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About Kizzy PurrunDescription: The young woman's long, platinum blond hair is the first thing most people notice, alternating with the ornate tattoo covering the right side of her face and neck. The white in the tattoo is nearly the same shade as her hair, but both the red and white of the tattoo stand out in stark contrast to the deep olive tone of her skin. The color of her skin makes it clear she isn't an albino, but her irises show the blood red common to albinos, and almost unheard of otherwise. Her nose is too broad for the common image of beauty, and her jaw too square and solid as well. Just below average height for a woman, and slighter build even so, she seems fit enough, and moves with a practiced elegance, if not grace. Her voice is feminine, but deeper than expected for her size and has a "husky" sound to it. Tattoo description: Holy Symbol Tattoo is a white rose (with black lines) laying across red blood on an uncolored road, defined only by a few black lines. This sits high on the right side of her neck, with the open bloom just reaching her throat. The pool of blood actually extends across her throat. This is encapsulated into a larger tattoo that covers most of her neck, her right jaw, and right cheek. The black outline of a hand is positioned at the back of her jaw, holding a bouquet of white roses, with the blooms turned in the direction of her mouth. A couple of roses are falling from the bouquet towards the hidden holy symbol, providing a connection to the rose within it. The hand is next to the black outline of a wine glass, knocked over and spilling red wine forward, toward the hidden holy symbol, ALMOST connecting to the red within it. The wine glass and flow of wine have a few black lines hinting at the table they should be on, matching the style of the lines hinting at a road, assisting in misinterpreting those lines. Above the bouquet, flowing towards her own ear, are musical notes, also in red.
Background:
Kizzy was born in Kintargo, in the slums of the Redroof district. Many of her neighbors who had not given up worshipped Milani, so she was exposed to the beliefs of this lesser-known god very early in life. Somehow, many of the people living in the slums and oppressed by the local government were inherently interested in overthrowing the government. Her family raised her with the education and mores her great-grandfather had insisted the entire family learn. Nobody in the family knows, buth e was born on Hermea, and failed the testing at 16, and so was banished into the wider world. By 23, he had settled into opposing Cheliax and a marriage into a Varisian family. His Hermean morality continues to shape the family, guiding them on a far more liberal path than most of Golarion.
But she grew up in Kintargo. This means that anyone and everyone was looking for talent, and she found herself groomed to become a performer. Her warm, husky, quivering contralto voice was both pure and distinctive enough to garner attention in a society overfilled with people clamoring to be on stage. Like so many other potentials, she was provided training. Unlike most of the others, she absorbed even more from the lessons than the instructors tried to provide. She's becoming a truly outstanding vocalist and has begun building a significant reputation in Kintargo. Even with the attention her voice brought her, Kizzy kept working with the followers of Milani, in secret. At first, she had little idea that she was working with an underground organization. She knew that they were trying to do right, and happily supported their efforts to assist the Bellflower network as well. This cemented her relationship with Milani, and she took some of her earnings from performing to get a massive set of tattoos covering most of the right side of her face and neck, clearly proclaiming her abilities as a singer, but also subtly displaying the holy symbol of Milani. On the Night of Ashes, Kizzy was performing at The Last Study, a student tavern in the Villegre. That saved her life, for a time, at least. Villegre was one of the safer places to be. The next day, she found her home gutted by fire, with most of her friends dead or missing. She's spent the past few weeks performing where she can to keep some money coming in and gathering supplies from the friends she can find . . ..
Other Core Info:
Alignment: CG
Patron Deity: Milani Type: Humanoid (Human) Favored Class: Cleric Age: 17 Height: 4' 10" Weight: 105#
Relations:
** Family **
Combat:
Init +1 (Dex +1)
Speed 30' Melee +1. Ranged/Finesse +1, CMB+1 (BAB+0, Str+1, Dex+1) Standard Attacks
AC 13, T11, FF12, CMD12 (Armor+2, Deflection+0, Dex+1, Dodge+0, Natural+0, Nimble+0, Shield+0, BAB+0, Str-1) HP 8 (8 + 1xCon+0) Fort +2 (Base+2, Con+0)
Magic:
Concentration: +4 (Level 1 + Wis +3)
Spell Penetration: +1 (Level 1) ** Spells Prepared **
Level 1 : DC 14
** Channel **: DC 12
** Domain Power **
Skills & Languages:
2 + 1 Skilled + 1 Favoerd Class produces 4 skill ranks per Cleric Level
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)[+Overridden] {Notes} + 1-Acrobatics (Dex) 1+0+0+ACP + 0 Appraise (Int) 0+0+0 + 2 Bluff (Cha) 2+0+0 + 1-Climb (Str) 1+0+0+ACP + 0 Craft () (Int) 0+0+0 + 6 Diplomacy (Cha) 2+1+3 + 2 Disguise (Cha) 2+0+0 + 1-Escape Artist (Dex) 1+0+0+ACP + 1-Fly (Dex) 1+0+0+ACP + 0 Heal (Wis) 3+0+0 + 2 Intimidate (Cha) 2+0+0 + 3 Perception (Wis) 3+0+0 + 9 Perform (sing) (Cha) 2+1+3+3 Skill Focus + 1-Ride (Dex) 1+0+0+ACP + 7 Sense Motive (Wis) 3+1+3 + 1-Stealth (Dex) 1+0+0+ACP + 3 Survival (Wis) 3+0+0 + 1-Swim (Str) 1+0+0+ACP + 6 Use Magic Device (Cha) 2+1+3 ACP: -0 Languages Known: Taldane (Common), Varisian
Feats:
H1 Skill Focus (Perform) 1 Hermean Blood: (gain Perform() and Use Magic Device as Class Skills 3 Selective Channel? 5 Extra Channel? 7 Beacon of Hope? H8 Skill Focus () 9 11 13 15 H16 Skill Focus () 17 19 Gear:
140 GP budget
FREEXxx Traveler's Outfit (5#, boots, wool skirt, sturdy belt, shirt, vest, ample cloak with a hood.) 100.0.0 Holy Symbol Tattoo (-#) x10.0.0 Red and black tattoo for cover (-#) xx3.0.0 Entertainer's outfit (4#, long dress w/ scraves, slippers) x10.0.0 Leather armor (15#, +2/+6/-0/10%/30') xx1.0.0 Belt Pouch (.5#) xx2.0.0 Common Backpack (2#) xx2.0.0 Dagger (1#, 1d4/19+/10'/PorS) xx8.0.0 Morningstar (6#, 1d8/x2/B and P) 136.0.0 Spent for 33.5#
Light <= 43# (By armor)
Cleric (Hidden Priest) of Milani:
Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis (see Additional Rules).
