Carmilla Caliphvaso

Aula Papilla's page

110 posts. Alias of Odea.


Full Name

"Aula Papilla" (Cheliax assumed name) a.k.a. Salisya Venteri (Varisian given name) a.k.a. Firehair ('working' name)

Race

"Human"

Classes/Levels

Spoiler:
"Bard" 2 / HP(14/14) / AC: 13, T:12, ff:11 / SV: F+4 R+2 W+5 (+2 more vs. charm and compulsion effects) / CMD 11 / Init +2 / Perc: +2, Low-light vision

Gender

Female

Size

Medium

Age

24

Alignment

Chaotic Neutral

Deity

Calistria

Location

Kintargo, Cheliax

Languages

Common, Sylvan, Infernal

Occupation

"Professional"

Strength 9
Dexterity 15
Constitution 12
Intelligence 12
Wisdom 14
Charisma 16

About Aula Papilla

"Aula Papilla" (Cheliax assumed name) a.k.a. Salisya Venteri (Varisian given name) a.k.a. Firehair ('working' name)
Female "Human" "Bard" 2
CN Medium Humanoid ["Human"]
Init +2; Senses Low-light Vision; Perception +2

{spoiler=Combat Status]{ooc]HP 14/14;
AC 13 (T12/F11)
{b]Effects:[/b]
{b]Channel Energy[/b]: 6/day (X) (X) (X) ( ) ( ) ( )
{b]Cleric Spells Prepared[/b]
1 (3+Domain/day, DC13) Tap Inner Beauty, USED--Blend with Surroundings, LVL 2SLOT UNASSIGNED, **DOMAIN: Sow thought
0 (at will, DC12) Enhanced Diplomacy, Stabilize, Light, Guidance
[/ooc][/spoiler]

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--
BAB +1; CMB +0;
Melee Dagger +3 (1d4-1 / 19-20x2 / P or S); Whip +3 (1d3-1 NONLETHAL; No damage if AC=1 or NatArm=3 / x2 / S, Disarm, reach (15'), trip; DOES NOT THREATEN)
Ranged Dagger +3 (1d4-1 / 19-20x2 / P)

Speed 30 ft.
Init +2
Languages: Common, Sylvan, Infernal


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--
Light: 30
Medium: 60
Heavy: 90
Lift Over Head: 90
Lift Off Ground: 180
Drag & Push: 450

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)--
Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.

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--
Cleric
Archetype:
Hidden Priest

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).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy). {AULA SPONTANEOUSLY CASTS CURE SPELLS}

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.
A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. {AULA CHANNELS POSITIVE} to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.

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.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

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.
He must make a skill check (DC 10 + twice the level of the spell) to disguise his casting and successfully cast the spell. The type of skill check depends on the type of caster he pretends to be: Craft (alchemy) for alchemist, Perform for bard, Knowledge (arcana) for sorcerer or wizard. Using Spellcraft to identify the spell works normally, though unless the observer beats the DC by 10 or more, she doesn’t suspect the source of the magic is divine.
For example, a hidden priest pretending to be an alchemist wants to cast cure light wounds on a wounded townsperson. If he makes a DC 12 Craft (alchemy) check, he disguises his spellcasting as the mixing of an alchemical extract or potion (perhaps with the words disguised as reciting an obscure formula or talking herself through the list of ingredients), which he gives to the target. An observer making a DC 16 Spellcraft check can identify his spell as cure light wounds, but doesn’t realize his “alchemical” methods are a sham unless her check result is 26 or higher.
When the hidden priest uses this ability, he must still provide any divine focus components for the spells he casts. However, the divine focus doesn’t need to be an obvious symbol of his faith. It could be a small coin, tattoo, or garment bearing the symbol, whether presented openly, disguised, or hidden within a larger picture.
For example, a hidden priest of a god of dawn or light could use a coin with an ankh or sunburst, a complex tattoo or scar that has an ankh shape hidden within it, a glove with an ankh stitched on the inside of the palm, and so on. He must use this replacement divine focus just as he would his true one (for example, he couldn’t leave the coin in his shoe). If a spell requires a divine focus with a specific or minimum cost, the replacement divine focus must be of similar value to be used as the divine focus.
A hidden priest adds half his class level (minimum +1) on all Bluff skill checks to send secret messages about religious matters, and on all Sense Motive checks to recognize similar messages. He also adds this bonus on Perception and Sense Motive checks relating to agents of the laws against his religion (including city guards in lands where these laws are in effect).
This ability replaces one of the cleric’s two 1st-level domain powers (her choice).

