Madame Ivanja

Zelera's page

476 posts. Alias of Drogeney.


Race

Channel Energy 3d6 (dc 14) 0/5; Sudden Shift 7/7; Adoration (dc 16) 7/7; Summon Fey 1/1 Poly any obj 1/1| Active Effects: DR 10/silver 1min

Gender

human cleric 5, feysworn 6 | HP 80/80 (0 thp) | AC 23 ; FF 21; TAC 14 | F +8; R +7; W +11 | Init +3 | Perception +21| adamantine dagger +13 (1d4+1 19-20); +1 hvy xbow +12 (1d10+1) |

About Zelera

Build:

Zelera
female human cleric 5, feysworn 7
CN medium humanoid (human)
Init +2; Senses Perception +219
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Defense
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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
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Offense
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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, slay living, charm monster (dc 22) (ds)
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, silence, silence, slot, mirror image (ds)
1st—obscuring mist, inflict light wounds, bless, deathwatch, charm person (dc 18) (ds)
0—light, purify food and drink, stabilize, guidance
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Statistics
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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
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Special Abilities
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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.
Charm (love)
Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

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).
Fey Marked (Ex) Upon death, a feysworn is immediately resurrected and transported to a location on the First World sacred to the Eldest the feysworn worships (at the GM’s discretion, the feysworn may be reincarnated instead). From that point forward, the character is held in her living state only by the Eldest’s will. While the amount of service the Eldest demands in exchange varies, if at any point the Eldest becomes displeased enough to revoke this status, the feysworn is immediately and utterly destroyed, her soul energy permanently reabsorbed into the First World. Creatures slain in this manner cannot be resurrected short of deific intervention.

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.
Breacher (Ex) At 2nd level, a feysworn gains a constant and instinctive sense of the direction (though not distance) to the nearest breach between the First World and the Material Plane.
Feyskinned (Ex) At 2nd level, a feysworn gains the ability to harden her skin, granting herself DR 10/cold iron for 1 minute per feysworn level each day. This duration need not be consecutive but must be used in 1-minute increments. At 7th level, this DR becomes constant. If the feysworn already has DR 10/cold iron or better, the damage reduction increases by 5.
Fey Boon: Prankster's Touch[/] hideous laughter 2/day
[b]Fey Obedience
Each Eldest requires a different obedience, but each obedience takes only 1 hour to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the “Obedience” entry for that Eldest.

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.
Lantern king’s Obedience Light a small lantern and tell it a joke or the story of a prank you played on someone—this must be a different joke or story each time. You gain a +4 sacred bonus on saving throws versus illusions.
Granted Powers
Prankster's Touch disguise self 3/day, hideous laughter 2/day, or suggestion 1/day
Transform Others You can cast polymorph any object once per day.
Anyone and Anything (Sp) You can cast shapechange once per day.
Obedience (Ex) A feysworn must select one of the Eldest to worship; once this choice is made, it can’t easily be changed . In order to keep the abilities granted by this prestige class (including augmented spellcasting abilities), a feysworn must conduct a daily obedience to her chosen Eldest (see Chapter 2).
Spontaneous Casting A good cleric (or a neutral cleric of a good deity) can channel
stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Summon Fey (Sp) At 4th level, a feysworn can use summon monster IV once per day to conjure 1 ekekeh (see page 60) or satyr, 1d3 nuglub gremlins (Pathfinder RPG Bestiary 2 143), or 1d4+1 fauns (Pathfinder RPG Bestiary 3 114). At 8th level, the feysworn also gains the ability to use summon monster VIII once per day to conjure 1 bogeyman (Bestiary 3 42), 1d3 nuckelavees (Bestiary 3 203), or 1d4+1 escorites (see page 61). At the GM’s discretion, specific Eldest may allow feysworn who worship them to summon other fey creatures of equal power with this ability.
Talented You gain a +1 trait bonus on checks with a single Perform skill (dance), and all Perform skills are always class skills for you.
Tough-minded You gain a +1 trait bonus on all Will saves made to resist mind-affecting effects.
Alien Mind (Ex) At 5th level, for a number of rounds per day equal to her feysworn level, the feysworn gains a +4 sacred bonus to one mental ability score and on saving throws against mind-affecting effects. These rounds do not need to be used consecutively. Once selected, the mental ability score affected cannot be changed until the feysworn next performs her Eldest’s obedience. Activating or maintaining this ability is an immediate action.
Plane Swap (Sp) At 5th level, the feysworn gains the ability to transport herself and up to one touched willing creature per feysworn level from the Material Plane to the First World or vice versa. This ability can be used once per day as a standard action, and functions as plane shift.

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
As it will become relevant fairly fast the way I would handle it is this order of precedence.
1.) First attack from bbeg
2.) First attack from 2-handed weapon.
3.) First Natural Attack/Spell attack
4.) First attack from 1-handed weapon if hp <1/4.
5.) Try not use more than 1/4 total uses in a given fight unless near death or bbeg fight.

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