About Kahli SalistCharacter Name: Kahli Salist
Current Moderator:
Gender: Female
Character Level: 5 Known Languages: Common, Goblin STR: 12 (+1)
Hit Points: 30 Armor Class: 19 (base 10; Dex +2; Armor: +5; Shield: +1; Deflection +1)
Chain Shirt & Light Wood Shield Combat Maneuver Defense : +15 (10 + BAB +2 + Str +1 + Dex +2) Special Armor Class Notes : N/A Save vs. Fortitude : +5 (base +4; Con +0, ABP Resistance +1)
Special Save Notes:
Initiative Modifier: +2
Combat Maneuver Bonus : +3 (BAB +2 + Str +1) Special Combat Notes : Weapons : Weapon Attunement +1 to one weapon chosen each day (Dagger)
Skills: (Base:2, +1 INT, +1 Favored Class) 4/level Total skill points earned : 4/level
Acrobatics: = +0 (Dex 2)
Feats:
1st Level: Selective Channeling
3rd Level: Channel Surge 5th level: Craft Wand Traits:
Society: Exalted of Society: You may channel energy 1 additional time per day Racial and Class Skills, Abilities & Features: Race:
Alternate Racial Trait
Favored Class Options: Cleric: Add +1 to the caster level of any channeling feat used to affect undead. Class:
Channel Energy 7/day, 3d3 + -2 attack 1 round, Will Save negates penalty Have chosen to channel negative energy and use Revenge Alternate Channel Option:
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table 3–5 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).
Equipment & Gear
Weapons:
--(1) Backpack (2 gp/2 lb.)
--(1) Adventurer's Sash (20 gp/3 lb.)
Weight Totals:
Total weight carried: 75.5 lb. Carrying capacity :
Starting Gold: 1,000 GP
Remaining Money: PP 1; GP 403; SP 17 Domain Abilities and Bonus Spells: Luck and Trickery
Spells Prepared:
Lvl 1: 3 + WIS(1) + Domain(1)
Level 2: 2 + WIS(1) + Domain(1)
Level 3: 1 + WIS(1) + Domain(1)
DC Modifier for Spellcasters: Base 10 + WIS(2) + Spell Level Character History:
This is a short version of my history as all of the details of my 142 years would be a lengthy book…. That said: I was born one hundred and forty two years ago to Kahleen Salist, cleric of Calistria. Although I appear to be mostly human I was conceived by mistake, fathered by a foolish, young vampire. I’m not sure how the creature was able to charm my mother but his power over her quickly wore off and she called on Calistria’s power to destroy it. She was not aware at the time, but her action was too late to stop my conception. Or maybe she did know. I never asked her. Kahleen was part of a mercenary company known as Luck’s Hammer working all over Varisia. They had been relatively successful, gaining reputation, respect, a bit of treasure, and at least a little fear from certain quarters. They were contracted by the famed Pathfinder Society to gather information about an ancient relic of the Serpentfolk that used to exist across the lands. The quest took the team into several ruins that had already been looted. Then they discovered information pointing them to a completely unknown (to them) location on Golarion, across the seas to a forest in the southern part of Tian Xia. Hearing the news, their contact in the Pathfinder Society, a wizard that went by the nickname ‘Seer’ was delighted. He got funding for the team (and himself) to travel by merchant ship to the port city of Goka. Once there the team traveled south to the Valashmai Jungle. By the time the team had reached the edge of the jungle Kahleen had figured out that she had conceived me and she informed the team. Seer, and the rest of the team, apparently did not object to pausing the quest and they arranged for protective magics that allowed for my safe birth. Perhaps Seer was interested in what sort of creature I would be as Kahleen did not hide my nature from the team or him. I was born and strangely enough I was carried along on the quest. Seer hired some local men and animals to carry supplies and they traveled into the jungle. Just a note here for the skeptical or knowledgeable about the region. The Valshmai Jungle IS noted for being a very dangerous place, and it has earned that reputation over hundreds of years. It is definitely not a place where one would expect to encounter an adventuring party hauling an infant along. However, this quest could (and did) take a long time (years), and the team didn’t want to try to find another cleric. Kahleen (and Seer for some reason) didn’t want to abandon me. So, I learned to crawl, walk, etc. in the company of Luck’s Hammer while exploring one of the more dangerous jungles on the planet. Did I happen to mention that one of Calistria’s Domains that Kahleen revered was Luck? We were four years into the quest, and almost ready to just give up when the team ‘stumbled’ onto the lair of a huge carnivorous dinosaur. The monster was large enough to consider the team as food, but also stupid enough to be fairly easy to avoid. Magical divination had indicated to the team that they should investigate the lair of the beast so they worked to trap it where they could kill it with relatively little danger to themselves. They tried baiting it with poison, creating a large pit, and even leading it into a tar pit. The last was at least partially successful, and while the arrows and other missiles of the team were insufficient, the roars from the creature attracted sufficient attention from the other denizens of the local area to finish it off. The team left them to feast on the remains as it sank into the muck, and returned to its lair. There were a number of smaller creatures living in the cracks