About Kayela Rest Bringer
Used today on: Dryden, Morbury
Weapon & Shield: Drawn and readied.
Sharpened Daggers (whetstone): +1 to damage on first hit with each.
Cantrip Buffs: Resistance, Virtue, Light.
HP: 20 [Lvl 1:(8, 1Con, 1FC, 3Feat) Lvl 2:(6, 1Con)]
Movement: 30ft/20ft*In Armor.
AC:18 (+6 Armor, +1 Dex, +1 Shield)
Fort: 1 (0 base, 1CON)
CMB: 5 (1BAB, 4STR)
Morningstar: +5, 1d8+4 (+3 if undead), x2, type: B & P
7/level (4class, 2INT, 1Racial)
* = put a rank into
* = put rank into lvl 2
Climb -1 *
Diplomacy +8 **
Escape Artist -5
Heal +5 *
Knowledge Local +3 *
Knowledge History +6 *
Knowledge Religion +7 **
Knowledge Planes +6 *
Perception +5 **
Sense Motive +4 **
Spellcraft +6 *
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Reactionary: +2 Initiative
Subject of Study: +1 dmg against undead
Eyes and Ears of the city: +1 to perception perception is class skill.
Extra Revelation: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Toughness:You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Shaonti Totem Spirit Skoan-Quah (Skull Clan): You gain a +2 bonus on weapon damage against undead and a +2 bonus on Heal checks.
Equipment & Wealth:
Weapons & Armor:
Light Shield, Wooden
Bolt(s), crossbow (20)
Pouch, spell components
2 Flasks of Holy Water.
Survival & Misc:
Haunted: (Primary*) Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
Tongues: (Secondary *Never Levels up*) In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
Role in the Party:
Melee support: With a Decent AC and to hit/damage bonus and 13HP Kayela can hold her own in combat and her DPR is boosted if fighting undead. Combined with her ability to roll twice for initiative and divine buffs she can be a moderate to difficult threat to undead and a decent challenge against non-undead. If she wins initiative she's likely to either cast an early buff or divine spell or manuever into flanking position for the party fighter/rogue.
Lore: With +6 in Knowledge History, Planes, and Religion she won't outshine a bard or a wizard in knowledge checks, but she can provide a decent contribution towards the party on knowledge checks. The only hindrance is due to her curse she won't be able to effectively communicate her knowledge in combat to any other members who don't understand Celestial.
Party Face: A Paladin/Sorcerer/Bard with the right skill ranks might outshine her in the category, but she can supplement her Diplomacy skill with perfume for a total +9 bonus. She can also easily provide aid in either diplomacy or gather information checks, which can come in handy.
Buffing/Debuffing: Keyela will primarily be focused around self-buffs early in her career, but can make use of the occasional guidance/resistance cantrip often. Her debuffing potential per encounter is phenomenal due to her Misfortune Revelation which she'll frequently spam burning up her immediate/swift action each round if needed. Surprisingly her misfortune ability can also be used as a 1/day for each target buff for both herself and allies allowing for valuable rerolls on missed saves, attacks, and critical skill checks.
Healing: With a good amount of spells per day she can serve as a secondary healer or primary if needed. Healing ability damage/drain or status effects is probably better left to the cleric, but her ability to supplement a clerics healing allows the primary divine caster to not waste all his/her prepared spells on patching up the party shoring up flexibility among divine casters.
Kayela is 5'9'', 136lbs.
Her hair is dark black and forms dreadlocks with bits of bone intertwined, but along the left side her hair is braided into close cornrows and died white. Below her white braids white Shoanti tribal face paint covers 1/3 of her face in the shape of a cracked skull covering the left side of her forehead and extending around her nose and arching at an angle along her left cheek towards the back of her jaw and left ear.
Her eyes are dark brown. Her left eye is dressed heavily with black eye shadow forming what looks like socket of the skull with her face paint. A jagged scar running diagonally across her eye is also shaded black forming a crack in the tribal skull painted on her face. Silver eye-liner is coated applied her right eye.
She has 3 silver piercings in her right eyebrow and a silver earring with small onyx jewels hangs on her right ear, a token of her mothers, her bottom lip is pierced at the center with a small silver bar. Around her neck hangs a necklace with various tribal totems and a symbol of Gorum all of which carved of bone, a token from her father. Various white and black tribal tattoos adorn most of the rest of her body covered up usually by clothes they tell tales of her family history, accomplishments, and tribal identity.
Her armor is a strange mixture of chain-mail and a number of ceramic plates painted bone white. A battered white skull of cinderwolf covers her left shoulder a tribal piece-meal addition to her armor. Her clothing covers most of her armor and is made up of black and white cloth sewn together with white and black wolf pelts to keep her warm while traveling and complete with a black hood and cloak which is matted torn near the bottom from heavy use. Her Morning-star and Battle aspergillum fits the theme of her look as both are crafted into the shape of a skull while her light shield is made of dried black wood with a skull engraved on the front the outline traced in white. Her two daggers are her brothers with handles made of cinderwolf bone and etched in tribal markings.
Often quite Kayela exhumes an air of calm mixed with a righteous ferocity and determination that bubbles just under the surface. She is a very sweet lady who is extremely fond of young children and absolutely delights in seeing their smiles. A good cook and practiced healer she is often welcomed into town once the locals get beyond her strange appearance. She warms quickly to new companions and is always interested in listening to others stories. She sets out to challenge herself by pitting her strength against the undead and views them as fearsome foes that need to be laid to rest. Often she will collect a small piece of bone from those she lays to rest and add it to her collection which hangs in her hair believing that the spirits of those fallen will guide her. She often works with the church of Pharasma when seeking out undead to smite. She enjoys strong coffee and dark ales and finds moonlight to be comforting. Good-natured to a fault she often leaves a community after healing those in need for free and leaving a good impression of her to all those who encounter her.
