Sheila Heidmarch

Vianella Orlovsky's page

71 posts. Alias of Dark Netwerk.


Race

HP 12/12 {effects: none} | AC 14 Tch 11 FF 13 | F +3, R +1, W +5 | Init +1 | darkvision, perc +4, sen mtv +7

Classes/Levels

Dailies:
daylight-1/1, sermonic performance-12/12

Gender

Female Aasimar Evangelist Cleric 2 |

About Vianella Orlovsky

Female Aasimar Cleric (Evangelist) 2
LN humanoid (human) and outsider (native)

Init +2; Senses darkvision, perception +4, sense motive +7

==DEFENSE==
AC 14, touch 13, flat-footed 11 (+3 armor +1 dex)
hp 12 (8+4.5 +0 Con) {sickened if less than 6}
Fort +3 (+3 base +0 con), Ref +1 (+0 base +1 dex), Will +5 (+3 base +2 wis)
Resistance acid 5, cold 5, electricity 5

==OFFENSE==
Spd 20'/x4

Melee
Dagger +1 1d4 19-20/x2 (S or P)

Ranged
Light Crossbow +2 1d8 19-20/x2 (P) {80'}
Ammunition: 20 bolts

==STATISTICS==
Str 10, Dex 12, Con 10, Int 14, Wis 15 (13 +2 race), Cha 16 (14 +2 race)
Base Attack Bonus +1, CMB +1, CMD 13 (10 +1 BAB +0 str +1 dex +1 trait)
Feats Noble Scion
Traits Influence, Issian Noble, Noble Born (Orlovsky)
Drawback Sheltered
Languages Common, Draconic, Sylvan

Spells (DC 12 + spell level)
0th (unlimited | 4): detect magic, guidance, mending, stabilize
1st (3+1 | command): cure light wounds x3, +divine favor

Spell-like abilities
1/d - daylight

Skills:
Skill points: 10 (2 +2 INT +1 favored)/lvl

Acrobatics +1 (0 +1 DEX - ACP)
Appraise +2 (0 +2 INT +0 class)
Bluff +3 (0 +3 CHA) {+1 vs. human or outsider}
Climb +0 (0 +0 STR - ACP)
Craft (-) +2 (0 +2 INT +0 class)
Diplomacy +11 (2 +3 CHA +3 class +2 race +1 trait) {+1 vs. human or outsider}
Disguise +3 (0 +3 CHA) {+1 vs. human or outsider}
Escape Artist +1 (0 +1 DEX -0 ACP)
Fly +1 (0 +1 DEX -0 ACP)
Heal +2 (0 +2 WIS +0 class)
Intimidate +8 (1 +3 CHA +3 class +1 trait) {+1 vs. human or outsider}
Knowledge (nobility) +9 (1 +2 INT +3 class +2 feat +1 trait)
Knowledge (religion) +7 (2 +2 INT +3 class)
Perception +4 (0 +2 WIS +2 race)
Perform (oratory) +8 (1 +3 CHA +3 class +1 trait) {+1 vs. human or outsider}
Perform (other) +4 (0 +3 CHA +0 class +1 trait) {+1 vs. human or outsider}
Ride +1 (0 +1 DEX -0 ACP)
Sense Motive +8 (2 +2 WIS +3 class +1 trait)
Spellcraft +6 (1 +2 INT +3 class)
Stealth +1 (0 +1 DEX -0 ACP)
Survival +2 (0 +2 WIS)
Swim +0 (0 +0 STR -0 ACP)

