Vorrea Talminari

Kera Mvashti's page

105 posts. Alias of Something Wicked.


Full Name

Kera Mvashti

Race

Init +2 Perc +4 | Spells 1st 2/3 | Good 6/7 Luck 2/7 | Channel 3/5 (1d6 DC 12)

Gender

Human Priestess of Desna 1 | HP 4/9 | AC 15 T 12 FF 13 | F+3 R+2 W+6* | CMD 11 |

Size

Medium

Age

18

Alignment

CG

Deity

Desna

Location

Varisia

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

About Kera Mvashti

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Some paths can't be discovered without first becoming lost.

Kera Mvashti
Female Human (Varisian) Cleric (Varisian Pilgrim) of Desna 1
CG Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +6 (+1 Will v. enchantment)
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4-1/19-20) or
. . longspear -1 (1d8-1/×3) or
. . mug -1 (1d4-1) or
. . spiked gauntlet -1 (1d4-1)
. . starknife -1 (1d4-1, x3)
Ranged light crossbow +2 (1d8/19-20) or
. . starknife +2 (1d4-1, x3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks caravan bond, channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—bit of luck, touch of good (+1)
Cleric (Varisian Pilgrim) Spells Prepared (CL 1st; concentration +5)
. . 1st
bless
bless
protection from evil [D]
. . 0 (at will)
detect magic
guidance
light
. . D Domain spell; Domains Good, Luck
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Statistics
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Str 8, Dex 14, Con 12, Int 10, Wis 18, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats
Harrowed
Selective Channeling
Traits
Humble Beginnings (Varisia) (mug)
Scion of Legend (Knowledge (nature), Stealth)
Starchild
Skills
Acrobatics +1 (+5 to jump)
Diplomacy +6 (1 rank)
Handle Animal +3 (1 rank)
Knowledge (nature) +5 (1 rank)
Knowledge (nobility) +4 (1 rank)
Knowledge (religion) +4 (1 rank)
Spellcraft +4 (1 rank)
Stealth +2
Survival +4 (+8 to avoid getting lost)
Racial Modifiers starchild
Languages Common, Varisian
Other Gear studded leather, crossbow bolts (30), dagger, light crossbow, longspear, spiked gauntlet, backpack, bedroll, belt pouch, candle (10), flint and steel, harrow deck[UE], hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol
Wealth 25 gp
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Special Abilities
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Bit of Luck (7/day) (Sp) Target takes the higher of 2d20 for d20 rolls.
Caravan Bond (5 companions) (Su) After a minute of group prayer, may use a domain-granted power on up to 5 travelling companions within 30 feet.
Cleric (Varisian Pilgrim) Domain (Good)
Cleric (Varisian Pilgrim) Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Harrowed 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. 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.
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Good +1 (7/day) (Sp) Grant bonus to attack rolls, skill checks, ability checks, and saving throws for 1 rd.

Background, Appearance, and Personality:

The Mvashti clan’s roots run as deep as any oak, its progeny reaching skyward on great, fabled limbs that seem to tickle the very stars in the sky. Perhaps it is owing to some starluck that the family and their kin have flourished in the Varisian woodlands, prairies, and hinterlands. Singers, fortune tellers, and hired hands, the Mvashti’s have traveled these woods for generations, staking out some small piece of Varisia as their own, but never staying in one place too long, heavens no. As the wind changes, so does their destination, and it is peculiar to find them congregated in any one place for any given time, save the sacred harvest and moon festivals of which they are so fond.

Kera was born eighteen summers past, in the back of a rolling cart near the tail end of the caravan. Her mother Arya is niece to the famed Niska Mvashti, whose daughter Koya herself served as midwife at the birth. At that time, Koya was still a young woman, and watched over Kera from time to time as the little girl grew. Both Arya and Koya must have sensed the power that Kera possessed, for they agreed that the child should visit Sandpoint from time to time to visit with and come to know Kera’s great aunt, the Madame herself. Kera always enjoyed these visits, and never questioned the way that Niska would worry over her palms and teeth, as though she found something peculiar or vexing about these things. To Kera, her hands looked like any others, albeit a bit small on account of her being a child. Still, Niska and Koya were always kind to her, and she grew to love them, their large, rambling manor house, and Sandpoint itself. And while the desire of the older women to remain in one place perplexed her, she was able to enjoy the best of both worlds, traveling with her parents and the caravan through the warmer months, and spending the cold months with her aunts near the ocean.

When Kera was eight years old, she and her mother were present in Sandpoint and attended the infamous Swallowtail Festival that marked the grand opening of the Sandpoint Cathedral. She witnessed the goblin raid on the town and her mother’s efforts, along with a group of fellow adventurers, in defending the town. It was not long after that her mother left to seek out and defeat that threat, and left Kera behind in Sandpoint in the capable hands of her aunts.

Kera spent her days tending to the house and exploring the town. She grew quite fond of the Turandarok Academy’s book collection and, though headmaster Gandethus had a reputation for being a strict schoolmaster, appreciated the rogue’s girl natural curiosity. He sometimes lent her books on Varisian folklore, history, and religion.

Sometimes she would stand outside the playhouse, peering through its grand doors, and listen to Cyrdrak embellish upon the details of that evening’s plays. Once she even bartered for a ticket, agreeing to help stitch together costumes for an upcoming community production of The Goat Herder’s Daughter. To this day it remains one of the highlights of her time in Sandpoint.

