Vorrea Talminari

Anjelica's page

135 posts. Alias of JAF0.


Full Name

Anjelica "Anji" Morgan

Race

aasimar (garuda-blooded) plumekith paladin (divine hunter)/1 | monk (zen archer)/1

Classes/Levels

skills:
acro 8, climb 6, craft: fletcher 5, diplo 3, fly 4, heal 4, know local 4, perc 8, perf: oratory 6, sm 6, stealth 6, surv

Gender

HP 5/12 | AC 16, t16, ff14 | BAB 1 melee 3 missile 3 | saves: F 3, R 4, W 6 | CMB 2, CMD 17 | init +2 | move 30 |

Age

89

Alignment

LG

Deity

Erastil

Languages

common, celestial

Occupation

initial point buy 14, 12, 13, 10, 16, 14 (5, 2, 3, 0, 10, 5=25 pts)

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

About Anjelica

racial specials:

Garuda-Blooded (Plumekith) +2 Dex, +2 Wis
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
see invisibility 1/day as SLA
darkvision 60'
resistances acid 5, cold 5, elec 5
Variant Aasimar ability (69) Your tears cure disease. You can cast remove disease once per day as a spell-like ability.

traits:

toxopholite (racial) You've inherited some of your celestial ancestor's prowess with the bow. Benefit: You gain a +2 trait bonus on attack rolls made to confirm critical hits with bows.

Deadeye Bowman (religion) Benefit(s) When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.

Giant Slayer (campaign) You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.

Overprotective (drawback) Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Rich Parents (social) Benefit: Your starting wealth increases to 900 gp. (inheritance from her husband)

feats:

precise shot (bonus feat) No penalty for firing into melee.

perfect strike (bonus feat) You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.

Improved Unarmed Strike (Combat) (bonus feat) You are skilled at fighting while unarmed. Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Deflect Arrows (bonus feat) You can knock arrows and other projectiles off course, preventing them from hitting you. Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.

angelic blood (1st lvl) You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.

paladin special abilities:

weapon and armor prof Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

precise shot A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her heavy armor proficiency.

Aura of Good (Ex) The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp) At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su) Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

monk special abilities:

weapon prof Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword. Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.

AC Bonus (Ex) When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex) -1/-1 Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating.

A zen archer’s flurry of blows otherwise functions as normal for a monk of his level.

A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Bonus Feat At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. A zen archer’s bonus feats must be taken from the following list:

Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot.

At 6th level, the following feats are added to the list:

Focused Shot*, Improved Precise Shot, Manyshot, Mobility, and Parting Shot*.

At 10th level, the following feats are added to the list:

Improved Critical, Pinpoint Targeting, Shot on the Run, and Snatch Arrows.

A monk need not have any of the prerequisites normally required for these feats to select them.

Perfect Strike (Ex) At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow. At 10th level, the monk can roll his attack roll three times and take the highest result. If one of these rolls is a critical threat, the monk must choose one of his other two rolls to use as his confirmation roll.

This ability replaces stunning fist.

Unarmed Strike At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would. - 1d8 dmg.

equipment:

longbow for 14 str +3 to hit, 1d8+2 dmg (smite: +2/1d8+2+1 or 2)(flurry -1/-1)
longsword +3 to hit, 1d8+2 dmg 19-20/x2 (smite: +2/1d8+2+1 or 2)
Potion of Mage Armor
20 arrows
20 cold iron arrows
backpack
bedroll
belt pouch
flint and steel
iron pot
mess kit
silk rope 50'
soap
trail rations x5
waterskin
wooden holy symbol
potion clw x2
holy water
tanglefoot bag x2
alchemist fire x3
potion of cure light
thunderstone
44pp
7gp

backstory:

Anjelica, better known as Anjie to her family and friends, was a lovely and likable child, with her black silky hair, with its streak of red feathers and her eyes, one icy blue, the other brilliant green. Her family were acrobats and dancers, traveling with the Umbral Carnival… she spent her childhood traveling Varisia, frequenting not only the large cities, but many of the smaller towns as well. She loved the circus and the wonderful people who were her extended family – Jerizhana the sphinx, Almara the circus owner and ringmistress, Mischa the sad clown, and her friends among the children of the circus. The roads of Varisia were the only home she’d ever known.

