Wayward Crusader

K'tari's page

19 posts (145 including aliases). No reviews. No lists. 1 wishlist. 1 alias.


Full Name

Seeker of Light (Imenda)

Race

Human

Classes/Levels

Cleric, 3

Gender

Female

Size

Medium

Age

22

Alignment

Neutral Good

Deity

Shelyn

Location

Riddleport

Languages

Common, Shoanti, Thassilonian

Strength 17
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 15
Charisma 12

About K'tari

Seeker of Light (Imenda) (Shoanti)
(Shoanti) Female Cleric 3
NG Medium Human / Humanoid (Human)

crunch:

Init +5; Perception[b/] +2

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[b]DEFENSE

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AC 17, touch[b/] 11,[b] flat-footed[b/] 16 (+6 armor, +1 dex)
[b]hp
23 (3d8+3)
Fort +4, Ref +2, Will +5

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OFFENSE

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Spd 20 ft/x4
Ranged Sling +3 (1d4+3) 20/x2
Melee Cold Iron Masterwork Glaive +5 (1d10+7) 20/x3 CM +1; reach; [PA];
Melee Silvered Cestus +5 (1d4+2) 19-20/x2
Melee Club +4 (1d6+7) 20/x2 [2HD]; [PA];
Melee Scarf, bladed +1 (1d6+3) 20/x2 [2HD] reach;disarm;trip

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STATISTICS

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Str 17, Dex 12, Con 12, Int 10, Wis 15, Cha 12
Base Atk +2, CMB +5, CMD +16
Languages[b/] Common, Shoanti, Thassilonian
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[b]Feats

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Armor Proficiency (LIGHT / MEDIUM)
Improved initiative
Power Attack
Scribe Scroll
Shield Proficiency

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Traits and Drawbacks

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Extremely Fashionable Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. Bluff was chosen as class skill for you

Fools for Friends Benefit:
Whenever you take the aid another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.

Prince/Princess Benefit: You gain a +1 trait bonus to Diplomacy and Intimidate checks, and intimidate was chosen as a class skill for you.

Naive: Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a -2 penalty to AC against attacks with improvised weapons and a -2 penalty to CMD against dirty trick combat maneuvers.

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Skills

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Acrobatics 1[-3]
Appraise 0
Bluff +6
Climb +3[-1]
Craft 0
Diplomacy +7
Disquise +1
Escape artist 1[-3]
Heal +6
Intimidate +7
Knowledge (arcana) +4
Knowledge (religion) +4
Linguistics +4
Perception +2
Preform +1
Profession (Artist- Visual Arts) +6
Ride +1[-3]
Sense Motive+2
Spellcraft +4
Stealth +1[-3]
Survival +2
Swim +3[-1]

FAVORED CLASS (Cleric) : You've gain the following bonuses: +3 Hit Point.
• AURA OF NEUTRAL GOOD: A Cleric of Shelyn radiates a powerful aura of Neutral Good.
• CLERIC CHANNEL ENERGY: You channel Positive Energy allowing you to either heal the living or harm the undead for 2d6. Affects 30 ft radius from you. (DC 13 for half). Standard action. 4 times per day. Does not provoke Attacks of Opportunity.
• CLERIC BONUS LANGUAGES: A cleric's bonus language options
include Celestial, Abyssal, and Infernal regardless of race.
• CLERIC SPELLS: The cleric casts divine spells drawn from the Cleric spell list. The cleric must meditate and pray for an hour each day
to regain spells. Clerics can prepare a number of orisons, or 0-level spells, each day, as noted under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
• CLERIC SPONTANEOUS CASTING: A Good cleric can swap prepared spells for
spells with "cure" in the name.
• CLERIC WEAPONS AND ARMOR: Proficient with all simple weapons, light
armor, medium armor, shields (except tower shields), and favored weapon of deity --
Glaive.

DOMAIN POWERS: Each of the cleric's chosen domains [Charm (Love), Air (Wind)]
grant domain powers.
- Adoration (Su): As an immediate action, you can attempt to thwart a melee or
ranged attack that targets you. This functions as sanctuary, but only against one
attack. You must use the ability after the attack is declared but before the roll is
made. Will save to negate this effect. You can use the ability a 5 times per day.

- Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30
ft line. Make a combat maneuver check against each creature in the line, using 3 as
your base attack bonus and 2 in place of your Strength modifier. Treat the results as
a bull rush attempt. You can use this ability 5 times a day.

FORBIDDEN SPELL ALIGNMENT: Spells with the Evil descriptor are forbidden
by your alignment and your deity's alignment.

[bLanguages[/b] Common, Shoanti, Thassilonian


prepared spells:

Domain spells
Wind wall
Charm person

Orisons
Light
Stabilize
Detect magic
Resistance
Spark

Bless
Protection from Evil
Stone Shield
one slot open

Bulls strength
Spear of purity
one slot open


gear:

Gear
Travelers outfit
Misc. Jewelry
Sling stones 2 cold iron
cestus, silvered
mw cold iron glaive with cord
dagger
club with cord
Breastplate
bladed scarf
Backpack
Bedroll
Belt Pouch
Bandoleer
5 Candles
Cheap Holy Text
Flint and steel
Mess kit
Rope
Sacks, 2
Wood burning kit(for art)
Piton 4
Marbles
Iron spike
Bucket
Soap
Spell component pouch
Torches 5
Trail rations 3 days
Waterskin
Silver holy symbol
Weapon Cord x2
6ft wire
Twine
Signal whistle
Scroll case
Sewing needle
4 0 level scrolls
Purify Food and Drink
Detect Poison
Mending
Create Water
3 1st level scrolls
Burning Disarm
Magic Stone
Liberating Command
Fishing kit
Fishing net
Earplugs
Chalk
Bag of Flour
1gp
5sp
16 cp

Armor Breastplate, Medium


fluff:

She is the third daughter/seventh child of the head of her clan. This was thought to be very auspicious, even more so when her appearance was so striking (white hair, blue eyes, fair skin) and a local, well known witch/hermit came into the camp proclaiming prophecies regarding this child. She said the girl would travel to strange places and battle evil alongside fearsome strangers, some not even human. She would have ways different from her people, even while she honored the past. Then the witch left, never to be seen again. She grew up tall and strong, as her people are, but with her shocking white hair she always stood out. As she grew up, she learned Thassilonian to honor her ancestors and learn about the great and amazing monuments from the ages past. She followed Shelyn, unusual for her people. Though a princess, having many older siblings, she was not proud or arrogant. She developed the ability to see beauty nearly anywhere, and where she could not see it, she created it, with small clay sculptures, drawings burnt into wood, and sand paintings. She was often found alone, high on some lonely hill playing her flute as the sun came up.
She had a brother, only three years older and the youngest boy, who chafed at his humble roll in the tribe. He traveled to the south and "lost his way" as his people said. He gambled and drank heavily, returning home on rare occasions. Once he came home having won a great deal and gave her a beautiful and strange weapon, a bladed scarf, which she keeps, though she does not know how to use it well. More often he would come home penniless, often beaten. A year ago he left, excited, talking about a new place where he would make his fortune. It was a city to the west, on the sea, wild and dangerous.
Just recently, she has felt her goddess calling her to go and find him. Her journey took her to the city of Riddleport.