Lady Evgenya Zunaida

Vatilda Lateef's page

297 posts. Alias of BinkyBo.


Race

human oracle+mesmerist 7/Hierophant 2

Classes/Levels

AC 20/tch13/ff17 ~ Init +5 - Per +10 ~ HP 65/65 ~ CMB +5/CMD18 ~ F+6 R+10 W+15 (+2 vs spells , SLA, Su)

About Vatilda Lateef

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Human Oracle/Mesmerist 7 (gestalt)/Hierophant 2
NG Medium Humanoid (human) follower of Sarenrae
Init +5; Senses Perception +10
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AC 20, touch 13, flat-footed 17 (+5 armor, +2 shield, +3 Dex)
hp 65 (7d8+14+8)

Str 11
Dex 16
Con 14
Int 10
Wis 12
Cha 20(22)

Base Atk +5; CMB +5; CMD 18
Fort +6, Ref +10, Will +15 (+2 vs spells, spell-like and supernatural abilities)
Resist acid 5, cold 5, electricity 5, fire 5, sonic 5

Speed 30'

Melee +1 Morningstar +6 (1d8+1/x2) B and P
. . Light Shield Bash +2 (1d3/x2)
Ranged Eldritch Bolt +8 (1d8+3/x2) 30' ranged touch (9/9 bolts remaining)

Feats Extra Revelation, Oracular Intuition, Spell Focus (Illusion), Spell Focus (Enchantment), Intense Pain, Mythic Spell Focus (Enchantment)
Traits Desperate Focus, Touched by Divinity (Touch of Glory 1/day), Indomitable Faith, Headstrong (drawback)

Magic:

Oracle Spells Known (CL 7): (Concentration check d20+15) (one bonus spell known from FCO)
3 (4/day) Bestow Curse (Will DC 20), Chain of Perdition, Communal Share Language, Cure Serious Wounds (4/4 3rd level spells remaining)
2 (6/day) Cure Moderate Wounds, Hold Person (Will DC 19), Oracle's Burden (Will DC 19), Pilfering Hand (d20+13 vs CMD), Communal Protection from Evil, Visualization of the Mind (6/6 2nd level spells remaining)
1 (8/day) Bane (Will DC 18), Cure Light Wounds, Detect Demon, Haze of Dreams (Will DC 18), Protection from Evil, Murderous Command (Will DC 18), Ill Omen (Will DC 18) (8/8 1st level spells remaining)
0 (at will) Create Water, Detect Fiendish Presence, Read Magic, Detect Magic, Detect Poison, Mending, Spark (DC 14)

Mesmerist Spells Known (CL 7): (Concentration check d20+15)
3 (2/day) Charm Monster (Will DC 20), Terrible Remorse (Will DC 20) (2/2 3rd level spells remaining)
2 (4/day) Calm Emotions (Will DC 19), Greater Detect Magic, Hypnotic Pattern (Will DC 18), Oppressive Boredom (Will DC 19) (4/4 2nd level spells remaining)
1 (6/day) Burst of Adrenaline, Burst of Insight, Demand Offering (Will DC 18), Hideous Laughter (Will DC 18), Paranoia (Will DC 17) (6/6 1st level spells remaining)
0 (at will) Light, Lullaby, Mage Hand, Message, Open/Close, Prestidigitation.

Skills and Languages:
Skills (49+6 FCO; ACP reduced to -1 when shield is not held)
+8 Acrobatics 3(+2/-2ACP) +5
+2 Climb 4(+0/-2ACP)
+16 Diplomacy 7(+6/+3) (add +3 when one-on-one)
+5 Escape Artist 1(+3/+3/-2ACP)
+10 Heal 6(+1/+3)
+16 Intimidate 7(+6/+3) (add +3 when one-on-one)
+5 Kn(arcana) 2(+0/+3)
+5 Kn(local) 2(+0/+3)
+5 Kn(planes) 2(+0/+3)
+10 Perception 6(+1/+3)
+1 Ride (+3/-2ACP)
+12 Sense Motive 6(+1/+3)+2 (add +3 when one-on-one)
+10 Spellcraft 5(+0/+3)+2
+5 Stealth 1(+3/+3/-2ACP)
+1 Swim 3(+0/-2ACP)
Languages Aklo, (Taldane only out of combat)
Dual-Cursed Oracle:
Curse: Tongues (Aklo)
Whenever you are in combat, you can only speak and understand the
selected language. This does not interfere with spellcasting, but it
does apply to spells that are language dependent. You gain the selected
language as a bonus language.

