +10 WIS +5 CHA +2 DEX +2 CON +1 STR
STR 11 - 0 {10 Base +1 Buy}
DEX 18 - +4 {10 Base +2 Buy +2 Race +4 Enhancement Belt}
CON 14 - +2 {10 Base +2 Buy -2 Race +4 Enhancement Belt}
INT 16 - +3 {10 Base +0 Buy +2 Race +4 Enhancement Headband}
WIS 24 - +7 {10 Base +6 Buy +4 Level +4 Enhancement Headband}
CHA 18 - +4 {10 Base +4 Buy +4 Enhancement Headband}
Note: +2 Luck on Ability Checks with Luckstone
BAB +12 Class
Melee +12 / +7 / +2 {12 BAB +0 STR}
Ranged +16 / +11 / +6 {12 BAB +4 DEX}
CMB +12 {12 BAB +0 STR}
CMD 26 {12 BAB +10 +0 STR +4 DEX}
Languages {2 Race +3 INT +8 Skill} Common, Elven, Celestial, Draconic, Infernal, Abyssal, Aquan, Auran, Giant, Ignan, Sylvan, Terran, Undercommon
Weapon Proficiency {Elf} Longbows, Longswords, Rapiers, Shortbows {Ecclesitheurge Archetype} Club, Dagger, Heavy Crossbow, Light Crossbow, and Quarterstaff
Armor and Shield Proficiency None {Ecclesitheurge Archetype}

DEFENSE
AC 18, Touch 14, Flat-Footed 14 (+4 Dex, +4 Armor {Magic Armor Spell 16h})
HP 124 (16d8=92 +32 CON)
Fort +20 {10 Class +2 CON +5 Resistance Cloak +2 Luckstone +1 Competence Ioun Stone}
Ref +19 {5 Class +4 DEX +5 Resistance Cloak +2 Luckstone +1 Competence Ioun Stone +2 Feat}
Will +25 {10 Class +7 WIS +5 Resistance Cloak +2 Luckstone +1 Competence Ioun Stone}
Conditionals
Protected from all devices and spells that gather information through divination magic {Mind Blank Spell}
Immune to Sleep Effects {Elf Race}
+8 resistance vs. Mind-affecting Spells and Effects {Mind Blank Spell}
+2 racial vs. Ench Spells and Effects {Elf Race}
Invisibility {Ring}
- Immune to extra damage from ranger’s favored enemy and sneak attacks
- DC 20 Perception Check to notice presence then...
- DC 40 Perception Check to pinpoint then...
- Total Concealment (50% Miss Chance)
- Mods -20 Speaking -5 Half Move -10 Full Move -20 Running +20 Still +1 10'
- If Stealth Check +20
Spell Resistance 20 {Neck}

OFFENSE
Speed 50' {30' Elf +10' Domain +10' Enhancement Boots}
Special Dimensional Hop (32 5-ft. increments), Liberation (16 rounds/day)
Melee +1 Adamantine Dagger +13/+8/+3 (1d4/19-20) Ignore hardness less than 20
Ranged +1 Adamantine Dagger (Thrown) +17/+12/+7 (1d4/19-20) Ignore hardness less than 20
Ranged Acid +16/+11/+6 (1d6)
Ranged Alchemist's fire +16/+11/+6 (1d6)
Ranged Alkali flask +16/+11/+6 (1d6)
Ranged Holy water +16/+11/+6 (2d4)
Ranged Oil +16/+11/+6 (1d6)
Ranged Tanglefoot Bag +16/+11/+6
Ranged Thunderstone +16/+11/+6
Special Attacks Channel Positive Energy (7d6, DC 22, 7/day) - {Lost a 1d6 because of Archetype}
Conditionals
+2 bonus on attack rolls and Ignores DEX bonus to AC against sighted opponents if Invisible {Ring}

TRAITS
Fate's Favored - Luck bonus of any kind increases by 1
Reactionary - +2 trait bonus on initiative checks

FEATS
Improved Initiative - +4 bonus on initiative checks
Lightning Reflexes - +2 bonus on all Reflex ST
Craft Wondrous Item - You can create a wide variety of magic wondrous items
Divine Interference - Immediate action, within 30' enemy hits an ally with an attack, you can sacrifice a prepared 1st level or higher divine spell and make the enemy reroll the attack with a penalty equal to the level of the spell. Cannot use this effect on the same creature again for 1 day.
Spell Focus (Conjuration) - +1 to the DC for all ST against conjuration spells
Augment Summoning - Summoned creatures gains a +4 enhancement bonus to Strength and Constitution
Summon Good Monster - Gain access to a list of good monsters
Superior Summoning - When summoning more than one creature, add one to the total number
Teamwork Feat 1 {Helmet}
Teamwork Feat 2 {Helmet}
Teamwork Feat 3 {Helmet}

