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About Aula Papilla"Aula Papilla" (Cheliax assumed name) a.k.a. Salisya Venteri (Varisian given name) a.k.a. Firehair ('working' name)
{spoiler=Combat Status]{ooc]HP 14/14;
Basics:
--Defense-- AC 13, touch 12, flat-footed 11 (+1 Armor, +2 Dex) CMD 11 hp 14/14 (8 + 4 + 2 CON) Fort +4, Ref +2, Will +5 (+2 vs charm and compulsion effects) --Offense--
Speed 30 ft.
Statistics:
Str 9 (11-2), Dex 15 (13+2), Con 12, Int 12, Wis 14, Cha 16 (14+2) Languages: Common, Sylvan, Infernal --Carrying Capacity--
Traits & Racial Features:
--Traits-- Birthmark: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects. Diva in Training: Choose one type of Perform skill {Perform (Dance)}. You gain a +1 trait bonus in that specific Perform skill, and all Perform skills are class skills for you. You also increase the save DCs of all language-dependent spells and effects you create by 1. --Racial Features (Kitsune)--
Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light. Change Shape (Su):: A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action {SEE FAST SHIFTER BELOW}. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely. Fast Shifter (Su): You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action. This racial trait replaces kitsune magic. Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks. Natural Weapons (Ex): In her natural form {TECHNICALLY ANTHROPOMORPHIC FOX, BUT AULA SPENDS ALMOST ALL HER TIME IN HUMAN FORM}, a kitsune has a bite attack that deals 1d4 points of damage.
Feats & Class Abilities:
--Feats-- Lvl 1 Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. --Class Abilities--
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again. Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details). Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
False Arcanist (Ex): At 1st level, a hidden priest is able to disguise his cleric spellcasting, presenting it as arcane magic of some kind. Typically, this is as alchemist, bard, sorcerer, or wizard magic, and the cleric disguises the words and gestures of the cleric spell with accoutrements appropriate to his apparent profession.
--Domains (Subdomains), Domain Powers & Domain Spells--
Spells Granted: 1st— charm person, Trickery (Innuendo)
Spells Granted: 1st— sow thought,
Skills (*=ranks):
+4 Acrobatics +1 Appraise +8/+9 Bluff** (Normal / Send secret messages about religious matters) -1 Climb +1 Craft +8 Diplomacy** -- Disable Device +8/+18 Disguise** (Normal / Appear Human) +2 Escape Artist +2 Fly -- Handle Animal +2 Heal +3 Intimidate -- Knowledge (Arcana) -- Knowledge (History) -- Knowledge (Nobility) -- Knowledge (Planes) +6 Knowledge (Religion)** (Free GM Ranks) -- Linguistics +2/+3 Perception (Normal / vs. agents of the laws against his religion including city guards) +8 Perform (Dance)** (Free GM Ranks) -- Profession +2 Ride +7/+8 Sense Motive** (Normal / vs. agents of the laws against his religion including city guards) --/+4/+6/+10) Sleight of Hand (General use MAX 10/Hide daggers on self/Hide extrodinarily small object on self/Pocketed Scarf--small objects) -- Spellcraft +2 Stealth +2 Survival -1 Swim -- Use Magic Device Gear (21.3/30 lbs.); Proportional weights from Witch's Kit purchased at level 1 for items in the kit:
--Combat Gear-- 3 Dagger 3 lbs 1 Whip {Dyed dark orange to match her natural hair} 2 lbs 1 Entertainer's Outfit {'scandalous'} 4 lbs 1 Pocketed Scarf {+4 to hide small objects on top of the +4 for them being small} .5 lbs 1 Reversible Cloak (Dark orange with yellow Swirls / Plain brown; paid 10g which may reflect quality on a 2sp-100gp scale) 1 lbs 1 Haramaki 1 lbs 1 Spell component pouch 1.2 lbs --Other Gear--
1 Pouch, belt (.3 lbs CONTAINING THE FOLLOWING):
Items Owned but Left at Home/In Her Room:
--Money, Gems & Jewelery--
Commonly Prepared Cleric Spells (So I don't lose the time I spent looking at spells):
Spell List Index Lvl 0 Enhanced Diplomacy Spark Stabilize Light Guidance Lvl 1
Lvl 2
Lvl 3
Appearance, Personality & Background:
--Appearance-Human Form-- 24 yrs old; 5' 3"; 125 lbs; pale skin, deep orange hair, blue eyes. She has a three-pointed, ringed birthmark on the inside of her left thigh, about halfway up from the knee. --Appearance-Kitsune Form--
--Personality--
Aula is sly, indirect and manipulative; she may very well have ended up as a spy for someone else had the Andoran's not found her first. She hides her true intentions and herself under various layers of falsehoods. She enjoys having power over people--she especially enjoys it when she can get people to do what she wants by pulling strings in the background and letting them think they are choosing of their own volition. She is shrewd almost to the point of cynisism--she is the sort that believes free cheese is only found in mousetraps, and is only free for the second mouse. The closest she ever comes to being truly outgoing is when she dances--and she dances a beautiful, haunting, sensual dance. --Background--
This priestess, Nome Prossima, took in the cub, if only to find out whether it was truly an omen from Calistria. After Salisya woke, and failed to escape from the priestess several times, she grew up over the years, learning about her human form and training as a priestess of Calistria. When she turned 17, she began to travel the world a bit, and eventually ended up in Andoran for several years. There, she met, and over a couple years, became very... (they would have called it 'close') with a group people that wanted to 'liberate Chelaxians from their oppressive tyrants!'--she never really shared the sentiment, but she found that with some effort, they were quite good at getting done things she wanted them to do (and it didn't hurt that a few of them had access to a significant bit of money). She definitely did not believe them when they told her that "one of the bad guys we're after, he's thought to enjoy hunting rare creatures such as yourself, he may have hired the Shoanti to guide him and he may have killed your parents--will you work for us to find and catch him in Cheliax?"--but after some lengthy negotiation, the offer they made was enough money to convinve her to venture into Cheliax under a faked identity as a prostitute (which, as a trained priestess and cleric of Calistria, she was quite easily able to become). She traveled to a city called Kintargo and set herself up in her new identit as Aula Papilla, a prostitute and aspiring dancer, who works in a local bordello <IF THOSE ARE LEGAL AT LEAST> under the 'stage' name Firehair (for her dark orange hair that the head matron thinks "looks like fire."
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