Trained Only Skills (Untrained)
Disable Device []+[/] (0 +1 DEX -0 ACP)
Handle Animal []+[/] (0 +3 CHA)
Knowledge (arcana) []+[/] (0 +2 INT +0 class)
Knowledge (dungeoneering) []+[/] (0 +2 INT)
Knowledge (engineering) []+[/] (0 +2 INT)
Knowledge (geography) []+[/] (0 +2 INT)
Knowledge (history) []+[/] (0 +2 INT +0 class)
Knowledge (local) []+[/] (0 +2 INT)
Knowledge (nature) []+[/] (0 +2 INT)
Knowledge (planes) []+[/] (0 +2 INT +0 class)
Linguistics []+[/] (0 +2 INT +0 class)
Profession () []+[/] (0 +2 WIS +0 class)
Sleight of Hand []+[/] (0 +1 DEX -0 ACP)
Use Magic Device []+[/] (0 +3 CHA)


Equipment:

Encumbrance 39.9 lbs (38 lbs=light; 76 lbs=medium; 115 lbs=heavy)

_wt_ item

6.9 lbs (39 gp) Weapons
_4.0 Light Crossbow (35 gp)
_1.9 Bolts [19] (2 gp)
_1.0 Dagger (2 gp)

20.0 lbs (105 gp) Clothing and Armor
20.0 Parade (25 gp)
__._ Courtier's Outfit (30 gp)
__._ Jewelry (50 gp)
__._ Silver Earrings (75 gp)

13 lbs (64.81 gp) Other Gear
_4.0 mwk Backpack (50 gp)
_0.5 Belt Pouch (1 gp)
_1.0 Canteen (2 gp)
__._ Flint & Steel (1 gp)
_1.0 Holy Symbol, silver (25 gp)
_1.0 Holy Text (5 gp)
_2.0 Grooming Kit (1 gp)
_1.0 Mess Kit (2 sp)
_0.5 Soap (1 cp)
_2.0 Spell Component Pouch (5 gp)
__._ Silver stag's head amulet (50 gp)

Light Riding Horse (not combat trained)
Riding Saddle
Saddlebag
Bit and Bridle

Saddlebags
_7.0 Trail Rations [7 days] (2.5 gp)
_5.0 Bedroll (1 sp)

__._ Charter

Cash 16.19 gp
Credit (Oleg's) 105 gp

Feat descriptions:

NOBLE SCION
You are a member of a proud noble family, whether or not you remain in good standing with your family.
Prerequisites: Cha 13, must be taken at 1st level.
Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.
When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate.
Scion of the Arts: You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day.

Trait descriptions:

INFLUENCE (social)
Your position in society grants you special insight into others, and special consideration or outright awe from others.
Benefit: Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

ISSIAN NOBLE (region: Brevoy)
You are a scion of one of the warring noble houses of Brevoy, and are well versed in maneuvering though the cutthroat world of Brevic politics.
Benefit: You gain a +1 trait bonus on Knowledge (nobility) and Sense Motive checks.

NOBLE BORN (Orlovsky) (campaign)
You claim a tangential but legitimate connection to one of Brevoy’s noble families. If you aren’t human, you were likely adopted by one of Brevoy’s nobles or were instead a favored servant or even a childhood friend of a noble scion. Whatever the cause, you’ve had a comfortable life, but one far from the dignity and decadence your distant cousins know. Although you are associated with an esteemed name, your immediate family is hardly well to do, and you’ve found your name to be more of a burden to you than a boon in many social situations. You’ve recently decided to test yourself, to see if you can face the world without the aegis of a name you have little real claim or care for. An expedition into the storied Stolen Lands seems like just the test to see if you really are worth the title “noble.” Your family has a reputation for avoiding conflicts. Your family motto is “High Above.”
Benefit: You gain a +1 trait bonus on your CMD. In addition, choose Acrobatics, Diplomacy, or Stealth—you gain a +1 trait bonus on this skill.

DRAWBACK
SHELTERED
Brought up in courtly environments and knowing little of violence, you have trouble getting accustomed to it.
Effect: Whenever you have less than half your maximum hit points, you are shaken.


