Kyra

Kelly Duncan's page

4 posts. Alias of Diego Rossi.


Full Name

Kelly Duncan

Race

Human

Classes/Levels

Occultist 5

Gender

female

Size

5' 7", 150 lbs

Age

21

Deity

Desna

Strength 13
Dexterity 16
Constitution 14
Intelligence 19
Wisdom 12
Charisma 10

About Kelly Duncan

Background for the GM:
Kelly Fitzoy (known as Kelly Duncan) is the second daughter of a upper class banker, director of a provincial branch of one of the major firms. In her family plans she was meant to marry a second cousin (another banker) and be a good house lady. She was taught the proper skills for a lady: learning how to dress (Extremely Fashionable trait), how to cook, how to behave in society, the fine arts (dance, poetry, how to play an harpsichord). They gave her a good general to education, but didn’t thought she would ever have to work outside of the home to live.
She wasn’t happy with her prospective future prospect but was resigned to it.
Her family was all made by strict Adabarian followers, a faith that Kelly respected but never felt as hers.
She is an avid reader and has read everything she could find from a early age (Avid reader trait).
She was taught to be meek with authoritarian figures, respect her father authority and never talk back. That ingrained in her a defensive reflex (Reactionary trait).
All changed when she was sixteen and, while rummaging in a chests in the attic in preparation for her wedding, that was meant to be held after her seventeen birthday, she found an old Desnan holy symbol.
In her mind she saw the tale of the holy symbol, how it was worn by the ancient alchemist Khalid ibn Yazid and how she could use it to do some of the magic she used.
That opened to her a world of possibilities that were previously negated and spurned her into searching for more items capable of unlocking her powers and an interest into occult researches.
Her family was appalled by her unseemly interests, her newfound willfulness and the new habit of carrying a Desnan holy symbol. They tried to discipline her and took away the holy symbol. Behind closed doors they even spoke of sending her to an asylum. She was able to overhear that and was terrified by the prospect.
Instead of returning to her previous meek posture she decided to act. She stole a commoner dress from the servant quarters, her holy symbol and some money from the family safe and fled. She renounced her Adabaran faith and embraced Desna as her patron deity, seeing her as the one that granted her her freedom. While that was her conscious decision, she is still the same girl, and deep down she feel that she has betrayed her family and faith and when she fail in something she see that as a punishment for her wickedness and start to doubt herself (the Doubt drawback).
After fleeing from her home Kelly started working odd jobs and doing even a bit of larceny to live while studying in whatever library she was able to access and visiting curio shops trying to find more objects of power.
In time she was able to make some money resolving a poltergeist problem thanks to her ability to read an object history that allowed her to put the spirit to rest. That allowed her move to …. and enroll in the Kaliax University, where she has found a part time job as an interpreter thanks to her extensive knowledge of languages (I have left open one of the starting language slots, to add another human language. She know Dathalan (her native language), Karthen elf and dwarf as starting languages and learned Aklo with a point in linguistic . Can you suggest another language?)
Secrets:
Kelly real name is Kelly Fitzroy, but she use the name Kelly Duncan. She know that using her first name isn’t a good idea, but she is attacked to it and don’t want to change it.
She is a runaway in a society that see women as inferiors, and her family said she was abducted for ransom. The police and maybe some private investigator hired by the family are still searching for her. If she was found and captured she would probably be sent to an asylum or a nunnery to quell the scandal.
To reduce the chance of being discovered she routinely disguise herself (take 10 every morning), applying makeup and dressing as a lower middle class male student, a dress code very far away from her original style. The more effective part of that disguise is that she has acquired a deep tan, something that a upper class lady will never acquire. The muscles that she has acquired in her new life, together with gaining almost 5 inches in height help that disguise too.
She has picked some pocket and stolen some item in her first year on the run. While she was never caught there is some description of her and in some provincial town there are police officers that could recognize her face. The most egregious theft was that of the crystal that she use as her illusion implement. The shop owner where he shoplifted it pursed her for several streets and has seen her fairly well. It happened a bit less than 4 years ago.
Plot hooks
Kelly is always strapped for cash. While she has a good reserve of money, that is her get away emergency found. The University tuitions weight heavily on her and she is always willing to accept odd jobs to make meets ends. Even things of dubious legality.
She has a part time job at the University as an interpreter and some time she get other works from the Faculty of Arcane Sciences.
She is extremely protective of her freedom and easily resent interferences in it. Generally she interpret male attention on her in the worst possible way and had several brawls with male students. In her 3 years at the University she had three duels at the first blood and won two of them. It is possible that the male students she bested did have some grievance with her.
The was able to enroll in the University thank to the money she made putting to rest a poltergeist that was troubling the Wendell family, the family of a wealthy merchant. They had moved to a newly build house in (choose an appropriate city), but the house was haunted by a poltergeist. At first it was relatively harmless, but in time it become more and more dangerous. The night she meet them they had fled the house in panic and the youngest son was wounded. She was able to heal him with her magic and then entered the house, discovering that it was built on an ancient, abandoned graveyard. Moving the graves to a new location with the appropriate rites quelled the poltergeist. Beside paying her for the job the family has taken a liking for her and they are occasionally in correspondence with her. She is fond of them.