and crevasses of the lair, still dangerous but much easier to kill. I was bitten by a poisonous snake but Kahleen’s magic was able to save me from serious harm. The scar is still on me but in a private location that is unknown to most people that have known me. Since I’ve mentioned Kahleen’s (and now my) magic, I probably should add another strange fact. Healing spells hurt me, and finding that out almost killed me. Fortunately we weren’t in a very dangerous spot when it happened. The group had encountered a trap designed to kill small game and I accidentally got in the way. My wound was minimal but Kahleen decided to show me how nice it was to instantly heal rather than wait for the body’s natural healing. She cast a Cure Light Wounds on me, but rather than closing the gash the magic ripped it open. I passed out from the pain and was told later that I almost died. Seer actually explained the problem to me and got me to allow experimentation. Since my father was a powerful type of undead monster, I also had inherited what Seer called negative energy affinity. Positive energy spells that heal normal people harm me just like they can harm undead. Negative energy that harms people and heals undead also heals me. While this was disturbing to learn it did lead me to choose my path in life. I chose to learn of Calistria’s magic from Kahleen, to be able to use it and help myself rather than being accidentally harmed by overzealous healers. So far it has served me well…. Back to the quest, the ‘lair’ of the great lizard did not provide the artifact that we were searching for, but we did find an ancient body with some interesting equipment and a journal. Seer studied the journal for several days, using magic to preserve and translate as needed. From it he was able to identify another site to search. This time the site was an active temple. As they scouted the area around it, Kahleen took me aside and told me that this time I would have to be left outside in relative safety. While I didn’t like it, I had learned that I didn’t have the skills or powers that the rest of the team had. I stayed in the camp and the team entered the temple. I can’t relate what happened in the temple, (since I wasn’t there) but can state that they did find the relic. They also angered some powerful enemies. As stated I stayed in the camp. Many of the basic supplies were also left there with simple camouflage hiding everything from any casual observation. I was bored but staying quiet and watching when I heard an alarm from the temple. Very shortly after, the team stormed through, grabbing supplies and running. Kahleen and Seer both called for me to grab my gear and run. There were some wounds on many of the team but everyone was alive. There also was a small army of the local humanoids chasing us. Seer used some magic from a wand that I hadn’t seen before to cause the ground behind us to be harder for the locals to move through. It gave us a chance to get farther ahead of them, and ultimately gave us the time to gather together for a grand escape. About 3 miles away from the temple we had designated a rally point. When everyone got there, Seer surprised everyone with powerful magic to aid in the escape. They had the relic and it was time to leave the country. He pulled a short rope out of his pack, laid it on the ground in a circle and directed everyone to gather within it. Once ready he called out some activation words and the entire team was turned into shadow and able to travel rapidly back to the port where they sailed back to Varisia. I have no idea what the relic was, but the team was paid well. Kahleen retired and took me to her temple where I could be trained. I can’t say that I was very interested or serious about the training. That may be why over a century has passed and I still haven’t anywhere near the power that she had. But as I matured I did learn the basics of Calistria’s path. Her capricious nature suits me well, and she does respond when I call for her power. I became an initiate and traveled some with Kahleen. She was retired but still had her powers. My clerical powers were slightly different than normal because of my unique nature. While other clerics channel positive energy to heal, I channel negative to harm enemies that I encounter as well as to heal myself. Kahleen came along so common people that I travelled with wouldn’t know of or be concerned by my nature. By now I looked like an adult and more of a younger sister to her than a child. We introduced ourselves as a pair of Calistria’s clerics and Kahleen accepted the lesser stature and pay that an initiate would get. Later, when the traveling came to be too much for her physical strength (or desire) she gave me additional funding to help hide my nature. I try to travel groups that have other healing available, and keep a wand available for emergencies since I cannot convert spells for curing like other clerics. I have stayed mostly in safe places around Varisia, but recently decided that it may be time for me to learn more, experience the path of an adventuring cleric and gain the favor of my Deity. Kahleen is long dead from the old age that affects a human. I still have the health of a young adult. Maybe my nature will make my path very interesting….
Level up
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The note: Find the pillars. North. South. East. Match the element. Follow the lights. Not sure wha- |