Harrow Reading

Cerise "Ci Ci" Barchetta's page

752 posts. Alias of Cuchulainn.


Full Name

Cerise "Ci Ci" Barchetta

Race

CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16

Classes/Levels

Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets

Size

Medium (5' 8", 120 lbs.)

Alignment

Chaotic Neutral

Deity

Besmara

Languages

Common (Taldane), Varisian, Mwangi

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

About Cerise "Ci Ci" Barchetta

AC: 15 (12 touch, 13 flat-footed)

HP: 36/36 (8 base, 23 level rolls (4), 5 Con)

Initiative: +2 (+2 dex)

Speed: 30 ft.

BAB: +3 Attack: +5 rapier/+4 melee, +5 ranged

CMB: +4
CMD: 16

Fort: +5 Ref: +3 Will: +7

APPEARANCE: Cerise is taller than average, small-boned, with a lean but not thin build. Her features have a distinctly Varisian cast. She has dark auburn hair and eyes of the same blue as the waters of a secluded white sand beach.

BACKGROUND:

Cerise was born with the wanderlust of her Varisian kin, but her first sight of ocean waters drowned out the Call of the Road with the Call of the Sea. Her parents called for a Harrowing, and the the cards told the tale. Cerise was of the sea, not the road, and her path was one of uncertainty and chaos. The cards placed her in the eye of a great storm, and she would either disperse its winds, or it would destroy her.

Though having only just come of age, Cerise bid her parents and family farewell in the town of Port Peril. As a parting gift, her mother handed her the carved wooden case holding the family's heirloom Harrow Deck. Never did Cerise imagine that she would possess them, but as an inheritance upon her mother's death. After a long, tearful farewell, she went about the process of learning the streets of her new home. She found herself in Crescent Harbor, loading and unloading cargo, and learning about sailing from the old salts. She came to learn more about the gods of the Shackles, some familiar, such as Cayden Cailean, Calistria, and Desna, and others less known, such as Besmara. The latter piqued her interest. A goddess of the seas, of travel, of adventure, chaos, and piracy!

When she finally caught wind of where the Besmarans gathered, she followed, and to her surprise, was readily accepted into their number. She learned shortly thereafter that admittance to the faith was contingent on survival. While pirates had rules, of a sort, as recorded in the Code of Besmara, it was a world where little fish that were not quick, agile, and clever were quickly gobbled up by the sharks.

TRAITS:

Barroom Talespinner (Campaign): You gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the Wormwood.

Harrow Chosen (Race - Varisian): You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.

CLASS ABILITIES:

Varisian Pilgrim Archetype Abilities:

Fortunate Road: At 1st level, a Varisian pilgrim must select the Chaos, Community, Liberation, Luck, Travel, or Weather domain (or the Exploration, Fate, Freedom, Trade, or Seasons subdomains from the Advanced Player’s Guide, if available in the campaign) as one of her domains. If the cleric worships a deity that doesn’t normally grant one of these domains, she gains access to this domain but can only pick this one domain—she effectively loses the option to pick a second domain. As a result, very few clerics who worship deities who don’t grant access to one of the domains or subdomains listed above opt to become Varisian pilgrims. In all other respects, this works like and replaces the standard cleric’s domain ability.

Caravan Bond (Su): At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. This ability replaces the cleric’s proficiency with medium armor and shields— she retains proficiency with light armor only.

Blessing of the Harrow (Su): At 8th level, once per day the pilgrim may perform a harrowing for herself or another creature. This is otherwise identical to the blessing of the harrow from the harrower prestige class (Inner Sea World Guide 276). This replaces an 8th-level domain power of the Varisian pilgrim’s choice.

Domain Powers (Chaos):

Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from law, 2nd—align weapon (chaos only), 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).

Domain Powers (Weather):

Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Lightning Lord (Sp): At 8th level, you can call down a number of bolts of lightning per day equal to your cleric level. You can call down as many bolts as you want with a single standard action, but no creature can be the target of more than one bolt and no two targets can be more than 30 feet apart. This ability otherwise functions as call lightning.

Domain Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—ice storm, 6th—control winds, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.

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).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

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 good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

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 channeled 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.

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 cast like any other spell, but they are not expended when cast and may be used again.

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).

An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” 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).

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.

Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

FEATS:

Catch Off-Guard: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.

Extra Channeling: You can channel energy two additional times per day.

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.

Versatile Channeler: If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal.

SKILLS::

(2 + 1 int + 1 race +1 Favored Class/level)

Diplomacy (cha): +11 (5 ranks, 2 cha, 3 class, 1 trait)

Knowledge, Religion (int): +9 (5 ranks, 1 int, 3 class)

Perform, Harrow Reading (cha): +11 (5 ranks, 2 cha, 3 class*, 1 trait)

Profession, Sailor (wis): +11 (5 ranks, 3 wis, 3 class)

Sense Motive (wis): +11 (5 ranks, 3 wis, 3 class)

Spells Per Level:0-level orisons: 4, 1st level: 4 (+1 domain), 2nd level: 3 (+1 domain), 3rd level: 2 (+1 domain)

SPELLS Prepared (Domains: Chaos and Weather:

0-level orisons: (DC 13)

create water
light
purify food and drink
mending

1st level: (DC 14)

blend with surroundings
bless
hedging weapons
read weather

Domain Spell: obscuring mist

2nd level: (DC 15)

drunkard's breath
restoration, lesser
spiritual weapon

Domain Spell: fog cloud

3rd level: (DC 16)

bestow curse
blindness/deafness

Domain Spell: call lightning

EQUIPMENT:

Weapons:

+1 Rapier (1d6+2, 18-20 x2, Type: P, finesse), 2 lbs.

Dagger (1d4+1, 19-20 x2, Type: P or S, 10'), 1 lb.

Simple Cane (club) (1d6+1, x2, Type: B, 10'), 3 lbs.

Armor:

Masterwork Studded Leather (+3 AC, +5 Max Dex, 0* ACP, ASF 15%), 20 lbs.

Carried Gear:

+1 Amulet of Natural Armor

Holy Symbol of Besmara (bone scrimshaw)

Pirate's outfit (basic), 2 lbs.

Belt pouch, 0.5 lb.
-Wand of Cure Light Wounds (Charges: 5)
-Flint and steel
-Trail rations, 1 day, 1 lb.

Spell Component pouch, 2 lbs.

Canteen, 1 lb.

Blanket, 3 lbs.
Hammock, 3 lbs.
Waterproof Bag, 0.5 lb.
--Holy Text, Besmara's Code
--Harrow Carrying Case, 2 lbs.
---Harrow Deck (family heirloom)
---Harrow Mat, 1 lb.

Remaining Coin: 0 gp, 0 sp, 0 cp

Weight Carried*: 42.0 lbs. (light: < 44 lbs., medium: 44-86 lbs., heavy: 87-130 lbs.)