Shorafa Pamodae

Pavanna Alazario's page

578 posts. Alias of Trace Coburn.


Full Name

Pavanna Alazario

Race

Chelaxian Tiefling

Classes/Levels

Bard (Archaeologist) 3/Cleric (Iomedae) 1

Quick Stats:
Perception +8, low-light, darkvision 120’ | Init +4 | AC 19/T 14/FF 15 | HP 36/36 (Resist cold 5, fire 5, electricity 5, DR2/cold iron) | Fort +4, Ref +6, Will +4 | CMD 16

Gender

Female

Size

5’ 5” (Medium)

Age

20

Special Abilities

Archaeologist’s Luck (+1, 11 rds/day), Bardic Knowledge (+1), Clever Explorer (+1), Uncanny Dodge, Channel Energy 1d6, Aura (good), Domains (Good, Sun), Trap Sense +1

Alignment

Neutral Good

Deity

Iomedae

Languages

Celestial, Common (Taldane), Elven, Goblin, Infernal, Thassilonian, Tien*

Strength 13
Dexterity 18
Constitution 13
Intelligence 14
Wisdom 13
Charisma 17

About Pavanna Alazario

Image of Pavanna — note that I did not draw this image, and it’s linked-to without permission.

BIOGRAPHY AND DESCRIPTION:
Abandoned to the graces of the Dorjanala (Westcrown’s Temple of Iomedae) scarce hours after her birth, Pavanna would have liked to believe that it was because her parents were too poor to provide for her and hoped to see her have a better life... but she’s long since accepted that in all likelihood, her mother was a member of the Wiscrani nobility who didn’t want the family reputation tainted by ‘fiendish blood’.
Adopted by Quinta Alazario, a half-elven paladin of the Inheritor, Pavanna spent most of her youth within the walls of the Dorjanala. A cheerful, quiet, studious lass, she was quite content to spend most of her days reading of far-off lands or joining the temple’s warriors in their daily routines, rather than explore the city. Certainly encounters with native-born humans during trips outside the temple quickly taught her to dread such excursions, for she almost never escaped some form of verbal violence over her status as a ‘hellspawn’, and on several occasions the bullies attacked her with fists and feet, as well as words. One of her most abiding memories of her childhood is being thrown into a canal by a trio of ‘highborn’ boys hoping to ‘wash some of the devilborn stink off her’, and it was only through the good graces of a Condottari patrol that she escaped drowning.
Through these incidents, and the gentle, patient teaching of her mother, Pavanna learned alertness, an abiding hatred of bullies and tyrants, and a fierce determination to stand up for those who could not defend themselves. Though she is of a more scholarly bent than many of the Inheritor’s faithful, she cleaves to their paladin’s code with a ferocity some might call frightening.
Several years ago, Quinta was ‘encouraged’ to join the Temple of Iomedae in Magnimar and take her foster-daughter with her. (Though her mother has not confided in her the real reason for this relocation so far across Avistan, Pavanna suspects that it had something to do with certain topics the Thrice-Damned House of Thrune may not wish discussed.) Nonetheless, she was delighted to have a closer look at monuments and relics of the lost civilisation of Thassilon, tales of which had fascinated her even when she was a girl, and she set to studying them with a will. Moreover, the relative acceptance she received from natives of the Varisian city, compared to the contempt and constant harassment she endured in Westcrown, quickly endeared the city to her... though she quickly learned to be cautious when dealing with native Varisians, as not all of their infamy is undeserved. In the time since her arrival, she’s actually taught herself a working knowledge of the fallen empire’s dead language and, with her study of Magnimar’s ruins and relics essentially exhausted for the moment, she’s taking advantage of a request from Quinta to further her own explorations. The Swallowtail Festival and the consecration of the new cathedral in Sandpoint are mere days away, and while it does not hold a shrine to Iomedae, Quinta Alazario asked her daughter to represent the Inheritor’s Magnimaran temple to Father Abstalar Zantus as a gesture of goodwill. She also knew full well that her daughter would take the chance to speak with Brodert Quink, a local expert on matters Thassilonian who holds some odd theories, as well as poke around ruins like the Old Light.