Kayela was of the Skoan-Quah (Skull Clan). Kayela's mother died in giving birth an unfortunate incident that would later be blamed on her childs cursed nature. Her father long since dead she was raised by her uncle and brother both strong brash warriors who held little regard for her. In her youth she developed a headstrong attitude and became a promising warrior in an attempt gain acceptance among her clan and family.
Her wild aptitude for divine magic coupled with her cursed nature split the tribe into those who believed her to be a great gift from the heavens and those that looked upon her as an omen of ill fortune. Given this divide among the elders her tasks where relegated to healing the sick when in dire need and keeping watch over the tribe along in a secluded watch point along a cliff face overlooking one of the few permanent Shaonti settlements.
Her life came unraveled one year when people and most strangely dead bodies that where supposed to arrive from various Shaonti tribes to undergo funeral rites began vanishing. Sometimes the bodies would mysteriously vanish as Skoan-Quah riders would show up with one or two bodies missing than they had originally picked up. Sometimes the bodies would simply vanish from yurts containing the dead a day before they where scheduled to be burned in holy ritual. Even worse people would suddenly vanish in the middle of the night with no signs of struggle or foul play. Panic swept over the Skoan Quah as their tribe was tasked with dealing with the Shoanti dead and insuring their spirits journey to the beyond. More than one member of the clan began to whisper talk of this being somehow related to Kayela. This infuriated the young woman and she set out to discover the cause of these disappearances.
Late one night she got lucky and noticed two figures leaving a sacred yurt with a body. She pursued the culprits to an ancient ruin only to discover the faces of her uncle and brother as the corpse thieves. Surprised and enraged by the proceedings she flew at them and demanded to know the meaning of what they where doing. She was even doubly surprised when they came at her and attacked their own kin. She fought them off in a battle that nearly claimed her life and produced the scar along her left eye inflicted by her brothers long spear. The battle resulted in the deaths of her remaining family, but as she stood there wounded and in disbelief a vampire spawn attacked (the same one who had been dominating others to steal bodies for him and then feeding on his dominated victims). Miraculously able to deny it's attempts at domination Kayela caught the upper hand. Unfortunately it's physical strength overwhelmed her just as easily. Lying on her back about to be defeated she heard the spirits of her ancestors calling to her they pointed her in the direction of a piece of wood from her brothers broken spear. Surprising the vampire spawn with a surge of strength she managed to trip the undead monster and wrestle it to the ground beating it into submission and driving a stake through it's heart slaying the foul creature.
Badly wounded she gathered up the 4 bodies (uncle, brother, skewered vampire spawn, and the stolen corpse) and began the journey back to camp. She was considerably slowed down by her new found burdens and her wounds. As she struggled close to camp dawn broke the sun setting afire her vile shish-kabobed quarry. Panicked she attempted to put it out only sparing a small piece of garment before the rest of the body turned to ash. She passed out around half a mile before getting back to her camp.
She awoke in chains as to the Shoanti who found her the situation appeared strange and unclear. The camp was a lit with rumors of her uncle and brother who discovered her stealing a corpse and fought her in an epic struggle. The elders not sure of what to believe decided on exile as the most appropriate measure. Soon after her exile the vanishing people and corpses ceased; all but confirming the wise decision made by her clans elders.
After her exile Kayela set up shop as a mystical healer in Sandpoint an oddity she stood out among it's residents. In her time in Sandpoint she soon fell pray to shady dealings and became addicted to shiver. It was here that she met Professor Lorrimor as along his travels the Shoanti mystic and her strange cursed nature intrigued his intellectual mind. Upon this fateful meeting Professor Lorrimor instantly recognized a piece of cloth that was nailed to the wall of her shack with the tip of a broken spear. The cloth was aged and old, but it had the symbol of a necromantic cult known as the Wispering way. Interested to hear the story Kayela told him of the tragedy of how she lost her last remaining family and was since exiled from her tribe. Lorrimor took an interest in her fascinating tale and shared with her the knowledge that the possessor of the fabric was somehow connected to the necromantic cult. He kept in contact with her regularly and presented information about her story, her clan, and her unique gifts as part of a study.
After the meeting Kayela had strange vision-dreams of undead rising from the dead and marching on Varisia from the east as they mumbled only in whispers. Shaken by the visions she quit her addiction to shiver cold turkey and left Sandpoint and wondering east taking the vision as a omen and has since dedicated her life to slaying the undead and hunting for any clues to the vile mythical cult. Little did she know that Professor Lorrimor, the first to point out the vampire spawns strange connection with the cult, would serve her once more as the event of his death will draw her to the hamlet of Ravengro where she would pick up a lead on the whispering way, whose trail had long since gone quiet.
Notes to the GM:
*I took "Eyes and Ears of the city" as a trait, as it kind of fits within the back story of my character growing up keeping watch. It is a religious trait and implies city, so it that's not cool I'll change it.
*The basic function of my misfortune revelation can be a bit tricky to pull off. If possible I'll just set a number like say 14+ for enemies attacking and the first attack roll the enemy makes at or above I'll be using misfortune as an immediate action if able to force a reroll. Just to make combat run smoother and not force you to make rerolls each time I declare it, which will probably be every combat.
*I picked up Four-mirror armor from UC in my equipment. If the Armor isn't allowed ill trade it out.
*Made her middle aged in case you couldn't tell the calculation for the trade off is figured into her stats.