Lonicera

Liliana Tesseran's page

63 posts. Alias of KyleS.


Full Name

Liliana Tesseran

Race

Human

Classes/Levels

Cleric (Sacred Attendant) 1 CN | HP 9 | Init +3 | AC 14 | Fort +3 |Ref +3 | Will +5 | CMB +0 | BAB +0

Gender

Female

Size

Medium

Age

25

Alignment

Chaotic Neutral

Deity

Calistria

Languages

Common, Elven, Dwarven

Occupation

Courtesan

Strength 11
Dexterity 16
Constitution 12
Intelligence 15
Wisdom 17
Charisma 17

About Liliana Tesseran

Liliana Tesseran
Female human Cleric (Sacred Attendant) of Calistria 1
CN humanoid

Defense:

Init +3; Senses Perception +3
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 Dodge)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +5

Offense:

Speed 30 ft.
Melee
-Whip: Att: +3, Dmg: 1d3, Crit: x2
-Dagger: Att: +3, Dmg: 1d4, Crit: 19-20/x2
Ranged
-Dagger: Att: +3, Dmg: 1d4, Crit: 19-20/x2

Statistics:

Str 11, Dex 16, Con 12, Int 15, Wis 17, Cha 17
Base Atk +0; CMB +0; CMD 14

Character Traits:

Calistrian Courtesan (Calistria): You worked in one of Calistria's temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.

Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. 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.

Hedonistic: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. 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.

Weapon and Armor Proficiency: She is proficient with all simple weapons and the whip.

Nimble (Ex): The sacred attendant gains a +1 dodge bonus to AC and CMD when unarmored, unencumbered, and not denied her Dexterity bonus to AC (regardless of whether she has a Dexterity bonus). At 2nd level and every 4 cleric levels thereafter, the dodge bonus increases by 1 (to a maximum of +6 at 18th level).

Aura (Ex): Chaotic.

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.

Channel Beauty (Su): Whenever a sacred attendant channels energy to heal, she can opt to reduce the number of dice she rolls by 1 or more. For every die the sacred attendant subtracts, each of the targets of the channeled energy is healed of 1 point of Charisma damage.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

Charm Domain: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

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.

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.

Nurture Grace (Su): The sacred attendant can coax forth the charm and beauty within a willing, touched creature as a standard action. For 1 round, the subject gains an enhancement bonus equal to 1/2 the sacred attendant’s cleric level (minimum +1) on Charisma checks and Charismabased skill checks. The sacred attendant can spend two uses of this ability to instead counsel a subject for 10 minutes; in this case, the ability’s duration lasts for 1 day. The sacred attendant can use this ability a number of times per day equal to 3 + her Wisdom modifier.

Skills:

Acrobatics +3
Appraise +2
Bluff +3
Climb +0
Craft +2
Diplomacy +7
Disable Device +3
Disguise +3
Escape Artist +3
Fly +3
Handle Animal +3
Heal +3
Intimidate +3
Knowledge (arcana) +2
Knowledge (dungeoneering) +2
Knowledge (engineering) +2
Knowledge (geography) +2
Knowledge (history) +2
Knowledge (local) +3
Knowledge (nature) +2
Knowledge (nobility) +6
Knowledge (planes) +2
Knowledge (religion) +6
Linguistics +2
Perception +3
Perform +3
Profession (courtesan) +7
Ride +3
Sense Motive +7
Sleight of Hand +3
Spellcraft +2
Stealth +3
Survival +3
Swim +0
Use Magic Device +3

Feats:

Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Seductive Channel: Even your healing is seductive.

Prerequisites: Channel positive energy class feature, worshiper of Calistria.

Benefit: When you channel positive energy, those you heal can choose to take additional healing equal to your Charisma bonus (minimum 1), but in return they take a –2 penalty on Will saves against your charms, compulsions, and emotion effects and on Sense Motive checks against your Bluff checks. This penalty lasts for 24 hours. A creature cannot benefit from this feat again for the duration of this penalty.

