Ilarris Zeleshi

Zhalet Soroush's page

588 posts. Alias of rdknight.


Full Name

Zhalet Soroush

Classes/Levels

NG Aasimar (Azata-Blooded) Fighter (Dawnflower Dervish) 1 / Cardinal) 1 | HP: 19/19 | AC: 17 (13 T, 14 F) | CMB: -1, CMD: 12 | F: +4, R: +5, W: +6 | Init: +3| Perc: +7, SM: +6 | Performance 6/6 | Channel 5/5

Gender

Female

Size

Medium

Age

20 (Birthday: 20 Sarenith)

Alignment

NG

Deity

Sarenrae

Languages

Kelish, Common, Celestial, Osiriani

Occupation

Servant of the Dawnflower

Homepage URL

Zhalet in Formal Dress

Strength 11
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 16
Charisma 14

About Zhalet Soroush

Statistics:
Female Aasimar Fighter (Dawnflower Dervish) 1 / Cleric (Cardinal) 1
NG Medium Outsider (Native)

Init +4; Senses Perception +3
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 dex)

HP 19

Fort +4, Ref +5, Will +6
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OFFENSE
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Speed 30 ft.

Melee -1 (+3 Scimitar)

Ranged +3
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STATISTICS
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Str 11, Dex 18, Con 14, Int 12, Wis 16, Cha 14

Base Atk +1; CMB +1; CMD 15
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Traits

Envoy of Healing:
Whenever you use channel energy, fervor, or lay on hands to heal a living creature, you can reroll any healing die roll that results in a natural 1 (you must use the new result).

Touched By Divinity:
As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You’ve always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don’t happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you’re associated with—it should be the same deity shared by all of you. You might even share the same dreams.

Feats

Selective Channeling:
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Dervish Dance
Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Skills
(12 points; 10 class, 2 INT)
ACP -0

Acrobatics* +3 = DEX 3+0+0
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Appraise +1 = INT 1+0+0
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Bluff +2= CHA 2+0+0
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Climb* -1 = STR -1=0+0
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Craft (Calligraphy) +1 = INT 1+0+0
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Diplomacy +8 = CHA 2+1+3 (+2 Aasimar)
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Disable Device*† +3 = DEX 3+0+0
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Disguise +2 = CHA 2+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +2 = CHA 2+0+0
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Heal +7 = WIS 3+1+3
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Intimidate +2 = CHA 2+0+0
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K (Arcana)† +2 = INT 1+0+0+1
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K (Dungeoneering)† +2 = INT 1+0+0+1
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K (Engineering)† +2 = INT 1+0+0+1
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K (Geography)† +2 = INT 1+0+0+1
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K (History)† +6 = INT 1+1+3+1
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K (Local)† +6 = INT 1+1+3+1
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K (Nature)† +2 = INT 1+0+0+1
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K (Nobility)† +2 = INT 1+0+0+1
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K (Planes)† +6 = INT 1+1+3+1
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K (Religion)† +6= INT 1+1+3+1
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Linguistics† +5 = INT 1+1+3
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Perception +7 = WIS 2+2+3
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Perform (Dance) +8 = CHA 2+1+3 (+2 Aasimar)
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Perform (Oratory) +4 = CHA 2+0+0 (+2 Aasimar)
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Profession† +2 = WIS 2+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +6 = WIS 2+1+3
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +5 = INT 1+1+3
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Stealth* +3 = DEX 3+0+0
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Survival +2 = WIS 2+0+0
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Swim* -1 = STR -1+0+0
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Use Magic Device† +2 = CHA 2+0+0
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* Armor Check Penalty -0
† Trained Only
*ACP applies to these skills

Non-Standard Skill Bonuses

Skilled (Aasimar): +2 Diplomacy, +2 Perform

Bardic Knowledge: 1/2 Bard level to all knowledge checks (Min. 1) Make all knowledge checks untrained.

Languages Common, Celestial, Kelish, Osiriani

Special Abilities:

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SPECIAL ABILITIES
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Aasimar (Azata-Blooded)

+2 DEX, +2 CHA

Darkvision / Low Light Vision 60'

SLA: Glitterdust 1/day, caster level = class level

Deathless Spirit:
Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

Bard (Dawnflower Dervish)

Bardic Performance: 6 rounds/day

Battle Dance
Dervishes of dawn are trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.

Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish to stop the previous performance and start the new one as a move action. Like a bard, a dervish of dawn's performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish of dawn cannot perform more than one battle dance at a time.

At 10th level, the dervish can start a battle dance as a swift action instead of a move action.

When a dervish of dawn uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate).

This ability alters the standard bardic performance ability.

Countersong (Su):
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su):
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su):
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su):
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Cleric

Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.

Channel Energy (Su): 5/Day, 1d6, DC 13
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.

Skill Ranks per Level: 4 + Int modifier. This alters the cleric’s class skills.