When she was in her mid-50's (equivalent of mid-teens, 15 or so) for an aasimar, the circus made its yearly circuit through Sandpoint, where she met Alexander Morgan, a local craftsman. He courted her during her short stay on the outskirts of the town, and they fell ‘madly in love’. Still, when the circus moved on in a week, she went with them. She moped and mourned her ‘lost love’, but did not return to Sandpoint for another year. She was thrilled to find he’d waited for her, and they renewed their relationship during her week in town.

Alexander packed up during the week and came with the circus, bringing along his tools so he could continue to work during their travels. Anjelica’s parents remained protective of their young (by aasimar standards) daughter and were cautious that she maintain a good reputation. Their time might have been limited, but at least they were together, and could spend their days with each other.

They were happy, but Alexander spent most of his working time fixing wagons and repairing tents instead of making the intricate instruments and bows he was famous for in western Varisia. He was not as happy as he’d hoped he would be. He stayed with the circus for a year, but when they returned to Sandpoint, he bid the circus a fond farewell. He begged Anjelica to marry him and stay in town, but her parents were insistent that she wait a bit more before marrying. She reluctantly agreed to follow her parents’ rules and stayed with the carnival. She was miserable, and so was Alexander.

On her return to Sandpoint one year later, she hoped to reunite with Alexander. He, in the meantime, had met and was married to Kamala, a alchemist and witch from Magnimar. He never knew he’d actually been charmed into the relationship. Anjie left Sandpoint brokenhearted and traveled to Ilsurian, where she met up with the Umbral Carnival once again. But something was missing from her life. After a month of travel with the circus, as much as it was and always would be her true home, she packed up and left again, this time traveling to Kaer Maga, where she entered the Temple of the Endless Step as a novice monk.

Anjie stayed at the monastery for several years, not leaving until she was 83. Twenty-four years cloistered with the monks was calming and enlightening for her and she learned not only to focus her energies, but to use, and eventually master, use of the longbow, a specialty of the Temple. Her mentor, Faelin, an elven bowmaster, became much more than a mentor to her… He became her lover as well. When the Master of their order discovered the affair, despite their extreme discretion, he suggested that she leave the Temple. The suggestion was made circumspectly, but it was firm, nonetheless, and Anjie knew her time at the Temple of the Endless Step was ended.

After 3 months of travel, she arrived back at the Umbral Carnival to visit her parents. Her plan was to then travel from Varisia to Absalom and perhaps join the Pathfinder Society, where her talents would be put to good use. But luck, fate or perhaps even the gods, had other ideas for Anjie.

The carnival’s next stop was Sandpoint, where she learned that Alexander was recently widowed, his wife dying in childbirth bearing their third child. Anjie visited Alexander to pay her respects and offer him condolences for his loss. He was so melancholy and overwhelmed by the needs of his young family, that she stayed to help him out, and their love blossomed again.

After just a few months, they became engaged and married just a month after that. Anjie became stepmother to three young children. Caring for three youngsters and a husband was a labor of love for her, and it wasn’t long before they had a fourth and a fifth to care for as well.

Anjie became a fixture around Sandpoint, and quickly grew to know just about everyone in town. She became good friends with Kendra, the town mayor, playing cards with her at least once a week. She also developed a working relationship and personal friendship with sheriff Hemlock, helping him occasionally in defending the town with her ranged combat skills. She frequently patrolled the areas outside Sandpoint with Shalelu Andosana, protecting the region from goblin incursions. Once every couple of months, the whole family would take the trip to Magnimar, where Alexander would sell his products to support the growing family.

