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Tsiena - Cleric of the Sea

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Post by JohnBoy 22nd February 2011, 4:20 am

Tsiena - Cleric of the Sea FS
Tsiena
Human, Female, Favored Soul
LVL 11
Chaotic, Good
Deity: Procan (c/n), Seasedge - Plane Of Limbo
Hometown: Poisson, Merresentia
Age: 27
XP 57,750

STR 14
DEX 8
CON 10
INT 12
WIS 16
CHA 16 (14 +1 +1)

Fort: 7
Ref: 2 (3 -1)
Will: 10 (7+3)

BAB +8/ +3
AC 24 (25% chance to negate Critical Hits)
HP 58
Caster Level [1d20+11]

Spell DC Level:
0 = 13
1 = 14
2 = 15
3 = 16
4 = 17
5 = 18

Favored Soul Abilities
3rd Level - Weapon Focus: Trident ( +1 to attack rolls)
5th Level - Resist Energy 10 against Fire
10th Level - Resist Energy 10 against Acid

Skills
Skill Points Spent: 16+4+4+4+4+4+4+4+4+4+4 = 56 skill points spent

Concentration (con): 12
Diplomacy (cha): 11 (8 +3 cha bonus)
Heal (wis): 4 (1 +3 wis bonus)
Intimidate (cha): 7 (4 +3 cha bonus)
Knowledge (Arcana) (int): 3 (2 +1 int bonus)
Knowledge (Religion) (int): 10 (9 +1 int bonus)
Profession: Navigation (wis): 6 (3+3 wis bonus
Sense Motive (wis): 5 (2 +3 wis bonus)
Spellcraft (int): 13 (12 +1 int bonus)
Swim (str) 5 (3 +2 str bonus)

Feats
Armour Proficiency (Heavy)
Brew Potion
Combat Casting ( +4 Conc Checks during melee combat)
Iron Will ( +2 Will saves)
Power Attack

Spells
Spell Known - 9/6/6/5/4/3
Spell Usage - 6/6/6/6/6/4

Level 0
Create Water (Creates 2 Gallons/level of Pure Water)
Detect Magic
Detect Poison
Light
Mending
Purify Food and Water
Read Magic
Resistance ( +1 to Saves)
Guidance (+1 on one Attack Roll, Saving Throw or Skill Check)

Level 1
Bless ( +1 on Attack Rolls and saves against Fear, 11 minute duration)
Cure Light Wounds (1d8+5 Heal)
Divine Favor ( +1 on Attack Rolls and Damage Rolls, 1 minute duraion)
Endure Elements
Protection From Evil ( +2 to AC and saves, counter mind control, hedge out elementals and outsiders, 11 minute duration)
Shielf Of Faith ( +2 Deflection Bonus to AC, plus another +1 every 6th level, 11 minute duration )

Level 2
Bear's Endurance ( +4 Con, 11 Minute Duration)
Cure Moderate Wounds (2d8+10 Heal)
Hold Person (11 round duration)
Resist Energy (20 points of Energy resistance, 110 minute Duration)
Silence (Nulifies all sound in a 20ft radius, 11 minute duration)
Bulls Strength (Subject gains +4 Str, 11m Duration)

Level 3
Cure Serious Wounds (3d8+10 Heal)
Water Breathing (18 hour duration)
Magic Circle Against Evil (As Protection Spell, but 10ft Radius and 10 Minutes/Level)
Water Walk (110 minute duration)
Prayer (Yourself and all Allies gain +1 to attack, damage, saves and skill checks. All enemies take -1 to those rolls. 40ft Radius centered on caster, 11 round duration)


Level 4
Cure Critical Wounds (4d8 +11 Heal)
Divine Power (BaB increase to Caster Level, +6 Str and +9hp / 11 Round Duration)
Restoration
Neutralize Poison (Removes poison from creature and grants immunity for duration of spell, 100 minute duration)

Level 5
Ice Strike: Calls apon divine magic to attack foes with 11d6 damage (half Ice / half Divine) in a vertical cylinder, 10-ft. radius, 40 ft. high (SR = Yes, DC 19 vs Reflex / Half damage)
Raise Dead
Spell Resistance: Subject gains SR equal to 12+caster level, 10 minute duration (SR 23)


Gear
Transforming Fullplate +3 (On standard action, Fullplate transforms into a simple golden chain bracelet which gives +4 Natural Armour Bonus. Can not gain both AC values at the same time.)

