![]()
About Layaali Twice-BornStatistics:
Layaali Twice-born Female Aasimar Oracle 5 NG Medium Outsider (native) Init +1; Senses Cannot see beyond 60 ft., Darkvision 60 ft., Perception +7 ------------------------------
------------------------------
Spells Known (CL 5th, Concentration +9)
Spell-like Abilties (CL 5th, Concentration +9)
------------------------------
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. => 5 + 2 = 7/day, 3d6 positive energy, Will DC 16 Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet. Empyreal Focus (trait): The empyreal lord you worship (Vildeis) rewards your devotion by granting you an occasional boon. Once per day, before you attempt a skill check, you can use this boon to gain a +2 trait bonus on that skill check. Exalted Resistance: An aasimar with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance. Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait. Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action). Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting. Selective Channeling - When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Missionary (trait): You’ve spent much of the last several years serving your faith, and the conviction and dedication to your church has impressed many. The faith has long supported you, and you are eager to repay the church in some way. In Katapesh, the establishment of a new village is always cause for interest to the nation’s churches, as establishing new temples in villages is an excellent way to expand upon the church’s resources and bring in more faithful. If the Pactmasters’ plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and your faith is keenly interested in being represented there. You’ve [come here] in hopes of helping to establish a new temple in the soon-to-be revitalized village. You’ve been selected for your dedication to the church and your strong social graces—pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you. (perform [oratory]) Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Combat Gear dagger, light crossbow, bolts (7), acid, potion of shield of faith
Carrying Capacity
Background:
Layaali el-Batar used to be normal. She was born to a large family of merchants who loved her very much. She played games and drew in the sand. She was healthy and joyous. But she was young then… Only a child. The slavers changed everything when they attacked her family’s home. Some people died, but many of them were taken prisoner, to be sold as slaves in Katapesh. Life was hard after that, and Layaali’s joy became despair. But before they could reach the capital the slavers were attacked by a sect of battle-priests serving the empyreal lord Vildeis. As they fought with the gnolls, Layaali and her family ran. They made it far from the site of battle, but a pack of hyenas set upon them, and Layaali was killed. But it was not meant to last… One of the priests, a grizzled old man named Aram, brought her back to life with his holy powers. But when Layaali came back she was different. Changed… No longer human. Her body was weak, her eyes were clouded over in a golden film, and a brilliant halo shone brightly around her head. Clearly blessed by Vildeis, Aram began to preach to Layaali and her remaining family about the empyreal lord Vildeis, and by the time the el-Batar’s were safely back home all had agreed that Layaali no longed belonged with them. Layaali el-Batar was no more. The child was Layaali Twice-born, blessed vessel of Vildeis, the Cardinal Martyr. Layaali returned with Aram to the temple of his sect and trained hard for many, many years to become a battle-priest who could combat the evil throughout the world. Her healing powers were great, but no matter how hard she trained her body remained frail. Despite this, Layaali was as brave and self-sacrificing as any among Vildeis’ faith. She grew slowly, and by the time she finally came of age Aram had passed on. But many among the temple were her friends and family. She remained, and prayed and trained. She was always the first to volunteer to head out to combat evil, and accompanied many other priests on missions. Despite being unable to fight directly, she had a place among them, and was happy. Her healing powers saved many lives. When word reached the temple that the Pactmasters of Katapesh were sending a group to retake the town of Kelmarane from the gnolls who claimed it, Layaali volunteered to lead a unit to assist them. She hoped that being part of the founding would allow her to establish another temple to Vildeis, and help eliminate evil from the region. Her mission was approved, and along with two battle-priests (Mahmood and Alal) and a desert guide (Nafari), they set out across the deserts for Kelmarane. Along the way they came across a pack of gnolls with over a dozen slaves in tow. With Vildeis’ holy word on their lips Mahmood and Alal attacked the camp, making a large enough distraction for Layaali to slip into the camp and free the slaves. They fled into the desert together, with Nafari leading them and escaped. Mahmood and Alal never caught up with them. Saddened by her friends’ sacrifice—whether of freedom or life—Layaali got continued on, eventually reaching Almah Roveshki’s camp. Once there, she ensured that Nafari and the thirteen refugees were in good hands, and bargained with Almah to allow herself (and her sect) a place among their group. With the agreement in place, Layaali is about to set out with her new comrades to combat evil and take back Kelmarane from the gnolls of the Brazen Peaks. Information about Vildeis can be found Here
|