![]() About Zephyr JeggareZephyr 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
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 -------------------- Defense -------------------- 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 -------------------- Offense -------------------- Speed 30 ft., swim 30 ft. Melee bite +15 (1d4+10 plus poison) Space 2½ ft.; Reach 0 ft. Special Attacks poison -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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. |