Amulet of Aquatic Salvation

Aquan Trident +3, Limbo/Chaotic Aligned (Overcomes damage redustion on fire-based creatures and deals additional [2d6] damage to such types)

Dagger of Speed +2, Outlands

+2 Large Steel Shield of Light Fortification

Cloak of Resistance +1

1x Elemental Gem (Green)
Manual of Elemental Gem Creation (Green and White). (Allows posessor to create elemental gems without create wonderous item feat, normal item creation rules otherwise apply with full (not 50%) GP and XP prices.

Waterproof Adamantine Scroll Tube (Non Magical)

Quiver containing 6 MW Short Spears [1d6] x2

Power Key for Elysium in the form of a Small Silver Ankh worn around the neck on an old chain (Grants Enhanced Evocation Spells, +2 to SP, DC and +50% numeric values)


Scrolls

2x Remove Curse
2x Remove Disease
1x Freedom Of Movement
4x CMW
2x CSW


Background


With the fresh sea air and beautiful coastline, Growing up in Poisson was a pleasent experience. The small town thrived on it's fishing and imports and so the sea became essential for survival. From a very early age, Tseina was taught to respect the sea. That it was indeed and very fruitful, but a very dangerous place. Her father was a simple man, a fisherman who always dreams of traveling yet never brings himself to do it and when Tseina came along, those dreams died away very quickly. With her mother gone, it was down to him to raise her and so he began to teach her how to survive in a costal town. How to use the sea to the best of your advantage and get the food and resources you require from it but how to respect it.

About the age of 12, Her father introduced her to a book that he claimed would "Change your life". It was the book of Procan, God of the seas. He slowly read the book to her over the space of a few years and encouraged her to go to the shrine outside the town and pray to the gods that the sea would be forever fruitful and look after the followers of the religion. Of course at such a young age she never appreciated doing this and often scoffed as her father prayed at the shrine, while she just stood and watched him.
A few years later while out with her friends, they walked along the cliffs having a laugh and carrying on with each other. The sun was out and the sea air is refreshing so they decided to head up to the tallest cliff and sit, watching the sea roll against the walls of the land. After a while one of her friends, a stupidly idioic boy by the name of Yammat, decided to desecrate the shrine by pissing on it. They all had a good laugh except Tsiena, who began to tremble.. something began to take over her. She stood up and began quoting words, words the other kids had never heard before. Rage boiling inside her she ran at him and tackled him to the floor, speaking words of blasphemy and vengance and beat the boy to within an inch of his life.
Her father, apon questioning her about hat happened, didn't belive what she said. About how someone told her to do it. About how if she protected the shrine her life would be made better through her actions. About how it was her .. "Calling". He punished her and told her never to speak those words again.

Each and every day, She travelled to the shrine and knelt by it for hours at a time praying, while the other children learned to fish. She would take the book her father gave her and read from it all the time. Praying that the sea would allow her father to return home safely from his fishing trips, and praying for them to be fruitful with food to feed her and her family. Her prayers were always answered. his trips out to sea became more and moe fruitful, returning with three times as many fish as needed to keep them both. Selling them cheaply to other families within Poission became an everyday thing for them and through time, money began to build up. She told her father it was because she prayed everyday, because the gods had chosen her, that she felt it in her very being that it was her lifes calling.
Slowly he bagan to come around to this.

