Jade Regent: Into the East
Female old human cleric (varisian pilgrim) 9
CG medium humanoid (human)
Init +0; Senses Perception +6
AC 14, touch 11, flat-footed 13 (9)
Fort +7 Ref +3 Will +12
Defensive Abilities Good Fortune 1/day
Speed 40 ft
Melee Starknife +6 (1d4-3/x3)
Ranged Starknife +6 (1d4-3/x3)
Special Attacks channel positive energy 7/day (DC 16, 5d6)
Cleric Spells Prepared (CL 9th; concentration +14)
5th – break enchantment(d), breath of life, summon monster V
4th – dimension door(d), dismissal (DC 20), freedom of movement, Summon Monster IV
3rd – daylight, fly(d), invisibility purge, protection from energy, wind wall
2nd – calm emotions, delay poison (DC 18), hold person (2, DC 18), locate object(d), remove paralysis, zone of truth
1st – bless, command (2, DC 18), cure light wounds, divine favor, shield of faith, truestrike(d)
0 (at will) – create water, detect magic, light, mending
(d) = Domain Spell
Str 5 Dex 10 Con 12 Int 12 Wis 22 Cha 14
Base Atk +6 CMB +3 CMD 13
Feats Augment Summoning, Brew Potion, Extra Channel, Fortune Teller (Harrow Deck), Sacred Summons, Spell Focus (Conjuration)
Skills Acrobatics (Jump) +4, Appraise +1, Bluff +2, Climb -3, Craft (Untrained) +1, Diplomacy +2, Disguise +2, Heal +14, Intimidate +2, Knowledge (Religion) +8, Perception +6, Perform (Untrained) +2, Profession (Fortune-teller) +18, Sense Motive +18, Spellcraft +13, Survival +6, Swim -3
Languages Common, Varisian
Special Qualities Agile Feet (9/day), Blessing of the Harrow, Caravan Bond, Dimensional Hop, Good Fortune
Combat Gear mwk starknives (2), +1 leather armor, ring of protection +1
Other Gear scrolls of cure moderate wounds (5), scroll of remove curse, scroll of remove disease, wand of cure light wounds (28 charges), amethyst ring worth 100 gp, harrow deck, silver holy symbol of Desna, silver necklace worth 30 gp, 17 gp
Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 9 times per day.
Aura of Chaos (Ex) You project a strong chaotic aura.
Aura of Good (Ex) You project a strong good aura.
Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability 9 times per day.
Blessing of the Harrow (Su) At 8th level, once per day the pilgrim may perform a harrowing for herself or another creature. This is otherwise identical to the blessing of the harrow from the harrower prestige class. This replaces an 8th-level domain power of the Varisian pilgrim’s choice.
Caravan Bond (Su) At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. This ability replaces the cleric’s proficiency with medium armor and shields—she retains proficiency with light armor only.
Favored Class Bonus Add +9 on caster level checks made to overcome the spell resistance of outsiders.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 5d6 points of positive energy damage to undead creatures or to heal living creatures of 5d6 points of damage. Creatures that take damage from channeled energy receive a DC 16 Will save to halve the damage. You can use this abilty 7 times per day.
Dimensional Hop (Sp) You can teleport up to 90 feet per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Good Fortune (Ex) As an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability 1 times per day.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “Cure” in its name).
Until she passed away from natural causes just a few months ago, Madame Niska Mvashti was the oldest person in Sandpoint. No one quite knows exactly how old the Varisian seer actually was when she died (she was already old when Sandpoint was founded over 40 years ago)—but the fact that her only daughter Koya is herself an old woman is a telling fact. Koya has spent a fair amount of her life traveling Varisia with a number of caravans, serving as a healer when she was younger and more recently as a fortune-teller. For the past several years, she’s been traveling with her adopted son Sandru Vhiski on a regular caravan route that travels between Riddleport, Magnimar, and Korvosa two or three times a year. The caravan spends most of its time relatively close to Sandpoint, though, and that has suited Koya fine, since it gave her more time to care for her aged mother. Since old Niska’s death, however, Koya’s initial mourning has transitioned into a sort of morose melancholy. A life-long worshiper of Desna, she has come to realize that while she has traveled extensively through the Varisian lowlands, she’s never been beyond the region’s borders. Tales of other Desnan explorers have long delighted Koya—even her own mother reputedly took part in several extensive caravans that traveled north to the Lands of the Linnorm Kings and even as far as Qadira. Koya’s having something of a late-life crisis as a result—a growing sense of disappointment that she’s never made a long caravan trek. With her mother dead, Koya has little reason to stay in Varisia, and she’s been pressuring Sandru to take a long journey soon: “The sooner the better, ’cause I won’t be around for long!” Koya’s in remarkably good shape, physically, for a woman well over 60 years of age—obviously, longevity runs in her family—but with each year that passes, the chance of her having the chance to experience a truly epic journey like the ones in her favorite stories grows slimmer.