Class Abilities:

DOMAIN
A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses a domain 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.
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 domain 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 her domain, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
==NOBILITY (Aristocracy)==
You are a great leader, an inspiration to all who follow the teachings of your faith.
Noble Visage (Su): You gain a +1 bonus on Charisma checks and Charisma-based skill checks against creatures that share your creature type (and subtype, if you are a humanoid). This bonus increases by 1 for every 5 levels you possess.
As a standard action, you can touch an ally to grant her your noble visage bonus against creatures that share her creature type (or subtype) for 1 minute. When you use this ability, you lose your noble visage bonus for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Bonus Spells: 1st-divine favor, 2nd-enthrall, 3rd-enter image, 4th-discern lies, 5th-greater command, 6th-geas/quest, 7th-repulsion, 8th-demand, 9th-overwhelming presence

PUBLIC SPEAKER (penalty reduction 4)
An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).

SERMONIC PERFORMANCE (10 rounds, DC 13)
An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level.
Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric's channel energy damage at 7d6 points. She can use this ability for a number of rounds per day equal to 4 + her Charisma modifier (+3 from Noble Scion). At each level after 1st an evangelist can use sermonic performance for 2 additional rounds per day.
Countersong (Su): At 1st level, an evangelist learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong she makes a Perform (oratory) skill check. Any creature within 30 feet of the evangelist (including the evangelist herself) that is affected by a sonic or language-dependent magical attack may use the evangelist'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 evangelist's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Fascinate: At 1st level, an evangelist can use her performance to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the evangelist, and capable of paying attention to her. The evangelist 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 an evangelist has attained beyond 1st, she 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 evangelist 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 evangelist 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: A 1st level evangelist can use her performance to inspire courage in her allies (including herself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the evangelist’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. At 5th level, and every six evangelist levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The evangelist must choose which component to use when starting his performance.

SINGLE MINDED
An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency.

SPONTANEOUS CASTING
An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above: 1st-command, 2nd-enthrall, 3rd-tongues, 4th-suggestion, 5th-greater command, 6th-geas/quest, 7th-mass suggestion, 8th-sympathy, 9th-demand


Race Abilities:

CELESTIAL RESISTANCE
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

DARKVISION
Aasimars can see in the dark up to 60 feet.

SCION OF HUMANITY
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

SKILLED
Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

SPELL-LIKE ABILITY
Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).


Appearance:

Headshot

Full 1
Full 2
Full 3
Full 4

Vianella is a woman of statuesque almost otherworldly beauty with pale skin and hair scintillating in the deepest ebon tones. She is always well-groomed and wears fine form-fitting clothes.


Personality:

An ardent follower of Abadar, Vianella enjoys the structure and organization of city life. Her life as an Orlovsky has ingrained within her the concept that it can often be possible to avoid conflict. She is not oblivious to the fact, however, that sometimes conflict cannot be avoided.

Background:

The Orlovsky family have been renowned for rising above conflict and political maneuvering for generations. Their motto, "High Above", is purported to reflect this. What is not known was that a branch of the family had through long past indescretions the blood of celestials flowing in their veins. If the historians had been aware, they may have placed an alternate meaning to the motto. Of course, this intermingling never reached the history books. By the time Brevoy was formed by Choral Rogarvia, and House Orlovsky rose to prominence, the celestial bloodline was weak, not presenting itself in any strength for generations. Vianella was one of those where the bloodline was more prominent. Not so much that she became obviously otherworldly, but enough that something different was recognized in her.

Being an Orlovsky, she was trained in the ways of diplomacy, but also as a patron of the arts. Although some art may thrive on conflict, it can be a calming and unifying influnece. It was only natural that this girl would be drawn to the worship of Abadar, the god of judges and aristocrats. When she came of age, she joined the clergy with all her heart. Rather than nuturing the faith and believers, however, she would proclaim it, calling to others to follow suit, using the power of her words and her experience in the arts to sway others. Her bloodline seemed to temper her willfulness with strong intuition into others and an appearance and magnetic personality to match.

When the call came for an expedition to the Stolen Lands, Vianella put herself forward as a candidate. Yes, it would enhance her name and position within the family, but it would also give her the opportunity to spread the doctrine of Abadar and the light of civilization to these untamed lands.