Zephyr Jeggare's page

375 posts. Alias of Feral.


About Zephyr Jeggare

Zephyr is a beautiful Chelaxian woman of middling height. She has flawless pale skin and shoulder length raven-black hair. She wears simple by elegant jewelry on her fingers and in her ears and dresses in light airy robes with a symbol of her faith embossed across the breast. She prefers to carry as little as possible, trusting in her goddess to protect her, but the dangers of the world have taught her the necessity of carrying at least an iron dagger.

Background:
Born the youngest daughter to Horatio Jeggare of the wealthy noble house Jeggare, by all appearances Zephyr came into this world gifted with opportunity and privilege. She was a pretty and bright child and at a young age she was sent away to receive a formal, and very thorough, education focusing on law, the teaching of Asmodeus, and most importantly magic from the prestigious Egorian Academy. There was no doubt she was gifted but the girl’s heart was not in it and she consistently found herself distracted throughout her tutelage. She was afflicted (some say cursed) with an appreciation for kindness and beauty in a kingdom solely focused on power – no matter the ugliness that comes with it – and no amount of discipline or reeducation could break her from this flawed thinking. Eventually her learning plateaued and she was expelled from the academy much to her family’s disappointment. Wizard 3.
Faced with the shame of a daughter that would not conform the Jeggare family did the thing wealthy families often do with a troublesome scion; they gave her a sizeable sum of coin and sent her away. The hope was that seeing the world for what it was would drive home the importance of her family’s (and all of Cheliax really) commitment to order and its merciless pursuit of power. She would see that Golarion was a chaotic violent mess where the strong visited chaos upon the meek and that entropy and ruin was the inevitable conclusion to all of it. Happy to be free of the Academy’s colorless halls, Zephyr left for all the vibrant places her studies had brought to her attention but had never dreamed of visiting – from the metropolitan Absalom, to the gritty Riddleport, and the shining elven kingdom of Kyonin. Everywhere she went Zephyr saw the chaos her family had warned her about but she also saw beauty and in during these travels and, after a time, the subtle whispers that had shielded her heart when she was a child began to take form as the teachings of Shelyn, goddess of love and beauty. The Eternal Rose began to share divine gifts with Zephyr and the young woman was grateful for validation of the intuitive beliefs that had shaped her life. Shaman 3.

With new purpose Zephyr used what remained of her family’s stipend to travel to Katapesh, a land mired in the worst kind of ugliness – slavery, demon-worship, and worse. She did good works wherever she went, aiding the sick, providing assistance to escaped slaves, and protecting those that wanted it from the predation of Katapesh’s various criminal elements. She did her best to live as Shelyn would have all good peoples live and showing what’s possible in the pursuit of beauty and love. Evangelist 3.

This pathless path eventually lead her to a somewhat seedy tavern where she was told about a ‘Scroll of Kakishon’...

