Woman

Kharina's page

53 posts. Organized Play character for Drogeney.


Full Name

Kharina

Classes/Levels

dazing touch (sp) 6/6; fury of the abyss (Su) 5/6, channel energy 1d6 (dc 11) 1/4 | Effects:

Gender

female | human | cleric 1 | HP 10/10 |AC 12, FF 12, 10 | CMB +2, CMB 12 | F +4, R +0, W +5 | Per +7 |

Alignment

CN

Deity

Nocticula

About Kharina

Build:

Kharina
female human cleric
CN medium humanoid (human)
Init +0; Senses Perception +7
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Defense
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AC 12, touch 10, flat-footed 12 (+2 armor, +0 Dex)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+2 19-20/x2)
morningstar +2 (1d8+3)
Ranged hand crossbow +3 (1d4 19-20/×2)
Special Attacks dazing touch (6/day), fury of the abyss (6/day), channel negative 1d6 (dc 11) (4/day)
Spells (CL 1; concentration +4):
1st —divine favor, cure light wounds, doom (dc 14) (ds)
0 (at will)—detect poison, stabilize, light
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Statistics
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Str 14, Dex 10, Con 14, Int 10, Wis 17, Cha 13
Base Atk +0; CMB +2;CMD 12
Feats WP: simple, hand crossbow; AP: light, medium; SP: All except tower; channel smite, guided hand
Traits charming, demonic persuasion
Skills
Diplomacy +6=+1+1+3+1
Knowledge (planes) +4=+0+1+3
Perception +7=+3+1+3
Profession (courtesan) +7=+3+1+3
Languages common, kellish
SQ aura (ce), orisons, spontaneous casting (negative)
Combat Gear leather armor, buckler, dagger, hand crossbow, bolts (20); Other Gear gear 1
Misc Gear backpack, a bedroll, a belt pouch, candles (10), a flint and steel, a mess kit, soap, a spell component pouch, trail rations (5 days), a waterskin, and a wooden holy symbol., traveler’s outfit, 13 gp
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Special Abilities
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Chaos (demon)
Fury of the Abyss (Su): As a swift action, you can give yourself an enhancement bonus equal to 1/2 your cleric level (minimum +1) on melee attacks, melee damage rolls, and combat maneuver checks. This bonus lasts for 1 round. During this round, you take a –2 penalty to AC. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—doom, 2nd—align weapon (chaos only), 3rd—rage, 4th—chaos hammer, 5th—dispel law, 6th—planar binding (demons only), 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).
Charm (lust)
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Anything to Please (Su): At 8th level, you can compel a creature within 30 feet to attempt to please you as a standard action. The creature receives a Will save to negate this affect. If the save fails, the creature attacks your enemies for 1 round, gives you its most valuable item, or drops prone at your feet and grovels for 1d4 rounds (GM’s choice). You can use this ability once per day at 8th level and one additional time per day for every four levels beyond 8th. This is a mind-affecting effect.
Domain Spells: 1st—charm person, 2nd—touch of idiocy, 3rd—suggestion, 4th—confusion, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.
Charming You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Demonic Persuasion You gain a +2 trait bonus on Diplomacy and Intimidate checks when dealing with creatures of the demon subtype.

Description:
Kharina is a Keleshite woman with chocolate brown hair and smoldering purple eyes. She stands five foot four and has a curvy, desirable figure. She is beautiful and when not traveling she wears revealing clothing made of scarves that would leave a Calistrian blushing in shame. When traveling or expecting trouble she carries a dagger, Morningstar, hand crossbow, and wears a suit of armor. She always has a fold in her clothing or armor where she wears a symbol that resembles a seven pointed crown. The symbol is kept concealed the majority of the time and is rarely shown to anyone who lived to tell of it.

Personality:
Kharina is a sensual person, she’s very much dedicated to her own pleasure and does what she wants to do most of the time regardless of the consequences. She does have a cruel streak in her though it is mitigated somewhat by her unwillingness to become truly corrupted and guided by evil. Whether her devotion and service to Nocticula as a priestess will fully corrupt her one day is a matter that she tries not to think about she knows that it is a real danger and does her best to avoid falling into the traps that will lure her down into the depths of corruption.

Back Story:

Kharina was born in Katepesh to a concubine belonging to a wealthy merchant named Gahten. The man had a harem suitable to his station, refusing to take a wife, and used them for his personal enjoyment. Kharina’s birth was not unplanned, Gahten wanted an heir and he got one. Kharina was raised in the lap of luxury and knew what it was like to have what she desired but in the end she found that it wasn’t as worth while as one might think. There was too much work involved and she decided that it wasn’t for her. When she turned fifteen she fled her home and left her father alone with no heir once again. Living on the streets Kharina learned to use her almost unnatural beauty to her advantage persuading people to give her what she wanted using both her words and, when she got older, her body to persuade them.

It wasn’t long before Kharina stumbled into trouble and found herself in the possession of several cultists, worshipers of Nocticula. They had initially planned to sacrifice her but upon realization of just how talented she was their plans changed. Kharina managed to seduce the high priest and trained to become a priestess of the Lady of the Night. Despite now serving a demonlord Kharina refused to fall into evil. Her personality was such that she was uninterested in the evil portion of The Lady’s portfolio but she was avid devotee of the chaos and lust. She was gifted with a tongue that could talk demons into doing things for her and eventually became a full cleric on her own.

Now eighteen Kharina has begun doing work for the pathfinder society for a variety of reason and uses the jobs to make significant sums of money in a very short time. She then uses that wealth to live off of for a time or to better equip herself. So far she hasn’t had any jobs that paid particularly well and decided that it was time to invest herself a bit more in what she now did for a living.