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Nazuri's page

176 posts. Alias of Zanbabe.


Full Name

Nazuri

Race

Aasimar

Classes/Levels

Inactive

Gender

Female

Size

Medium

Age

25

Alignment

Chaotic Good

Deity

Desna

Languages

English, Japanese, French, Chinese, German, Russian

About Nazuri

Devout Pilgrim Cleric 5 | HP 28/28 | AC 15 T 11 FF 14 | Fort +4 Ref +2 Will +8 | Initiative +1 | Channel 3d6 7/7 | Perception +15/+19 (+4 just before a surprise round)

Str 14 +2
Dex 13 +1
Con 10 +0
Int 14 +2
Wis 18 +4
Cha 16 +3

AC 15 / Touch 11 / Flat-Footed 14

HP 28

Saves: Fortitude +4 / Reflex +2 / Will +8
[+2 circumstance bonus on saving throws against becoming blinded or dazzled when using Halo]

Resist: acid 5 / cold 5 / electricity 5

Initiative +1 / BAB +3 / CMB 5 / CMD 16

Speed 40 (Travel domain adds 10)

Melee
Starknife +5 Attack 1d4+2 Damage x3 Critical P Type
Masterwork Morningstar +6 Attack 1d8+2 Damage x2 Critical B+P Type

Ranged
Starknife +4 Attack 1d4 Damage x3 Critical P Type 20 foot range

Skills:

[8 skill points, 2 of which are background skills]

Acrobatics +1 |+1 Dex
Appraise +6 |+2 Int +1 rank +3 class skill
Bluff +3 |+3 Cha
Climb +2 |+2 Str
Craft: Souvenirs +6 |+2 Int +1 rank +3 class skill
Diplomacy +14 |+3 Cha +5 ranks +3 class skill +2 racial +1 trait
Disable Device* untrained
Disguise +3 |+3 Cha
Escape Artist +1 |+1 Dex
Fly +1 |+1 Dex
Handle Animal* untrained
Heal +10/+13 |+4 Wis +1 rank +3 class skill +2 with Healer's Kit [+3 v poison with antidote kit]
Intimidate +3/+5 |+3 Cha [+2 circumstance bonus on Intimidate checks against evil creatures when using Halo]
Knowledge (Arcana)* +6 |+2 Int +1 rank +3 class skill
Knowledge (Dungeoneering)* +3/+4 |+2 Int +1 rank (+1 with geographically relevant map)
Knowledge (Engineering)* untrained
Knowledge (Geography)* +5 |+2 Int +3 ranks
Knowledge (History)* +6 |+2 Int +1 rank +3 class skill
Knowledge (Local)* +9 |+2 Int +3 rank +3 class skill +1 trait
Knowledge (Nature)* untrained
Knowledge (Nobility)* untrained
Knowledge (Planes)* untrained
Knowledge (Religion)* +6 |+2 Int +1 rank +3 class skill
Linguistics* +8 |+2 Int +3 rank +3 class skill
Lore: Famous Landmarks +6 |+2 Int +1 rank +3 class skill
Perception +17/+21 |+4 Wis +5 ranks +3 class skill +2 racial +1 Seeker +2 Alertness [+4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.]
Perform: Oratory +3 |+3 Cha
Profession* Tour Guide +8 |+4 Wis +1 rank +3 class skill
Ride +2 |+2 Dex
Sense Motive +6 |+4 Wis +1 rank +3 class skill +2 Alertness
Sleight of Hand* untrained
Spellcraft* +6 |+2 Int +1 rank +3 class skill
Stealth +1 |+1 Dex
Survival +4/+5 |+4 Wis (+1 with geographically relevant map)
Swim +2 |+2 Str
Use Magic Device* +4 |+3 Cha +1 rank

Traits/Feats/Special Abilities:

Traits
Friend in Every Town [+1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these is a class skill for you.]
Seeker [+1 Perception and makes Perception a class skill]
Two-World Magic [Grants a zero-level spell from another class]
Drawback: Overprotective [If ally falls unconscious from hit point damage, –2 penalty on attack rolls and skill checks if farther than 10 feet away.]

