Son of a single mother, Ka had spent little time in his birth city, Restov, before adventuring throughout the world of Golarion. He did not want to spend his whole life in a single town, he wished to know different places and take unexpected journeys. By the age of 15 he had already been lost several times in the Gronzi Forest, getting to know much of the jungle life. After all, he was clearly not a human, as his eyes were clear, almost completely white, and his skin was a little gray. He did not have usual hair, but instead what looked like gray feathers. Thus, the city knew him, and he did not like that much focused attention, preferring the quieter road instead.
He passed through the stolen lands and has wandered quite a bit, enjoying the company of Desna's followers in the meantime. He started liking the faith and got more interested in knowing it, an thus acquired some knowledge, becoming later a cleric of the deity.
Ka is a fast traveler, but likes doing so on foot, instead of faster ways like horses. Everywhere he goes he usually finds some sign of devotion to Desna, and also helps who he can if the traveler deserves it. He is also a Grand Lodge member, but dislikes long task required by the faction.
Kashliwandertan Idonis
Male Aasimar (Garuda-Blooded) Cleric of Desna 2 - CG Medium outsider (native)
Init +3; Senses Darkvision, Perception +9 Aura: Aura of Chaos, Aura of Good
DEFENSE
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex); CMD 13
HP 19 (2d8)+4+2
Fort +5, Ref +3, Will +6
Defensive Abilities: Bit of Luck (6/day)
Resistances Acid 5, Cold 5, Electricity 5
OFFENSE
Melee Morningstar +0 (1d8-1/2x)
Ranged Light Crossbow +4 (1d8;19-20/2x/80ft)
Speed 30 ft.(40 -10ft); Agile Feet (6/day)
Special Attacks: Channel Positive Energy (1d6, DC 11, 5/day),
Spell-Like Abilities: See invisibility ( 1/day)
Domain Power Spell-Like Abilities Bit of Luck (6/day),
Spells: (Concentration +4)
0 - Light
0 - Detect Magic
0 - Purify Food and Drink
0 - Read Magic
1 - Protection From Evil
1 - Burning Disarm [ ]
1 - Liberating Command
1D- True Strike
Deity: Desna; Domains: Luck, Travel,
STATISTICS
Str 8, Dex 16, Con 14, Int 12, Wis 17, Cha 13
Base Atk +1; CMB +0; CMD 13
Feats: Light/Medium Armor Proficiency, Selective Channeling, Shield Proficiency, Simple Weapon/Starknife Proficiency.
Traits:Seeker; Exalted of the Society
Skills:
Points: (2class + 1int)x2 = 6
0 Acrobatics DEX (3+0+0-3)
+1 Appraise INT (1+0+0) CS
+1 Bluff CHA (1+0+0)
-4 Climb STR (-1+0+0-3)
+5 Diplomacy CHA (1+1+3) CS
+1 Disguise CHA (1+0+0)
0 Disable Device DEX (3+0+0-3)
0 Escape Artist DEX (3+0+0-3)
+3 Heal WIS (3+0+0) CS
+1 Intimidate CHA (1+0+0)
x Knowledge(Arcana) INT (1+0+0) CS
x Knowledge(History) INT (1+0+0) CS
x Knowledge(Nobility) INT (1+0+0) CS
+5 Knowledge(Planes) INT (1+1+3) CS
+5 Knowledge(Religion) INT (1+1+3) CS
+7 Linguistics (Draconic/Kelish) INT (1+1+3+2) CS
+9 Perception WIS (3+2+3+1) CS
0 Ride DEX (3+0+0-3)
+5 Sense Motive WIS (3+0+0+2) CS
0 Sleight of Hand DEX (3+0+0-3)
x Spellcraft INT (1+0+0) CS
0 Stealth DEX (3+0+0-3)
+3 Survival WIS (3+0+0)
-4 Swim STR (-1+0-3)
SPECIAL ABILITIES Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 6 times per day.
Aura of Chaos (Ex): You project a faint chaotic aura.
Aura of Good (Ex): You project a faint good aura.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability 6 times per day.
Celestial Language (Ex): Aasimars speak Celestial.
Celestial Resistance (Ex): Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Channel Positive Energy (Su): You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 11 Will save to halve the damage. You can use this abilty 4+1 times per day.
Darkvision (Ex): Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled..
Spell-Like Ability (Sp): Garuda-Blooded Aasimars can use see invisibility 1/day as a spell-like ability.
Spontaneous Casting: You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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).