And then the dragon came, flying in advance of a small army of giants. As though sent by Desna herself, Kera’s mother and her band of adventurers arrived just in time. While the battle raged, Kera hid in the basement of Sandpoint Savories with the Avertin women. After the battle, she joined in with everyone else in adoring the defenders of Sandpoint. Yet while she wanted nothing more than to be with her mother, Arya had serious matters to attend to in the east.

Not long after, Kera’s powers began to appear. At first it was little things--flowers would sing to her, or tell her jokes. Her own shadow would play tricks on her, and sometimes they would chase each other through the house. Her aunts merely chuckled, and told her she was to be a priestess of the Spheres. Kera had known that some men and women of her large family carried that title, but she wasn’t sure what it all meant. ”Wear’t with pride, m’dear,” Niska had told her, ”Desna’s blessed ya with her kiss. Now...” the old woman took Kera gently by the hand, leading her to the drawing room, ”...have you ever read a harrow card?”

In the years following, Kera blossomed into a strong young woman, growing into her life in the caravan, and her role as a priestess of Desna, as easily as ivy climbs a tree. She now lives for the open road, the beautiful landscapes of Varisia, the sun on her back, and the company of her friends and family. The caravan has recently settled right outside of Roderic’s Cove, after spending six months roaming the Churlwood, and Kera is looking forward to becoming better acquainted with her extended family and the others who call this town home.

She doesn’t see her mother as often as either would like, but Arya is now a famous adventurer, a powerful witch in the best sense of the word, and Kera knows she has many responsibilities. It makes her glad, actually, to know that Arya is able to travel the world and see exciting places, and meet all sorts of interesting people. In fact, Kera hopes that Desna will bless her life in exactly the same way...

Personality
Kera is good-natured, optimistic, and a bit naive. Although she witnessed the goblin, giant, and dragon attacks on Sandpoint, she has not truly seen the horrors of the world and believes that people are fundamentally good. She is loyal to those she loves and would do her best to protect her family and friends. She has tried to maintain good relations with the townsfolk of Roderick’s Cove, although she is admittedly a stranger to many outside her caravan.

Appearance
Of modest stature, Kera’s most prominent feature is her hair. Its auburn curls tumble down in unkempt ringlets nearly to her waist, spilling out in all directions at once. She is thin of frame and smiles easily, her hazel eyes glowing with mischief. Sometimes she wears a flower in her hair, though just as often it becomes lost. She dresses in simple garments--loose fitting pants or a simple skirt, and often wears delicate bracelets of braided dandelions or herbs on her wrists and ankles. When travelling, she dons leather armor and carries a crossbow, though she would certainly sooner chat with strangers than shoot them!

Sihedron Hero:

Kera’s mother, Arya Mvashti, female human witch

Character Advancement:

Level 1: FCB (skill point), Feat (Harrowed), Racial Bonus Feat (Selective Channeling), Caravan Bond, Channel 1d6

Time Zone: Eastern Standard Time

Harrow Dice:

Roll 1d9 and 1d6.

1=LG
2=LN
3=LE
4=NG
5=NN
6=NE
7=CG
8=CN
9=CE

1=Str
2=Dex
3=Con
4=Int
5=Wis
6=Cha

1,1 - The Paladin - Str
1,2 - The Dance - Dex
1,3 - The Trumpet - Con
1,4 - The Hidden Truth - Int
1,5 - The Winged Serpent - Wis
1,6 - The Empty Throne
2,1 - The Forge - Str
2,2 - The Locksmith - Dex
2,3 - The Brass Dwarf - Con
2,4 - The Inquisitor - Int
2,5 - The Queen Mother - Wis
2,6 - The Marriage - Cha
3,1 - The Fiend - Str
3,2 - The Avalanche - Dex
3,3 - The Tangled Briar - Con
3,4 - The Rakshasa - Int
3,5 - The Eclipse - Wis
3,6 - The Tyrant - Cha
4,1 - The Keep - Str
4,2 - The Cricket - Dex
4,3 - The Survivor - Con
4,4 - The Wanderer - Int
4,5 - The Midwife - Wis
4,6 - The Theater - Cha
5,1 - The Bear - Str
5,2 - The Peacock - Dex
5,3 - The Teamster - con
5,4 - The Foreign Trader - Int
5,5 - The Owl - Wis
5,6 - The Twin - Cha
6,1 - The Beating - Str
6,2 - The Crows - Dex
6,3 - The Sickness - Con
6,4 - The Idiot - Int
6,5 - The Mute Hag - Wis
6,6 - The Betrayal - Cha
7,1 - The Big Sky - Str
7,2 - The Juggler - Dex
7,3 - The Desert - Con
7,4 - The Joke - Int
7,5 - The Publican - Wis
7,6 - The Unicorn - Cha
8,1 - The Uprising - Str
8,2 - The Rabbit Prince - Dex
8,3 - The Mountain Man - Con
8,4 - The Vision - Int
8,5 - The Carnival - Wis
8,6 - The Courtesan - Cha
9,1 - The Cyclone - Str
9,2 - The Demon's Lantern - Dex
9,3 - The Waxworks - Con
9,4 - The Snakebite - Int
9,5 - The Lost - Wis
9,6 - The Liar - Cha