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Nayli Belequa's page

38 posts. Alias of Aest.


Classes/Levels

Retired

About Nayli Belequa

Ten-Minute Background:

Five Character Concepts/Events:
1] In many ways a nondescript human woman of Varisian heritage, Nayli is possessed of bright green eyes and a headful of straight red hair, which she wears loosely down to her shoulders. Her clothing is that of a Calistrian acolyte, her armor consisting of a studded leather corset and shoulderpads over a white, quilted-cotton jacket, dirtied to grey around the edges from her travels. The leather and cotton form several stripes running vertically up her body.
2] Nayli is free-spirited and resentful of authority, having been in too many situations where those in charge abused their power. With others of her rank, she’s happy-go-lucky and a little flirtatious, but with those in command, she comes across as belligerent, frustrating, and withdrawn
3] At sixteen, Nayli’s parents tried to force her into an arranged marriage with a man twice her. She pretended to go through with it, flirting with the man as if she liked him. Then, the night before the wedding, she fled to the nearby temple of Calistria, leaving behind a suicide note. Her parents never looked for her. At least, not at the temple.
4] Her time at the temple was enjoyable for a while, until she began to notice certain things. None of the other acolytes would look the high priestess, Allisandre, in the eye, and every so often one would go missing. The public punishments didn’t start until Nayli went drinking with some friends instead of cleaning the altars as she was told to. She was tied to one of the altars, whipped until her back was raw and starting to bleed, and cut loose to find her own way back to her chambers. That night, she plotted her revenge.
5] Since taking Allisandre’s right pinky finger, Nayli has been drifting along the coast. Most places didn’t have work for a traveling girl, and she’s made ends meet in whatever ways she can. Her arrival at Journey’s Rest is her first opportunity to get off the road and into somewhat permanent employ.
Two Goals:
1] Nayli is looking to put some distance between herself and her old life in whatever way she can. Seeing new places and meeting new people could really help her move past her time at the temple and her wandering after. She’s not looking for regulation to her life so much as a few friends she can relax around.
2] Player-wise, I built Nayli with mechanically-weak choices. In combat, I’d like to see her hold her own as a support-melee combatant. Whether this is possible, I don’t know. Out of combat, I’m hoping she brings interesting opportunities to role-play, along withe the other characters and alone.
Two Secrets:
1] Nayli carries a little bag on a leather strap around her neck. Inside are the finger bones she took from Allisandre, though she won’t tell anyone she has them and certainly won’t tell the why.
2] Belequa isn’t her real last name. She took the name of her soon-to-be-husband when she joined the temple of Calistria to throw off her parent’s search.
Three People:
1] Johann Belequa: The man who would’ve been Nayli’s husband. She saw him twice after faking her death, and thinks that he knows she’s alive. That said, he doesn’t seem to have told anyone, and he was always careful to visit the temple when she wasn’t on duty.
2] Merina Anja: A fellow acolyte at the Temple: Merina helped Nayli with her vengeance. Nayli has no idea what happened to her or if she’s even alive anymore.
3] Allisandre: Female Elf High Priest of Calistria: As time went on at the temple, it became more and more clear that Allisandre was a bit of a sadist in addition to being vengeance-driven like all Calistrians. After her revenge, Nayli decided the safest thing to do was get as far away from the elf as possible, and she’s been fleeing since.
Three Quirks/Memories/Mannerisms:
1] Nayli has a hard time falling asleep in anything that could be defined as a bed.
2] She’s got a habit of scratching the hair under her wide-brimmed hat when she’s nervous.
3] She remembers both satisfaction and revulsion when her knife finally parted Allisandre’s finger from her hand. She’s not yet sure how she feels about what she did, but she’s accepted that she did it.

