About ZeleraBuild:
Zelera female human cleric 5, feysworn 7 CN medium humanoid (human) Init +2; Senses Perception +219 -------------------- Defense -------------------- AC 23, touch 15, flat-footed 20 (+5 armor, +2 shield, +3 Dex, +1 def, +2 natural armor) hp 80 (12d8+12) Fort +8, Ref +7, Will +14 Fey Skinned (constant) DR 10/Cold Iron, Evasion -------------------- Offense -------------------- Speed 30 ft. Melee +1 returning adamantine dagger +15 (1d4+1 19-20/x2) Ranged +1 heavy crossbow +12 (1d10+1 19-20/x2) Special Attacks channel energy (3d6 dc 14) (5/d) Spell-like Abilities (CL 12; concentration +17): 2/day—hideous laughter 1/day—Summon Fey, Polymorph Any Object Spells (CL 11; concentration +17): SP—sudden shift (7/d); adoration (dc 19) (7d) 6th—heal, blade barrier (dc 21), mislead (dc 21) 5th—flame strike, breath of life, 4th—healing flames, greater magic weapon, wall of bone. blessing of fervor, dismissal, confusion (dc 21) (ds) 3rd-wind wall, dispel magic, communal resist energy, communal resist energy, slot, suggestion (20) (ds) 2nd—lesser restoration, remove paralysis, aid, 1st—obscuring mist, inflict light wounds, bless, deathwatch, charm person (dc 18) (ds) 0—light, purify food and drink, stabilize, guidance -------------------- Statistics -------------------- Str 10, Dex 16, Con 12, Int 13, Wis 22, Cha 14 Base Atk +8/+3; CMB +8;CMD 210 Feats WP: simple; AP: light, med; SP: All no T; selective channel (1st), fey foundling (hbf), fey obedience (3rd), spell focus (Enchantment) (5th), channel smite (7th), leadership (9th), guided hand (11th) Traits talented, toughminded Skills Diplomacy +15=+2+10+3 Knowledge (nature) +16=+1+12+3 Knowledge (religion) +6=+1+2+3 Knowledge (planes) +16=+1+12+3 Perception +21=+6+12+3 Background Skills Perform (dance) +18=+2+12+3+1 Linguistics +6=+1+2+3 Sleight of Hand +14=+2+12+0 Languages sylvan, first speech, common, giant Combat Gear +1 darkleafcloth hide armor +1 darkwood buckler +1 returning adamantine dagger 1 heavy crossbow, crossbow bolts (8) Magical Gear handy haversack headband of wis +2 amulet of natural armor +2 cloak of resistance +1 glove of storing bel of physical superiority +2 (dex/con) ring of protection +1 Ring of Evasion Other Gear metamagic rod extend spell (normal) Wand of Cure Light Wounds (7 charges) Elixer of Love Divine Scroll of Ice Storm (CL 7) Scroll of Breath of Life Scroll of Raise Dead Scroll of Cure Serious Wounds Scroll of Remove Paralysis Scroll of Restoration Potion of Barksin Misc Gear MW backpack, a bedroll, a belt pouch, a flint and steel, a mess kit, rope, soap, a spell component pouch, trail rations (5 days), a waterskin, wooden holy symbol thieves tools, traveler’s outfit, entertainer’s outfit, hooded lantern, oil, 3 Vials of Exotic Perfume (100gp each), 6 gp, 4950 gp of assorted gems Carrying Capacity Light 33 Med 66 Hvy 100 Carried: 26 -------------------- Special Abilities -------------------- Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details). 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 a neutral cleric 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 a neutral cleric 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 of 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 can cast 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 channel 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 Trickery (deception) Granted Powers You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Sudden Shift (Sp) In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier. Domain Spells: 1st—disguise self, 2nd—mirror image, 3rd—nondetection, 4th—confusion, 5th—false vision, 6th—mislead, 7th—project image, 8th—mass invisibility, 9th—time stop.
Adoration (Su) As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect. Domain Spells: 1st—charm person, 2nd—enthrall, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—euphoric tranquility, 9th—dominate monster. Fey Foundling Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Feysworn creatures are immune to any spell not capable of targeting fey (such as dominate person, charm person, hold person, and any other spells specifically targeting humanoids). This immunity can be voluntarily suspended as per the rules for spell resistance.