Curse: Legalistic
Whenever you break your word (either purposefully or unintentionally),
you become sickened for 24 hours or until you meet your obligation,
whichever comes first. However, once per day, you can make a vow to
yourself that grants a +4 morale bonus on any one roll you make while
trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate,
and Sense Motive checks while talking to an individual one-on-one.

Revelations
>Damage Resistance: Acid 5, Cold 5, Electricity 5, Fire 5, Sonic 5.
You have the specified Damage Resistance against listed attacks.
>Eldritch Bolt (1d8+3 force, 30 ft.) (7/day) (Su) Make a ranged touch attack against any foe within 30 feet, dealing 1d8+3 force damage.
>Mystic Null (Ex): You gain a +2 insight bonus on saves against spells and spell-like abilities. At 7th level, this bonus also applies on saves against supernatural abilities. At 11th level, the bonus increases to +4.
>Fortune (Ex): At 5th level, as an immediate action, you can
reroll any one d20 roll that you have just made before the results of
the roll are revealed. You must take the result of the reroll, even if
it’s worse than the original roll. You can use this ability once per
day at 5th level, and one additional time per day for every six oracle
levels beyond 5th.
>Animate Primal Forces (Su): As a standard action, you can summon a single medium air, earth, fire, or water elemental to serve you. It remains for a number of rounds equal to your Charisma modifier.

Mesmerist:
Hypnotic Stare (Su)
A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target’s mind; The creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches‘ evil eye hexes. This is a mind-affecting effect.

Mesmerist Tricks (Su) (9/day; up to two implanted at a time)
A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).

To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick’s description), even if it isn’t his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick.

The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.

Once triggered, a trick is no longer implanted, and can’t be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist’s level + the mesmerist’s Charisma modifier.

The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick’s description, a mesmerist can’t choose a particular trick more than once.
>Compel Alacrity: A dash of mental speed lets the subject push past her physical limits to avoid an enemy. The mesmerist can trigger this trick when the subject begins her turn within an enemy’s reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The distance the subject can move increases by 5 feet for every 5 levels the mesmerist possesses, to a maximum of 30 feet at 20th level. The subject can’t move farther than her speed in this way. The movement from this trick doesn’t count against the subject’s movement speed for that round.
>Gift of Will: A small portion of the mesmerist’s vast mental power buttresses his ally’s mind. The mesmerist can trigger this trick when the subject attempts a Will saving throw or a Sense Motive check, or is targeted by an Intimidate check to demoralize her. For a saving throw, the subject uses the mesmerist’s Will saving throw bonus instead of her own. For a Sense Motive check or Intimidate check, she adds the mesmerist’s Charisma bonus as a morale bonus on the check or to the DC. The mesmerist can’t implant this trick on himself.
>Levitation Buffer: A mesmerist’s telekinetic assault renders foes around the subject less of a threat. The mesmerist can trigger this trick when either an enemy moves adjacent to the subject or the subject begins her turn with one or more enemies adjacent to her. The mesmerist can either lift all enemies adjacent to the subject slightly into the air or push them all away from the subject. Lifting enemies causes them to move at half speed and take a –4 penalty to their CMDs against bull rush, drag, and reposition attempts for 1 round (Will negates). The speed reduction and CMD penalty don’t stack with those from hostile levitation. Pushing enemies away requires the mesmerist to attempt a bull rush combat maneuver check using his mesmerist level + his Charisma modifier as his CMB. Any enemy that’s successfully pushed moves away from the subject of the trick using the normal rules for a bull rush.
>Psychosomatic Surge: Psychic magic soothes the subject, alleviating her wounds temporarily. The mesmerist can trigger this trick when the subject takes damage. The subject gains a number of temporary hit points equal to 1d8 + 1/2 the mesmerist’s level. If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this trick grants an additional 1d8 temporary hit points. These temporary hit points last for 1 hour or until discharged.

