Queen of Calastia
Galeeda The Fair (Sorcerer) CR 17
Female Human Sorcerer 18
LE Medium Humanoid (human)
Init 6 armor, 18)
Fort 9, Will 9; CMB +10; CMD 28
Feats Bouncing Spell, Empower Spell, Enlarge Spell, Eschew Materials, Greater Spell Focus (Evocation), Lingering Spell, Maximize Spell, Nimble Moves, Spell Focus (Evocation), Spell Perfection (Prismatic Spray), Spell Specialization (Prismatic Spray), Spontaneous Metafocus (Prismatic Spray), Toughness +18
Skills Bluff +30, Diplomacy +27, Knowledge (arcana) +25, Knowledge (local) +22, Knowledge (nature) +25, Knowledge (nobility) +22, Perception +11, Profession (herbalist) +27, Spellcraft +25, Stealth +8
SQ bloodlines (verdant), hero points
Combat Gear Potion of cure serious wounds; Other Gear Amulet of proof against detection and location, Boots of speed (10 rounds/day), Bracers of armor +6, Cloak of the bat, Eyes of the eagle, Gloves of arrow snaring (2/day), Headband of mental prowess (Wis & Cha +6), Helm of brilliance, Mantle of spell resistance, Ring of protection +5, Rod of security (1/week), You have no money!
Amulet of proof against detection and location Diviniation spells against you require a DC 23 caster level check.
Boots of speed (10 rounds/day) Affected by haste
Bouncing Spell You can cast a spell that can be redirected if it has no effect on its first target.
Cloak of the bat In darkness or dim light, can fly as spell, or polymorph yourself into a bat.
Damage Reduction (10/melee or magic) You have Damage Reduction against non-magical ranged weapons.
Damage Resistance, Fire (30) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enlarge Spell Increase spell ranges. +1 Level.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gloves of arrow snaring (2/day) Once worn, these snug gloves seem to meld with the hands, becoming almost invisible to casual observation. Twice per day, the wearer can act as if he had the Snatch Arrows feat (see Chapter 5 for details), even if he does not meet the prerequisites for the feat. Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.
Requirements: Craft Wondrous Item, shield; Cost 2,000 gp
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Lingering Spell You can cast an instantaneous spell that lingers until the beginning of your next turn, affecting anyone who enters that area and possibly providing concealment.
Massmorph (Tree Shape or Plant Shape I) (1/day) (Sp) Alter the size and health of plant life or transform willing creatures.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Nimble Moves Move through 5’ of difficult terrain/round as if it was normal terrain.
Photosynthesis (Sustenance, +4 save vs. Poison & Sleep) (Ex) You need no food and can sleep 2H for the benefits of 8H sleep. +4 save vs. poison and sleep
Rod of security (1/week) Transport wielder and passengers to dimensional pocket paradise.
Rooting (18 minutes/day) (Ex) Reduce your speed to 5’ to gain many defensive bonuses.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Prismatic Spray) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Resistance (21) You have Spell Resistance.
Spell Specialization (Prismatic Spray) Pick one spell and cast it as if you were higher level
Spontaneous Metafocus (Prismatic Spray) Apply metamagic to one spell and keep the standard casting time
Tanglevine (CMB +27) (12/day) (Sp) 15’ vine can be used for disarm, steal, or trip.
Verdant Gain +spell level natural armor for 1d4r after casting a personal spell.
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Geleeda came to the attention of the Calastian king just as he was burying one of his previous wives. Initially brought into the king’s seraglio, Geleeda so impressed the aging monarch that a genuine fondness for her seemed to bloom in his heart. Before long, the two were married, and as a wedding gift, he bequeathed to her the recently annexed Fiendwood, which was ceremonially renamed “Geleeda’s Grove” in honor of the new queen. As much politics as love went into the marriage, however, as Geleeda had managed to convince the king that through her native sorceries and contacts with divine powers, she felt she would soon be able to discover how to halt the aging process.
Not everyone believes what Geleeda says. The king’s trusted advisor, Anteas, believes something to be less than forthright about the queen, and the two have a publicly amicable but privately suspicious relationship, each waiting for the other to expose some bit of hidden treachery that they can then bring to the king’s attention in order to be rid of the rival at long last.