Pavanna is of average height (5’ 5”) and has a lean physique (130lb) toned by years of practicing sword-arts and other drills with fellow faithful of the Inheritor. Graced with straight black hair and an olive Chelish complection, the marks of her otherworldly origins are most visible in her blood-red eyes (which almost seem to glow in dim light), her notched, goat-like ears, and the matching two-inch goat-like horns sprouting from her forehead. She favours practical traveller’s garb, usually topped with a felt slouch-hat, but rarely goes anywhere without her longsword, a prized gift from her mother. (Quite apart from wanting to protect herself, she’s well aware that a blade forged by Chelish master-smiths before the rise of the House of Thrune is worth more coin than many commoners might make in five years.)
If expecting battle (or clad for a religious ceremony like the Swallowtail Festival), she wears her armour, a midnight-blue toughened-leather breast-and-backplate arrangement with an inner lining of chainmail and leather pauldrons, vambraces, and greaves, with the arms of Iomedae moulded and silver-enameled into its front and both pauldrons. (She also bears the arms of Iomedae on her iron-shod wooden shield, and her flaunting of that emblem has seen more than a few folk mistake her for a paladin of the Inheritor, which tends to make them think twice about playing tricks on her.)

STAT-BLOCK:

Female tiefling bard (archaeologist) 3/Cleric (Iomedae) 1
NG Medium outsider (native)
Init +4; Senses low-light vision, darkvision 120ft; Perception +8
===== Defense =====
AC 20, touch 14, flat-footed 13; (+3 armor, +4 Dex, +3 shield); Uncanny Dodge, trap sense +1 (dodge bonus v. traps)
hp 36 (4d8+4)
Fort +4 (base +3 5/6), Ref +7 (base +3 5/6) (+1 v. traps), Will +5 (base +4)
Resist cold 5, electricity 5, fire 5 DR 2/cold iron
===== Offense =====
Spd 30 ft.
Melee +1 longsword +5 (1d8+2/19-20/x2)
. . . . or cold iron light mace +4 (1d6+1/x2)
. . . . or dagger +4 (1d4+1/19-20/x2)
Ranged shortbow +7 (1d6/x3)
Special Attacks channel positive energy 6/day (DC 13, 1d6)
Spell-Like Abilities (CL 4th; concentration +7)
. 1/day – light
Bard Spells Known (CL 3rd; concentration +6)
. 1st (3/day)—cure light wounds, identify, share language, weaponwand
. 0 (at will)—flare (DC13), mage hand, mending, prestidigitation, read magic
Clerical Domain Powers: (CL 1st; concentration +2)
- Touch of Good (Sp): 4/day, touch a creature as a standard action, grant +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws.
- Sun’s Blessing (Su): +1 damage when channeling positive energy to harm undead; undead do not benefit from channel resistance.
Cleric Spells Memorised (CL 1st; concentration +2)
. 1st (2+1)— bless, protection from evil[D], shield of faith
. orisons (at will)—detect magic, stabilise, virtue
[D]—domain spell, Domains Good, Sun
===== Statistics =====
Str 13, Dex 18, Con 13, Int 14, Wis 13, Cha 17
Base Atk +3; CMB +4; CMD 18
Feats 1st level Fiend Sight, 3rd level Deific Obedience
Traits Chosen of Iomedae [Faith], Ever Wary [Race], Scholar of the Ancients [Campaign]
Skills Acrobatics +8 (1 rank) [+5 after ACP], Artistry (literature) +6 (1 rank), Diplomacy +8 [+12 with Deific Obedience] (2 ranks), Disable Device +7 (3 ranks) [+4 after ACP], Heal +5 (1 rank), Knowledge (arcana) +8 (1 rank), Knowledge (geography) +7 (1 rank), Knowledge (history) +9 (2 ranks), Knowledge (local) +7 (1 rank), Knowledge (nobility) +7 [+11 with Deific Obedience] (1 rank), Knowledge (planes) +7 (1 rank), Knowledge (religion) +10 (4 ranks), Linguistics +7 (2 ranks), Lore (the Dorjanala) +7 (1 rank), Lore (Iomedae) +6 (1 rank), Lore (Parego Regicona district of Westcrown) +6 (1 rank), Lore (Naos district of Magnimar) +6 (1 rank), Lore (Thassilonian ruins of Magnimar) +6 (1 rank), Lore (magic of ancient Thassilon) +6 (1 rank), Perception +8 (3 ranks), Perform (sing) +7 (1 rank), Profession (cook) +5 (1 rank), Profession (soldier) +6 (2 ranks), Sense Motive +7 (3 ranks), Spellcraft +8 (3 ranks), Stealth +11 [+8 after ACP] (3 ranks)
Languages Celestial, Common, Elven, Goblin, Infernal, Thassilonian, Tien*
SQ archaeologist’s luck +1 [10 rounds/day], aura (good), clever explorer +1, bardic knowledge +1, skilled (+2 racial bonus Bluff and Stealth checks), trap sense +1, uncanny dodge
Special Abilities
Variant Tiefling Abilities (Ex) Pavanna has DR 2/cold iron and a +2 racial bonus to Charisma which offsets the normal -2 racial penalty. These traits replace the normal tiefling darkness spell-like ability and fiendish sorcery.

