Female Merchant

Faffnyr's page

246 posts. Alias of Helikon.


Full Name

Faffnyr walks in sun

Race

Half-Orc

Classes/Levels

Cleric 4

Spoiler:
AC 17/T10/FF17 HP 19/27 F+8 R+2 W+8 Init +0 Perception +3

Gender

female

Size

Medium

Age

19

Alignment

LG

Deity

Sarenrea

Location

Osirion

Languages

Common,

Homepage URL

Faffnyr

Strength 14
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 17
Charisma 14

About Faffnyr

Data:

Name: Faffnyr walks in the Sun
Race: Half-Orc
Job: Paladin 1
Age: 19
Alignment: LG
Personality: Determined, polite, merciful
Likes: Freedom, Saranrae, Haleen
Dislikes: Slavery, the whip
Favorite foods: mint tea sweetened with honey, spicy lamb with rice, honeycrusted sweets.
Hobbies: Reading holy texts, gospels
Physical Description: Black hair, green eyes, scarred face. Bulky and muscular for a female
Deity: Saranrae
Languages: Common, Orcish,
Attached Objects:
Holy symbol, given to her from her mentor and "mother"
Janbiya, given to her from her last ex-master
A crudely made, but still beautiful tattoo of the dawnflower,
wich she thinks is her lucky charm tattood over her heart.

Stat point distribution:

20 point buy for stats
STR: 14 / 14 = 5
DEX: 10 / 10 = 0
CON: 14 / 14 = 5 INT: 10 / 10 = 0
WIS: 14 / 16 = 5 (+2 Half-orc Racial)
CHA: 14 / 14 = 5

Stats:

Hit Points: 27 / 27
Init: +0
Shamshir (Scimitar) +6, 1d6+2, 18-20 X2, S,
Janbiya (Dagger) +5, 1d4+2 , 19-20x2, S Sling +3 1d4+2 , 20x2, B
Attack:
Melee: 5 = 3(base) + 2(STR);
Range: 3 = 3(base) + 0(DEX);
CMB: 5 = 3(base) + 2(STR);
CMD: 15 = 10 + 3(base) + 2(STR) + 0(DEX);

AC:
AC: 17 = 10 + 6(Armour) + 1(Shield) +0(Dex);
Touch: 10 = 10 + 0(Dex);
Flat: 17 = 10 + 6(Armour) + 1(Shield);
Saves:
Fort: 8 = 3(base) + 2(CON) +2 Luck +1 trait;
Ref: 2 = 0(base) + 0(DEX) +2 Luck;
Will: 8 = 3(base) + 3(WIS) +2 Luck;


Feats, Traits,Skills:

Feats:
Selective Channeling
Weapon Focus Scimitar
Traits:
Fate´s Favored (Luck Boni increased by one)
Earning your Freedom (+1 Trait bonus on Will)

