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Her Eminence Cordelia Philomena

Grand Inquisitor, Seeker of the


Misty Isles, Headmistress
Race: Half-Elf
Alignment: Lawful Good
Favored Weapon: Divine Magic
Bloodline: Divinity (Intermediate)
Patron Saint: St. Matthew

Spending her early life a druid


training to become a seeker of the
Misty Isles Cordelia Philomena’s
history isn’t as straight forward.
Training in her early life in
preparation to seeking the mysterious
land, it was here that Cordelia would
meet her husband, a Cleric also intending to seek the said land. This led her to also
focus her study in divine magic and show greater aptitude at it than in her training as a
Druid. However, their romance was short as Cordelia’s husband is discovered to be a
traitor of the cause and is promptly tried and executed, the one to discover and report
the plot? Was Cordelia herself. This elevated Cordelia to the status of Church
Inquisitor at an early time in her career. However, after the lost of her husband,
Cordelia became distraught seeking refuge in her studies, joining other holy orders
and traveling the world finally settling in Isolus. It was at this point that Cordelia
managed to lead a force of magi alongside His Eminence Resnav Calibri to purge the
dark order in the Shapeless Isles, it is then that Cordelia was finally awarded the title
Seeker of the Misty Isles and the title “Her Eminence” a bitter sweet reward finally
attained all these years through pain and betrayal. Now Cordelia has been given the
task to stand as headmistress alongside His Eminence Resnav Calibri in Caliburn the
first magus academy in Isolus, for the purpose of also seeking the Misty Isles.

Druid Variant 1/ Cloistered Cleric 3/ Church Inquisitor 6/ Contemplative 9/


Seeker of the Misty Isles 1
Hit Dice: 8d8 + 12d6 + 56
Initiative: +7
Speed: 30 ft.
AC: 35 (Dex +2, Druid Variant Wisdom +8, Exalted +10, Deflection +3, Natural
Armor +2)
BAB: +9/+4
Face/Reach: 5 ft.
Saves: Fort +10 +3 (+4 Death Effects), Ref +7 +3, Will +15 +3 (+2 Enchantment,
Fear and Despair)
Abilities: Str 10, Dex 14, Con 18, Int 22, Wis 26, Cha 24
Domain: Time, Elf, Inquisition, Fate, Undeath, Travel
Special Ability: Divine Affinity +2, Channel Energy 6d6, Immune to Charms, Sleep,
Disease & Poisons, Low Light Vision (Ex), DR 10/evil, Energy Resistance acid, cold,
electricity, fire, sonic 15, Regeneration (Ex), SR 24 (+4 against evil)
Flaws: Love of Nature (DC12 will save for natural), Divine Gestures (arcane spell
failure)
Skills: 189 Knowledge Religion/Local (+2) +20, Knowledge History +5, Knowledge
Arcana/Dungeoneering/Plains/Nature (+2) +15, Concentration +5 +5, Sense Motive
+10 +6, Diplomacy +12 +10, Intimidate +10 +2, Listen +5 +1, Survival +5 (+2 above
ground underground, planes, Tracking), Spellcraft +15 +2 (+2 Scrolls), Spot +5 +1
(+4 against Disguise), Profession (Church Agent) +5, Gather information 10 +4,
Search +10 +1, Bluff +5, Use Magic Device +5 (+2 Scrolls)
Skill Trick: Collector of Stories
Feats: Sacred Vow, *Vow of Poverty, *Skill Focus (Constitution), *Track,
**Nymph’s Kiss, *Knowledge Devotion, *Improved Initiative, *Point Blank Shot,
**Vow of Purity, Extend Spell, **Touch of Golden Ice, Twin Spell, **Knight of the
Trinity (Stars), *Extra Turning (2), **Gift of Faith, Persist Spell, **Nemesis, Divine
Metamagic (Persist), Divine Metamagic (Twin), **Nimbus of Light, *Divine Vigor,
**Holy Radiance, ** Word of Creation, Zen Archery, **Exalted Spell Resistance,
**Intuitive Strike

Possessions: None, (Vow of Poverty, she broke :P)

Endure Elements (Ex): Cordelia is immune to the effects of being in a hot or cold
environment. She can exist comfortably in conditions between -50 and 140 degrees
Fahrenheit without having to make Fortitude saves.