Appearance:

HeroLab Sheet:

Nayli Belequa
Human warpriest of Calistria 1 (Pathfinder RPG Advanced Class Guide 60)
CN Medium humanoid (human)
Init +3; Senses Perception +2
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Defense
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AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 shield)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +4
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee scorpion whip (aa) +3 (1d6+3)
Ranged longbow +3 (1d8/×3)
Special Attacks blessings 3/day, sacred weapon (1d6, 1 rounds/day)
Warpriest Spells Prepared (CL 1st; concentration +3)
. . 1st—entropic shield, magic weapon
. . 0 (at will)—detect magic, light, resistance
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Statistics
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Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 12
Base Atk +0; CMB +1; CMD 14
Feats Slashing Grace[ACG], Weapon Finesse, Weapon Focus (whip)
Traits - custom trait -, prehensile whip
Skills Acrobatics +1 (-3 to jump), Diplomacy +5, Knowledge (religion) +5, Profession (Able Seawoman) +6, Sense Motive +7
Languages Common, Elven
SQ blessings (chaos: anarchic strike, battle companion, trickery: double, greater invisibility)
Other Gear studded leather, light steel shield, arrows (20), longbow, scorpion whip (aa), backpack, silk rope (50 ft.), silver holy symbol of Calistria, 94 gp
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Special Abilities
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Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Sacred Weapon (1 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Slashing Grace (Whip) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.

Character Sheet:
Nayli Belequa
Female Human Warpriest of Calistria 1
CN Medium Humanoid (human)
Initiative +3; Perception 2
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Defense
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AC 17, Touch 13, Flat-Footed 14 (+3 Dex, +3 Armor, +1 Shield)
HP 9 (1d8+1 Con)
Fort +3, Ref +4, Will 4
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Offense
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Speed 20 ft.
Melee
Scorpion Whip +4 (1d6+3/x2) (treated as a whip for all feats/abilities)
Ranged
Longbow +3 (1d8/x3)
Special Attacks: Sacred Weapon 1d6, Anarchic Strike +1d6 3/day
Spells/Effects (Concentration +3)
0th:3 Prepared, X/Day (DC 12): Detect Magic, Light, Resistance
1st: 2 Prepared, (DC 13): Entropic Shield, Magic Weapon
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Statistics
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Str 12 Dex 15 (17) Con 12 Int 12 Wis 14 Cha 12
BAB +0, CMB 1, CMD 14
Feats:
{Class Bonus} Weapon Focus (whip): You gain a +1 bonus on all attack rolls you make using the selected weapon.
{1st} Weapon Finesse: With a light weapon, elven curve blade, 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.
{Human} Slashing Grace (whip): Choose one kind of one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size.
Traits:
Holy Schemer (Religon): You receive a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you.
Prehensile Whip (Equipment): You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.
Skills (Format is name: total (explanation for total) (4+bonus* Ranks Total)
Acrobatics: 4 (1 rank, 3 ability)
Diplomacy: 5 (1 rank, 1 ability, 3 CS)
Knowledge (religion): 4 (1 rank, 3 CS)
Profession (seawoman)*: (1 rank, 2 ability, 3 CS)
Sense Motive: 7 (1 rank, 2 ability, 3 CS, 1 trait)
Languages: Common, Elvish
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Equipment
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On Person:
175 GP
Whip (1g/2), Longbow (75g/3), 20 Arrows (1g/3), Studded Leather Armor (25g/20), Light Steel Shield (9g/6), Silver Holy Symbol (25g/1), Hot-Weather Outfit (_/4), Backpack (2g/2), 50 ft. Silk Rope (10g/5), 27 g
Encumbrance:
Nayli: 46
L:<43 M:<86 H:<130
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Class Features/Race Features
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Class Features
Aura: Aura Strength: 3
Blessings: Total Limit: 4
Anarchic Strike (Minor Chaos): At 1st level, you can touch one weapon and grant it a chaotic blessing. For 1 minute, this weapon glows yellow or purple and deals an additional 1d6 points of damage against lawful creatures. During this time, it's treated as chaotic for the purposes of overcoming damage reduction. This blessing's additional damage doesn't stack with the additional damage from the anarchic weapon special ability.
Double (Minor Trickery): At 1st level, as a move action you can create an illusory double of yourself. This double functions as a single mirror image, and lasts for a number of rounds equal to your warpriest level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one double at a time. This ability doesn't stack with the additional damage from the mirror image spell.
Sacred Weapon: Changes the Damage Dice of weapons with Weapon Focus. Adds enhancement bonuses as a swift action at levels 4, 8, 12, 16, and 20, useable a number of rounds/day equal to Warpriest level. Can be used for certain buffs.