Life synopsis
Born in ***** Kelly ran from home 3 weeks before her seventeen birthday. She lived in the streets for 18 months before her chance encounter with the Wendell family. Two months after that she enrolled in the Kaliax University Faculty of Arcane Sciences. A true jack of all trades and master of none, she has followed several courses. For her preparedness to all chances and opportunities in life is more important than being the absolute best. That has created friction with some of the professors, that see that as a waste of a natural talent or laziness.
After joining the University and being beaten in her first duel, she took lessons in fencing (if there is one, from a female teacher, possibly befriending her), learning how to use a rapier well. After that she had two other duels and was victorious in both.

Personality
For Kelly freedom is the core value of her life, and of other people life. She revere Desna because she see her as the entity that freed her, she value knowledge and money as instruments allow her to protect her freedom.
She is fiercely loyal to her friends, but slow to make new ones, especially males. She is fully capable to work and collaborate with other people without the need to call them friends.
The rapport with her family is ambivalent, on one hand she still love them, on the other she feel that they don’t comprehend her and will try to bind her in the straitjacket of her old life. so she love and fear them at the same time.
Under all that there is still the small girl that loved romantic tales and want to find her true love, even if her adult self isn’t convinced at all that true love exist.


Appearance:
At 5’ 7” Kelly is relatively high for a woman, with black hairs, blue eyes and a tanned face. She is well built and very quick, generally she wear a sturdy west and an armored coat during expeditions, and some good looking but not very expensive combination of coat and trousers. Generally she has a rapier at her right side. When doing her interpreter work she wear garments appropriated to the mores of the people with which she has to work and she has shown to be able to dress well when needed.

Know background for the players:
Kelly Duncan is a student enrolled at the Kaliax University Faculty of Arcane Sciences, one of the few commoners that study there without a sponsorship from some rich family.
While not a great beauty, her black hairs, blue eyes, tanned skin and well build frame make her pleasant to look at. Her habit of dressing like a male put a lot of people off. While she speak perfect Dathalan without any accent, there are voices that she came from one of the foreign isles, maybe even from the Karthen Alliance. She is rarely seen without a rapier at her right side (she is left handed).
Her reputation isn’t so good. While capable to achieve good results in her studies, she is far from one of the top students, she has a rowdy reputation and she was involved in several brawls. She had three know duels in the three years she was here, all to first blood so no serious injury was ever done. After losing the first she rapidly did become a better fighter and won the other two. She live in a boarding house near the campus, apparently with no male relative taking care of her and work as a part time interpreter for the faculty. There are rumors she do more illicit jobs on the side to pay for the University fees. For sure she has been absent from the lessons for teens of days at a time in several occasions.
One of her saving graces is that she has participated to several field trips organized by the Faculty and she has been extremely helpful every time there has been trouble. She is a spellcaster capable to cure wounds and cancel hostile magic, she is not a weak combatant and, if she is given the time to talk, she often is capable do defuse tense situations (well, at least if she isn’t the one that has started them).
She is a familiar face for most of the student and teachers at the University. She is known by several mercenaries that work for the University, either for her interpreter work or for some guard job she did.

Condensed statblock:

Kelly Duncan
Female human occultist 5
CG Medium humanoid (human)
Init +5; Senses aura sight; Perception +9
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Defense
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AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 natural)
hp 38 (5d8+10)
Fort +8, Ref +6, Will +7
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +6 (1d4+1/19-20) or
mwk cold iron rapier +8 (1d6+3/18-20) or
silver kukri +6 (1d4/18-20)

Ranged coat pistol +6 (1d4/×3) or
composite longbow +6 (1d8+1/×3)

Implement Schools
Abjuration (Desna hoy symbol, 4 points) Resonant—warding talisman; Focus—aegis +1, mind barrier, unraveling

Conjuration (Compass, 3 points) Resonant—casting focus; Focus—flesh mend, servitor

Illusion (Crystal, 2 points) Resonant—distortion 10%; Focus—minor figment

Occultist Spells Known (CL 5th; concentration +9)
2nd (3/day)— glitterdust (DC 16), mirror image, resist energy
1st (5/day)— cure light wounds , disguise self , shield
0 (at will)— create water , ghost sound (DC 14), resistance