Exalted Strike (Su): Cordelia has a +1 enhancement bonus on all her attack and
damage rolls. In effect, any weapon that she wields becomes a +5 magic weapon, and
can overcome the damage reduction of a creature as though it were a magic weapon.
Any weapon damage the character deals is also considered to be good-aligned, so that it
can bypass the damage reductions of some evil outsiders.

(Greater) Sustenance (Ex): Cordelia doesn't need to eat, drink or breathe.


Damage Reduction (Ex): DR 10/Evil

Mind Shielding (Ex): Cordelia is immune to detect thoughts, discern lies, and any
attempt to discern his alignment.

Freedom of Movement (Ex): Cordelia can act as if continually under the effect of a
freedom of movement spell.

Regeneration (Ex): Cordelia heals 1 point of damage per level per hour rather than
every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a
rate of 1 point of damage per level every 5 minutes.

True Seeing (Su): Cordelia has a continuous true seeing ability, as the spell.

Knight of the Trinity (Stars) (Ft): Once per day, while performing an act of good,
Cordelia may call upon her guardinal patron to gain a +1 luck bonus on any one roll or
check.

Word of Creation (Ft):


Creation: In accordance with their original purpose, the Words of Creation can
greatly enhance any process of creation. If they are spoken as part of the casting of a
Conjuration (Creation) spell, the duration of the spell is doubled (as if the Extend
Spell feat had been applied to it, but without increasing the spell’s level). Spells with
an instantaneous duration are not affected. If they are spoken while using any Craft
skill, they grant the crafter a +4 sacred bonus on the Craft check.

Exalted Power: The Words of Creation help energize good magic items and spells. If
used in conjunction with a good spell that has a verbal component, the Words of
Creation increase the spell’s effective caster level by +1. If used when creating a good
magic item, the Words of Creation increase the item’s caster level by +1 without
increasing the cost. Both caster level increases are considered sacred bonuses. Using
the Words of Creation to enhance a good spell deals 1d4 points of nonlethal damage
to the caster per 2 spell levels (none for a 0- or 1st-level spell, up to 4d4 for a
9th-level spell). Using them to enhance a magic item deals no nonlethal damage, since
their use is measured out over a long period of time.

True Name: Cordelia can research a specific creature’s true. Researching a true name is
similar to researching a new spell. It requires one week per 2 HD of the creature and an
expenditure of 1,000 gp per week. Cordelia must cast (or have cast on her behalf )
legend lore once each week, but the material component cost is included in the research
cost. At the end of the research time, Cordelia must cast commune or contact other
plane, paying the XP cost for commune if applicable. Then she makes a Knowledge
check, using the specialty appropriate to the target creature’s type. The DC for this
check is 10 + the creature’s Hit Dice. If the check succeeds, Cordelia has discovered the
creature’s true name. If it fails, Cordelia must go through the research process again if
she wants to keep trying. Once Cordelia has discovered a creature’s true name, she can
exercise her power over that creature in a number of different ways.

• She can impose a –4 penalty on the creature’s saving throws to resist a specific
compulsion spell or effect.
• She can reduce the creature’s spell resistance by 4 or reduce the amount of its damage
reduction by 5. This reduction lasts for 1 minute.
• She can cast teleport or greater teleport on the creature without including herself as a
target of the spell.
• She can gain a +6 bonus on her opposed Charisma check to compel service from the
creature after she summons it with a planar binding spell.

Each of these actions requires a full-round action, which includes speaking the
creature’s true name and a binding incantation in the Words of Creation. Uttering the
incantation deals 5d4 points of nonlethal damage to Cordelia. Cordelia and the creature
do not have to be in the same area or even the same plane—it is possible, for example,
to reduce a creature’s spell resistance before using planar binding to summon it to the
Material Plane. The one exception is the teleportation function, which requires Cordelia
to touch the creature after speaking its true name and the incantation.

