Female half-elf clr 13 of the House of the River: CR 13; Hit Dice 13d8+26; 88 hp; Init +1; Spd 30 ft. (6 squares); AC 21, 16 touch, 20 flat-footed; BAB/Grapple +9/+7; Atk +7 melee (1d8+1, unarmed strike), or +8 melee touch (1d4 Str and 1d4 Con damage/Fort DC 17 negates, rod of withering), or by spell; Full atk +7/+2 melee (1d8+1, unarmed strike), or +8/+3 melee touch (1d4 Str and 1d4 Con damage/Fort DC 17 negates, rod of withering), or by spell; SA death touch 1/day, rebuke/command plant creatures 5/day, spells, turn/destroy undead 5/day; SQ +2 racial bonus to saves vs. enchantment spells, +1 racial bonus to Listen, Spot, and Search checks, +2 racial bonus to Gather Information and Diplomacy checks, aura, elven blood, immunity to sleep spells and similar magical effects, low-light vision; AL LE; SV Fort +13, Reflex +9, Will +16; Abilities Str 7, Dex 13, Con 12, Int 14, Wis 19, Cha 15.
Skills and Feats: Concentration +11, Diplomacy +13, Gather Information +4, Knowledge (arcana) +7, Knowledge (nature) +12, Knowledge (the planes) +12, Knowledge (religion) +12, Listen +5, Search +3, Spellcraft +13, Spot +5; Augment Summoning, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Spell Focus (conjuration).
Typical Cleric Spells Prepared: 0th—detect magic (x2), detect poison, light, mending, read magic; 1st—command, deathwatch, entangle+, entropic shield, inflict light wounds, shield of faith, summon monster I; 2nd—barkskin+, bear's endurance, death knell, gentle repose, inflict moderate wounds, lesser restoration (x2); 3rd—dispel magic, inflict serious wounds, invisibility purge, plant growth+, summon monster III, wind wall; 4th—command plants+, death ward, inflict critical wounds, restoration, summon monster IV (x2); 5th—commune, flame strike, mass inflict light wounds, wall of thorns+; 6th—heal, repel wood+, wind walk; 7th—animate plants+, resurrection.
Possessions: bracers of armor +5, cloak of resistance +4, gloves of dexterity +4, monk's belt, periapt of proof against poison, ring of freedom of movement, ring of friend shield, robe of scintillating colors, rod of withering. Assume that Teodora also carries the material components for any spells she has prepared.
Teodora looks upon the world through a pair of violet eyes. Pale skin and a head of wavy black hair make her complexion a match for her brother-husband Teoric's, as does her unusual height for a half-elf woman—she is over five and a half feet tall. Unlike Teoric, she has a slim, willowy build and moves with considerable grace.
Habitually, Teodora clothes herself in a robe of shimmering, iridescent silk and great masses of jewelry. An ornate rod of office completes her daily attire, serving as a scepter.
Starting Attitude: Indifferent.
Modifiers: The PCs are known members of a bleak banyan cartel (-8), the PCs are known associates of a foreign church's clergy (-4), the PCs are foreigners (-2), the PCs are retainers of a minor noble house (+2), the PCs are retainers of a major noble house (+4).
If Hostile: Orders the PCs summarily imprisoned or executed. In extraordinary cases, such as when imprisonment or execution might cause an international incident or spark an uprising, this treatment may be reduced to a lifelong exile from Enteria.
If Unfriendly: Orders the PCs removed from his presence by force, possibly imposing a temporary exile from Enteria, possibly following interrogation and mistreatment.
If Indifferent: Socially expected interaction. Teodora cultivates an air of clinical detachment in public settings, allowing Teoric to take the lead. In a more private setting, she displays a dry, sarcastic wit.
If Friendly: Considers the PCs for appointment to minor government office, knighthood, or non-hereditary fiefdoms. May issue an official commendation for services rendered to the crown.
If Helpful: Considers the PCs for appointment to high office. Confers hereditary nobility as a reward for continued service to the crown.
Teodora is fully a match for her brother-husband Teoric, functioning as an equal partner in his despotic rule over Enteria. Their family's gift for divine magic flows a little more powerfully through her than through her brother, and she uses her powers to ensure his well-being against poison, disease, and assassins, as well as to destroy those who would challenge their rule.
Just as the common perception of his brother is that he is an imperceptive brute, the general opinion is that Teodora is the power behind the throne. In fact she is by far the more direct of the two sibling-monarchs. Although she usually speaks to spies and diplomats, taking their reports and issuing orders, her policy decisions are closely guided by Teoric's use of divinatory spells. And similarly, despite the thick armor and crushing mace wielded by her brother, it's Teodora's magical prowess which offers the greater threat in a violent confrontation. When swords are bared, she calls upon summoning spells to drown the enemy in a torrent of otherworldly horrors, spins thorny walls into being, and animates the landscape itself as a weapon to hinder the enemy's movements.