Female Merchant

Kara Soltani's page

120 posts. Alias of DukeRuckley.


Full Name

Kara Soltani

Race

Human (Varisian)

Classes/Levels

Sorcerer (Destined) 1

Gender

HP 8/8

Age

18

Alignment

CG

Languages

Common (Varisian), Hallit, Sylvan

Strength 8
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Kara Soltani

Senses: Perception +0

Initiative: +3

Hit Points: 8/8 (1d6, +2 Con)

Melee:
MWK Dagger +0 (1d4-1, 19-20/x2)
Dagger -1 (1d4-1, 19-20/x2)

Range:
Light Crossbow +2 (1d8, 19-20/x2, 80 ft. range, move action reload)
MWK Dagger +3 (1d4-1, 19-20/x2, 10 ft. range)
Dagger +2 (1d4-1, 19-20/x2, 10 ft. range)

Armor Class: 12, 10 flat-footed , 12 touch (+2 Cha, +0 armor)
Saves: Fortitude +2 (+5 vs. cold weather effects), Reflex +2, Will +2 (+1 vs enchantments)
Resistances:
Immunities:
Weaknesses:

Base Attack Bonus: 0
Combat Maneuver Bonus: -1
Combat Maneuver Defense: 11

Size: Medium
Speed: 30 ft.

Sorcerer Features:
Sorcerer Proficiencies: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Destined Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.

Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (7/day)

Spells:

Concentration: +5

Level 0 (at will, DC 14): Breeze, Detect Magic, Light, Message, Prestidigitation
Level 1 (4/day, DC 15): Mage Armor, Magic Missile,

Character Traits:
Harrow Born: You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks.

Restless Wayfarer: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (Local) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).

Skills:
4 ranks/lvl (2 class, 1 human, 1 int)

Bluff +8 (1 rank, +3 class, +4 Cha)
Knowledge (Local) +6 (1 rank, +3 class, +1 Int, +1 Trait)
Sleight of Hand +6 (1 rank, +3 feat, +2 Dex)
Use Magic Device +8 (1 rank, +3 class, +4 Cha)

Note: +4 to sleight of hand to hide in pocketed scarf

Languages:
Common (Varisian), Hallit, Sylvan

Feats:
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Harrowed: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Ref lex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

Skill Focus (Sleight of Hand): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Human Racial Trait:
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Weapons: Masterwork Dagger, Dagger, Light Crossbow, 24 bolts
Armor: None
Tools and Skill Kits: Harrow Deck, Scarf (pocketed)
Mundane Gear: Bag (waterproof), pouch (spell component), scroll case, waterskin, hemp rope (50 ft.), backpack (common), cold-weather outfit, trail rations (4 days), bedroll, winter blanket
Magical Gear: None
Potions: None
Scrolls: None

Money and Treasure: 1 gold, 6 silver, 0 copper

Party Funds: 5 gold, 0 silver, 0 copper

Lady Argenta's Jewelry:
A gold signet ring with a crest of some nobility, a pair of silver earrings, a set of pearl inlaid bracelets, and several silver and gold necklaces.

Experience Points: 0
To Next Level: 1000

Appearance and Personality:
Kara is a short and slim young woman. She has long auburn hair that she tends to keep tied back with a small red scarf. She also a red scarf she wears around her neck. Her eyes are a vibrant green. Most would call her extraordinarily beautiful.

Kara is very friendly and quick to trust. She tends to put on an air of being completely innocent and naive, but in reality she's had trouble with the law in the past and is very aware of the consequences of her actions. Still, she has strong morals, and is one of the few Harrowers who actually has some real talent and divination ability. Kara wants to prove to herself that she capable of great things, which may lead to her getting into more trouble than she can handle.

Background:
Kara was born into Golarion destined for... something. What that something is, she doesn't quite know. She just knows that there have been far too many odd occurrences in her life driving her in a direction not entirely of her choosing to call them coincidences. This destiny, brought onto her by the gods or by fate, drove Kara to try and learn more about the future. She began to study divination, against her parents' will.

During her studies, Kara frequently sought out the advice and tutelage of a Varisian Harrower named Verla, further angering her parents. Though at first she went only to Verla in order to receive a Harrowing, she eventually found herself learning how to perform a Harrowing herself. Verla recognized Kara's abilities as a diviner, and fostered her increasing curiosity by training her. Unfortunately, Verla was eventually accused of being a petty thief and con artist, and was arrested. Kara continued on in her stead, despite the danger imposed by the law.

Kara has since wandered Taldor and now finds herself in Heldren. Here, she uses her Harrowing ability to make a living, but plans to leave as soon as the law catches up to her. Kara's short term goal is to just get by, and practice her Harrowing ability. Her long term goal is to prove to herself that she is a great as she feels she was destined to be. Her greatest fear is that she will fail to do the great things she was destined for.

Adventuring Companions:
Arthorion Aegas
Daevin Arkinfald
Ellowin Jax
Narsius Lewynn
Victor Rusnak

Campaign:
Reign of Winter (GM DSP)

Character Progression:

Level 1: Harrowed, Skill Focus (Sleight of Hand), +1 0-level spell (FC), 20-pt buy

Feats of Interest: Combat Casting, Toughness

Rolling to Determine Harrow Card:

Roll 1d6 to determine suit:
1-Hammer (Str)
2-Key (Dex)
3-Shield (Con)
4-Book (Int)
5-Star (Wis)
6-Crown (Cha)

Roll 1d9 to determine alignment
1-LG
2-NG
3-CG
4-LN
5-N
6-CN
7-LE
8-NE
9-CE

Party Loot:

Lady Argenta's Jewelry: A gold signet ring with a crest of some nobility, a pair of silver earrings, a set of pearl inlaid bracelets, and several silver and gold necklaces.

Trapped Bandit Chest Loot:
5 sets of leather armor
3 sets of studded leather armor
2 light wooden shields
7 longswords
2 spears
2 light crossbows