When she was 22, a sign was sent in the form of what could be called a miricle. A young boy fell off the cliffs and into the ocean. All hope instantly fell away that he would survive but Tsiena and her father did not want to give up hope. They travelled down a secret path to the base of the cliffs and looked around for him but saw nothing. The sea that day was fierce and full of anger, banging harshly apon the small beach on which they stood, peering out for the boy. her father cowered from the waves but she did not. She braced them and stood aginst them, her eyes closed and speaking words to herself. Walking slowly forwards she entered the ocean, but did not sink ... She walked along the top like walking apon the grass on the earth. her father could not believe what he was seeing, his own daughter walking on water.
She walked and walked and eventually knelt down, putting her arm through the very water apon which was solid to her and grabbed at an arm, tangled up is some rocks under the surface. With a struggle she pulled the boy's dead body free of the rocks and lifted it through the water, picking him up and walking slowly back ot the shore, a good 300 ft away. Her father just watched her in amazment, not knowing what to say.

Weeks after this event, apon returnng from her daily prayer, she was greated by a gift from her father. It seems he had saved up all the money from selling the fish and bought her a gift. A set of armour and a trident.
"For your journey" he simply stated to her. "You must go and share this with the worlds, with others who pray to the gods. You must show them that it is real. For i was not a believer until you showed me, my dearest daughter. You have made a believer out of me."

That night, without a word she left, wearing the gift from her father and carrying the symbol of her god and began her journey.

After a few years of wandering, spreading the words of Procan, she decided to return home. The town was in dire straights, Buildings collapsed and looking like there was huge fires. Her father told her that the town had been attacked by a band of Githyanki and a Dragon but were finally defeated by a brave band of warriors. A Gith Rogue, An Elf warrior, A Dark Elf Cleric and an Idiot Boy. Find them to thank them, she must as they saved her Father and her home town from utter destruction.
Speaking to the Mayor, she learns that they came from a place called Sigil and that he could direct her to a portal which would take her there. She says goodbye to her father and her hometown once more and crosses through the portal to search for the brave band of warriors.

Additional Background Information by sitting DM
You left Poisson, seaching for these cutters. Being a clueless girl you got lost, ended up wandering the outlands for weeks, finishing, like many hopeful primes peniless and destuite, living hand to mouth in Torch.

You decided you must somehow get to your Deity's realm in Limbo, and you stole enough money from some nasty gangsters for the dark of a gate key and some basic suppiles (potions) to allow you to survive a short while in Limbo. You make it to Limbo, and the plane almost eats you up. As the last of your protective magics begins to fail, a passing Slaadi takes pity as you present your symbol to it in some last gesture of defiance and takes you to the Realm of your Lord.

You spend maybe five years (Limbo time) serving next to the glory of Procan, and learn a great deal about magic and the real ways of your religion. The sight of your god and his proxies, manifest in form is a life changing and humbling experience. Eventually, although you are loathe to leave this paradise you are instructed to leave and spread the word, as you are frankly here too soon, as there will be plenty of time for you to serve back at your lords side in the afterlife. You are well equipped and sent on your way.

A few months later, having adventured in the outlands with these new powers and perspective for a while, things turn for the worse once again. You are bobbed by a Rilmani trader who tricks you with a false gate key (being a prime you cannot see gates), and you find yourself on the Third Layer of the Grey Waste in a horrendous killing field. You are hunted by fly like Tanarri who roam the area from a nest nearby and seek refuge in a mysterious tunnel system beneath the battlefield. You hide out, a day or so until the tunnel begins to rumble, and whatever made it is on its way. You are swallowed whole by some kind of 50' long worm, then secreted in a kind of safe pre-stomach sac, where the thick clear juices drug and deaden your senses, making you only want to sleep.

You are finally regurgitated in some kind of food storing process, and trapped in a fluid filled honeycomb like prison, with many other 'live' humaniods and fiends. Helpless and entombed in a drug sedated state you watch from within this goo filled womb as the creature periodically returns, and one by one devours your neighbours alive. You are now alone, all the other 'stored food' has been eaten, and you inwardly scream in terror every time you feel the vibrations of its movement through the tunnel system, praying it isnt coming for you yet...


