Madame Ivanja

Isani Isu's page

479 posts. Alias of Ariarh Kane.


Full Name

Isani Isu

Race

Changeling - Osirion

Classes/Levels

Cleric 4/Oracle 3

Gender

Female

Size

Medium/5'7"/115 lbs

Age

21 (Birthday: 6th day of Neth)

Alignment

Neutral Good

Deity

Sarenrae

Location

The River Kingdoms

Languages

Common, Celestial, Draconic, Osiriani, Ancient Osiriani, Auran, Ignan, Elven, Tien

Occupation

Archeologist

Strength 13
Dexterity 11
Constitution 10
Intelligence 14
Wisdom 18
Charisma 18

About Isani Isu

Crunch:

PC Name: Isani Isu
Race : Changling - Osirion
Class : Cleric / Oracle
Level : 3/3 EXP : ___
Sex : Female Age : 21
Height : 5’7” Weight : 115 lbs
Skin : Very Pale Hair : Black
Eyes: Amber & Pale Blue Size : Medium
Alignment: Neutral Good

Stats
Str. : 13 (+1) Int. : 14 (+2)
Dex. : 11 (+0) Wis. : 18 (+4)
Con. : 10 (+0) Cha. : 18 (+4)

Light : 50 lbs Medium: 51-100 lbs
Heavy : 101-150 lbs Speed : 30 Feet

Saving Throws
Save Base Ability Misc. Total
Fort. 4 0 1 5
Refl. 2 4/Cha 0 6
Will. 6 4 0 10

Combat Bonuses
Type Base Ability Misc. Total
Melee 4 1 0 5
Ranged 4 0 0 4
CMB 4 1 0 5
CMD 14 +1/+4 +1 20
Init. 0 0 0 0

Defense Bonuses
Armor Type : +2 Mithril Shirt
AC Bonus : +5
Dex/Cha Mod : +4
Flat Footed : 15
Misc. Modifier : +1
AC : 22
HP : 31/31
Hero Points : 2
Weapons/Damage
Weapon Attack Dam. Crit.
Natural (Claw) +5 1d4+1 20x2
+2 Scimitar +7/ 1d6+3/ 18-20x2
(Bane) +9 1d6+5+2d6
Dagger +5/+4 1d4+1 19-20x2

Feats
Extra Channel, Extra Spells Known, Selective Channel, Sacred Summons

Weapons/Armor Proficiencies
Simple, light armor, medium armor, and shields favored weapon of their deities – scimitar

Skills
Skill Name Total Rank Ability Mis
Acrobatics
Appraise 6 1 2 3
Bluff
Craft
Climb
Craft
Diplomacy 13 6 4 3
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal 10 3 4 3
Intimidate
Jump
Know. Arcana 8 1 4 3
Know. Dungeon 8 1 4 3
Know. Engineer 9 1 4 3+1
Know. Geo. 8 1 4 3
Know. History 9 1 4 3+1
Know. Local 8 1 4 3
Know. Nature 8 1 4 3
Know. Nobility 8 1 4 3
Know. Planes 8 1 4 3
Know. Religion 10 3 4 3
Linguistics 9 4 2 3
Perception 8 4 4
Perform
Pr: Archeologist8 1 4 3
Ride 1 1 0 0
Sense Motive 8 1 4 3
Sleight of Hand 2 0 0 2
Spellcraft 6 1 2 3
Stealth 1 1 0 0
Survival 5 1 4 0
Swim 2 1 1 0
Use Magic Dev.

# This Skill is modified with Gear (see below)
* Armor Check Penalty Applies : __0__

Languages
Lang. Lit. Lang. Lit.
Common yes Draconic yes
Celestial yes Osiriani yes
Auran yes Ancient Osiriani yes
Ignan yes Elven yes
Tien yes

Racial/ Class Abilities
Channel energy: 2d6 heal, 2d6+3 against Undead - 10 Times a day
Rebuke Death: Heal 1d4+1 to any creature in negative HP - can use 7 times a day.

Trait Descriptions
Resilient: Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Benefit: You gain a +1 trait bonus on Fortitude saves.

Exalted of the Society: You have studied your god extensively.
Benefit: You may channel energy 1 additional time per day.

