Seeker of Light's page

126 posts. Alias of K'tari.


Full Name

Seeker of Light (Imenda)

Race

Human

Classes/Levels

Cleric/3

Gender

Female

Size

Medium

Age

22

Alignment

Neutral Good

Deity

Shelyn

Location

Riddleport

Languages

Common, Shoanti, Thassilonian

Occupation

Artist

Strength 17
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 15
Charisma 12

About Seeker of Light

Appearance: Seeker of Light is a tall(6ft 2 inches-1.55 meters), fit attractive young female who looks like a Shoanti warrior with several striking differences.

details:

She has the typical complex and detailed tattoo's over much of her body, but they have much more color than is usual for her people and they often feature her goddess, Shelyn. She almost always has her glaive in her hand, not a usual weapon for a Shoanti warrior. Her head, instead of being shaved, has an unshaved strip of pure white hair, about 1 inch long, in a band 4 inches wide from her forehead to the back of her neck. Her helmet is constructed in such a way that some of this shows, even when is strapped on. Her eyes are a brilliant blue and her skin is pale (most Shoanti are dark skinned, dark haired, dark eyes)

Her clothing is fine and expensive, but obviously made with practicality in mind, though she does have various semi precious stones worked into several items, including her boots and bandoleer, mostly in places less likely to take damage or wear. Any thing that is wood, even her club, is covered with small artistically burned designs and images. Her Her gear is spotless whenever possible, masterwork when she can afford it, and she tries to use her whetstone on any blade used as soon as it is cleaned after battle.

crunch:

Init +5; Perception[b/] +2
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DEFENSE

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AC 17, touch[b/] 11,[b] flat-footed[b/] 16 (+6 armor, +1 dex)
[b]hp 23 (3d8+3)
Fort +4, Ref +2, Will +5 (If ally present, +1 vs charm and compulsion)

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OFFENSE

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Spd 20 ft/x4
Ranged Sling +3 (1d4+3) 20/x2
Melee Cold Iron Masterwork Glaive +5 (1d10+7) 20/x3 CM +1; reach; [PA];
Melee Silvered Cestus +5 (1d4+2) 19-20/x2
Melee Club +4 (1d6+7) 20/x2 [2HD]; [PA];
Melee Scarf, bladed +1 (1d6+3) 20/x2 [2HD] reach;disarm;trip

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STATISTICS

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Str 17, Dex 12, Con 12, Int 10, Wis 15, Cha 12
Base Atk +2, CMB +5, CMD +16
Languages[b/] Common, Shoanti, Thassilonian
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[b]Feats

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Armor Proficiency (LIGHT / MEDIUM)
Improved initiative
Power Attack
Scribe Scroll
Shield Proficiency

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Traits and Drawbacks

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Extremely Fashionable Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. Bluff was chosen as class skill for you

Fools for Friends Benefit:
Whenever you take the aid another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.

Prince/Princess Benefit: You gain a +1 trait bonus to Diplomacy and Intimidate checks, and intimidate was chosen as a class skill for you.

Naive: Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a -2 penalty to AC against attacks with improvised weapons and a -2 penalty to CMD against dirty trick combat maneuvers.

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Skills

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Acrobatics 1[-3]
Appraise 0
Bluff +6
Climb +3[-1]
Craft 0
Diplomacy +7
Disquise +1
Escape artist 1[-3]
Heal +6
Intimidate +7
Knowledge (arcana) +4
Knowledge (religion) +4
Linguistics +4
Perception +2
Preform +1
Profession (Artist- Visual Arts) +6
Ride +1[-3]
Sense Motive+2
Spellcraft +4
Stealth +1[-3]
Survival +2
Swim +3[-1]

FAVORED CLASS (Cleric) : You've gain the following bonuses: +3 Hit Point.
• AURA OF NEUTRAL GOOD: A Cleric of Shelyn radiates a powerful aura of Neutral Good.
• CLERIC CHANNEL ENERGY: You channel Positive Energy allowing you to either heal the living or harm the undead for 2d6. Affects 30 ft radius from you. (DC 13 for half). Standard action. 4 times per day. Does not provoke Attacks of Opportunity.
• CLERIC BONUS LANGUAGES: A cleric's bonus language options
include Celestial, Abyssal, and Infernal regardless of race.
• CLERIC SPELLS: The cleric casts divine spells drawn from the Cleric spell list. The cleric must meditate and pray for an hour each day
to regain spells. Clerics can prepare a number of orisons, or 0-level spells, each day, as noted under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
• CLERIC SPONTANEOUS CASTING: A Good cleric can swap prepared spells for
spells with "cure" in the name.
• CLERIC WEAPONS AND ARMOR: Proficient with all simple weapons, light
armor, medium armor, shields (except tower shields), and favored weapon of deity --
Glaive.

DOMAIN POWERS: Each of the cleric's chosen domains [Charm (Love), Air (Wind)]
grant domain powers.
- Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This functions as sanctuary, but only against one attack. You must use the ability after the attack is declared but before the roll is made. Will save to negate this effect. You can use the ability a 5 times per day.

- Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30 ft line. Make a combat maneuver check against each creature in the line, using 3 as your base attack bonus and 2 in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability 5 times a day.