Hit Die: d8. [b]Starting Wealth: 4d6 x 10 gp (average 140 gp). Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Points at each Level: 2 + Int modifier.
Spells Per Day
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity. 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): 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. Domains: Healing and Liberation (Revolution) [u]Healing Domain[/u]:
Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat. Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—mass cure critical wounds, 9th—mass heal. [u]Liberation (Revolution) Domain[/u]:
Powerful Persuader (Su): At 8th level, when you make a Diplomacy or Intimidate check, you can roll twice and take the higher result. Using this ability is a free action. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th. Domain Spells: 1st—remove fear, 2nd—enthrall, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—symbol of persuasion, 7th—refuge, 8th—mind blank, 9th—freedom. Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy). Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race. False Arcanist (Ex): At 1st level, a hidden priest is able to disguise his cleric spellcasting, presenting it as arcane magic of some kind. Typically, this is as alchemist, bard, sorcerer, or wizard magic, and the cleric disguises the words and gestures of the cleric spell with accoutrements appropriate to his apparent profession. He must make a skill check (DC 10 + twice the level of the spell) to disguise his casting and successfully cast the spell. The type of skill check depends on the type of caster he pretends to be: Craft (alchemy) for alchemist, Perform for bard, Knowledge (arcana) for sorcerer or wizard. Using Spellcraft to identify the spell works normally, though unless the observer beats the DC by 10 or more, she doesn’t suspect the source of the magic is divine. For example, a hidden priest pretending to be an alchemist wants to cast cure light wounds on a wounded townsperson. If he makes a DC 12 Craft (alchemy) check, he disguises his spellcasting as the mixing of an alchemical extract or potion (perhaps with the words disguised as reciting an obscure formula or talking herself through the list of ingredients), which he gives to the target. An observer making a DC 16 Spellcraft check can identify his spell as cure light wounds, but doesn’t realize his “alchemical” methods are a sham unless her check result is 26 or higher. When the hidden priest uses this ability, he must still provide any divine focus components for the spells he casts. However, the divine focus doesn’t need to be an obvious symbol of his faith. It could be a small coin, tattoo, or garment bearing the symbol, whether presented openly, disguised, or hidden within a larger picture. For example, a hidden priest of Sarenrae may use a coin with an ankh or sunburst, a complex tattoo or scar that has an ankh shape hidden within it, a glove with an ankh stitched on the inside of the palm, and so on. He must use this replacement divine focus just as he would his true one (for example, he couldn’t leave the coin in his shoe). If a spell requires a divine focus with a specific or minimum cost, the replacement divine focus must be of similar value to be used as the divine focus. A hidden priest adds half his class level (minimum +1) on all Bluff skill checks to send secret messages about religious matters, and on all Sense Motive checks to recognize similar messages. He also adds this bonus on Perception and Sense Motive checks relating to agents of the laws against his religion (including city guards in lands where these laws are in effect). This ability replaces the Liberation domain power. Unseen Devotion (Su): At 8th level, a hidden priest can apply the Silent Spell and Still Spell feats to a spell he is about to cast. This does not alter the level of the spell or the casting time. He can use this ability once per day at 8th level and one additional time per day for every four additional cleric levels beyond 8th. Even though this ability does not modify the spell’s actual level, he cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that he is capable of casting. This ability always applies both feats (the cleric cannot use it to just apply one or the other). This ability replaces the Powerful Persuader domain power.
Varisian Human:
ARG Rules Variant
+2 to One Ability Score (Wis): 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. Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Attributes:
15 Point Buy
Points Race Level Gear Current x2 12 +0 12 +0 12 +0 S 12 +1 x3 13 +0 13 +0 13 +0 D 13 +1 xx 10 +0 10 +0 10 +0 C 10 +0 xx 10 +0 10 +0 10 +0 I 10 +0 x5 14 +2 16 +0 16 +0 W 16 +3 x5 14 +0 14 +0 14 +0 H 14 +2 |