Touch of Golden Ice (Ft): Any evil creature touched (touch attack) with Cordelia’s
bare hand is ravaged by golden ice. Contact DC 14 Initial: 1d6 Dex Secondary 2d6 Dex.

Channel Energy (6d6) (Su): Cordelia can release a wave of energy by channeling the
power of her faith through her holy symbol. This energy can be used to channels
positive energy and can choose to deal damage to undead creatures or to heal living
creatures. Channeling energy causes a burst that affects all creatures of one type (either
undead or living) in a 30-foot radius centered on Cordelia. 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 Cordelia’s Caster Level + Cordelia’s Charisma modifier. Creatures
healed by channeled energy cannot exceed their maximum hit point total, all excess
healing is lost. Cordelia may channel energy a number of times per day equal to her
Charisma modifier. This is a standard action that does not provoke an attack of
opportunity. Cordelia can choose whether or not to include herself in this effect.
Cordelia can sacrifice channel energy turns and translate them to turn undead turns
instead. Cordelia must be able to present her holy symbol to use this ability.

AC Bonus (Ex): When unarmored and unencumbered, Cordelia adds her Wisdom
bonus to her AC.

Favored Enemy (Ex): Humanoid Human +2

Animal Companion: Cordelia has a Heavy Horse named Sentry

Urban Sense: Cordelia gains a +2 bonus to sense motive and knowledge (local)
checks.

Voice of the City: Through a combination of body language, tone, and expression,
Cordelia can make herself understood by those who do not speak her language, and
she can interpret their meaning the same way. Simple concepts that can be conveyed
in a few words (such as "Help!" or "Drop your weapon!") can be conveyed
automatically. More complex concepts require her to make a roll: d20 + her 1 druid
level + either her Wisdom modifier (if trying to understand someone else) or
Charisma modifier (if trying to make someone else understand her). Roll each only
once per conversation. If she fails, she cannot try to communicate with that specific
individual no longer. (Thus, it is possible, if she succeeds in one roll but fails in the
other, to hold a conversation where she can understand the other speaker but he
cannot understand you, or vice-versa.)

The DC of the roll depends on creature type and how closely the individual's language
is related to any of her own. The ability works most effectively with other humanoids.
In this case, if the individual's language uses the same alphabet as any language she
knows, the DC is 20. If it does not, the DC is 30.

The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid;
they increase by 10 if the speaker is an elemental. If the other individual is of any
other creature type, she cannot communicate via this ability.

If the speaker is deliberately trying to make himself understood, Cordelia gains a +2


circumstance bonus on this roll. If she is attempting to interpret his speech from
outside normal conversational distance (such as eavesdropping), she takes a -4 penalty
on this roll.
Turn Undead (18)(Su): Cordelia has the power to affect undead creatures (such as
skeletons, zombies, ghosts, and vampires) by channeling the power of her faith
through her holy symbol and turn or destroy undead creatures. Cordelia may attempt
to turn undead a number of times per day equal to 3 + her Charisma modifier. With at
least 5 ranks in Knowledge (religion) Cordelia gets a +2 bonus on turning checks
against undead.

Lore (Ex): Thanks to long hours of study, Cordelia has a wide range of stray
knowledge. This ability is identical to the bard's bardic knowledge class feature, using
Cordelia’s cloistered cleric's and paragnostic apostle class levels in place of the bard
level. With at least 5 ranks in Knowledge (History) Cordelia gets a +2 bonus on this
check.

Detect Evil (Sp): Cordelia can use detect evil at will as a spell-like ability.

Immune to Charms (Ex): Cordelia is immune to all charm spells and effects.

Pierce Illusion (Su): Cordelia has the supernatural ability to penetrate illusions and
disguises at will. Whenever Cordelia sees an illusion or disguise spell of any sort, she
immediately makes a Will save to see through it. Cordelia need not interact with or
touch the illusion, visual contact is enough to give the Will save.