Zephyr Jeggare
Female human (Chelaxian) evangelist 5/shaman 3/wizard 3
CG Medium humanoid (human)
Init +4; Senses Perception +9
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Defense
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AC 20, touch 13, flat-footed 17 (+4 armor, +2 Dex, +1 dodge, +3 shield)
hp 102 (11 HD; 3d6+8d8+47)
Fort +13, Ref +13, Will +17
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Offense
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Speed 30 ft.
Special Attacks channel positive energy 5/day (DC 16, 6d6), hexes (flight, healing), wandering hex (hampering hex)
Spell-Like Abilities (CL 11th; concentration +14)
. . 1/day—phantom steed
Shaman Spell-Like Abilities (CL 9th; concentration +12)
. . At will—feather fall (self only)
Shaman Spells Prepared (CL 9th; concentration +12)
. . 4th—wandering star motes[APG] (DC 17); restoration[S] or wall of fire[S]
. . 3rd—dispel magic, polymorph familiar[ACG] (2); magic vestment[S] or neutralize poison[S]
. . 2nd—barkskin (2), remove paralysis; fog cloud[S] or lesser restoration[S]
. . 1st—bless, frostbite[UM], hydraulic push[APG]; detect undead[S] or enlarge person[S] (DC 14)
. . 0 (at will)—detect magic, guidance, light, mending
. . S spirit magic spell; Spirit Battle Wandering Spirit Life
Wizard Spells Prepared (CL 3rd; concentration +5)
. . 2nd—alter self, see invisibility, see invisibility
. . 1st—identify, shield companion, shield companion, true strike
. . 0 (at will)—detect poison, message, prestidigitation, read magic
. . Opposition Schools Enchantment, Evocation
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Statistics
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Str 14, Dex 14, Con 16, Int 14, Wis 16, Cha 16
Base Atk +6; CMB +8; CMD 21
Feats Alertness, Deific Obedience, Divine Protection[ACG], Evolved Familiar[UM], Improved Familiar, Scribe Scroll, Spirit's Gift[ACG], Toughness
Traits exalted of the society, magical knack, patient optimist (cheliax)
Skills Acrobatics +6, Appraise +6, Bluff +7, Climb +6, Diplomacy +17, Disguise +7, Escape Artist +6, Fly +6, Heal +7, Intimidate +7, Knowledge (arcana) +16, Knowledge (dungeoneering) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +14, Knowledge (religion) +16, Linguistics +6, Perception +9 (+13 to avoid surprise), Profession (barrister) +12, Ride +6, Sense Motive +23, Spellcraft +16, Stealth +6, Survival +7, Swim +10; Racial Modifiers +2 Sense Motive
Languages Common, Gnoll, Goblin, Infernal, Vudrani
SQ +4 to perception to avoid surprise, arcane bond (arcane familiar, nycar [mauler]), battle form, battle spirit, bond forged in blood, forewarned, increased strength, phantom steed 1/day, prescience, spirit animal (nycar (mauler) named Arcane Familiar)
Combat Gear extend metamagic rod (lesser), pearl of power (1st level) (2), wand of cure light wounds; Other Gear +2 mithral buckler, phylactery of positive channeling, bedroll, belt pouch, flint and steel, ink, black, inkpen, masterwork backpack, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 930 gp
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Special Abilities
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+4 to Perception to avoid surprise +4 to Perception to determine if you are aware of foes just before a surprise round.
Battle Form (Su) Your familiar can grow larger at will.
Battle Spirit +1 (6 rounds/day) (Su) As a standard action, allies in 30 ft gain bonus to attack and damage.
Bond Forged in Blood (Su) Master dropping a foe grants +2 atk/dmg to both for 1 rnd.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Evolved Familiar Familiar gains a summoner evolution
Exalted of the Society You may channel energy 1 additional time per day.
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast.
Foresight Associated School: Divination
Forewarned 1 (Su) Can always act in surprise rounds.
Hampering Hex (7 rounds/day, DC 16) (Su) Foe in 30 ft takes -2 to AC and CMD for 7 rds (Will part).
Healing (2d8+7) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Increased Strength (Ex) Your familiar's strength increases as you level.
Magical Knack (Shaman) +2 CL for a specific class, to a max of your HD.
Patient Optimist (Cheliax) You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.
Phantom Steed 1/day (Sp) 1/day use phantom steed as a spell like ability.
Prescience (5/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Shaman Channel Positive Energy 6d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit's Gift (Mammoth, Arcane Familiar) You commune with a spirit of your choice, and it grants your animal companion or familiar a boon.

Belt/Cloak Enhancements:
+2 charisma
+3 saving throws
+4 strength (on familiar)

Nycar Familiar:

Nycar (mauler)
CN Tiny dragon (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +5
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Defense
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AC 29, touch 16, flat-footed 26 (+4 armor, +1 deflection, +3 Dex, +9 natural, +2 size)
hp 51 (3d12+3); regeneration 1 (cold iron)
Fort +6, Ref +9, Will +9
Defensive Abilities ferocity; DR 5/cold iron; Immune paralysis, sleep; Resist acid 5
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Offense
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Speed 30 ft., swim 30 ft.
Melee bite +15 (1d4+10 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 24, Dex 16, Con 12, Int 6, Wis 10, Cha 9
Base Atk +6; CMB +7; CMD 25 (can't be tripped)
Feats Skill Focus (Stealth), Spell Sponge, Weapon Finesse
Skills Appraise +2, Bluff +3, Diplomacy +13, Escape Artist +13, Fly +11, Heal +4, Linguistics +2, Perception +5, Sense Motive +14, Spellcraft +12, Stealth +20, Survival +4, Swim +19; Racial Modifiers +8 Escape Artist
Languages Draconic (can't speak)
SQ amphibious, battle form, bond forged in blood, elusive, improved evasion
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Special Abilities
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Amphibious (Ex) You can survive indefinitely on land.
Battle Form Str +6, Dex -2 (Su) Your familiar can grow larger at will.
Bond Forged in Blood (Su) Master dropping a foe grants +2 att/dam to both for 1 rnd.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elusive (Ex) Can make an Escape Artist check as a swift action.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite-injury (DC 12) (Ex) Bite—Injury; save Fort DC 12; freq 1/rd for 6 rds; effect 1d4 hp and 1 Con damage; cure 2 cons saves.
Regeneration 1 (cold iron) Heal HP quickly and cannot die.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Sponge Double duration when master targets you with a harmless spell with a target of "you".
Swimming (30 feet) You have a Swim speed.