Last edited by JohnBoy on 16th March 2011, 9:16 am; edited 29 times in total
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Post by JohnBoy 22nd February 2011, 4:37 am

Just some numbers for now. I'll get the rest sorted out tomorrow as i've been at this all day, sad as it is to say.
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Post by JohnBoy 22nd February 2011, 4:59 am

Added Picture
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Post by ^^Truth 22nd February 2011, 5:36 am

Remember. Divine Power also grants you a BAB equal to a warrior of your level, which also grants extra attacks if applicable (3 at 11th).

I see the Water Walk, maybe Water Breathing would be a better overall choice?

Prayer maybe better served than Dispel Magic, being as the group has two PCs with dispel magic with sorcerer-like casting already. Prayer is very good obviously, effectively granting PCs +2 to everything (if you use that conversion instead of buffing and nerfing).

Might be worth swapping Wisdom/Charisma, or knocking CHA to 15 and buffing WIS to 18. You'll find you'll get a lot more from higher DCs than a couple of extra spells a day (of which you already get tons).

I would maybe suggest swapping out Aid for Silence. You'll get a lot of use out of Silence, from letting the armoured nutters sneak around to removing the ability to use magics from enemy wizards/clerics.

You seem to be going a bit of a fighty cleric (judging by 1st level spells and Divine Power). I'd probably then suggest seriously looking over your feat choices to complement this. Also Empower Spell will never be rubbish for a feat for you. Also Silent Spell will let you cast spells when silenced by enemy clerics/mages so you can still heal your allies (or maybe even dispel the silence on you).

Otherwise, no dramas and a decent picture (if a little melodramatic Smile)

What exactly is going to happen with this created deity? Who picks favoured weapons and the like?

Also, remember to have a think about faction choice if she's been in the planes for a while.
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Post by JohnBoy 22nd February 2011, 5:44 am

It's not a created Deity. It's from ... *looks it up* Complete Divine. Here's the wiki page for it..
http://en.wikipedia.org/wiki/Procan

Deity weapon is a Trident, which i'll probably be using as a 1 throw ranged weapon (and obviously collecting it afterwards) with a mace or something for proper weapon.

I've not got many offensive spells at the moment so the wisdom is fine imo and i'd rather have the cha as i'll need 19 for 9th level spells, with 3 more stat bumps to come. 1 at 12th and 1 at 15th, leaving the last to go wherever. The build is more a buffy healing type with the fighting skills more or less for self defense when and if required. Water walk is more for an RP perspective than anything.


Last edited by JohnBoy on 22nd February 2011, 5:46 am; edited 1 time in total
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Post by ^^Truth 22nd February 2011, 5:44 am

Ignore the part about CHA, just realised that determines your maximum spell level.
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Post by JohnBoy 22nd February 2011, 6:03 am

Well her Deity is from the Plane of Limbo but she's actually from Merresentia, Poisson to be exact.

It'll all become clear when i sort her background tomorrow.
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Post by Tromador 22nd February 2011, 12:14 pm

^^Truth wrote:I see the Water Walk, maybe Water Breathing would be a better overall choice?

I agree with this, especially with an ocean deity. Also I can't help but think that from a metagame perspective magics which allow the party to exist in unusual environments is helpful to DMs. Plane of Water for example.

Prayer maybe better served than Dispel Magic, being as the group has two PCs with dispel magic with sorcerer-like casting already. Prayer is very good obviously, effectively granting PCs +2 to everything (if you use that conversion instead of buffing and nerfing).

Agree again.

I would maybe suggest swapping out Aid for Silence. You'll get a lot of use out of Silence, from letting the armoured nutters sneak around to removing the ability to use magics from enemy wizards/clerics.


I've never really gone in much for aid and silence is a wicked spell. You cast it on a nearby rock and the enemy casters end up with no save. Shutting down enemy spellcasters is obviously always really cool.