Feats
Alertness [+2 bonus on Perception and Sense Motive skill checks.]
Bless Equipment [As a standard action, able to expend uses of channel energy to touch equipment and temporarily grant it a special ability (see table in the feat description).]
Brilliant Planner [Once per day, you can take 10 minutes to enact a brilliant plan, withdrawing an item that would have been available in a settlement you visited or procuring a mundane service that your character planned ahead of time. (Uses Brilliant Plan fund, see description.)]
Selective Channeling [You can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.]

Special Abilities
--Bonus Languages [Adds Abyssal and Infernal to list of available bonus languages]
--Caravan Bond [By leading a group prayer for 1 minute, a devout pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus. She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch. This ability replaces the cleric’s proficiency with medium armor and shields—she retains proficiency with light armor only.]
--Celestial Resistance [acid, cold, and electricity resistance 5]
--Channel Energy (Su) [Positive energy 3d6, 7 times/day]
--Devout Pilgrim [Archetype: Allows Caravan Bond and Blessing of the Harrow]
--Door Sight (Su) [Can see through most surfaces, 7/day]
--Exploration Subdomain [Adds door sight, replaces some spells from Travel domain]
--Fortunate Road [Part of Devout Pilgrim that makes you take a travel domain]
--Good Domain [get spells but not granted powers from this domain]
--Halo [Can create light centered on her head at will as a spell-like ability. When using halo, +2 on Intimidate checks against evil creatures and on saving throws vs blinded or dazzled. Replaces darkvision.]
--Spontaneous Casting [Can turn non-domain spells to heal spells]
--Touch of Good [Touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. 7 per day (3 + Wis mod)]
--Travel Domain [increase base speed by 10, teleport spells and dimensional hop at 8th level]

8th Level:
Blessing of the Harrow
Dimensional Hop

Spells (prepared):

Spell-Like Abilities
Daylight [Aasimars can use daylight once per day as a spell-like ability.]
Light (Halo) [Emit light (as light spell) centered on head at will]

Zero Level Spells (DC 13)
Arcane Mark
Create Water
Detect Magic
Purify Food and Drink

1st Level Spells (DC 14)
Expeditious Retreat (Domain)
Protection From Evil (Domain)
Bless
Clarion Call
Fairness
Shield Of Faith

2nd Level Spells (DC 15)
Align Weapon (Good only) (Domain)
Locate Object (Domain)
Calm Emotions
Silence
Zone of Truth

3rd Level Spells (DC 16)
Fly (Domain)
Magic Circle against Evil (Domain)
Helping Hand
Water Breathing

Gear:

Antidote kit [100 credits]
Bedroll [.1 credits]
Belt pouch [1 credit]
Blanket [.5 credits]
Brilliant Plan Stuff [250 credits]
Campsite kit [12 credits]
Explorer's outfit [free outfit]
First Aid Kit (Healer's kit) [50 credits]
Flasks (10 1 pint)(empty 16 oz water bottles used to create water for tourists) [.3 credits]
Granola bars (trail rations x10) [5 credits]
Grooming kit [1 credit]
Handy Haversack [2,000 credits]
Holy Symbol (white gold) [100 credits]
Holy Text [25 credits]
Inkpen [.1 credits]
Ink [8 credits]
Journal [10 credits]
Leather Armor (+2) (scaled up and much more neutral looking than biker leathers: similar coolness factor, but nonthreatening) [4,010 credits]
Map case [1 credit]
GPS (Google Maps) (Map) [50 credits]
Mess Kit [.2 credits]
Morningstar (Masterwork) [308 credits]
Silk rope (100 feet) [20 credits]
Starknife (4) [96 credits]
Sunglasses with Google Translate (text only) (Spectacles of understanding) [3,000 credits]
Traveler's Any Tool [125 credits]
Waterproof bag [.5 credits]
Waterskin (2) [2 credits]

Found on bodies: yakuza business cards and 570 credits

Current wealth: 324.3 credits
Original 5th level starting gear: 10,175.7 credits
Starting wealth=10,500 credits

Domains:

Travel Domain

Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.