Osirionologist (Regional): You have studied the history of ancient Osirion, and may have even ventured inside one of the great pyramids. You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks, and one of them is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.

Feat Description
Extra Channel: You can Channel 2 extra times a day.
Extra Spells Known: Gain an additional 2 spells added to your repertoire of known spells for Oracle.
Selective Channel: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier (4). These targets are not affected by your channeled energy.
Sacred Summons: The minions of your divine patrons stand ready to answer your call.
Prerequisites: Aura class feature, ability to cast summon monster.
Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.

Racial Ability Description
Changelings: All changelings have the following racial traits.
-2 Constitution, +2 Wisdom, +2 Charisma: Changelings are frail, but possess a sharp wit and unnatural beauty.
Sea Lungs: A changeling with a sea hag mother can survive underwater for longer than usual. You gain the ability to hold your breath for a number of rounds equal to three times your Constitution score instead of two.
Natural Attacks: Claw (1d4) A changeling’s hands and fingernails tend to harden and become sharp as she reaches adolescence.
AC Bonuses: +1 natural armor.
Senses: darkvision (60 feet).

Favoured Class: Cleric

Cleric:

Class Abilities
Cleric
Aura: You radiate an aura of good.
Channel Energy: Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric.
Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier.
Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Channel Energy: 2d6 Healing – 2d6+3 against Undead – 30 foot burst – 10 times a day.

Healing Domain: Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Rebuke Death: Heal 1d4+1 to any creature in negative HP as a touch attack standard action – can use 7 times a day.

Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.

Sun Domain: Sun's Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.

Magic

Cleric
Level 0 – 5 Zero Level Cleric Spells
Create Water, Detect Magic, Guidance, Light, Read Magic
Level 1
– 3 1st Level Spells + 1 Domain Spell (endure elements, cure light wounds)
Comprehend Languages, Remove Sickness, Bless, Divine Favor, CLW (Domain)
Level 2
– 2 2nd Level Spells + 1 Domain Spell (heat metal, cure moderate wounds)
Spiritual Weapon, Summon Monster II, Summon Monster II, CMW (Domain)

Oracle:

Oracle
Oracles Curse: Haunted: A spirit follows you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Mystery – Lore:
Class Skills: An oracle with the lore mystery adds Appraise, Spellcraft, and all Knowledge skills to her list of class skills.

Bonus Spells: identify (2nd), tongues (4th), locate object (6th), legend lore (8th), contact other plane (10th), mass owl’s wisdom (12th), vision (14th), moment of prescience (16th), time stop (18th)

Revelations

Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws as well CMD. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity

Oracle Spells – once you choose your Oracle Spells you cannot choose new ones each day. You can only select these spells.

Level 0 – Mage Hand, Ghost Sound + 6 other Zero Level Spells
plus Spark, Stabilize, Resistance, Detect Poison, Mending, Purify Food and Drink
Level 1 - Cure Light Wounds + 5 other 1st level Oracle Spells known
plus Magic Weapon, Burning Disarm, Protection from Evil, Shield of Faith, Sun Metal.

[Oracle is able to cast any number of 1st level spells 6 times a day.]

Gear:

Gear

Name Weight Cost

On Person
Traveler’s Outfit 5 lbs 1 gp
Holy Symbol, Silver 1 lbs 25 gp
+ 2 Mithril Shirt 10 lbs 5,100 gp
+ 2 Scimitar – Bane 4 lbs 8,320 gp
Dagger 1 lbs 2 gp

In Backpack
(Masterwork, backpack) 4 lbs 50 gp
Explorer’s Outfit 8 lbs 10 gp
Kit, Cooking 2 lbs 1 gp
Food, meals good (4 days worth) - 20 sp
Tea (for 7 cups) 3.5 lbs 14 cp
Soap (2 bars) 1 lbs 2 cp
Blanket, common 1 lbs 2 sp
Perfume, rare (3 doses) - 30 gp
Bodybalm -/25 25 gp
Ink (1 oz. vial) - 8 gp
Inkpen - 1 sp
Parchment (3 sheets) - 6 sp
Monthly Linens - -

In Satchel
Holy Water (1 flask) 1 lbs -
Mirror, small steel ½ lbs 10 gp
Hairbrush - -