Painful Stare (Su) (3/3+4d6 damage)
When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1).

The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round.

Towering Ego (Su) (+6 to will saves)
At 2nd level, a mesmerist gains a bonus equal to his Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional component of psychic spells, he loses this bonus on saving throws.

Bold Stare (Su)
At 3rd level and every 4 levels thereafter, a mesmerist’s hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can’t be changed later. The mesmerist can’t choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist’s bold stare improvements affect the target as long as it is affected by the mesmerist’s hypnotic stare.
>Disorientation: The hypnotic stare penalty also applies on attack rolls.
>Sapped Magic:The hypnotic stare penalty also applies to the DCs of spells
and spell-like abilities used by the target, and to the target’s spell resistance (if any).

Touch Treatment (Su) (9/day)
At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself ), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list.

>Minor Conditions: Fascinated, shaken.

>Moderate Conditions: Confused, dazed, frightened, sickened.

>Greater Conditions: Cowering, nauseated, panicked, stunned.

Manifold Tricks (Su)
At 5th level, the mesmerist can have two tricks implanted at a time. The number of concurrent tricks increases by one for every 4 mesmerist levels he possesses beyond 5th. Each creature can still be the subject of only one trick at a time. If the mesmerist implants a new trick while he already has his maximum number of concurrent tricks implanted, he must choose one implanted trick to dismiss without triggering (the dismissed trick still expends a daily use of the mesmerist’s tricks).

Mental Potency (Ex)
At 5th level, the mesmerist can affect more powerful creatures or a greater number of creatures than normal with his mental effects. Both the HD limit and the total number of HD affected with each enchantment or illusion spell he casts increase by 1. For enchantment and illusion spells he casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). For example, a 5thlevel mesmerist could affect 5 HD worth of creatures with sleep, affect 2d4+1 HD worth of creatures with hypnotism, and change the categories for color spray to “3 HD or fewer,” “4 or 5 HD,” and “6 or more HD.” The number of additional HD or creatures increases by an additional 1 for every 5 levels beyond 5th, to a maximum increase of 4 at 20th level.

Stare (consolidated)
-2 to will saves, attack rolls, SR, and DCs of SLAs or of spellcaster's spells.
When target is damaged by an ally, may add 3 to damage as a free action.
When damaged by Vatilda, she may add 4d6+3 damage as a free action.
The added damaged need not be on her turn.

Mythic:
Recalled Blessing (Su) (swift action)
You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you’re a spontaneous caster, this spell must be one of your spells known. You can’t apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.

Faith’s Reach (Su)
Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

Flexible Counterspell (Su)
Your mythic power enhances your ability to counter spells. As an immediate action, you can expend one use of mythic power to attempt to counter a spell. Upon using this ability, you must identify the spell with a Spellcraft check (DC 15 + the spell’s level). If you correctly identify the spell, you can expend a spell or spell slot of a level equal to or higher than the spell being cast to counter the spell.

Ability Score (+2 Charisma)
Upon reaching the 2nd mythic tier, an ability score of your choice permanently increases by 2. At 4th, 6th, 8th, and 10th tiers, another ability score of your choice permanently increases by 2; this can be an ability score you’ve already increased or a different ability score.

Mythic Feat (Mythic Spell Focus - Enchantment)

Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex)
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.


Worn Gear (45.5 lbs) Mithral Chainmail, Explorer's outfit, +1 Light steel quickdraw shield,
+1 Heavy mace, Reinforced scarf, Headband of Charisma +2, Boots of Elvenkind,
Heavyload Belt, Silver Ankh, Bandolier, Handy Haversack
Bandolier:
Compass (strung to bandolier)
(3) CLW potions (1d8+3)
(2) CMW potions (2d8+6)
(1) vial anti-toxin
(1) vial anti-plague
Handy Haversack:
(35 lbs) Bedroll, Blanket, 50' Silk rope (2), Scrivener’s kit, Grooming kit,
Trail rations (10), Waterskin (empty), Candles (10)
Encumbrance light 46.5lbs [(light 114 lbs or less) (med 115-228 lbs) (heavy 229–345 lbs)]
Current Wealth 332gp, 8sp

Background:

Vatilda was born the twin of a reincarnated being - the seed of a witch's patron. This is what little she can piece together about her past from what little she was told, and her fractured memories.