You seem to be going a bit of a fighty cleric (judging by 1st level spells and Divine Power). I'd probably then suggest seriously looking over your feat choices to complement this. Also Empower Spell will never be rubbish for a feat for you. Also Silent Spell will let you cast spells when silenced by enemy clerics/mages so you can still heal your allies (or maybe even dispel the silence on you).

As we've discussed, I'm not so convinced about metamagics which add levels onto your spells, given that you will end up losing higher level spell slots a lot of the time.
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Post by ^^Truth 22nd February 2011, 12:40 pm

Fair. Yet consider what you just said about Silence and then consider how good Silent Spell then is.

1st level or 20th level, that spell shuts you down.

Now imagine it's cast on the main healer and lasts for even six rounds.

Also. RP point. You could then cast spells underwater Smile
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Post by Tromador 22nd February 2011, 9:26 pm

If you have water breathing, you can cast anyway.

I suppose it might be nice to take silent, but not at L9. L12 or later I would say.
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Post by ^^Truth 22nd February 2011, 10:21 pm

Water Breathing doesn't state whether it does or does not let you cast spells underwater.

The only thing I can go off is second edition where water breathing did not let you cast spells underwater, you needed other spells for that.

I was under the impression that Freedom of Movement would let you cast under the waves, but I don't think that's the case.

I don't particularly have a problem with water breathing allowing underwater spellcasting mind you, but at current he doesn't have the spell.

Which ever way. I think Silent Spell is a good call really.

PS: I assume psionics is uneffected by Silence? Is there anything that screws up psionics like Silence does to magic?
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Post by JohnBoy 22nd February 2011, 11:26 pm

BG is up and i've changed a few spells.
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Post by Tromador 22nd February 2011, 11:47 pm

No, there's nothing like silence.

Normally, you simply concentrate, so stuff that disrupts concentration applies.

With a concentration roll of DC 15+ a Psionic can manifest a power with no obvious signs of doing so.
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Post by illumination 23rd February 2011, 12:12 am

thought id wait till the BG was up before commenting but yeah, very nice work.

ill get back to you on your gear and recent events shortly.
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Post by illumination 23rd February 2011, 12:13 am

btw, your starting xp will be either be Yerhan's or 44k, whichever is greater.
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Post by ^^Truth 23rd February 2011, 12:24 am

Easily your best made PC so far if you ask me chief.

Nice BG makes sense and automatically works you into the group, can't ask for much more (apart from being a slag that puts out after one white wine).
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Post by JohnBoy 23rd February 2011, 12:46 am

No chance mate.
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Post by ^^Truth 23rd February 2011, 12:48 am

Boooooooo! Smile
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Post by Tromador 23rd February 2011, 1:37 am

Two glasses of Lambrini I reckon.

Nice PC John.
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Post by ^^Truth 23rd February 2011, 1:42 am

Haha.

Although I was going to say, if she is/does, then fuck off outta Ruby's niche Smile
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Post by ^^Truth 23rd February 2011, 1:45 am

I might change her blurb actually.

Ruby - Planar Tout and Party Cum Dumpster Smile
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Post by Tromador 23rd February 2011, 1:51 am

Ruby - Ships Cook and Bicycle.
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Post by JohnBoy 23rd February 2011, 4:27 am

Ruby - slaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaag

Updated with Gear and Scrolls...

All done now kids.
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Post by JohnBoy 23rd February 2011, 11:38 am

After a small talk with Iain i've decided to rejig a few things on her.

Dropped Charisma to 16 and put 2 into Strength, with the remaining three points left to gather to go for 19 Cha to cast 9th level spells.

Reduced Knowledge: Arcana, Heal and Diplomacy and added points into Swim, Profession: Navigation and Intimidate

Dropped Skill Focus: Heal and took Power Attack.

You'll see why when we play Very Happy
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Post by JohnBoy 27th February 2011, 12:12 am

additional background information is now up Very Happy
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