Cleric 2 +INT= 2 * 3 = 6
ACP = -5 (-7) //Armour Check Penalty
Acrobatics: -5 = 0 + DEX Mod + 0 - ACP;
Appraise: 0 = 0 + INT Mod + 0;
Bluff: 2 = 0 + CHA Mod + 0;
Climb: -3 = 0 + STR Mod + 0 -ACP;
Craft: 0 = 0 + INT Mod + 0;
Diplomacy: 6 = 1 + CHA Mod + 3;
Disable Device: NA = NA + DEX Mod + 0 -ACP;
Disguise: 2 = 0 + CHA Mod + 0;
Escape Artist: -4 = 0 + DEX Mod + 0 - ACP;
Handle Animal: 2 = 0 + CHA Mod + 0;
Heal: 7 = 1 + WIS Mod + 3;
Intimidate: 2 = 0 + CHA Mod + 0;
Know(Arcane): 0 = 0 + INT Mod + 0;
Know(Dung): 0 = 0 + INT Mod + 0;
Know(Engin): 0 = 0 + INT Mod + 0;
Know(Geo): 0 = 0 + INT Mod + 0;
Know(Hist): 0 = 0 + INT Mod + 0;
Know(Local): 0 = 0 + INT Mod + 0;
Know(Nature): 0 = 0 + INT Mod + 0;
Know(Noble): 0 = 0 + INT Mod + 0;
Know(Planes): 0 = 0 + INT Mod + 0;
*Know(Religion): 5 = 2 + INT Mod + 3;
Linguistics: 4 = 1 + INT Mod + 3;
Perception: 3 = 0 + WIS Mod + 0;
Perform(sing) 2 = 0 + CHA Mod + 0;
*Profession (Slave) 7 = 1 + WIS Mod + 3;
Ride: -4 = 0 + DEX Mod + 0 - ACP; ;
Sense Motive: 8 = 2 + WIS Mod + 3;
Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
Spell Craft: 0 = 0 + INT Mod + 0;
Stealth: -5 = 0 + DEX Mod + 0 - ACP;
Survival: 4 = 0 + WIS Mod + 0;
Swim: -5 = 0 + STR Mod + 0 -ACP;
Use Magical Device: 2 = 0 + CHA Mod + 0;


Class Features, Racial Traits:

Class Features:
Weapon and Armor Proficiency:
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura of Good (Ex):
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment

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.

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 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, using a domain power is a standard action.

Glory (Heroism)
Granted Powers:
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Aura of Heroism (Su):
At 8th level, you can emit a 30-foot aura of heroism for a number of rounds per day equal to your cleric level. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive.

Domain Spells:
1st—shield of faith, 2nd—bless weapon, 3rd—heroism, 4th—holy smite, 5th—righteous might, 6th—greater heroism, 7th—holy sword, 8th—holy aura, 9th—gate.

Healing (Restoration)
Granted Powers:
Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Restorative Touch (Su):
You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer's Blessing (Su):
At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells: 1st—cure light wounds, 2nd—remove disease, 3rd—cure serious wounds, 4th—neutralize poison, 5th—break enchantment 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal.
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Racial Traits:
+2 to One Ability Score: Wisdom
Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium:
Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed:
Half-orcs have a base speed of 30 feet.
Darkvision:
Half-orcs can see in the dark up to 60 feet.
Born Slave Shaman’s Apprentice
Only the most stalwart survive the years of harsh treatment that a slave born in one of Katapesh slave farms an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat.
Orc Blood:
Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws.
Weapon Familiarity:
Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Languages:
Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.


Spells:

Orisons:
Guidance, create water, Detect magic, stabilize
Level 1:
(D)shield of faith, bless,divine favor

Equipment:

100gp
Weapons: (18gp)
Shamshir Scimitar (15gp)
Janbiya Dagger (2gp)
Sling & 10 Sling Bullets (1gp)
--Weight: 6
Armour: (48gp)
Klivanium (Four Mirror Armor) (45gp) Light wodden shield (3gp)
--Weight: 0
Misc:
Adventure Gear: (16gp 0s 2cp)
Kit cleric (16gp)
2 Scrolls of CLW 50gp
1 Scroll of Bless 25gp
1 Scroll of Comprehend L. 25gp
Flask of Holy water 50gp
--Weight: 18
Hot weather Outfit *1 (free)
--Weight:
Cash:
0 Platinum
36 Gold
7 Silver
3 Copper

Appearance:

Height: 6' 3"
Weight: 185 lbs
Hair: Jet Black
Eyes: Emerald Green
Skin: a mud brown
Physical Description
A bulky she half-orc with scarred face looks up from reading a book. Her face, although young shows the rigors of a hard life. Usually a face like that would be repulsive, but the look of serenity and acceptance in her eyes just makes it memorable. One can see that the tip of her left littlefinger has been cut and it has healed badly, leaving the fingernail as a huge blob of horn. A crudely made holy symbol of Saranrae hangs around her neck. She is wearing sand colored robes over a battered old armor to protect from the merciless heat of Katapesh and hiding her mascular frame.
With surprising grace for such a big woman he stands up, bows and with a dark, throaty voice introduces herself. ”Effendi, Faffnyr walks in the sun, at your service!”