SKILLS
Skill Ranks 128 {16 Level x 2 Class +2 Background +3 INT +1 Favored Class}
Acrobatics +11 {5 Ranks +4 DEX +2 Luckstone}
- When Jumping +23 {+8 Speed +5 Competence Boots}
Appraise +10 {2 Ranks +3 INT +3 Class +2 Luckstone} Background
Bluff +7 {1 Rank +4 CHA +2 Luckstone}
Climb +2 {Untrained +0 STR +2 Luckstone}
Craft (Untrained) +5 {Untrained +3 INT +2 Luckstone} Background
- Traveler's AnyTool +2 Circumstance
Craft (Alchemy) +18 {10 Rank +3 INT +3 Craft +2 Luckstone} Background
- Alchemist’s Lab +2 circumstance on Craft checks
- Cauldron of Brewing +5 competence on Craft checks
Diplomacy +27 {13 Rank +4 CHA +3 Class +2 Luckstone +5 Competence Suzerain Scepter}
Disable Device +7 {1 Rank +4 DEX +2 Luckstone}
- Tools +11 {+4 Competence Vest}
Disguise +7 {1 Rank +4 CHA +2 Luckstone}
- Ring +10 {Disguise Self}
Escape Artist +12 {Untrained +4 DEX +6 Competence Vest +2 Luckstone}
Fly +10 {4 Ranks +4 DEX +2 Luckstone}
- Carpet of Flying +5, Auto Hover
Handle Animal +10 {4 Rank +4 CHA +2 Luckstone} Background
Heal +13 {1 Rank +7 WIS +3 Class +2 Luckstone}
- Healer's Kit +3 circumstance {With Surgeon's Tools}
Intimidate +7 {1 Rank +4 CHA +2 Luckstone}
Knowledge (Arcana) +15 {7 Ranks +3 INT +3 Class +2 Luckstone}
Knowledge (Geography) +6 {1 Rank +3 INT +2 Luckstone} Background
Knowledge (History) +10 {2 Rank +3 INT +3 Class +2 Luckstone} Background
Knowledge (Nobility) +15 {2 Rank +3 INT +3 Class +2 Luckstone +5 Competence Suzerain Scepter} Background
Knowledge (Planes) +15 {7 Ranks +3 INT +3 Class +2 Luckstone}
Knowledge (Religion) +24 {16 Ranks Headband +3 INT +3 Class +2 Luckstone}
Linguistics +16 {8 Rank +3 INT +3 Class +2 Luckstone} Background
Perception +32 {16 Ranks +7 WIS +2 Racial Elf +5 Competence Eyes +2 Luckstone}
Perform (Untrained) +6 {Untrained +4 CHA +2 Luckstone} Background
Perform (Sing) +7 {1 Rank +4 CHA +2 Luckstone} Background
Profession (Herbalist) +13 {1 Rank +7 WIS +3 Class +2 Luckstone} Background
- Traveler's AnyTool +2
Ride +6 {Untrained +4 DEX +2 Luckstone}
Sense Motive +14 {2 Rank +7 WIS +3 Class +2 Luckstone}
Sleight Of Hand +7 {1 Rank +4 DEX +2 Luckstone}
- Dagger +2 to conceal on your body
- Pickpocket’s Outfit +2 to conceal small items
Spellcraft +24 {16 Ranks Headband +3 INT +3 Class +2 Luckstone}
- Identify magic item +26 {+2 Racial Elf}
- Portable Artificer’s Lab -5 {3 hours of work to Craft Magic Item at night}
Stealth +20 {4 Ranks +4 DEX +10 to Competence Ring +2 Luckstone}
- Invisible and Still +40
- Invisible and Moving +20
Survival +9 {Untrained +7 WIS +2 Luckstone}
Swim +2 {Untrained +0 STR +2 Luckstone}
Use Magic Device +7 {1 Rank +4 CHA +2 Luckstone}

CARRYING CAPACITY
Light: 38 lbs; Medium 76 lbs; Heavy 115 lbs
Lift over head: 115 lbs; Lift off ground 230 lbs; Push/Drag 575 lbs
Current Load: 32 lbs - Light

GEAR
Spreadsheet

Helmet of the Golden General
Alignment neutral good; Ego 14
Senses 30 ft.
Int 14, Wis 16, Cha 14
Communication speech (Common, Hallit, Kelish, Shoanti, Skald)
Always confident — even arrogant — and give a running commentary of the battle, praising heroism, chiding tactical missteps, and giving its wearer and its allies martial advice.

