About Vaashti C'tan
CG Tiefling Merciful Healer 1
AC: 18/12/16(+4 armor, +2 shield, +2 dex)
CMD: 12 (+0 BAB, +0 str, +2 dex)
Fort +3, Ref +2, Will +6
Defensive abilities:cold resistance 5, electricity resistance 5, and fire resistance 5.
Melee: morningstar +0(1d8+0, x2)
Ranged: light crossbow +2(1d8, 19-20/x2)
Str: 10, Dex: 15, Con: 12, Int: 12, Wis: 17, Cha: 10
Base Atk +0; CMB +0
Feats: combat casting
Trained Skills (3): heal +7, sense motive +7, spellcraft +5
chain shirt (-2 ACP)
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.
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.
Level 0 (3 available):
prepared: guidance, detect magic, create water
Level 1 (2+1 available):
Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Suicidal: Once per day, as an immediate action, you can make yourself the target of any attack originally directed against a creature occupying an adjacent square.
Prostitute: You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you. .
Channel Energy (Su): As the cleric ability, save that a merciful healer must channel positive energy, and when she does, she cannot choose to target undead. This ability is otherwise identical to the cleric ability of the same name.
Combat Medic (Ex): A merciful healer does not provoke attacks of opportunity when using the Heal skill to stabilize another creature or casting healing spells.
Type: Tieflings are outsiders with the native subtype.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Natural Magic: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Vestigial Wings: Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
A "just" society. A "free" society. Don't talk to me about these things. Not unless you've lived your whole life around whores. Sure, call them the "hospitality industry" or "ladies of the silken night" or even "escorts" if you will. We're whores, and that's all we ever will be. And if you've got the tiefling heritage, and your horns are visible, or maybe a tail, then you've got nothing to look forward to. Oh, there's some that do elsewise, maybe get themselves a shop or wagon, become merchants. But they get crap rates on loans, their customers cheat them, and eventually they get run out of town as "demons". Is it any wonder a lot of my family take to evil ways? And for every one that makes it out, there's dozens - hundreds - that don't.
I grew up in a whorehouse, lived with whores all my life, and I'd be there still, whoring my life away, if The Everbloom hadn't taken pity on me and lifted me out by her good right hand. Justice comes in all forms, and sometimes what is just for one isn't fair for another. That's where mercy comes in. She showed me mercy all right. She helped the healing power within me blossom and grow. I've been healing my sisters and brothers for a couple of years before I left the Powdered Rose. You think arena gladiators have it rough? Whores get beat up, get the pox, get...used every night. Who heals them? You think they can just pop down to the apothecary for a pick me up? No. We take care of our own...and I was my sisters' keeper.
Still, when Milani visited me in the vision one night, I couldn't believe she had just asked me to leave my family. Who would tend to their needs? Who would care for them? What would they think when I left? It's not like Madam Pilfrani would stop me. There's clerics galore in the whorehouse ranks, but most turn to Calistria for vengeance. Milani is different, and Madam Pilfrani was the first to suggest I leave. She even cut back on my evening hours - I still worked hard hours during the day with healing - and pooled a sum of money and some secondhand goods for me to take as I went. My sisters even took up a collection and got me down to the skin artist. He inked me up a rose blooming bright red from blood on the streets - Milani's own symbol right there on my arm and shoulder!
I'm not sure what the Everbloom has in mind for me, but I'm not given to questioning her. Right now, she said "Go!" and I'm going. Maybe the future will reveal itself soon.