If you have at least 12 Hit Dice, you also gain the first boon granted by your Eldest upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the Eldest’s second boon. If you have at least 20 Hit Dice, you also gain the Eldest’s third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant. Feysworn gain access to these boons at lower levels as a benefit of their prestige class. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
Description:
Zelera is a beautiful young woman with dark lustrous black hair, lightly tanned skin, and a lithe figure. Her eyes are a hazel color and full of mischief and she walks with an eerie fey grace to her movements. She wears what amounts to a short skirt, soft leather boots, and a top that covers her enough to be considered mostly decent. She carries a dagger, a sling, and wears a strange medallion on her neck shaped like a lantern with gold paint on it and what seem to be points of colored light inside of it. Personality:
While Zelera may look human her mindset is most definitely not. She was raised by the fey and has a rather definite sense of honor and goodness to her. She always keeps her word, even if it isn’t what people thought it was, and she won’t lie, though she doesn’t always tell the whole truth or will simply not answer a question if cornered. She won’t take something without giving something in return, or vice versa, and has a deep reverence for nature. Background:
Zelera was born to a human family who lived in a village near the edges of the Stolen Lands. They never knew that there daughter, an infant in the crib, had been taken and swapped with a fey child, whether they would ever figure it out was of little interest to you Zelera or the Fey who took her from her crib one night. For Zelera it worked out in her favor as the sprites that took her decided they felt protective of her and decided to keep the human infant as one of their own clan. Knowing that they couldn’t care for a human infant the sprites prevailed upon a nymph, Annylora, to take them into her domain as protectors in exchange for helping to raise the human child as part of their now extended family.
Zelera grew up with her Father, Gax, her Tiny Mother Feenia, her Tall Mother Annylora, and her twelve sprite siblings. Her brothers were Gy, Gor, Gunoke, Gunter, and little Gau while her sisters were Gia, Ginny, Ganna, Gorram and the triplets Gina, Gana, and Gona. Annylora initially nursed the child and it put something of the glow of a nymph bout Zelera, and as she grew older taught the child to take care of her own needs. The sprites, meanwhile, were her tutors on how to live in the world, how to lie, how to fight, when to flee, and how to find food for herself. They also instilled in her a reverence for the Lantern King, a deity she came to worship. As she entered adolescents Zelera learned why her Tall Mother would send her away at times with the sprites and began an education in what it was, exactly, that Annylora did with her visitors. The young Zelera also came to a decision about what she wanted to do with her life, namely become a priestess of The Lantern King. While her family feared for their human daughter’s wish they also supported her in it and arranged for the adolescent human girl to be trained by a friendly priest of The Lantern King. Over the next year she learned all that the leprachaun could teach her about pranking, jokes, and lock picking and was deemed an Adept of Thievery in their lords service. She was then apprenticed to another nymph, one who wasn’t so pleasant as Annylora, and introduced her to the use of her Charms on others. After her year was up Zelera was to be apprenticed under the highpriest of The Lantern King at his primary shrine in the First World. It wasn’t often that her family felt true terror, and the knowledge their daughter would be serving in The Lantern King’s primary shrine scared them badly. They feared she would never return from that place but Zelera was determined to go and wouldn’t back down. When she was taken there, escorted by her former mentors, the High Priest tried to deny her entrance, at least until The Lantern King himself intervened. He’d been watching this human girl and approved of her dream, ordering her to be brought to his shrine and trained. The King knew much about her that Zelera did not and he knew that she was destined for great things and made sure that she was trained well over the course of the next few years. When Zelera turned eighteen The Lantern King deemed her trained and granted her the honor of a personal audience. What happened during that audience Zelera wouldn’t speak much about but it was well known that The Lantern King tested her, and bedded her repeatedly. That she was never with child was testament to his control and in the end she was given a task, one which she was well suited for and returned safely to her family in the forests of the Narlemarches. Upon her return home she said her goodbyes to her family and prepared to set out on the task she had been given by her god. She was determined to complete the quest as a matter of honor and would brook no argument. It was a tearful farewell when Zelera set out for Restov in Brevoy and left the young woman alone, afraid, but buoyed by her faith and her goal. Adoration Priority
Post in Progress:
Her form stood there for a second before it shifted and fell over, shattering into shards of ice on the ground that dissipated into the air as little motes of dancing light. Just like that, Zelera was dead and gone leaving only a pile of equipment that once belonged to her |