Irabeth Tirabade

Varshala's page

3 posts. Alias of Pancakes.


Full Name

Varshala

Race

Half-orc

Classes/Levels

Cleric 1; HP 10; AC 15 | CMD 15 | TAC 12 | FAC 13; F +6|R +4|W +8; Init +6; Perc +8

Gender

Female

Size

Medium

Age

18

Alignment

NG

Deity

Shelyn

Location

Sandpoint

Languages

Common, Orc, Celestial, Goblin

Strength 16
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 18
Charisma 13

About Varshala

Appearance and Personality:

A tall and athletic woman, Varshala's imposing figure is hard to miss, just like her powerful voice when delievering a rousing speech. But she moves with a grace and peacefulness that stands in stark contrast to what her heritage would suggest.

This peacefulness is also present in the way she approaches others. She always comes with a smile and an open hand, and tries her best to solve any arising conflict with words.

Varshala carries her goddess' holy symbol clearly visible both around her neck and tattooed on the back of her right hand.

Backstory:

Varshala can recall little of her time as a child in an orc tribe, besides a vague but terrifying feelings of dread, violence and ugliness.
The earliest she can remember is running scared through a nearby forest, when she heard beautiful music and sounds of cheering coming further ahead. Fascinated by the sounds she was hearing, she followed them and found a band of traveling performers camping and practicing a play in a clearing.

When they finally spotted her, they stopped playing and cautiously packed their things and moved along. But Varshala, still entranced by their performance, followed along.

When she was spotted again, one of the performers, a beautiful human woman dressed in a white and green gown, approached her and brought her into the group. While most of the group seemed somewhat agitated by her presence, they welcomed her and even performed for her as they moved along to their destination. Eventually, they came upon a temple to Shelyn, where they left her in the care of the local priests.

Ever since then, Varshala has dedicated herself to the faith of the Eternal Rose, marveling at all the different forms of beauty and art in the world. The acting arts, in particular, hold a special place in her heart, but the stigma against half-orcs has made it difficult for her to have a chance at the stage. Nevertheless, she has focused a great deal of effort in developing her oral skills, hoping they will serve her well if she ever gets a chance to perform.

After hearing about the construction of the new cathedral at the town of Sandpoint, she could not help but think about Sandpoint's amazing theater. Wanting to both see the grandiose cathedral with her own eyes, and hoping it might get her a chance at the big stage, Varshala set foot towards Sandpoint.

Stat Block:

Varshala
Female Half-Orc cleric 1 Archetypes Evangelist,
NG Medium humanoid (orc, human)
Init +6, Senses darkvision (60 ft.); Perception +8
Aura aura of good,
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DEFENSE
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex, )
hp 10 ((1d8)+2)
Fort +6, Ref +4, Will +8
Defensive Abilities bit of luck (7/day), Sermonic Performance 5 rounds/day)
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OFFENSE
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Speed 20 ft.
Melee glaive +3 (1d10+4/x3)
Ranged sling +2 (1d4+3)
Melee dagger +3 (1d4+3/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
Melee cestus +3 (1d4+3/19-20)
Melee heavy mace +3 (1d8+4)
Special Attacks Fascinate,

Prepared Spells
Cleric (CL 1st; concentration +5)
1st-divine favor(2)(DC ), *true strike(DC )
0th-create water, detect magic, light
*:Domain spell.
Deity Shelyn; Domains Fate Subdomain,
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STATISTICS
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Str 16, Dex 15, Con 14, Int 12, Wis 18, Cha 13,
Base Atk +0; CMB +3; CMD 15
Feats Armor Proficiency, Light, Improved Initiative
Skills Diplomacy +5, Knowledge (Religion) +5, Linguistics(Goblin) +5, Perception +8, Perform (Oratory) +6, Sense Motive +8,
Traits Eager Performer (Perform (Oratory)), Fate's Favored,
Languages Celestial, Common, Goblin, Orc
SQ aura, aura of good, bardic performance, countersong, darkvision, inspire courage, intimidating, orc blood, orisons, public speaker, sacred tattoo, sermonic performance, single-minded, spontaneous casting, weapon familiarity,
Combat Gear rations (trail/per day) (5), candle (10), torch (10),
Other Gear glaive, vestments (cleric's), studded leather, sling bullets (10) (2), pouch (belt), sling, dagger, cestus, backpack, bedroll, waterskin, holy text (cheap), flint and steel, pot (iron), mess kit, rope (hemp/50 ft.), soap (per lb.), heavy mace, spell component pouch, holy symbol (wooden), 70.5 gp
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SPECIAL ABILITIES
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Spoiler:
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Aura of Good (Ex) You project a faint good aura.

Background Skill (Linguistics, Perform (Oratory))

Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.

Bit of Luck (Sp) You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability 7 times per day.

Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Domains

Eager Performer (Perform (Oratory)) Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you've taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming influence will get you what you want. You gain a +1 trait bonus on checks for any one Perform skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.

Eager Performer Spell (Command)

Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 11) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Fey Thoughts (Perception, Use Magic Device) The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Public Speaker An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by 2.

Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait.

Sermonic Performance An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist's performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level. Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric's channel energy damage at 7d6 points.

Single-Minded An evangelist focuses her skills and learning on proclamation rather than the fine details of the church's deeper mysteries or martial training. Thus, she may select only one domain and does not gain medium armor proficiency or shield proficiency.

Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast command (1st), enthrall (2nd), tongues (3rd), suggestion (4th), greater command (5th), geas/quest (6th), mass suggestion (7th), sympathy (8th) and demand (9th) as a spell of listed level by sacrificing a prepared spell of the same level or higher.