Subdomain: Exploration

Associated Domain: Travel.

Replacement Power: The following granted power replaces the agile feet power of the Travel domain.

Door Sight (Su): You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you possess. You can use this power a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 1st—expeditious retreat, 4th—locate creature, 9th—world wave.

Good Domain

Granted Powers: You have pledged your life and soul to goodness and purity.

Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

Back Story:

Even when Nazuri was a child, she had a plan. She grew up in Loveland, Colorado, and had always been different from other kids. Although she wasn't treated with intentional cruelty in most cases, she was still looked at strangely and in many cases shunned for her unusual eyes and the religious connotation that they carried. Her parents told her that she had been blessed by the gods, but being blessed by the gods wasn't always easy. She learned to stand apart, knowing there must be others like her somewhere, also blessed by the gods, and someday, somewhere, she would find her people, and finally be home.

Her mother had been raised worshipping Desna, and although she hadn't been active in that religion for years, she thought it might be good for her daughter, so she told her stories about Desna and the other good gods, and that being part Celestial was okay. Nazuri latched onto church as a path to where she could truly belong, and became very devoted, but not in a stay-in-one-place and serve-in-a-temple sort of a way, but in a travel-around-and-search-for-the-truth sort of a way.
Even after growing up and growing older and understanding a little bit more about self-worth and mockery from others, she still knew there was a place that she belonged, and it wasn't here. She attended a private religious college run by the church of Desna, and studied to become a cleric.

Her grandparents on her mother's side died several years ago, and they left her their home. She moved to the "big city" where they lived (Denver) and started traveling a lot. Then, when she had gained a little big of knowledge and experience, she used all her savings to start a travel agency. She now plans trips for others, and also takes tour groups along on trips that she arranges, specializing in trips to religious holy sites where she might get some clues about deities interacting with man, and therefore clues to her own origin and destiny. She's also picked up some interesting and handy things on her world travels.

She has spent a lot of time studying up on landmarks, geography, history, and new languages... anything she could get her hands on about other places, and her tours are remarkably complete and help people not just to see a landmark, but to understand the history behind it, and the effect that it has had on people since. She has learned not to be defensive with people who don't agree with her, but just to be especially gregarious and kind, cultivating friendships wherever she goes, and from experience she knows there will always be some that are willing to listen, and who she can relate to. She has a website devoted to travel, which is somewhat more mundane, but with many exciting stories from her travels, and also one devoted to searching for the divine, which is where she writes about the more extra-normal things that she has encountered, discovered, and even learned about herself (like being able to see through solid surfaces). Because of her extensive travels and online outreach, she always has people helping her look for clues. Of course, some people think that she is a nutjob conspiracy theorist, but a remarkable number understand her need to find something beyond what we know, and are more than willing to help her.

Nazuri still, always, has a plan. She is always packed and ready to leave at a moment's notice if someone comes in with a time-sensitive travel need or a new clue turns up in her quest, and she also has almost a prescient way of knowing what to prepare for, and how to keep her tour groups safe.

Probably her largest fault is being overprotective of her charges. She remembers a time when she was in Junior High and she heard a boy being shut in a locker and begging to be let out. It was a Friday and there were teachers around, and she wasn't one of the popular ones, so she didn't stand up and say anything, but just went home, hoping one of the teachers would do something. Turns out, they didn't, and the boy was severely dehydrated and, she assumes, mentally scarred, on Monday when everyone came back to school and found him there. That event haunts her because she allowed that suffering, and contributed to it in a way, through her inaction. She is determined never to allow anyone she is responsible for to suffer, through action or inaction.