About Nalesa of the North StarName pronounced as Nah-less-ah. Backstory:
Nalesa was born to a human, half-breed Mwangi-Zenj (part Varisian) woman named Xabala, and an unknown Elven male (her mother never spoke of him over the four years Nalesa was in her care). Her actual place of birth was also unknown, yet she spent most of her life in Varisia and considered herself one of its people. As a young child, Nalesa was abandoned in Roderic's Cove, a small town on the Varisian Gulf. Her mother never gave her a reason why - she simply handed her over to the bardly priest, Miesalo Salen, of the Temple of the Stars and Roads and went on her way, never to be seen or heard of again. The Desnans and the community which aided Miesalo helped raise and teach her. Yet, as a half-elven child, Nalesa never felt quite settled/placed/fixed and her heart was troubled with mixed emotions. Even though she was not the brightest child, she had curiosity, drive and a sense of responsibility to those who raised her. So, she strived to learn - history became a favourite subject (especially learning more about the Mwangi Expanse, being her mother was one of the Mwangi and she in part as her child) alongside her religious studies. Yet, Nalesa felt better getting out among people and lands and doing the actual work and applying what she had learned. There was only so much one could learn from books. One had to venture out and experience the lands and people. Desna seemed the perfect goddess for her - the wanderlust and yearning for a deeper fulfillment was something that was significant part of Nalesa. She often wondered if she should go in search of her mother or make inquiries to discover her Elven ancestry. Whatever sliver of pride remained inside her stopped her from pursuing either (for now) and instead she wished to travel the lands, discovering unfamiliar cultures. There had been other orphans left at the chapel in Roderic's Cove and she got along with almost all of them well enough, except for Zafiria. She had made life certainly more troublesome, and Nalesa could not understand the other half-elven girl's constant need to prove she was better in every way. Nalesa made a conscience effort to avoid Zafiria whenever she could or bore her ire/rancor with great patience. Over the years, Nalesa was given the opportunity to travel to the Cynosure Tower in Magnimar and meet the priestess, Bevaluu Zimantiu; who became a sort of mentor/friend to her. She probably only met with Priestess Beavluu once or twice a year, yet that was enough to inspire Nalesa in her own journeys and aspirations. As Nalesa moved about the roads and lands, her natural, down-to-earth charm won over many a person and she found she could make friends readily among the strangers she spoke to and lived among for short periods of time. Yet, there was something greater missing inside of her. It disturbed her with its growing need, and, so, she made her mind to travel to Sargava's capital city to discover what prospects could be found there and what mettle she was made of. ======
Physical Description:
Skin: Dusky brown Hair: Shoulder-length, thick, dark-brown, curly. Eyes: Deep Blue Ears: Pointed, but rounded at tip – less prominent Voice: Pleasant, with slightly husky timbre Height: 5’7” Weight: 128 lbs Build & Features: Lean with comely features due to Elven ancestry. ==Image of Nalesa ==
Personality:
Free-spirited, independent thinker, warm disposition (is able to make friends readily in her travels), loyal, devoted, enjoys travelling and exploring, helpful, has a deep fascination with history and a natural born curiosity. She accepts people from all walks of life and does not distinguish between stations, ranks and privilege when it comes to providing healing or divine counsel. Has a natural, down to earth personality that instantly puts people at ease. She believes that people can create their own luck in life, with the gods’ blessing and a strong personal drive. She can be a realist or an optimist, depending on the situation at hand. DM Mathpro's Background questions:
General info: • Her mother is a half-breed human – part Zenj/Mwangi and part Varisian. • Her father is an Elf – she does not know anything more about him. • The location of where she was born she cannot remember, but Nalesa was abandoned at four years of age in Roderic’s Cove, Varisia, at the Temple of the Stars and Roads. • She was trained as a healer during her time with the church. • She boarded the Jenivere in the Mwangi Expanse. 1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five. • Nalesa does not turn away any good people in need. She is a truly empathic person/healer.
2)Two goals that you'd like the character to accomplish in-game. • To find some peace inside her to temper the constant wanderlust – perhaps locating her mother or father and trying to forge some kind of bond with them. or finding a place to call home.
3) Two secrets, one the PC keeps to herself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling. Secret 1: The feeling/secret shame of being unwanted and abandoned remains with her. It’s like a dark shadow that can leave her feeling defeated/unloved at her most loneliest and desperate moments. She can feel deep sadness, however will not show it – instead placing a smile on her face and concerning herself with other people and helping them. Sometimes she is envious of people who have been raised in happy, loving families.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. • Human mother, Xabala. (blood relation)
5) Three key memories that define your character as the person they are at the time of submission. • Her mother leaving her at the church and walking away without turning back; never to be seen or heard of again. This broke the little girl’s heart.
--------------------
--------------------
--------------------
--------------------
• Liberty’s Blessing (Sp) (6 times/day): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier. • Bit of Luck (Sp) (6 times/day): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he/she may roll twice and take the more favourable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. --------------------
Orisons: Detect Magic, Guidance, Stabilize Level 1: (2+1 domain spell) Bless, Cure Light Wounds, Sanctuary (domain spell slot) (Can lose a prepared spell, that is not an orison or domain spell, to cast any cure spell of that level.) --------------------
--------------------
• Mwangi Scholar (campaign): The Mwangi Expanse is one of the richest regions in all of Golarion, and also one of the most mysterious. Despite its history of countless years and its fostering of nameless empires, very little is known of the Mwangi Expanse by outsiders or even natives of the primeval, jungle-covered land. You have long studied the region and its lore, and count yourself among a small handful of genuine experts throughout the Inner Sea. The Jenivere promises to take you to the very subject of your fascination, and you eagerly await firsthand investigation of the deep jungles and cyclopean ruins of Garund’s interior. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (history) checks regarding the Mwangi Expanse. Characters with this trait likely boarded the Jenivere in Ilizmagorti or one of the cities of the Shackles or the Mwangi Expanse.
--------------------
• Combat Casting: You are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. --------------------
LANGUAGES
Special Abilities:
-------------------- SPECIAL ABILITIES -------------------- • 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 deities. • Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment. • Spellcasting: A cleric casts divine spells which are drawn from the cleric spell list. 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. Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare 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. • 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 treated like any other spell, but they are not expended when cast and may be used again. • Channel Energy (Su): A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. 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 channel 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: 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. 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, activating a domain power is a standard action. • 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). • 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. Racial Traits:
Gear & Equipment:
--------------------
Starts playing with Explorer's Outfit (worth 10gp, 8 lbs) (Includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.) Weapons, Accessories & Ammunition
Armour
General Gear & Equipment:
Total Money spent out of 160gp: 140gp & 3sp (approx 20 gp remaining) Total Carrying Weight: 41.5 lbs (medium load) (STR 11 due to M/W backpack. Light Load: 38 lbs. or less, Medium Load: 39–76 lbs., Heavy Load: 77–115 lbs.)
Devout Pilgrim:
Devout Pilgrim: While most clerics are associated with a particular temple, adventuring clerics spend much of their time away from their favored place of worship, and there are those who worship primarily on the road and during the journey. These clerics see the act of travel and the arrival at sites sacred to their religion as valuable, and perhaps more so than time spent sequestered inside a church. These pilgrims love to travel, typically on foot or with caravans. A devout pilgrim has the following class features. Fortunate Road:
Caravan Bond (Su):
This ability replaces the cleric’s proficiency with medium armor and shields—she retains proficiency with light armor only. Blessing of the Harrow (Su):
This replaces an 8th-level domain power of the devout pilgrim’s choice.
Domains:
Aliases
|