On Horse
(Animal-Horse, Heavy,
Combat-trained) 1200 lbs 300 gp)
Saddlebags 8 lbs 4gp
Saddle, riding 25 lbs 10gp
Animal Gear – Bit & Bridle 1 lbs 2 gp
Tent, small (1 person) 20 lbs 10gp
Bedroll 5 lbs 1 sp
Rope, silk (50 ft) 5 lbs 10gp
Waterskin 4 lbs 1 gp

(16,000 GP on person)

Total Weight : 40 lbs on person (incl. backpack and satchel items), 68 lbs on horse.
Total Cost : 13,918 gp 30 sp, 20 cp (Remaining gold = approx. 2082 gp)

Sadiki:

Sadiki is a chestnut coloured Arabian with a small white star at the top of his forehead. He is intelligent and spirited.

CR 2
Male Horse, Heavy (Name: Sadiki)
NN Large Animal

Init +4; Senses Low-Light Vision, Scent; Perception +8
--------------------
DEFENSE
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AC 15, touch 13, flat-footed 13 (+4 Dex, -1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
OFFENSE
--------------------
Spd 50 ft.
Melee Bite (Horse, Heavy) +5 (1d4+5/20/x2) and
. . Hooves x2 (Horse, Heavy) +0 x2 (1d6+2/20/x2) and
. . Unarmed Strike +5 (1d4+5/20/x2)
Space 10 ft.; Reach 5 ft.
--------------------
STATISTICS
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Fetch [Trick]
Skills Perception +8, Stealth +4
Languages
SQ Combat Riding [Trick]
Other Gear Bit and bridle, Saddle (Riding), Saddlebags (8lbs), Tent, Small
--------------------
SPECIAL ABILITIES
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing colour and detail.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Misc. Notes/Background:

1. Background for Character
o Where was your character born? In the capital city of Sothis, located at the mouth of the River Sphinx. It is the largest, and most prosperous city in the kingdom of Osirion.
o Who raised her? Her father, Merira Isu, a priest of Sarenrae, at The Temple of the Eternal Sun.
o What was happening in the region when your character was growing up? The city was prosperous with shipping directly into central Sothis and the devotion of the River Sphinx to agriculture. With Isani’s hidden maternal bloodline and the call beckoning her to someone/somewhere unknown, in addition to a new power manifesting in the last few years, Isani’s father has decided to send his daughter to the new land in the north for her own safety and wellbeing. So, she will make a pilgrimage north for a new beginning.
o Does your character have any relatives? Yes, her father and her mother (whom she has no contact with).
2. Motivation
o What are your character’s immediate goals? What would she like to do in the coming year? Strike out to the north to find this new land in the River Kingdoms where people are free to be who they are, without fear of condemnation and retribution. In the coming year, she would provide her healing services and aid in the removal of evil in the lands.
o What are her long-term goals? Found a Temple to Sarenrae and share her teachings with those who would openly and freely listen, understand and heed her word. Open a library and collect unique and rare scrolls and antiquities or construct places of healing for all the community and not just those who have the coin for such services.
o What type of person would be her ideal mate? Loyal, brave, committed, compassionate, just.
o Who is her patron deity? Is she a devout worshiper? Sarenrae and yes she is a devout worshipper, wearing the silver holy symbol of the Ankh on a silver chain around her neck.
o Is she a devout member of any nonreligious cause? No.
o Is there any race, creed, alignment, religion or the like against which she is strongly prejudiced? Any unredeemable evildoer, especially the remorseless evil of the Undead and Fiends who glory in slaughter and death.
o What is her greatest fear? Disease, fear and evil invading all lands.
o What is the one task she absolutely refuses to do? Kill an innocent.
3. Idiosyncrasies
o What is your character’s motto or favorite saying? “All seed answer light, but the colour is different.”
o What is her favourite colour? Deep, vibrant blue and burned, rich gold.
o Describe what she would wear if money were no object? Silk robes, embossed with bright silk threads in patterns of the sun. Jeweled accoutrements.
o What is her favorite food? Drink? Figs and Water.
o What is her favorite animal? Lion.
o What habits of her friends annoy her most? She does not have close friends. In terms of acquaintances and other students of the faith, she is annoyed by their lack of curiosity and inspiration.
4. Traits: rank each trait from 1 to 10 (ten being highest)
o Courtesy 8
o Valor 8
o Self-sacrifice 8
o Generosity 8
o Sobriety 8
o Calm temper 6
o Optimism 7
o Curiosity 9
o Forgiveness 8
o Cheerfulness 6
o Patience 7
o Honesty 8
o Helpfulness 8
o Loyalty 9
5. Miscellaneous
o What well-known media figure from sports, movies or politics most closely resembles your character? Evelyn Carnahan O’Connell (Rachel Weisz) in The Mummy.
o What would be her theme song? “Starfall” by Two Steps From Hell.
o If her friends were to write her epitaph, what would it be? “In Light, Truth and Freedom she led her life.”
o What would be her job in modern society? Antiquities, Museum Curator.