Backstory:

Katapesh, juwel of the desert, with lush gardens hanging with bountiful trees full of exotic fruits.
Dark haired, onyx eyed beautiful woman are carried around in exquisit litters with silken pillows. Home of markets of thousand and one wonders in colors, smells and sounds.
Life is so very, very good.
If you are rich and powerful.
For slaves it is hell. Most are born on slave farms or huge estates and are destined to life their lifes in chains forever. One of those slaves was Faffnyr. Born from a healthy woman and a strong orc to gain another generation of strong workers she never knew his father or mother. Named Faffnyr she was raised with other children in a communal area and learned as a young girl to survive.
Many of her comrades were broken and accepted whip and chain as their nature. Others rebelled and were caught and whipped to death, as deterrence to the others. A few become monsters and did everything to survive, be it thievery, prostitution or even murder. Faffnyr did do some of those evil things and grew strong, healthy and brutal. With her charms and strong arms she became the leader of her pack and took care to get the choicest parts of the meals and the water and even some weed, if she was lucky. And if she wasn´t …. the whip, the rod and the sunbox.
She was given to a few masters sold and resold, till after a brutal training she was sold to the family of Abu-Alsaari as a slave guard.
Five years later.
At the house at the end of the sweeping wind lane mirrored the decline of the family of Abu-Alsaari. Once brightly painted, with gleaming brass and highly polished wood, surrounded by a well tended garden, its paint now was lusterless from the desert-wind, the brass dull and the wood cracked from lack of oiling. The garden showed many signs of neglect and lack and water, many a brown spotch where once a green grass was growing. A lone she half-orc was standing in front of the gate, her armor old and battered, but still service-able and a drab scimitar on her hip and an old cudgel hanging on her belt. The crest on his shield needed repainting, but always the answer was, not now, but soon, I have a new opportunity that will change everything.
Lost in thoughts to fight the endless boredom that was the quintessence of guard duty she was lost in thoughts. Suddenly she snapped to attention as her master turned in the street. Today something happened. He is energetic, he has made a deal, he thinks will change a lot. Opening the door and expecting her master to ran past her as usual he bowed deeply. But her master stopped in front of her. He even… spoke with her? Faffnyr was so surprised that she missed the words her master spoke. ”You have been with me for 5 years now. Did you like it here? Was I a good master?””Of course, master. Of course!” What does he want? What am I supposed to say? Her master looked at his slave, then at the house and the uncultured garden, all the while stroking his thin excuse for a beard. Twice it seemed as if he wanted to say something, but in the end he just turned toward the house. ”Good, good!”
The energetic spring of his steps had vanished and he again walked as if the weight of the world would lay on his shoulders. Faffnyr looked after him and started to feel for his holy symbol around her neck. Her fingers knew every bump, every grove and as was her manner she followed them while thinking.What now? Have faith, have faith. Saranrae´s light will shine.At sunset Faffnyr locked the great wrought-iron door with a heavy chain and a lock and returned to the house, ready to take her evening gruel. Either the master was generous today or there was some leftovers, her bowl of rice and stringy mutton with old raisins had seven drops of honey on it. A rare delicacy. The old Halfling woman Aihee, the cook and soul of the slaves gave her a sad, but beautiful smile. Her hunger demanded that she finished her bowl first, she hadn´t eaten anything all day, but as soon as her bowl was empty she pushed it away and looked at her. ”What is it, mother?” Aihee sat down next to her and took her big strong hand in her tiny one and spoke. ”First, let us pray to our lady!” After a long prayer the priestess of the dawnflower stroked Faffnyrs hard, scarred face. ”Rejoice my daughter, for you are given a rare opportunity. Our master has sold you to the pactmasters of Katapesh. You will leave tomorrow morning and make your way to Garavel the grand. He will lead a company of slave soldiers toward a city to reclaim it from the gnolls. I know this will be dangerous, but the master has gotten a lot of money for you and it means he can not only satisfy his worst debt-collectors, but he might even invest it and bring some modest wealth to this family. I am so proud of you!”
That night Faffnyr couldn´t sleep in his tiny bunk. It was not the snoring of Massud and Alhann. Nor the coupling noises of Hassan and Abdul. Nor the crying of little Aishe and the soothing voice of Aihee, telling the little girl that everything was right, healing the wounds and cuts. No, Faffnyr couldn´t sleep because she was about to leave this place. Not her home. A slave has no home, just a place where she is allowed to sleep, eat and work. But it had been a good place. The beatings were rare, they duties not backbreaking and having a real priest of Saranrae to guide the flock was a luxery beyond imagination. Aihees kind words and conviction had saved her, Faffnyr knew this. It had breathed the light of her goddess in her heart and made her a true believer of the Dawnflower, with the conviction and faith of a true Paladin. But she was to leave her fellows and find a new destiny. Finally, just before dawn sleep came. Late it came, if just for 2 hours. Faffnyr unrobed and cleaned her gear for a last time before handing it all over to Aihee. Naked apart from Loinclothes and a simple roughspun shirt and a crude holy symbol around her neck she kneeled before the house, face touching the dirt. After waiting for what seemed an hour the master arrived and allowed her to stand up and follow him. Walking behind him with the eyes focused on the ground, Faffnyr still sneaked looks to the magnificent city out the corner of her eyes. Finally they arrived in a pompous house and the master led her inside. After conferring with his contacts the master escorted her to a courtyard and addressed her a final time. ”You have been a good slave, a loyal one. You will make your future! May Saranrae smile on you!” Turning round he took a step forward just to return and putting a Janbiya with his family name written on the hilt in Faffnyrs hand. ”So that you remember my house!” This time leaving in earnest her now former master left the building.

