About NazuriDevout 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
AC 15 / Touch 11 / Flat-Footed 14 HP 28 Saves: Fortitude +4 / Reflex +2 / Will +8
Resist: acid 5 / cold 5 / electricity 5 Initiative +1 / BAB +3 / CMB 5 / CMD 16 Speed 40 (Travel domain adds 10) Melee
Ranged
Skills:
[8 skill points, 2 of which are background skills] Acrobatics +1 |+1 Dex
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
Special Abilities
8th Level:
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)
1st Level Spells (DC 14)
2nd Level Spells (DC 15)
3rd Level Spells (DC 16)
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
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.
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: 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.
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.
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