Backstory:

Isani had felt different her entire life. In a land where bronze-kissed skin was familiar and acceptable, her abnormally pale skin shimmered like a beacon announcing her strangeness as if an ever-present threat. Her father shielded her as best as he could, using his position within the church and his unconditional love for his only child.
*

My origins were a well-kept secret from most of our limited acquaintance and the clergy at the Temple, except for the High Priest and Priestess. Some of the more travelled Osirions or those in trade with a variety of races caught onto the meaning of my mismatched eyes, palest skin and waif-like frame. My father had been contritely open in his discourse with the Priest and Priestess, explaining how an alluring stranger came to be aboard the trading vessel, “The Khepra”, and how Merira Isu was at once captivated and readily seduced by the disguised hag (her true identity unbeknownst to the cleric at the time).

The hag had called herself Nerea Em, and in the months she had met and seduced my father, she found herself with child. My father was both elated and concerned with the news; but was more alarmed with Nerea Em’s sudden change in demeanour and character. He had begun to suspect that the woman who had conceived his child had a deep, evil core. It came apparent when she had tried to murder him in his sleep but he managed to flee and by the power and grace of Sarenrae, the hag was not able to defeat him. She had disappeared as quickly as she had appeared in Sothis. My father was relieved that she was gone but his heart ached for the unborn child she carried in her womb, a child with his blood flowing through its veins.

Eight months after the disappearance of my pregnant mother, a strange infant was found, swathed and abandoned on the steps of the Temple of the Eternal Sun. The acolyte under my father’s tutelage, Ameni, was the one to discover the child and brought it to my father. My father told me that as soon as he spied the babe, looked upon it and counted the months since my mother’s abrupt departure that he knew I was his lost child and embraced me, promising to guide and raise me in the Light. No one in the temple questioned the presence of a foundling, as they were common throughout the city and various temples. But my father knew in his heart of hearts that I was his flesh and blood, yet sensed that my appearance could ultimately be a cause of concern to his Temple brothers and sisters. I was treated compassionately within the walls of Sarenrae’s Temple. I relished my work within the temple, my thorough study of ancient text and lore and my own rise from acolyte to Priestess of the one they called the Healing Flame, the Everlight, and the Dawnflower. Sarenrae’s compassion and forgiveness were a balm in a time where the city and land were filled with unrest and the machinations of the nonredeemable and evil-hearted. My senses were honed from an early age, in part out of necessity and in part as a direct result of my father’s teachings in and out of the classroom.

At the age of fourteen, I began to hear a call, a hypnotic voice, beckoning me to travel; yet I knew not the location. It scratched at my heart and soul like a misery and ecstasy, frightening me into believing I was losing my mind. I did not want to speak of it to my father but I eventually broke down and confessed all. He had extensively researched the nature of hags, and especially my mother. For you see at the age of twelve, I had dived into the River Sphinx and found myself quickly trapped ‘neath a moored vessel. Entangled in seaweed and reeds, I struggled and believed I would quickly drown. Instead, I found I could hold my breath in the water, longer than I expected or believed possible. I had relayed the story to my father when I finally extracted myself from reeds, weed and vessel alike. He consulted his books and extensive knowledge and theorised my mother was a sea hag and that would explain my ability to stay beneath water for lengths of time. From that moment onward, I was not frightened of drowning, at least not if I was accidentally stuck under water. The internal call was relentless but with continual and practiced meditation, prayer and strength of will I was able to shut out the voice until it stopped entirely. I graciously thanked Sarenrae’s patience and mercy.

