Tribal Seer

Kellara Sheogorath's page

3 posts. Alias of Sarabian.


Full Name

Kellara Sheogorath

Race

Half-Orc

Classes/Levels

Necromancer (Life) 1

Gender

Female

Size

Medium

Age

23

Alignment

Lawful Good

Deity

Iomedae

Languages

Abyssal, Celestial, Common, Draconic, Kellid, Orc, Osiriani

Strength 10
Dexterity 13
Constitution 14
Intelligence 18
Wisdom 12
Charisma 10

About Kellara Sheogorath

Background
Kellara's parents met on the field of battle. Shandra was a powerful paladin of Iomedae stationed near Storasta in the Worldwound. Ismort was an orc sub-chief who found himself rallying his tribe after their demon allies turned on them. Shandra intervened in the conflict, slaying or driving off many demons. The two sat down in the aftermath of battle, and Ismort had a long conversation with the powerful warrior that saved his tribe. He left them to travel with her; eventually, after many nights and many conversations, his worldview was altered. He became a follower of Iomedae as well - not for the woman he had fallen in love with, but for his own purposes. They were married, and went into retirement when Shandra became pregnant with Kellara.
The trio set up on a small homestead just within the Numerian borders, about two hours south of the river crossing to Nerosyan. Ismort farmed and hunted, and Shandra would often take trips into the city to buy, borrow, and copy books to feed her daughter's lust for knowledge and bolster her budding arcane talents.
Things went poorly for everyone involved one day when Kellara was around 15. A band of Kellid barbarian raiders came on the farmstead. Seeing a large orc and a smaller half-orc, the band presumed they were raiding the farm, and responded accordingly. Ismort did his best to shield his daughter from arrow and axe, but being surrounded by 10 men, he was not able to protect her from everything, and she fell quickly, bleeding out into the soil. Shandra arrived back from Nerosyan just in time to see an axe split her husband's forehead. In desperation and fury, she called on Iomedae's power. Moments later, the only one dead on the field was Shandra; seven barbarians and two homesteaders picked themselves up off the ground, returned to life by Shandra's self-sacrifice.
Ismort buried his wife's body, took Kellara up to Nerosyan and found her an apprenticeship, then went out into the Worldwound prepared for battle, salving his grief in the blood of demonkind, and was not heard from again by this mortal world. Kellara turned her mother's gear over to the church in exchange for a stipend, but retained her father's special ceremonial greataxe he'd had commissioned for his induction into the church of Iomedae. She buried herself into such necromantic texts as she could - it was not a common study in Medved, but she was determined that if she had enough power, and the wisdom to wisely use it, that none should die needlessly again. She broadened her studies to include other world cultures that might expand her studies in an ethical manner, and came across mention of an immortality elixir in an ancient Osiriani text. She spent the rest of her savings making the trip south, and now is eager to plumb the ancient mysteries of the necropoli, more than ready to absorb the long-forgotten necromantic knowledge that, she hopes in her heart of hearts, might bring her parents back to her.

Appearance
Kellara is all too aware of how blood is a symbol for both life and death, and it shows through in the amount of red she wears. From her robes (full length just like in the north, but now lightweight and cinched to protect from heat) to her facepaint and hat, she is draped in a dark crimson. (The fact that it matches her eyes is, at best, incidental.) She has taken to plaiting her long hair with mud not only to keep insects out of it, but also to disguise the fact that she has her mother's wavy, golden hair - something markedly incongruous with her dusky-green skin. (She was born with her father's hair, but woke up after her resurrection with her mother's - a final gift unasked for, she thinks.)

Personality
The generalized curiosity that fired the young Kellara has been replaced with a near-obsession regarding the border between life and death. Kellara is all too aware, though, of the slippery slope that has led many other necromancers into immorality and licentiousness; she studies Iomedae's tenets every morning after her spell studies, to provide herself with a firm moral footing that, she hopes, will prevent such a fall. When in a conversation where she knows little, she says little; catch her interest, though, and her eyes glisten with life as she expounds thoroughly on the topic, accentuating important points with small, forceful gestures. She rarely gets close to people, both through lack of practice and fears of abandonment.While it seems strange that she has not undertaken the study of simple wound-stopping that so many others have, she has witness first hand how flesh is weak, and how magic can solve problems; as such, she tends to rely on magical means, rather than mundane, when it comes to saving lives.

Female Half-Orc Wizard (Necromancer: Life) 1
LG Medium humanoid (human, orc)
Init +1; Senses Perception +1, darkvision

DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +2, Ref +1, Will +3; +2 vs death effects

OFFENSE

Speed 30 ft.
Melee greataxe +0 (1d12/x3)
Ranged light crossbow +1 (1d8/19–20)
Wizard Spells Prepared (CL 1st; concentration +7)

1st—chill touch (DC 16), protection from evil, shield
0th (at will) — disrupt undead, ray of frost, resistance

STATISTICS

Str 10, Dex 13, Con 14, Int 18, Wis 12, Cha 10 (20 points)
Base Atk +0; CMB +0; CMD 11
Feats Scribe Scroll, Spell Focus (necromancy)
Traits: Focused Mind, Resurrected
Skills Intimidate +2, Knowledge (arcana, geography, history, local, religion) +8, Linguistics +8, Spellcraft +8
Languages Abyssal, Celestial, Common, Draconic, Kellid, Orc, Osiriani
SQ arcane bond (ring), arcane school (necromancy – opposed by conjuration and enchantment), healing grace, orc ferocity, resurrected (dead at negative Constitution +4 hp), shared essence (1d6+1, 7/day)
Gear light crossbow with 10 bolts, greataxe, backpack, scroll case, spell component pouch, spellbook (contains all prepared spells plus all non-opposed 0-level spells;
1st—chill touch, detect secret doors, endure elements, hydraulic push, protection from evil, shield), hot weather outfit, wooden holy symbol, 6 gp

Healing Grace (Su): Whenever you cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the spell a total of 1 point of damage per level of the spell. This healing may be spread out between the targets of the spell in any way you choose. If you assign any of the healing to an undead creature, it instead takes 1 point of damage for each point assigned. At 11th level, the amount of damage cured increases to 2 points of damage per level of the spell. This healing occurs when the spell is cast and has no effect on creatures that enter its area after the spell is in place. At 20th level, the amount of damage cured increases to 3 points of damage per level of the spell.

Share Essence (Sp): As a standard action, you can share your vital energy with a living creature that you touch. You take 1d6 points of nonlethal damage + 1 for every two wizard levels you possess. You cannot take an amount of nonlethal damage equal to or greater than your current hit point total; any excess is prevented. The recipient gains a number of temporary hit points equal to the amount of damage you received (prevented damage is not counted). These temporary hit points disappear 1 hour later. You may not use this ability to grant yourself temporary hit points. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability has no effect if you are immune to nonlethal damage.