Marialee Rathiel

## Background

Cleric of Calistria she is the most blessed child in Ethenil and has recently been nominated to take the position of high-priestess in Northern Sorreinn. Hundreds of years ago Marialee Rathiel was left on the steps of the church of Calistria on the outskirts of Ethenil, adorned in beautiful clothing and arcane jewelry her arrival at the church quickly became gossip around the city. As rumors and gossip are bound to do the people eventually forgot the child, and she began to grow up in Calistria's light. Little attention was payed to the inner workings of the church and thus the general populace was unaware of the meteoric rise of Marialee; she was attuned to the light like few others and had a heart so full of love she quickly rose in respect within the church, soon positions and acolades followed. Now she has the recognition of the nobles of Sorreinn and the elven branch of the church of Calistria.

## Description

Tall and lithe Marialee is the archetypal elf, her face radiates ephemeral beauty and her hair rustles and dances with the wind. A truly good individual Marialee always has a spare coin or a bun for the poor and hungry and runs classes for the young at her church on the borders of Ethenil. She has been known to be a bit possessive and has certain things, such as her necklace, that she wont allow anyone to touch.

## Feats

* Converted several harpie followers of Pazuzu who were on death-row, and got the judge to grant clemency getting their sentences changed to a lifetime of service guarding the church of Calistria.

* Facilitated an inter-dimensional meeting between Calistria and a follower on a matter of great importance.

## Information

*Level*:14

*HP*: 118

*BAB*: +10/+5

*Skill Points*: 56

*Speed*: 30

*Initiative*: +1

*Hero Points*:

*Racial Traits*:

**Scion of Elvenkind:** Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (Elf) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for elf without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

**Halo:** Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision standard racial trait.

**Celestial Resistance**: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

**Spell-Like Ability (Sp)**: Aasimars can use daylight once per day as a spell-like ability.

Your kiss invigorates others. Once per day, you can kiss a creature to change its condition from exhausted to fatigued, or from fatigued to normal.

*Traits*:

*Languages*: Elven, Sylvan, Common, Celestial (dead)

## **Class Features and Feats**

### Blossoming Light Cleric

Channel Energy 21/21: 9d6 (+7 to dmg)

when a blossoming light channels energy to harm undead, her channeled energy also harms chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead.

she can expend an additional use to fill the affected area with bright light (as per daylight) for a number of rounds equal to her cleric level.

use atonement once per day as a spell-like ability, but only to offer redemption to others

### Lust Domain:

*Dazing Touch (Sp)*: You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability 7 times per day.

*Anything to Please (Su)*: At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds. You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.

### Trickey Domain:

*Copycat (Sp)*: You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for 14 rounds, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability 6 per day.

*Master’s Illusion (Sp)*: At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 14 rounds. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is 20. The rounds do not need to be consecutive.

**Feats**:

Turn Undead: Use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is 29. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect.

Blazing Channel: When you use your Turn Undead feat, undead failing their saving throw are engulfed in holy fire.

Seductive Channeling: When you channel positive energy, those you heal can choose to take additional healing equal to your Charisma bonus (minimum 1), but in return they take a –2 penalty on Will saves against your charms, compulsions, and emotion effects and on Sense Motive checks against your Bluff checks. This penalty lasts for 24 hours. A creature cannot benefit from this feat again for the duration of this penalty.

Improved Channel: +2 to dc

Channeled Revival: 3 Uses of Channel to cast breath of life.

Quick Channel: You may channel energy as a move action by spending 2 daily uses of that ability.

Divine Interference: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice.

Deific Obedience: **Calistria's Tongue (Sp)** *charm person* 3/day, *eagle’s splendor* 2/day, or *suggestion* 1/day

## **Equipment**

### *Weapons*

Modifiers

*General Goods*\*:

*Magic Items*:

Phylactery of positive Channel: +2d6 to channel

Seducers Bane: the wearer a +5 competence bonus on Sense Motive checks, and a +5 resistance bonus on Will saves against enchantment effects. If the wearer makes a successful Will save against an enchantment, the caster of that spell incorrectly senses the effect has
succeeded. Additionally, the bracelet’s wearer knows an enchantment targeted him and the enchantment’s source.

Rivière of Forgotten Divinity:

Gauntlets of Twisting Vines: yeah she doesn't grapple.

*Containers*:

*Currency*:

*Carried Weight*:

*\*If quantity is unspecified, assume a quantity of 1*

## **Skills**

\*Armor Check Penalty applies

! Cannot use skill untrained

## Spell List

Level 0 Spells: 4

Level 1 Spells: 5

Level 2 Spells: 5

Level 3 Spells: 5

Level 4 Spells: 5

Level 5 Spells: 3

Level 6 Spells: 3

Level 7 Spells: 2

Level 8 Spells

Level 9 Spells