On one of those trips, on a cool autumn day, they were attacked by a small family of hill giants with ogre guards. Alexander was killed trying to protect her and the children… the children clustered around Anjie and she held off the attackers for some time with her bow… but eventually, they were overwhelmed. One of the girls was killed by a blow to the head, but the other four and Anjie were taken prisoner. The two youngest children were killed and eaten that first night, but the rest were kept by the hill giants for several weeks, forced to work and brutally treated.

Eventually, the weather turned colder, and food became scarcer. The hill giants took the remaining two children first, but not without valiant efforts by Anjie to protect them. Finally, they turned their attentions to Anjie and decided her use as food far surpassed any use as a slave. When they came for her, despite her despair and dejection, she fought like a wounded animal, and managed a daring escape into the woods. They came after her, and looked not only up in the trees, but around them all as well… but it never occurred to them to look underground, and she managed to evade their notice by burrowing under some leaves in a hollow beneath the roots of a massive old oak.

It was almost a full day before she was sure they were gone and she slipped out of the hollow. She was empty and aching inside. Her husband and all five of their children were gone. She felt she had nothing left to live for, but Anjie was a survivor. Roots and berries kept her alive as she wandered in the wilderness. After two weeks, she staggered into Magnimar, ragged, filthy, hungry, cold and so depressed she just wanted it all to end.

She almost fell into the arms of Caridwen, the local priestess of Erastil. Caridwen took Anjie home with her, where she listened to her tale and gave her food, clothes and a place to stay. Her first night after her arrival, she had a vision… a stag came in the night, glowing as if infused with moonlight. The stag spoke to her in a calm and comforting voice. ”Child of the angels, you have a destiny as a savior of Golarion. Your survival was no fluke, but ordained. You must go forth and fulfill your destiny in my name.”

Anjie stayed for a month with Ceridwen, recovering not only physically and emotionally, but spiritually as well. Ceridwen taught of Erastil and the precepts of his faith. Anjie listened and with the zeal of the newly-converted, absorbed it all rapidly… She wasn’t the brightest of students, but she was inspired and learned as much as she could in a short time.

After her recovery, she headed back to Sandpoint to try to rebuild her life. Her home was as she’d left it, kept secure by Hemlock and his meager force. Though filled with heart-wrenching reminders of her lost family, she moved back in and turned the home into a shrine to their memories.

She’s since spent most of her time helping Sandpoint deal with the growing goblin incursions. Her hatred of giants and ogres though has festered within her, and found its outlet in her protection of the town.

Her growing faith in Erastil has given her strength to carry on alone.

Appearance:

Spoiler:
Anjelica’s face is framed by black silky hair, with a streak of red feathers that runs through it, almost like a red mohawk. She is fair skinned, almost pale against the black of her hair and her eyes are heterochromatic: one icy blue, the other brilliant green. She is tall for a woman, 5’10” and thinner than she once was, her experience with the hill giants having had a permanent affect on her physique… she never put back on all the weight she lost from privation. She weighs a mere 130 pounds, slight for her height.

Anjie wears no armor, but she does dress in fine, light leathers. Despite her friends’ attempts to get her to dress in colors brighter and more cheerful, she still wears mourning black at all times in public. She is rarely seen without her finely crafted bow, with its inlaid mother-of-pearl designs based on Harrow images… a gift from her husband, who crafted it himself. She wears little jewelry, but she is never without the locket that contains strands of hair from her two biological childrens, locks which were taken at their births, and put into a locket when she returned from Magnimar. It is all she has left of them. The hill giants took all the jewelry she wore on her final trip with the family, including her wedding ring. It was never recovered.

Personality:

Spoiler:
Anjie is basically and intrinsically a happy and fun-loving person, a product of her upbringing in a festive carnival atmosphere and of a loving and happy home. But events of the past few years have endowed her with a melancholy that is at odds with her basic spirit. She fights these fits of sadness as best she can, but sometimes she succumbs for brief periods. She puts on a good show most of the time, trying hard not let her sadness show. When she knows she can’t, she tries to stay sequestered at home. Her friends usually give her a day or two alone to come to grips with her grief, then come by with food and companionship until she snaps out of it. Usually, with the help of her friends and the needs of the town calling to her, she rarely stays too depressed for more than a day or two at a time.