Her father came home to find his pregnant wife missing, as well as the midwife he had hired to care for her. After weeks of tracking, he came to a small abandoned camp within the Estrovian Forest. There he found his wife in terrible shape, and a newborn girl. His wife's dying words were "The midwife... Gilvorgionne took your son."

With the little girl (Vatilda) in tow and mostly neglected, the man went in search of the witch who had posed as a midwife. When he finally found Gilvorgionne, his son was no longer with her. The witch told him that she would tell him where she had taken his son in exchange for his daughter (it was now clear to her that Vatilda had absorbed considerable power in the womb... she could use her). Though he seemed to consider it, the man refused. The witch dropped him with a gesture, and took Vatilda despite his efforts.

It was years later that the two came across those who were more resistant to the witch's abilities. The contingent of crusaders were about to snuff both of them when the witch pleaded for the girl's life. (By this time, Vatilda's stubborn struggle against the temptations of dark power may have put cracks in the crone's stony heart.) The crusaders asked how they could trust the child-witch. Gilvorgionne told them of the girl's curse; Vatilda's inability to deceive. A simple falsehood would double her over in pain. A broken vow would bring crippling agony until fulfilled.

Not comfortable with killing even an aberrant child in the first place, the crusaders agreed to take her back to Kenabres. Vatilda's will and perseverance became quite impressive, and she grew at twice the rate of a normal child. Her curse shaped her into a woman whose nature, demeanor, and behavior were in lock step. She lived with a foster family for years, but the Worldwound always called to her - a pull she could not describe, but she somehow knew the mysteries behind her birth or even her brother lay within.

When she turned 20, she joined the crusaders. Her foster parents were saddened but supportive (They are an older couple who had lost both of their sons to the Worldwound). Though her appearance brought distrust to her peers at first, her noble presence and integrity helped her rise through the ranks. Her abilities and drive made her a hero.

Behavior:
Vatilda has slightly dramatic mannerisms, and is a little overly serious at times. She does enjoy humor; something of which she has had little exposure.
She is capable of things in battle of which she is not aware. Her expression turns cold, her eyes darken, and she speaks in an otherworldly tongue. She comes to with a clouded memory of fighting. It used to upset her, but she has learned to live with it and recovers immediately when she regains full consciousness.
It still makes her slightly anxious anticipating the loss of control during tense moments... when emotions run high.

Appearance:

Vatilda has porcelain skin with a pale blue hue, and reddish eyes. She wears dark makeup and her hair up in a wild bouffant to make her appearance seem more of a stylistic choice rather than traits of an unnatural birth.
Vatilda wears a leather overtunic covering most of a light blue cotton hooded dress. Over this, she wears a fine quality chain shirt which hangs below her waist slitted into bands, and a white and grey scarf wrapped loosely around her neck... it hangs stiffly, reinforced with chain and steel plates. Her heavy leather boots are just barely visible below the hem of her nearly floor length dress. She protects her wrists with wide corded suede; wrapped from her fingerless gloves to halfway up her forearm.

Gear cost and weight:

Mithral Chainmail 4150/20
+1 Morningstar 2008/6
+1 Quickdraw light shield 1309/7
Headband of Charisma +2 4000/1
Cloak of Resistance +2 4000/1
Boots of Elvenkind 2500/1
Handy Haversack 2000/5
Heavyload Belt 2000/3
Reinforced scarf 10/1

21,977/45

bandolier 5sp
compass 10/0.5
2 CLW potions 150
3 CMW potions 900
antitoxin 50
antiplague 50

scrivener kit 2/1
grooming kit 1/2
bedroll+blanket 6sp/8
2 50' silk ropes 20/10
10 trail rations 5/10
10 candles 1sp/-
waterskin 1/4

21,977
1190.2/0.5
23,167/45.5

MC Droba Vor Narlin
CL Intot Engrada
Goblin Gorcha
From - arask
and - nef
Scare/fear - Fluerid/fluera
possessive - Vor(single) sha(multiple) vorsha(everyone, the whole world)
You - degga
(other)is, are, was in the past - mahn
I or me - Ik
I will, I am, I was - Iks
the - ven
Death - Mog