Lady Roasa Annarey Hellena Delaphine del Noire; Baroness of Lower Zimar
Venture Captain of Yanmass
A mouthful in ain't it, she's the GM credit baby of the first Jacksonville run of Eyes of the Ten. Two weeks ago, I played through Beacon Below and got her to 12th level (finally) and from there jumped right up to 13th level.
So I started looking around for a place for the Lady del Noire to put up a Pathfinder Lodge that will fit her two goals in life; those are fairly simple to those that know her backstory. Roasa is a loyal subject of Taldor, the country not the ruler that is, and a Pathfinder; she's also a Lion Blade and has skills in diplomacy and such.
For Roasa, I chose Yanmass rather than Zimar as the location of her Pathfinder Lodge. From the trade city of Yanmass, she can build the intelligence network that she need to help the Society AND prepare for what she considers inevitable. The Taldan civil war that is going to break out when the Emperor dies in the next few years; Shes backing the Grand Prince's daughter in her claim for the throne.
Not that we'll ever hear of those tales sadly. There are no 13+ scenarios out there and as far as I can tell no modules in that range that cover Taldor or Qadira. Still, I'd like to hear of other folk's Seeker and Venture Captain-at-Large characters.
Baroness Roasa Annarey Hellena Delaphine del Noire
Female versatile human (Taldan) cleric of Pharasma 11/envoy of balance 2 (Pathfinder Player Companion: Champions of Balance)
N Medium humanoid (human)
Init +1; Senses Perception +22
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Defense
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AC 32, touch 14, flat-footed 31 (+10 armor, +2 deflection, +1 Dex, +1 luck, +2 natural, +6 shield)
hp 119 (13 HD; 2d6+11d8+50)
Fort +12, Ref +7, Will +18
Defensive Abilities death's embrace
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Offense
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Speed 30 ft.
Melee +3 consecrated cold iron morningstar +13/+8 (1d8+4) or
dagger +10/+5 (1d4+1/19-20) or
Masterwork dagger +11/+6 (1d4+1/19-20) or
Masterwork silver morningstar +11/+6 (1d8+1)
Ranged darkwood heavy crossbow +11 (1d10/19-20)
Special Attacks channel positive energy 8/day (DC 21, 7d6)
Domain Spell-Like Abilities (CL 13th; concentration +21)
11/day—bleeding touch (5 rounds), rebuke death (1d4+5)
Cleric Spells Prepared (CL 13th; concentration +21)
7th—mass cure serious wounds, destruction[D] (DC 25), maddening oubliette (DC 25)
6th—greater dispel magic, eaglesoul, heal[D], word of recall
5th—communal air walk[UC], breath of life[D] (DC 23), fickle winds[UM], righteous might, wall of stone
4th—cure critical wounds[D], dismissal (2, DC 22), holy smite (2, DC 22), greater magic weapon, planetary adaptation
3rd—blood rage, cure serious wounds[D], dispel magic, magic vestment (2), communal resist energy[UC], searing light
2nd—bull's strength (2), cure moderate wounds[D], cure moderate wounds, false life, lesser restoration, silence (DC 20)
1st—bless, cultural adaptation, cure light wounds[D], endure elements, protection from evil, remove sickness[UM] (DC 19), shield of faith
0 (at will)—detect magic, light, scrivener's chant, stabilize
D Domain spell; Domains Death (Death, pharasma subdomain), Healing
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Statistics
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Str 12, Dex 12, Con 14, Int 14, Wis 26, Cha 20
Base Atk +9; CMB +10; CMD 24
Feats Command Undead, Fast Learner[ARG], Persuasive, Quick Channel[UM], Selective Channeling, Skill Focus (Diplomacy), Toughness, Versatile Channeler[UM]
Traits bully, extremely fashionable
Skills Acrobatics +5, Appraise +4, Bluff +14, Climb +3, Diplomacy +35, Disguise +11, Escape Artist +2, Fly +2, Heal +14, Intimidate +16, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nobility) +9, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +20, Perception +22, Perform (oratory) +9, Perform (sing) +7, Ride +2, Sense Motive +14, Spellcraft +12, Stealth +2, Survival +10 (+12 to avoid becoming lost), Swim +2
Languages Abyssal, Celestial, Common, Dwarven, Elven, Gnome, Hallit, Kelish, Orc, Osiriani, Osiriani, Ancient, Polyglot, Shoanti, Skald, Tien, Varisian
SQ endowment (spiritual equilibrium), healer's blessing, incisive spells +1, versatile human
Combat Gear cold iron crossbow bolts (10), extend metamagic rod (lesser), jingasa of the fortunate soldier, oil of bless weapon, potion of cure light wounds (3), potion of enlarge person, potion of protection from evil (4), reach metamagic rod, scroll of align weapon, remove paralysis, scroll of comprehend languages, scroll of cultural adaptation, scroll of ghostbane dirge, scroll of invisibility purge (x2), scroll of make whole, scroll of remove fear, scroll of suppress charms and compulsions (x2), scroll of tap inner beauty (x2), silver crossbow bolts (10), wand of cure light wounds, wand of cure moderate wounds (9 charges), wand of lesser restoration (17 charges), wand of spiritual weapon (11 charges), air crystal (4), alchemist's fire (2), antiplague (5), antitoxin (4), ghast retch flask (2), holy water (7), tanglefoot bag (2); Other Gear +4 glamered mithral agile breastplate, +4 consecrated darkwood heavy wooden shield, +3 consecrated cold iron morningstar, crossbow bolts (15), dagger, darkwood heavy crossbow, Masterwork dagger, Masterwork silver morningstar, pink and green sphere ioun stone, scarlet and blue sphere ioun stone, amulet of natural armor +2, cloak of resistance +2, efficient quiver, handy haversack, headband of inspired wisdom +6, ocher rhomboid ioun stone, plague rat belt (greater), ring of eloquence, ring of protection +2, sleeves of many garments, tome of understanding +1, wayfinder, bedroll, belt pouch, blanket, winter, diamond dust (worth 2,000 gp), dress jewelry (worth 150 gp), earplugs, everburning torch, flint and steel, ink, black (3), inkpen (2), noble's outfit, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, scroll box, shield sconce, signet ring, silk rope (50 ft.), silver apsis consortium badge (severing ties), silver holy symbol of Pharasma, sunrod (2), tattoo holy symbol of Pharasma, hand, tent, small, light horse, bit and bridle, bit and bridle, riding saddle, 2,968 gp, 7 sp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Bleeding Touch (5 rounds, 11/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Caravan (1 @ 5 lbs, Diplomacy) Can use the chosen skill to make Day Job rolls.
Cleric Domain (Death, Pharasma) Granted Powers: You can cause the living to bleed at a touch.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Command Undead (DC 21) Channel energy can take control of undead.
Death's Embrace (Ex) Heal damage from channeled negative energy.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
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. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
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