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Statistics
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Str 13, Dex 16, Con 14, Int 19, Wis 12, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats Fencing Grace UI, Weapon Finesse, Weapon Focus (rapier)
Traits avid reader, extremely fashionable, reactionary
Skills Acrobatics +3 (-1 to jump), Artistry (literature) +8, Bluff +5, Craft (calligraphy) +8, Craft (clothing) +8, Diplomacy +6, Disable Device +6, Disguise +8, Heal +4, Knowledge (arcana) +9, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (history) +8, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +9, Perform (dance) +1, Perform (keyboard instruments) +1, Profession (cook) +5, Ride +1, Sense Motive +5, Sleight of Hand +4, Spellcraft +10, Stealth +1, Survival +2, Swim -1, Use Magic Device +9

Languages Aklo, Dathalan , Dwarven, Elven, Karthen +1

SQ doubt, implements 3, magic item skill, mental focus (9/day), object reading, shift focus

Combat Gear: armored coatAPG, mwk chain shirt, arrows (20), coat pistol UC, composite longbow (+1 Str), dagger, mwk cold iron rapier, paper cartridge UC, salt shot cartridgeUC (2), silver kukri, amulet of natural armor +1 , handy haversack , ring of protection +1 , versatile vest

Other Gear: calistria's kindness (5), healer's kit, bedroll, belt pouch, chalk (8), chalk (2), chewing stick, comb (0.2 lb), courtier's outfit, explorer's outfit, fashionable accessories, flint and steel, hairbrush (0.3 lb), ink, inkpen, jewelry UE, journal UE, masterwork thieves' tools, mirror, nail file (0.1 lb), occultist's implement OA, occultist's implement OA, peasant's outfit, pot, scholar's outfit, scissors (0.3 lb), soap, sponge, tooth powder (0.1 lb), torch (10), trail rations (5), traveler'soutfit, waterskin,
569 gp, 4 sp

Tracked Resources
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Alchemical cartridge (paper) - 0/5
Alchemical cartridge (salt shot) - 0/2
Arrows - 0/20
Calistria's kindness - 0/150
Dagger - 0/1
Healer's kit - 0/10
Mental Focus (9/day) (Su) - 9/9
Mental Focus: Abjuration Assigned (9 focus) - 4/9
Mental Focus: Abjuration Spent (4 focus) - 0/4
Mental Focus: Conjuration Assigned (9 focus) - 3/9
Mental Focus: Conjuration Spent (3 focus) - 0/3
Mental Focus: Illusion Assigned (9 focus) - 2/9
Mental Focus: Illusion Spent (2 focus) - 0/2
Shift Focus (Abjuration [Desna hoy symbol], 8 focus) (Su) - 0/8
Torch - 0/10
Trail rations - 0/5

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Special Abilities
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Abjuration (Desna hoy symbol) Abjuration implements are objects associated with protection and wards. Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.

Aegis +1 (Su) 1 focus: Grant armor or shield enh. bonus and special ability.

Aura Sight (Su) Read the aura of creatures around you, as aura sight.

Casting Focus (+1 CL) (Su) Use as extra focus component to add to CL for conjuration spell.

Conjuration (Compass) Implements used in conjuration allow the occultist to perform magic that
transports or calls creatures. Implements: Bowl, brazier, compass, figurine, lantern, mirror.

Distortion 10% (max 15%) (Su) As standard action, gain miss chance until your next attack.

Doubt -4 for an hour on any skill or ability check after you fail that type of check

Fencing Grace Use Dexterity on rapier damage rolls

Flesh Mend 1d8+5 (Sp) As a standard action, you can expend 1 point of mental focus to heal a living creature with a touch. The creature is healed an amount of damage equal to 1d8 + your occultist level. For every 4 occultist levels you possess beyond 3rd, the creature is

Illusion (Crystal) Illusion implements allow the occultist to distort the senses and cloak creatures from sight. Implements: Crystal, hat, mask, prism, ring.

Implements (Su) Gain a series of items which grant access to schools and powers.

Magic Item Skill Add half level as bonus to Use Magical Device.

Mental Focus (9/day) (Su) You have a pool of points that activate your focus powers.

Mind Barrier (-10 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.

Minor Figment (5 rounds) (Su) 1 focus: create minor figment, as ghost sound or minor image.

Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.

Servitor (Summon Monster II) (Sp) Standard action and 1 focus to summon a single creature, as
summon monster

Shift Focus (Abjuration [Desna hoy symbol], 8 focus) (Su) Shift focus from one implement to another, but lose 1 point.

Unraveling (Sp) 1 focus: unravel adjacent magical effect, as targeted dispel magic.
Warding Talisman +2 (Su) Implement grants Resistance bonus to saves.