She knows just about everyone in town, and most of the traveling merchants who include Sandpoint in their travels. She always greets them all by name, even the children. She has a knack for remembering names and faces, despite her only average memory.

Friends/Relationships:

Spoiler:
Pretty much everyone in town knows about Alexander’s death and Anjie’s loss, not only of her beloved husband, but all five of their children as well.

Kendra Deverin and Anjie have become quite close since Anjelica returned to Sandpoint. They play cards together with some of the other ladies of the town at least once a week and frequently meet for drinks at the Rusty Dragon. Kendra has witnessed Anjie’s battle with depression, and does her best to try to keep her moods elevated and focused.

Anjelica has become very close to Shalelu Androsana, too. The elven archer and Anjie travel the wilderness around Sandpoint together often, killing goblins and other threats to the town’s safety. Shalelu is a common guest at the Rusty Dragon when she is in town and joins Anjie, Kendra and a few other locals there in the evenings.

Visiting the Rusty Dragon at least one or two days a week, Anjie's had a chance to get to know Ameiko Kaijitsu fairly well. While Ameiko is usually too busy to join the ladies who play cards at Kendra's weekly, she does occasionally sit with their 'crowd' at the Rusty Dragon. Ameiko, being a retired adventurer, has a unique perspective on loss, and has been a bulwark of strength for Anjie to rely on in her grief.

Sheriff Balor Hemlock often relies on Anjelica, along with others, to help protect the town He is her friend and often listens to her laments about her deceased family and her feelings of guilt over her inability to protect them adequately… He asks her assistance with town issues from time to time, hoping to get her someday to join the guard. While she happily accepts the responsibilities he proffers, she always says no to his requests.

Cale Vatay, though a couple of decades older than Anjelica, was near her age group and long-lived like she and her family. As childhood friends, they had their share of adventures, hijinks and shenanigans together. As youngsters, they delighted in hoodwinking their parents and the circus managers. She was saddened when he left the family-fold of the circus to travel on his own and learn magic. She was surprised and delighted when he became a regular in Sandpoint as well, and she had hopes their children might be raised at the same time in Sandpoint, but sadly, Cale showed no inclination to be a father so young. Still, they have remained friends.

Anjelica always enjoyed the Harrow readers of the Umbral Circus, most recently The All-Seeing Hajek. Their focus on destiny and the future always fascinated her and she would sneak in for a free reading at least once a month when time allowed. When she arrived in Sandpoint, she learned about Zeldana Amaria, a young Harrower. It wasn’t a week that went by before she came to Zeldana for her first reading and has been receiving at least one a month since then, sometimes more often. She tries to entice Zeldana to join the ladies for drinks at the Rusty Dragon regularly. Zel’s readings have been a source of great comfort to her in her time of grief. Always she asks about the band of Hill Giants that killed her family, but they are always too strong or too far away for her to tackle… yet! Each time, she hopes for a favorable Harrow reading, that bodes well for her avenging the deaths of her husband and children.

A few local bachelors and one widower have tried to pursue Anjie, but none have pressed their suit too strongly, as Anjelica has turned them all away quite firmly. She didn’t do this out of dislike for any of them, but out of love and respect for the memory of her husband… she just hasn’t had enough time to mourn him yet. She is lonely, but knows that filling that aching void with a vacuous love affair is something she just isn’t ready for. Love, perhaps, someday, but not just to fill the void.

One of these suitors, Titus Scarnetti, owner of the local lumber mill, sees Anjelica as a fortuitous match for him. He visits her often, frequently approaching her when she is about in public and flirting unabashedly. She has rejected him every time, as she finds him overbearing and pretentious, but he is not so easily put off, and isn’t used to folks saying ‘no’ to him. His behavior towards her is akin to stalking, and even Anjie’s friend, Sheriff Hemlock, hasn’t been able to put him off of his advances toward her.