A battle scarred man with hard face and bright eyes looked up to the almost naked she half-orc in front of him. Although a slave, she held a Janbiya in his left hand. Taking the weapon from her hand he threw it onto a pile of weapons and armor in the corner. No reaction. Excellent! This slave had been well-trained, as promised. Spitting out at the thought of the sleazy bastard Abu-Alsaari he roughly ripped the shirt from her. A history of slavery was etched in the body. Scars of whipping and beating but also some crudely made tattoos covered the body. Lifting her arms with his commanders rod Garavel inspected armpits for signs of illness, letting her stand on one leg to test her balance and rammed his road into her abonden to see if she would accept the pain without crying out. All the while preparing for a possible attack. Some did and learned why their new captain had survived for such a long time. Most slaves just stared at him with hateful eyes, hiding behind fake obedience. But he knew that look. Just too well. Hadn´t he himself tried to hide it from his own masters. But funnily not this half-orc woman. She seemed to be…. tranquil. Not drugged, but it seemed she had accepted her fate. Maybe he could get a reaction if he would take the holy symbol. Garavel tried to touch it, just to feel her hand envelop his. By Gorum.. she was strong. He was about to hit her in the face, but her grip was just strong but not painful.”Please, not this, master!” Usually Garavel would have taken it for sure, at least just to make a point.
But this woman had just touched the perfect balance of deference and pleading in her voice, with the conviction of a true believer feeling that her faith was to be spoiled, that Garavel after pondering just nodded. She let go of his hand and held her own out. ”I have touched you without permission. I must be punished!” Garavel took a sharp breath and hit her with his rod. Not too hard. But a slave who touches his master had to be punished!
Turning around Garavel spoke, as if to the air: ”You have my permission to dress yourself! In the corner are armors and weapons With swift, economical movements she first took a padded vest and then picked up a few weapons testing this sword, that mace before selecting a shamshir, a janbiya and a sling. From the pile of armors an old battered but still serviceable piece of klivanium and a fairly new shield with the symbol of Katapesh painted on it.