Lady of the Canals

Nat Oqueva's page

211 posts. Alias of Darkness Rising.


Race

| HP 5/29 | AC 16 [T 12 FF 14] | CMB +0 | CMD 12 | F: +3 R: +4 W: +8 | Init: +2 | Perception +8, SM +8

Classes/Levels

| Spell Points 16/day | Active Conditions: none

Gender

NG Female Human (Tooyah) Incanter 3/Expert 1

Size

Medium

Age

19

Alignment

NG

Deity

Ayida-Wedu

Strength 8
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 19
Charisma 14

About Nat Oqueva

Manatele “Nat” Oqueva

Female Human (Tooyah) Incanter 3/Expert 1; Age 19

NG Medium humanoid (human)

Init +2; Perception + 8

Favored Class: Incanter (+1 hit point)

Languages: Tkoyah, Tooyah

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DEFENSE
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AC 16, touch 12, flat-footed 14 (+ 2 Dex, +3 Armour, +1 Armour Attunement)

HP 29 (3d6 +3 Con +3 Favoured Class; 1d8 +1 Con)

Fort +3, Ref +4, Will +8

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OFFENSE
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Speed 30 ft.

Melee +1 Dagger +1 (d4)

Ranged +1 Dagger +4 (d4)

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES
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Bonus Feat - At 1st, 2nd, and every 2 levels thereafter, an incanter gains a bonus feat. This may be spent to gain an extra magic talent, or any feat which has casting as a prerequisite (Craft Item feats, metamagic feats, sphere focus, Circle Casting, etc.).

Casting - An incanter may combine spheres and talents to create magical effects. An incanter is considered a High-Caster. She may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool - An incanter gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her class level + her casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Bonus Feat - Humans select one extra feat at 1st level.

Skilled - Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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ADVANCEMENT
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(Automatic Bonus Progression)

Lvl 1 Lvl 1 feat, NPC class (Expert 1), bonus human feat
Lvl 2 Incanter 1, bonus Incanter feat
Lvl 3 Incanter 2, Lvl 3 feat, bonus Incanter feat, Resistance +1
Lvl 4 Incanter 3, Armour Attunement +1, Weapon Attunement +1 [+1 Stat Increase: Wis]

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STATISTICS
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Str 8, Dex 14, Con 12, Int 10, Wis 19, Cha 14

Base Atk +1; CMB +0; CMD 12

Traits:

Aura - You can shed light as a torch, illuminating a 10 ft. radius with normal light and increasing light by one step (to a maximum of normal) 10 ft. beyond that. This light is a supernatural ability, and you may turn this light on or off as a standard action. In addition, you gain a +1 trait bonus on Knowledge (Religion) checks.

Honest - You often speak your mind in defiance of any fear or hatred it might earn you, a habit that inspires others to trust you. You gain a +1 trait bonus on Diplomacy checks. This bonus increases to +2 when the Diplomacy check is made to influence those who are already friendly or helpful toward you.

Feats:

Level 1 feat (Arcane Empowerment) - When casting a spell, you may spend 1 spell point as a free action to either increase the caster level by 2 or increase the spell’s DC by 2. You cannot spend more than 1 spell point in this manner.

Bonus Human feat (Extra Magic Talent) - Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.

Bonus Level 1 Incanter feat (Extra Spell Points) - Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.

Bonus Level 2 Incanter feat (Extra Magic Talent) - Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.

Level 3 feat (Extra Spell Points) - Your spell pool total increases by 2. You may gain this feat multiple times. The effects stack.

Skills: (3 points/level: 2 class, 1 race; 7 bonus points: Expert)

Craft: tattoos 4 (1 rank, Class skill)

Diplomacy 9 (3 ranks, Class skill, 2 Cha, 1 trait)

Handle Animal 6 (1 rank, Class skill, 2 Cha)

Heal 10 (3 ranks, Class skill, 4 Wis)

Knowledge: religion 5 (1 rank, Class skill, 1 trait)

Perception 8 (1 rank, Class skill, 4 Wis)

Profession: herbalist 10 (3 ranks, Class skill, 4 Wis)

Profession: midwife 9 (2 ranks, Class skill, 4 Wis)

Sense Motive 8 (1 rank, Class skill, 4 Wis)