CASTING AND DOMAINS
Cleric; CL 16th; Concentration +23;
Caster Level Check to Overcome Spell Resistance - 1d20 + 16 CL +2 Racial Elf
Deity Desna
Domains
Travel (Exploration) - Primary Domain - Can use normal spell slots for Domain List Spells {Ecclesitheurge Archetype}
Liberation - Secondary Domain - Can change this domain spell list with another Desna domain spell list {Ecclesitheurge Archetype}
Spells per Day:
Level 0 (DC17): 4; Level 1 (DC18): 6+1*; Level 2 (DC19): 6+1*; Level 3 (DC20): 6+1*; Level 4 (DC21): 5+1*;
Level 5 (DC22): 5+1*; Level 6 (DC23): 4+1*; Level 7 (DC24): 4+1*; Level 8 (DC25): 3+1*
Note: Can use her Invisibility Ring Holy Symbol to cast a Spell the same as a Wizard's Bonded Object. {Ecclesitheurge Archetype}
*: Domain spell
#: Cast at the start of the day

COMBAT SPELL LIST
Special {Ecclesitheurge Archetype}
Spontaneous Casting
8th (3+1*)
Summon Monster VIII
Summon Monster VIII
Open
*# Mind Blank (DC 25)
7th (4+1*)
Particulate Form
Summon Monster VII
Waves of Ecstasy (DC 24)
Open
* Teleport (Greater)
6th (4+1*)
Summon Monster VI
# Wind Walk (DC 23)
Word of Recall
Open
* Dispel Magic (Greater)
5th (5+1*)
Breath of Life (DC 23)
Life Bubble (DC 22)
Summon Monster V
Wall of Stone (DC 23)
Open
* Break Enchantment (DC 22)
4th (5+1*)
Blessing of Fervor (DC 21)
Blessing of Fervor (DC 21)
Blessing of Fervor (DC 21)
Summon Monster IV
Open
* Freedom of Movement (DC 21)
3rd (6+1*)
Beacon of Luck
Chain of Perdition
# Magic Vestment (DC 20)
# Shared Training
# Shared Training
Open
* Fly (DC 20)
2nd (6+1*)
# Shield Other (DC 19)
Silence
# Status (DC 19)
Surmount Affliction
Weapon of Awe (DC 19)
Open
* Remove Paralysis (DC 20)
1st (6+1*)
Moment of Greatness
Obscuring Mist
Sanctuary (DC 18)
Shield of Faith (DC 18)
Shield of Faith (DC 18)
Open
* Expeditious Retreat
0th (4)
Create Water
Detect Magic
Guidance (DC 17)
Read Magic

Travel Spell List
Special {Ecclesitheurge Archetype}
Spontaneous Casting
8th (3+1*)
# Mind Blank (DC 25)
Summon Monster VIII
Open
* Phase Door
7th (4+1*)
Control Weather
Repulsion (DC 24)
Summon Monster VII
Open
* Teleport (Greater)
6th (4+1*)
Summon Laborers
Summon Monster VI
# Wind Walk (DC 23)
Open
* Find The Path
5th (5+1*)
Life Bubble (DC 22)
Summon Monster V
Treasure Stitching (DC 22)
Wall of Stone (DC 23)
Open
* Teleport
4th (5+1*)
Blessing of Fervor (DC 21)
Blessing of Fervor (DC 21)
Protection from Energy (Communal) (DC 21)
Summon Monster IV
Open
* Locate Creature
3rd (6+1*)
Beacon of Luck
# Magic Vestment (DC 20)
# Shared Training
# Shared Training
Summon Monster III
Open
* Fly (DC 20)
2nd (6+1*)
Ant Haul (Communal) (DC 19)
Calm Emotions (DC 19)
Marching Chant (DC 19)
# Status (DC 19)
Web Shelter
Whispering Lore
* Locate Object
1st (6+1*)
Expeditious Retreat {Ecclesitheurge Archetype}
Obscuring Mist
Sanctuary (DC 18)
Shield of Faith (DC 18)
Tap Inner Beauty
Open
* Expeditious Retreat
0th (4)
Create Water
Detect Magic
Guidance (DC 17)
Mending (DC 17)