FORBIDDEN SPELL ALIGNMENT: Spells with the Evil descriptor are forbidden
by your alignment and your deity's alignment.

[b]Languages Common, Shoanti, Thassilonian


Prepared Spells:

Domain spells
Wind wall
Charm person
Orisons
Stabilize
Detect magic
Resistance
Spark

Bless x2 1 sa
The caster and all allies within a 50-ft. burst, centered on the caster
3 min Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
(Not today---Protection from Evil.)

Stone Shield
Shield of Faith

Bulls strength
Spear of purity
In place of Grace, Weapon of Awe
Grace


spell details:

Protection from Evil: 1 sa Target creature touched 3 min wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force, but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

gear:

Gear
Travelers outfit
Misc. Jewelry
Sling stones 2 cold iron
cestus, silvered
mw cold iron glaive with cord
club with cord
Breastplate
bladed scarf

Backpack
Bedroll
Belt Pouch
Bandoleer holding:
Dagger Bag of Marbles Bag of Flour Iron spike
0 level scrolls first level scrolls torch
5 Candles
Cheap Holy Text
Flint and steel
Mess kit
Rope
Sacks, 2
Wood burning kit(for art)
Piton 4
Bucket
Soap
Spell component pouch
Torches 5
Trail rations 3 days
Waterskin
Silver holy symbol
Weapon Cord x2
6ft wire
Twine
Signal whistle, hung around neck on a chain
Scroll case x2
Sewing needle
4 0 level scrolls
Purify Food and Drink
Detect Poison
Mending
Create Water
3 1st level scrolls
Burning Disarm
Magic Stone
Liberating Command
Fishing kit
Fishing net
Earplugs
Chalk
1gp
5sp
16 cp
Armor Breastplate, Medium


fluff:

She is the third daughter/seventh child of the head of her clan. This was thought to be very auspicious, even more so when her appearance was so striking (white hair, blue eyes, fair skin) and a local, well known witch/hermit came into the camp proclaiming prophecies regarding this child. She said the girl would travel to strange places and battle evil alongside fearsome strangers, some not even human. She would have ways different from her people, even while she honored the past. Then the witch left, never to be seen again. She grew up tall and strong, as her people are, but with her shocking white hair she always stood out. As she grew up, she learned Thassilonian to honor her ancestors and learn about the great and amazing monuments from the ages past. She followed Shelyn, unusual for her people. Though a princess, having many older siblings, she was not proud or arrogant. She developed the ability to see beauty nearly anywhere, and where she could not see it, she created it, with small clay sculptures, drawings burnt into wood, and sand paintings. She was often found alone, high on some lonely hill playing her flute as the sun came up.
She had a brother, only three years older and the youngest boy, who chafed at his humble roll in the tribe. He traveled to the south and "lost his way" as his people said. He gambled and drank heavily, returning home on rare occasions. Once he came home having won a great deal and gave her a beautiful and strange weapon, a bladed scarf, which she keeps, though she does not know how to use it well. More often he would come home penniless, often beaten. A year ago he left, excited, talking about a new place where he would make his fortune. It was a city to the west, on the sea, wild and dangerous.
Just recently, she has felt her goddess calling her to go and find him. Her journey took her to the city of Riddleport.

Skill Shortcuts::

Skill stats with Armor
[dice=Acrobatics]1d20-3[/dice]
[dice=Appraise]1d20+0[/dice]
[dice=Bluff]1d20+6[/dice]
[dice=Climb]1d20-1[/dice]
[dice=Diplomacy]1d20+7[/dice]
[dice=Disguise]1d20+1[/dice]
[dice=Escape Artist]1d20-3[/dice]
[dice=Heal]1d20+6[/dice]
[dice=Intimidate]1d20+7[/dice]
[dice=Knowledge (arcana)]1d20+4[/dice]
[dice=Knowledge (religion)]1d20+4[/dice]
[dice=Linguistics]1d20+4[/dice]
[dice=Perception]1d20+2[/dice]
[dice=Perform]1d20+1[/dice]
[dice=Profession Visual Art]1d20+6[/dice]
[dice=Ride]1d20-3[/dice]
[dice=Sense Motive]1d20+2[/dice]
[dice=Spellcraft]1d20+4[/dice]
[dice=Stealth]1d20-3[/dice]
[dice=Survival]1d20+2[/dice]
[dice=Swim]1d20-1[/dice]

Combat Shortcuts:

Bless adds +1/+1
Power Attack adds -1/+2 (+3 with 2 hander)
[dice=Initiative]1d20+5[/dice]

[dice=Masterwork Cold Iron Glaive Hit]1d20+5[/dice](PA) Reach
[dice=Glaive damage]1d10+7[/dice]

[dice=Silvered Cestus Hit]1d20+5[/dice]
[dice=Cestus damage]1d4+2[/dice]19-20/2

[dice=Club Hit]1d20+4[/dice]
[dice=Club]1d6+7[/dice](2HD);(PA)

[dice=Bladed Scarf Hit]1d20+1[/dice]
[dice=Bladed Scarf Damage]1d6+3[/dice] (2hd)(PA)

[dice=Fist Hit]1d20+5[/dice]
[dice=fist damage]1d3+3[/dice]