TRAITS:

Chosen of Iomedae (Faith): At your birth, your parents dedicated your soul to Iomedae to mold into a sword of her light. The goddess blessed you, granting you a gift of light to brighten your path through darkness and a fine sword with which to spread her will. You may cast light once per day as a spell-like ability (caster level 1st), and you begin play with a masterwork longsword. In addition, whenever light is cast upon this sword, the radius of light and its duration is doubled. (Champions of Purity)
Ever Wary (Race): Constant fear that your fiendish nature might provoke a sudden attack ensures that you never completely let down your guard. During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC. You still count as flat-footed for the purposes of attacks and effects. (Blood of Fiends)
Scholar of the Ancients (Campaign): Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian. (RotR:AE Player’s Guide)

CLASS ABILITIES:

Archaeologist’s Luck (Ex): Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy 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 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 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.
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. Cleric domains are listed at the end of this class entry.
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 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).
Clever Explorer (Ex): At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.
Uncanny Dodge (Ex): At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.
Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level. He gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

GEAR:

ARMOUR AND WEAPONS: Parade armour, +1 heavy wooden shield; +1 longsword, cold-iron light mace, dagger, shortbow + 30 arrows (20 standard, 10 cold-iron); explorer’s outfit (free)
MAGICAL ITEMS: wand of cure light wounds (CL1) (43 charges remaining), gold holy symbol
OTHER GEAR: adventurer’s sash (Seekers of Secrets), backpack, bedroll, belt pouch, candles (7), candle lamp, canteen, case (map/scroll), crowbar, flint and steel, ink, ink-pen, iron pot, journal, mess kit, mirror, pitons (10), rope (50’), soap, thieves’ tools, trail rations (6 days), whetstone; two weeks’ free lodging at the Rusty Dragon
CURRENCY: 1 gp, 5 sp, 16 cp

PERSONAL CODE:

Soldiers of Iomedae are just and strong. Their mission is to right wrongs and eliminate evil at its root. They are crusaders and live for the joy of righteous battle. They serve as examples to others, and their code demands they protect the weak and innocent by eliminating sources of oppression, rather than the symptoms. They may back down or withdraw from a fight if they are overmatched, but if their lives will buy time for others to escape, they must give them. Their tenets include:
• I will learn the weight of my sword. Without my heart to guide it, it is worthless — my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died.
• I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and I will not tarnish her glory through base actions.
• I am the first into battle, and the last to leave it.
• I will not be taken prisoner by my free will. I will not surrender those under my command.
• I will never abandon a companion, though I will honor sacrifice freely given.
• I will guard the honor of my fellows, both in thought and deed, and I will have faith in them.
• When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
• I will never refuse a challenge from an equal. I will give honor to worthy enemies, and contempt to the rest.
• I will suffer death before dishonor.
• I will be temperate in my actions and moderate in my behavior. I will strive to emulate Iomedae’s perfection.

Current Status:
HP: 36/36
Conditions: None
Additional Effects: None
Bard spells remaining: 1st — 3 of 3