Yaniel

Keifa Vosier's page

No posts. Alias of rdknight.


Full Name

Keifa Vosier

Race

Human

Classes/Levels

Cavalier (Sister-In-Arms) 1 / Cleric (Evangelist) 1

Gender

Female

Size

Medium

Age

22

Alignment

NG

Deity

Kurgess

Location

Nirmathis

Languages

Taldane

Occupation

Traveling Peddler / Merchant

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 16
Charisma 14

About Keifa Vosier

Statistics:
Female Human Cavalier (Sister-In-Arms) 1 / Cleric (Evangelist) 1
NG Medium Humanoid (Human)

Init +2
Senses Perception +7, Sense Motive +3
Hero Points:
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DEFENSE
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AC 19, touch 12, flat-footed 16 (+6 armor, +2 dex, +1 dodge)
hp 13
Fort +4, Ref +2, Will +5
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OFFENSE
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Speed 40 ft.

Melee +4
Halberd: 1d10 | x3
Falchion: 2d4 | 18-20/x2
Dagger: 1d4 | 19-20/x2
Light Mace: 1d6 | x2

Ranged +3
Javelin: 1d6 | x2
Dagger: 1d4 | 19-20/x2

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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 14
Base Atk +1; CMB +4; CMD 16
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TRAITS

Frontier Healer:
You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st.

Armor Expert:
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Signature Moves:
You’re known for some unique item that has become your trademark. Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands. (MWK Grey Maiden Plate Armor refashioned as MWK Agile Breastplate)

FEATS

Weapon Focus (Polearms):
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Dodge:
You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Escape Route (Teamwork):
You have trained to watch your allies’ backs, covering them as they make tactical withdraws.
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Skills (7 points; 4 class, 1 Skilled, 2 Background)
ACP -1

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* +2 = DEX 2+0+0
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Appraise +0 = INT 0+0+0
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Bluff +3 = CHA 2+0+0+1
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Climb* +3 = STR 3+0+0
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Craft +0 = INT 0+0+0
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Diplomacy +6 = CHA 2+1+3
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Disable Device*† +2 = DEX 2+0+0
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Disguise +2 = CHA 2+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +2 = CHA 2+0+0
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Heal +3 = WIS 3+0+0
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Intimidate +3 = CHA 2+0+0+1
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K (Arcana)† +0 = INT 0+0+0
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K (Dungeoneering)† +0 = INT 0+0+0
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K (Engineering)† +0 = INT 0+0+0
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K (Geography)† +0 = INT 0+0+0
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K (History)† +0 = INT 0+0+0
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K (Local)† +4 = INT 0+0+0
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K (Nature)† +4 = INT 0+0+0
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K (Nobility)† +0 = INT 0+0+0
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K (Planes)† +0 = INT 0+0+0
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K (Religion)† +4 = INT 0+1+3
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Linguistics† +0 = INT 0+0+0
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Perception +7 = WIS 3+1+3
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Perform (Oratory) +6 = CHA 2+1+3 +1 Background
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Profession (Peddler)† +7 = WIS 3+1+3 +1 Background
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Ride +2 = DEX 2+0+0
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Sense Motive +3 = WIS 3+0+0
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +0 = INT 0+0+0
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Stealth* +2 = DEX 2+0+0
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Survival +7 = WIS 3+1+3
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Swim* +7 = STR 3+1+3
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Use Magic Device† +2 = CHA 2+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses

+1 Bluff & Intimidate (Signature Moves)
+1 Survival to Provide Food & Water, Protect from Harsh Weather (Order of the Dragon)

Languages Taldane

Special Abilities:

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SPECIAL ABILITIES
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HUMAN

Skilled:
Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

CAVALIER (SISTER-IN-ARMS):

Weapon and Armor Proficiency:
Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

Challenge (Ex):
Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Tactician (Ex):
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Sister-In_Arms:
Halfhearted Challenge (Ex): Sisters-in-arms vigilantly protect their allies, weakening their focus on their challenged foe. A sister-in-arms adds only half her cavalier level (minimum 1) to damage rolls against her challenge target.
This ability alters challenge.

Maiden’s Order (Ex):
All sisters-in-arms share a talent for aiding and inspiring their fellow Gray Maidens, strengthened by training and the bond of sisterhood. Generally, those loyal to Queen Ileosa refer to their pledge as the order of the fanged crown, while those who have forsaken the cruel queen call it the order of the scarlet rose. In either case, the benefits are the same.

A sister-in-arms does not choose an order. Instead, she is considered to belong to both the order of the dragon and the order of the lion, and she gains all of the benefits of both orders (including additional class skills and conditional skill bonuses, additional challenge benefits, and order abilities) at the appropriate levels. At 1st level, a sister-in-arms chooses which order’s edicts she must follow; generally, those of the fanged crown choose the order of the lion’s edicts, while those of the scarlet rose choose the order of the dragon’s edicts.
This ability alters order and replaces mount.
Order of the Scarlet Rose | Order of the Dragon Edict

Order of the Dragon:

Edicts:
The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge:
Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills:
An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order of the Lion:

Challenge:
Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills:
An order of the lion cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.

CLERIC (EVANGELIST)

Single-Minded:
An evangelist focuses her skills and learning on proclamation rather than the fine details of the church’s deeper mysteries or martial training. Thus, she may select only one domain and does not gain Medium Armor Proficiency or Shield Proficiency.

Domain (Travel):
Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Domain Granted Powers:
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

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 a number of times per day equal to 3 + your Wisdom modifier.

Public Speaker:
An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).