Gear:

Whip (x2) (4lb, 2gp), Dagger (x4) (4lb, 8gp), Belt Pouch (0.5lb, 1gp), Cheap Holy Text (2lb, 5gp), Rope, silk 50 ft (2lb, 10gp), Waterskin (4lb, 1gp), Holy symbol, silver (1lb, 25gp), Courtesan's Kit (5lb, 10gp), Wrist Sheath (x2) (2lb, 2gp) 116gp

Backstory:

Liliana was born to a courtesan woman, Meliani Tesseran. Meliani had become a courtesan early in her life in Magnimar, and had stuck with the lifestyle as it brought her a decent lifestyle that she didn't mind. She eventually decided for a change of pace and moved up to Sandpoint, and found herself soon working at the brothel in town. Shortly after, she had gotten pregnant after entertaining a client, and soon after, Liliana entered the picture. Rather than give the child up for adoption, Meliani chose to keep the girl and raise her.

Liliana found her early childhood growing up in and around the brothel. She had become adored by most of the courtesans that were in the brothel. She even took to the nickname they used for her, Lili, and became known by that. While never exposed to the “down and dirty” portion of the business, she did learn how to socially acclimate to various lifestyles. She learned about high society life, middle class hardships, and the dangers of low class living. As she grew older though, she began to speak with more maturity about how the courtesans lived and conducted business. Shortly before she came of age, Kaye Tesarani picked up on Liliana's conversations with the others and decided to approach her. Kaye told her of a temple to Calistria that took in young men and women and cultured them, teaching them what it had meant to be in the lifestyle. If Liliana had wanted to, then Kaye would arrange for her to live in the temple.

After deciding that she wanted to give it an honest shot, Liliana went to the temple to learn more. While there, she ended up discovering more about herself, and found new desires that she hadn't known about before. As time went on, she began to devote herself towards Calistria and decided to eventually become a priestess to the cause. After becoming of age, she shortly found herself on the path to becoming a priestess of Calistria. While not wanting to become a full fledged member of the temple, she decided to bring Calistria's tenets back with her as she returned back to Sandpoint at the age of 20.

For the last few years, Liliana has been working with Kaye under the partnership that Liliana can choose her own clients in exchange that tends to those under Kaye's employ. Liliana has no qualm with this as she feels it necessary to ensure the safety of those who work at The Pixie's Kitten for the services they provide. Having the option to choose her own clients also allows her to listen and peer into the secrets of others in order to find attempts of revenge and vengeance in which she can lend her abilities towards.

Appearance:

Liliana walks around in many different apparels, but has a few that she is known for. When at The Pixie's Kitten, she's commonly found in something akin to a belly dancer's outfit, with a skirt cut in a fashion that allows for her legs to be seen as she walks. When she is out attending events of "nobility', she wears a black dress with yellow embroidery that is scantly cut, while being modest in a seducing way. She can more commonly be found wearing a loose fitting blouse that still shows off her upper body, and wearing a skirt that like her dancer's outfit allows her legs to be shown, but not quite as scantly.

She keeps her long reddish brown hair straight and flowing, and rarely does anything decorative patterning with it, although she will put some sort of jewelry into it from time to time. She wears a two different necklaces at all times, a short length chain that holds a small wasp figurine, and a longer length chain that holds a silver piece shaped as Calistria's known holy symbol, the 3 pointed daggers, that she uses for her conduit when conducting her divine works. She carries 4 daggers on her at almost all times, two found at her hips and the other two in wrist sheaths hidden in her long sleeves, and is known to wear her two whips in the style of a belt where the handles fit behind her back.

Drives/Goals/Aspirations:

Liliana is determined to become a full fledged priestess of Calistria. However, she does plan to do so and stay in Sandpoint. Just like any other priestess of Calistria, she doesn't plan to settle down with just one partner, but she does plan to have her own place in which she can use for a temple devoted to her goddess. Liliana doesn't intend to disrupt or cause any ill will towards Kaye Tesarani and hopes that none ever comes. She would just like to run her own place of worship in which Calistria can be properly worshiped.