Pierce Disguise (Ex): Cordelia has a +4 competence bonus on Spot checks against the
Disguise skill.

Immune to Compulsions (Ex): Cordelia is immune to all compulsion spells and


effects.

Force Shapechange (Su): Cordelia can force a creature into its natural form. Cordelia
must make a successful melee touch attack against the creature. If the attack is
successful, Cordelia makes a caster level check as if casting dispel magic against the
shapechanging effect. The church inquisitor’s +4 bonus on dispel checks (the
Inquisition domain granted power) applies to this check. This ability undoes the effect
of alter self, polymorph, shapechange, and alternate form abilities, whether exceptional,
spell-like, or supernatural in nature. The affected creature cannot change its shape again
for 1d6 rounds. Cordelia can use this ability at will.
Divine Health (Ex): Cordelia has immunity to all diseases, including magical diseases
such as mummy rot and lycanthropy.

Slippery Mind (Ex): Cordelia has the ability to shrug off magical effects that would
otherwise control or compel her. If Cordelia is affected by an enchantment and fails her
saving throw, one round later she can attempt her saving throw again. She only gets this
one extra chance to succeed on her saving throw.

Divine Wholeness (Su): Cordelia can heal her own wounds, in addition to her other
healing abilities. She can heal up to four times her contemplative level in hit points each
day, and she can spread this healing out among several uses.

Divine Body (Su): Cordelia is immune to poisons of all kinds.

Divine Soul (Su): SR 24

Eternal Body (Ex): Cordelia no longer suffers ability penalties for aging and cannot be
magically aged. (Penalties she has already suffered remain in place.) Bonuses still
accrue, and Cordelia will still dies of old age when her time is up.

Spells Known: Cloistered Cleric 6/7/7/7/7/6/5/5/4/3 (+1 Domain)


Druid 3/3

Druid Spells Winged Watcher


Aquatic Escape
0
Create Water Cloistered Cleric
Detect Magic
Guidance 0 message;
Light 1st erase, identify, unseen servant;
2nd fox's cunning;
1 3rd illusory script, secret page, tongues
Camouflage 4th detect scrying;
Entangle 6th analyze dweomer;
Eyes of the Avoral 7th sequester;
Faerie Fire 9th vision.
Lesser Vigor
Obscuring Mist Domains:
Pass Without a Trace Inquisition Domain: Gain a +4 bonus on
Spider Hand dispel checks.
1. Detect Chaos 7. Legend Lore
2. Zone of Truth 8. Foresight
3. Detect Thoughts 9. Time Stop
4. Discern Lies
5. True Seeing Undeath Domain
6. Geas/Quest
1. Detect Undead
7. Dictum
2. Desecrate
8. Shield of Law
3. Animate Dead
9. Imprisonment
4. Death Ward
Elf Domain 5. Circle of Death
6. Create Undead
1. True Strike 7. Control Undead
2. Cat's Grace 8. Create Greater Undead
3. Snare 9. Energy Drain
4. Tree Stride
5. Commune with Nature Fate Domain: Acquire Uncanny Dodge
6. Find the Path
1. True Strike
7. Liveoak
2. Augury
8. Sunburst
3. Bestow Curse
9. Antipathy
4. Status
Time Domain 5. Mark of Justice
6. Geas/Quest
1. True Strike 7. Vision
2. Gentle Repose 8. Mind Blank
3. Haste 9. Foresight
4. Freedom of Movement
5. Permanency
6. Contingency
Travel Domain: For a total time per day of 1 round per cleric level you possess, you
can act normally regardless of magical effects that impede movement as if you were
affected by the spell freedom of movement. This effect occurs automatically as soon as
it applies, lasts until it runs out or is no longer needed, and can operate multiple times
per day (up to the total daily limit of rounds). This granted power is a supernatural
ability. Add Survival to your list of cleric class skills.

1. Longstrider
2. Locate Object
3. Fly
4. Dimension Door
5. Teleport
6. Find the Path
7. Teleport, Greater
8. Phase Door
9. Astral Projection

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