Sermonic Performance: 6 Rounds/Day
An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes), using Perform (oratory) as the evangelist’s performance skill. However, an evangelist gains only the following types of bardic performance: countersong, fascinate, and inspire courage at 1st level; inspire greatness at 9th level; and inspire heroics at 15th level. Sermonic performance replaces the 1st-, 9th-, and 15th-level channel energy abilities. This caps the cleric’s channel energy damage at 7d6 points.

Spontaneous Casting:
An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
1st: Command

Aura (Ex):
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

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): 5/Day
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) 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.

[spoiler=Spells]
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Spells
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0th (at will)

Create Water
Daze
Guidance

1st (4+1/day)

Cure Light Wounds
Longstrider
Protection From Evil

2nd

Gear/Possessions:

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GEAR/POSSESSIONS
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Carried:
MWK Agile Breastplate (Modified Grey Maiden Plate)
Halberd (Cold Iron)
Falchion
Dagger
Dagger (Alchemical Silver)
Light Mace
Backpack
Waterproof Bag x2
Plain Silver Ring
Belt Pouch
Whetstone
Flint & Steel
Rope, Hemp 50'
Waterskin
Tinder Twig (2)
Antiplague (2)
Bedroll
Extra Set Clothes
Grooming Kit
Soap
Mirror
Inkpen
Journal
Mess Kit
Iron Pot
Torches (8)
Oil Flasks (3)

Carrying Capacity
Light Medium Heavy
Current Load Carried

Money 0 GP 0 SP 0 CP

Background:

Compared to many former Grey Maidens, Keifa was fairly lucky. Her parents, who ran a dry goods business and shop, were modestly well off and able to shield her from notice and conscription for a while. But Queen Ileosa’s experiment in militarism required a constant supply of women and girl’s for its expansion, and Keifa was taken at the age of 17. By that time it was later in Ileosa’s rein, and Kovosa was becoming increasing restive under her rule.

While Keafa’s indoctrination and training was certainly harsh and cruel, it did not compare to that of the early Grey Maidens. There simply wasn’t time for Keifa and the rest of the late inductees to be wholly processed before they were needed on the streets. Korvosa was edging toward revolt. With the Sable Company disbanded and the Korvosan Guard increasingly unreliable, Queen Ileosa leaned more and more on the Grey Maidens and the Order of the Nail to maintain her rule.

Keifa was never really trained to be a member of the coterie of fanatical bodyguards the Queen kept at her castle. She was trained with polearms for fighting in the streets and crowd suppression. When the city rose against Queen Ileosa, Keifa’s cohort was brought out of training, armed and armored, and deployed against the city’s citizens. She and her company fought against the people of Kovosa, who were led by former Sable Company marines, the Korvosan Guard, and various adventurers who had take up the cause. Between their opponent’s vastly greater numbers and leaders greater experience, there was never any doubt about the outcome.

One day, as they were about to be overrun, one of her company’s members, a well-liked girl named Valetta broke away to flee. Their captain cut her down immediately as an example to the rest of them. But it broke the group’s will to fight instead. All of the Grey Maidens including Keifa turned against the captain, mobbing her and hacking her to death.

The remaining Grey Maidens fled. Keifa and a couple of the other women managed to keep most of the group together well enough to fight their way out of the city, but by the time they were clear of the city and safe, less than a dozen of Keifa’s company remained. With no possessions and no place to go, the little group turned to subsistence banditry for a few months. They heard about larger groups of Grey Maidens who left Korvosa to set themselves up as mercenary companies, or who traveled to Cheliax to place themselves in the service of he crown there, but Keifa’s group made no move to find them. Those other Grey Maidens were the hardened veterans, unlike Keifa’s own companions.

After word reached them several months later that the situation in Korvosa had settled down and life there was returning to normal, they decided after much argument to go back and start over in their old home. They found that
Korvosa was slowly mending former Grey Maidens were not included in the healing. Korvosans neither forgot nor forgave. Keifa learned her parents had both died in the Blood Veil plague. Untended, their store was a looted empty shell. Even her companions who still had family found putting their pasts behind them to be slow and difficult. A couple were murdered by the vengeful. A few more drifted away from the city over time. Maybe two or three disappeared into obscurity and new lives. Keifa wasn’t prepared to lie about her past, and asking for forgiveness, even though she had been unwillingly drafted into the Grey Maidens, was not enough. Eventually she left the city, looking for a new place to start over.

Keifa headed east by caravan toward Nirmathis. She didn’t want to hide who she was, but she also wanted to find a place less prejudicial of her past. Also with the caravan was Halidan, a traveling priest of Kurgess. As Keifa and he got to know each other they drew closer. Her conversations with him helped her gain a new perspective on her past. A newfound devotion to Kurgess gave her the words she previously lacked to express her feelings about what had happened to her.

Halidan continued on eastward, leaving Nirmathis behind, but Keifa stayed. She decided to spread the name of Kurgess and his ethos there, believing it could help others as she had been helped. Keifa also hoped that in her wanderings she might find a place to settle where she would be accepted for both who she had been and who she has become since.

Keifa has taken up the occupation of peddler, selling a variety of wares from her wagon. She plans her travels to be anywhere a holiday festival or other celebration is being held. She isn’t a preacher but through competition in games and contests, especially physical ones, she demonstrates the virtues upheld by Kurgess. She also puts on puppet shows telling stories whose stories do the same. Should anyone be curious enough to ask she is always more than willing to discuss her redemption story, less concerned with making new converts than in revealing a path to character building.

Keifa always kept her armor, but given the wild and rural nature of her adopted land, she had it refashioned into a lighter suit that is more practical than full plate. The breastplate and helmet remain unaltered and obviously those of a Grey Maiden.

Appearance and Personality:

Height: 5'10" Weight: 160 Hair: Auburn Brown Eyes: Hazel Brown