Jadrenka the Mother

Zeta Maxus's page

No posts. Organized Play character for Mystery Cult.


About Zeta Maxus

CN Aasimar Appeaser II
F medium outsider (native)
Perc +7, Darkvision 60’ | Image |
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Str 8 (-1) Deх 10 Con 10 Int 10 Wis 20 (+5) Cha 16 (+3)
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Defense
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AC 17 touch 10, flat-footed 17 (+6 armor +1 shield)
hp 16 (2d8 +3 feat)
Fort +3 Ref +0 Will +8
Resistance Cold 5, Electricity 5, Acid 5
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Offense
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Speed: 20 ft.
Base Atk +1; CMB 0; CMD 10
Special Mollified Domain (Standard; 6 minutes; 1/day), Channel Energy (DC14 W; 1d6; 6/day)
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Spells:

Orisons (DC15)
Detect Poison, Purify Food and Drink, Enhanced Diplomacy, Create Water

Level 1 (4/day, DC16)
Murderous Command [W; 30 ft] (2) | Cause Fear [W; 30 ft] (2)
/ Inflict Light Wounds [W; 1d8+2]

Traits:

Feats: Toughness
Skills: Bluff +14, Diplomacy +11, Linguistics +4, Sense Motive +9
Traits: Innocent, Extremely Fashionable
Languages: Common, Celestial, Abyssal
Favorite Class: Cleric (+2 to SP)
Deity: Our Lady in Shadows / Redeemer Queen

Appeaser:

Mollified Domain (Su): At 1st level, an appeaser gains no domain or domain bonus spells. Once per day as a standard action, he can sacrifice his own force of will to gain divine providence. Doing so deals 1d3 points of Charisma damage to the appeaser, and allows him to select a single domain offered by his deity (except the Evil domain or its subdomains). The appeaser gains access to any granted powers offered by the domain he would otherwise qualify for, and can sacrifice a prepared spell to cast a domain spell from that domain just as if he were spontaneously casting a cure or inflict spell. He retains access to this domain for a number of minutes equal to 1/2 the appeaser’s cleric level + plus his Wisdom modifier. Any domain abilities that can be used a limited number of times per day can be used only once each time that particular domain is invoked.

An appeaser can gain a mollified domain one additional time per day (taking Charisma damage each time) at 4th level and every 3 levels thereafter, to a maximum of seven times per day at 19th level. An appeaser can invoke only a single mollified domain at a time.

This ability modifies the cleric’s domains class feature.

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+ Darkness Domain (Blind-Fight)

Touch of Darkness (Sp): As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness. The creature touched treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1).

Spells: 1st—obscuring mist

- Night Subdomain (Blind-Fight)

Night Hunter (Su): As a standard action, you can blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to 1/2 your cleric level (minimum 1).

Replacement Spells: 1st—sleep

+ Charm Domain

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected.

Spells: 1st—charm person

+ Chaos Domain

Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result

Spells: 1st—protection from law

- Demon Subdomain

Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC.

Replacement Spells: 1st—doom

+ Conversion Inquisition

Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.

+ Seduction Inquisition

Disarming Flirtation (Sp): You can attempt a Charisma check to entice a target that could be sexually attracted to you into letting you speak for up to 1 minute when it would otherwise be unwilling to consider your words. The DC of this Charisma check is equal to 10 + the target’s Wisdom modifier. If successfully used in combat, this ability instead functions as a successful feint and the target cannot take any actions that would attack you as long as it is denied its Dexterity bonus against you.

+ Redemption Inquisition

Patient Sensibility (Su): You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.

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Inventory:

Spring-loaded Wrist Sheath [2] - 10

Wand of CLW [50/50] - 2 PP

Mwk Buckler - 165
Mwk Breastplate - 350
Cestus - 5 | Dagger - 2

Cleric Kit - 8
Courtesan's Outfit - free
Authoritative Vestments - 450*
Silver Unholy Symbol of Nocticula - 25

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* Typically worn by senior members of a faith, these cumbersome but splendidly ornate garments create an aura of dignity and gravitas that few dare to challenge. When activated, the garments make you seem more impressive and worthy of respect to all viewers within 60 feet of you; you may make a single Diplomacy check to change the attitudes of these viewers as a swift action. You can only use this ability on a particular viewer once per day (additional attempts have no effect, though you can still persuade viewers normally without the help of the focus).
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Gold ?