At the age of eighteen, I began to hear a different voice, and felt and saw things of a paranormal nature. A new kind of magic had manifested itself inside me and I struggled with the meaning and prayed to Sarenrae for guidance and deliverance. Once again, I consulted with my father and together we realised that I was cursed and I was being followed by a spirit, not necessarily malevolent but mischievous. My father began to worry more about my safety if I stayed within Osirion as my elevated magic would soon draw unwanted attention. We kept to ourselves, I continued with my studies and Priestess duties and we bid our time. It seemed enough and some years had passed.

Recently we had heard stories from travellers coming into Sothis, of a new land forming in the River Kingdoms across the sea to the north. According to my father’s sources, a city had formed to the south of the River Kingdoms and it stood as a beacon to those who would be scorned for their origins and ancestry. They needed priests and priestesses in this new land, or so it was said, and a call had been sent out across Osirion for good folk to be magically transported to this place. My father believed this to be a divine opportunity to escape the dangers in Sothis and to fulfil the will of Sarenrae herself.

Those who would make the journey (and who paid handsomely for it, like my father) were escorted to the Ruins of Tumen, located in the eastern desert, 75 miles from Sothis and far from the River Styx. In this place, within an abandoned open-aired temple, the grand wizards had conjured a magical transportation spell of immense proportions. Each person was permitted to bring basic gear, supplies and a horse, if they so chose. They would be moved magically over vast distances, “disembarking” on the borders of the River Kingdoms. My spirit “friend” attempted to warn me, fervently attempting to dissuade me from making the journey. I believed in my father and what he was attempting to do to keep me safe and I unwittingly ignored the spirit’s pleas. Through the spirit’s own magic or supernatural will I became magically displaced about a mile or so from the other Osirion travellers and the intended “exit point”. The people who organised the transportation realised I had not made it to the designated location and sent out riders to search for me and bring me to the site. Fortunately, I had my horse with me, so I climbed atop him and rode hard, trying to escape the dark-garbed riders intent on capturing me. Using my wits, magic and with the aid of my spirit friend I managed to elude them as they gave chase.

And so, I fled on horseback. With no escort or guide, and with the protection of my Lady Sarenrae, I decided to head to the capital, to this Saravale, and plead audience with the strange lord of the land. I did not own a map of the land nor was I knowledgeable in the exact location of the town. I simply rode north in search of a great Fortress, the one they called Cloudwatch Keep. I would seek the reason for such duplicity; of falsely inspiring my fellow countrymen and women to leave their homeland and travel over vast distances in search of a fictitious dream of liberty and acceptance for all. Were these wrongdoers’ slavers or worse? Isani, by the name of Sarenrae, pledged to uncover the truth and deal swift justice to those who would enslave people for coin and dark power.

With Sarenrae’s holy, healing light she would right a wrong. These evildoers would not suffer by her hand, nay, they would be dealt swift justice or she would undertake reformation of the wrongdoers if they listened, understood and repented.

Physical Appearance:

A waif-like young woman, one and twenty years of age, with midnight black hair, palest alabaster skin, one light blue eye and one amber eye. She is tallish and slender with adequate curves to draw attention when she passes. Her comely face and unique features are both a gift and a hindrance. People are either attracted or repelled by her strangeness.

Haunting Spirit:

Eirene is a spirit haunting the Changeling Priestess, Isani Isu. She appeared three years ago and there is a deep mystery surrounding the ghost. She looks to be human, around 16 years of age, pretty, petite, with long ebony hair, skin the hue of honey and rich brown eyes.

Eirene (pronounced ee REE nee) is the youngest of seven daughters of a great and powerful Pharaoh of Ancient Osirion. Thus, a Princess (according to her story).

Her nature is meddlesome, troublesome and mischievous. There is no profound evil in her character and any chaos she helps to create comes from centuries of boredom and a sense of entitlement. Yet, there is still more to the girl ghost.

What Isani Looks Like