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Profile
About Farasha al-KatapeshiStats:
Traits: Spoiler:
Missionary: You’ve spent much of the last several years serving your faith, and the conviction and dedication to your church has impressed many. Perhaps you’ve donated much of your personal wealth or time to serving the church, or you’re the child of a powerful or well-loved member of the church, an orphan raised by the church, or a foundling with a strange birthmark that bears more than a passing resemblance to your faith’s holy symbol. The faith has long supported you, and you are eager to repay the church in some way. In Katapesh, the establishment of a new village is always cause for interest to the nation’s churches, as establishing new temples in villages is an excellent way to expand upon the church’s resources and bring in more faithful. If the Pactmasters’ plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and your faith is keenly interested in being represented there. This campaign trait is particularly suited to worshipers of Sarenrae, as Kelmarane was founded near an old monastery dedicated to the Dawnflower, and reconsecrating that monastery is of great interest to Sarenrae’s church. Furthermore, a temple dedicated to her once stood in Kelmarane itself, but it has long since fallen into ruin; whispers among the religion tell that the church’s old pastor may have fallen from grace and may even have been part of the cause of the hard times that befell the village. You’ve joined Garavel’s band in hopes of helping to establish a new temple in the soon-to-be revitalized village. You’ve been selected for your dedication to the church and your strong social graces—pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive . You gain a +1 trait bonus on checks using that and it is always considered a class skill for you. Desert Child (Katapesh): You were born and raised
Combat Stats:
Skills:
Feats: Augment Healing[General]
Example: When Farasha converts a 1st level spell to a Cure Light Wounds she would heal 1D8 +3(level bonus/domain) +2 (Augment Heal 1st-level spell bonus)for a total of 1D8+5 Toughness: +3 HP Open Minded: 5 extra skill pts. Domains: Sun, Healing Spells: 3/2 DAY 0 LvL: Create Water, Light, purify food and drink, det. mag,read mag., stabilize. 1st lvl: CLW, Summon monster I, endure elements(D) Equipment:
Spoiler:
Scimitar Backpack 10 chalk flint&steel 1 weeks iron rations 4 belt pouches waterskin Silver holy symbol Healer's kit Heavy aba CHANNEL ENERGY: Channel Positive Energy
Background: Coming from a small village on the outskirts of Katapesh, Farasha from an early age was a devote of Sarenrae. Her parents noted her devotion to the Dawnflower and dedicated her to a holy house early in her youth. She grew up within the cloistered walls, innocent in some respects, wise in others. The dedicants worked among the poor, so she is no stranger to scenes of privation and suffering. They have also fought invaders and bandits, so she is not a neophyte to battle. She is innocent of the subtle social skills that most have at her age. She has been sent to bring the Dawnflower's word to the new settlers. Farasha stands 5'2" tall. She is a dark-tanned Keleshite, the desert sun has had its way with her. She has black eyes and a piercing glare. Her hair is also black, and mostly in a bun for convenience. Physically she is attractive, but she is usually dressed in her aba and carrying her scimitar, so this feature of her is often hidden. Her fanatic personality also turns away potential admirers. Stats on a 32-point buy STR 14, DEX 14, CON 14, INT 10, WIS 16, CHA 10 |
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