--Domains (Subdomains), Domain Powers & Domain Spells--
Charm (Lust)
1st Level Power: replaced by Hidden Priest False Arcanist ability.

Spells Granted: 1st— charm person,

Trickery (Innuendo)
Grants Bluff, Disguise, and Stealth as class skills.
1st Level Power: Fool's Privilege (Su): You can use this power as a swift action when you fail a Bluff, Diplomacy, or Intimidate check outside of combat. You suffer no negative effects due to the failed check, and the next round you can attempt the check again without the usual penalty for a failed attempt.
You can use this ability once per day, and one additional time per day for every 4 levels beyond 1st.

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 Waterproof bag {It's a purse I say! .5 lbs itself} (7.3 lbs CONTAINING THE FOLLOWING:)
1 Ball 2" (fabric, stuffed) 0 lbs
2 Case, map or scroll 1 lbs
10 Parchment (sheet) 0 lbs
2 Flask (empty) 3 lbs
1 Sealing wax 1 lbs
5 Sewing needle {stuck into the bag's interior lining} 0 lbs
1 Shaving kit .5 lbs
1 Soap {I think it would be scented soap, but not game mechanically so} .3 lbs
1 Teapot 1 lbs
1 Wig {Blonde, paid 10g which may reflect quality on a 5-500gp scale} 1 lbs

1 Pouch, belt (.3 lbs CONTAINING THE FOLLOWING):
1 Bell 0 lbs
10 Candle 0 lbs
10 Chalk 0 lbs
1 Earplugs 0 lbs
1 Flint and Steel 0 lbs
1 Ink (1 oz. vial) 0 lbs
1 Inkpen 0 lbs
1 Perfume, common (1 dose) 0 lbs
1 Signal Whistle 0 lbs
3 Vial, ink or potion 0 lbs

Items Owned but Left at Home/In Her Room:
1 Backpack (empty) 1.2 lbs
1 Bedroll 3 lbs
1 Cold Weather Outfit 7 lbs
1 Mess Kit .6 lbs
1 Pot, Iron 2.5 lbs
10 Torch 6.2 lbs
5 Rations, trail (per day) 3 lbs
1 Waterskin 2.5 lbs

--Money, Gems & Jewelery--
2g 4s 3c

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
Aspect of the Nightingale
Blend with Surroundings
Cloak of Secrets
Ears of the City
Obscuring Mist
Shield Speech
Tap Inner Beauty
DOMAIN:
Charm person
Sow Thought

Lvl 2
DOMAIN:

Lvl 3
DOMAIN:

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--
24 yrs old; 5' 3"; 125 lbs; deep orange Fur, blue eyes. There is a three-pointed, ringed patch of fur on the inside of her left thigh/hind leg, about halfway up from the knee.

--Personality--
Most people's first impression of Aula is that she seems very nice and accomodating. Beneath the surface, however, she is plotting and planning how to get the most from an encounter.

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--
Salisya Venteri was the runt of a small litter of three cubs born in eastern Varisia to a pair of kitsune that spent much of their time as foxes. Only once, she caught a glimpse of her father without most of his fur, which was a very strange moment that was quickly forgotten. When she was three, local shoanti hunters unknowingly killed her parents; leaving her and her siblings to fend for themselves. The three did surprisingly poorly in the wild forest they were in, and they lost touch with each other, as they could not stay together for lack of food. Salisya headed southeast, and ended up scavenging and stealing from trash, gardens and small towns to feed herself. This continued for several months, until Salisya was found in Korvosa, unconscious and half-starved, by a priestess of Calistria who noticed not just that there was a humanoid fox scavenging in her trash, but that it had a patch of fur that looked curiously like Calistria's holy symbol.

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."