Dedicated Summoner:
A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies.

Call Heralds (Su):
A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.

Divine Heralds (Su):
A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates).

Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.

Mighty Heralds:
At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster on page 146 of the Pathfinder RPG Advanced Class Guide). At 8th level, she gains Superior Summoning (Pathfinder RPG Ultimate Magic 157) as a bonus feat.

Domain: Heroism

Granted Powers:
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): 5/Day
You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Spells: 1st-Shield of Faith

Spells:

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Spells
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Cleric

0th (at will): 0 | DC: 12

Guidance
Detect Magic
Light

1st: 2+1 (domain) | DC: 13

Shield of Faith (Domain)
Bless
Protection from Evil

2nd:

Bard

0th (at will) | DC: 12

Read Magic
Mend
Prestidigitation
Ghost Sound

1st (2/day) | DC: 13

Expeditious Retreat
Heightened Awareness

Gear/Possessions:

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GEAR/POSSESSIONS
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Scimitar (MWK Cold Iron)
Dagger
Light Mace (Alchemical Silver)
Sling & 20 Bullets
Chainmail Shirt
Hot Weather Outfit
Silver Holy Symbol
Iron Holy Symbol
Holy Text: The Birth of Light and Truth
MWK Backpack
Belt Pouch x2
Bandolier
Sack x2
50' Rope
Water Skin x2
Cup
Cleric's Kit
Small Reed Mat
Grooming Kit
Soap
Journal/Pen/Ink
Torches (5)
Candles (5)

Consumables:
Wand Cure Light Wounds (50)
Acid Flask x2
Alkali Flask
Alchemists Fire x2
Holy Water x2
Potion Protection from Evil
Antiplague
Salt Tablets x10

"Stored":
Bedroll
Iron Pot
Rations (4 Days)
Torches (5)
Candles (5)
Courtier's Outfit

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 23 GP 5 SP 0 CP

Background:

Zhalet grew up in the Church or Sarenrae. Not a day of her life has passed without references and reminders, great or small, of the Goddess. Her mother is a figure of considerable stature in the church, some would say a saint. Before settling in the city of Gurat in Qadira as head priest so she could raise Zhalet, Heba Soroush was renowned for her crusading career. She and her allies waged campaigns against cultists of Rovagug in the southeastern deserts of Qadira and cooperated with the Pathfinder Society in exploring parts of Casmaron. The pinnacle of her career was the destruction of the vampire-lich Abubacer.

It was during this last quest of Heba's that Zhalet was conceived with a Ghaele Azata ally. Zhalet has grown up saddled with the great expectations of those around her. It has always been assumed, even by herself, that she would take the vows of priesthood. After time as an adept, where she trained to fight for the church as a dervish, Zhalet has taken her vows and formally entered Sarenrae's service.

Soon after, her mother arranged for Zhalet to travel to Osirion. Zhalet's assignment is multifaceted, one that would normally have been given to a more experienced priest if not for Heba's influence. She will participate in the lottery to enter Wati's Necropolis, primarily to monitor the situation related to concerns of the presence of undead there. More importantly, Zhalet is to gather information and report on what the opening of Osirion's past to exploration and discovery might mean for the Sarenite Church's future in that nation. A renewed interest in Osirion's old gods, and a more prominent role for the Church of Pharasma, might weaken Sarenrae's worship there.

Finally, Zhalet is to gather any information she can find concerning the Cult of the Dawnflower in Osirion. The Temple at Gurat has long been opposed to the Cult of the Dawnflower in the schism growing within the Church, and the Cult has long been a powerful force in Osirion. Up to date knowledge of the Cult's dealings would assist in countering its influence.

Success in this mission would do much to bring Zhalet to the Church hierarchy's attention and establish a promising career path for her.

Appearance and Personality:

Height: 5'6" | Weight: 120 | Hair: Jet Black | Eyes Amber Brown

With her Azata ancestry, Zhalet stretches the normal human understanding of the word beautiful. She has a dancer's figure with light caramel skin, the blackest hair, and luminous brown eyes. Her appearance has rarely ever been a source of attention for her though. Within the Church her ancestry has always been regarded as proof of her future great deeds and leadership. Zhalet accepts this view, but is apprehensive about failing to match her mother's accomplishments.

Zhalet has benefitted from complete access to the Church's educational system and is much more knowledgeable and polished than the typical priest. on the other hand her more cloistered upbringing means she could hardly be described as worldly or streetwise.

Despite the pressures of her heritage, Zhalet is true to her Azata blood, taking things as they come lightheartedly as she can. She is spirited and determined to see some excitement before advancing in the Church hierarchy and taking on weightier responsibilities. Even more than she worries about not living up to her mother's reputation, she is eagerly anticipating the adventure of traveling to Wati. It will be her first long distance journey beyond Gurat.