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SPHERECASTING
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Caster level: 3; Casting Ability Modifier: Wis +4; MSB: 3; MSD: 14; Concentration: +7; Spell points: 16 (Caster level 3, Casting Ability Modifier (Wis) 4, Drawbacks 2, Tallit 3, Feats 4)

Casting Tradition: Tooyah Painted Mystic

The Tooyah priesthood walk a very different (and they say much older) path to the divine from the Godsworn casters of the Tkoyah; it is heavily reliant upon the inking of sacred tattoos, which fade with use and thus require continuous redecoration of the skin. The priest is required to ink their own tattoos, which means that generally only the left arm and hand are marked (for a right-handed priest); the daily prayer ritual (usually in the morning) involves re-inking any parts that have faded. Words are not required (the Tooyah have long learned the value of silence and deep concentration; something that seems to elude their Tkoyah and Tsinyah cousins), but the magic always manifests in obvious ways, usually through a glow of some sort, although different deities will show their respective aspects in their own distinctive way. A holy symbol is required, but growing up around marshland crocodiles means that only a fool would dispense with armour completely.

Drawbacks/Boons (+1 Spell Point, +1 per 3 levels in casting classes)

*Focus casting (holy symbol)
*Magical signs (Nat's pupils and the holy symbol tattoo on her palm glow like Ayida-Wedu's sun)
*Material casting (using magic causes Nat's tattoos to fade; they have to be re-inked regularly with costly materials)
*Somatic Casting (1)

Boons

*Easy Focus

Talents: 9 (2 Caster, 5 Incanter, 2 Feat,)

CONJURATION (free Form Talent: Size – Large)
*Monstrous Attacks: Grab
*Powerful Companion
*Ranged Summoning
*Size - Huge

LIFE
*Ranged Healing

WAR
*Revitalise

Nat's Companion - Great Chaquapetl, Father of Coywolves, Herald of Ayida-Wedu:

Huge Quadruped Outsider 3

Init +4; Perception + 0; Evasion

Languages: Tooyah

AC 11, touch 9, flat-footed 12 (+0 Dex, +3 Natural Armour, -2 Huge Size)

HP 34 (3d10 +9 Con +3 Feat)

Fort +6, Ref +1, Will +1

Speed 40 ft.

Melee Bite +9 (d10+15) plus grab

Space 15 ft., Reach 15 ft.

Advancement

Lvl 1 Feat
Lvl 2 Evasion, +1 Natural Armour
Lvl 3 Feat

Statistics

Str 26, Dex 10, Con 17, Int 7, Wis 10, Cha 11

Base Atk +3; CMB +13 (+17 when grappling); CMD 23 (27 when grappling)

Feats

Improved Initiative

Toughness

Skills (1 point/level)

Climb 12 (1 point, class skill, 8 Str)
Swim 13 (2 points, class skill, 8 Str)

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GEAR
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Magic Items

Prayer-Shawl of the Arch-Priest

Prayer-Shawl of the Arch-Priest, scaling magic item:

This fringed piece of homespun cloth is clearly ancient; it is dyed and printed with religious iconography and scenes from the mythology of the Three Peoples, which have stayed miraculously intact, as fresh as the day it was first made. It belongs to the Arch-Priest, passed from one to the next, and is a symbol not of their authority, but a reminder of the humility of a priestly calling.

It conveys 1 additional spell point per Caster Level to any of the faithful of Damballah or one of his pantheon.

Caster Level 1: Heal the Sick The wielder must worship Damballah or one of his pantheon AND have the Life sphere for this power to activate. The Prayer-Shawl grants access to the Restore Health talent.

Caster Level 3: Bind up the Wounded The wielder must worship Damballah or one of his pantheon AND have the Life sphere for this power to activate. The Prayer-Shawl grants access to the Revitalize talent.

Caster Level 5: Protect the Faithful The wielder must worship Damballah or one of his pantheon AND have the War sphere for this power to activate. The wielder counts their Caster Level as 2 higher for the purposes of War sphere talents.

Armour

Hide Armour (+3 AC, -1 Armour Check Penalty. +1 Enhancement bonus)

Weapons

2 Daggers

Equipment

Explorer's Outfit
Holy symbol, tattoo on left palm
Holy symbol, wood, around neck

Backpack
*Bedroll
*Blanket
*Grooming kit
*Rope
*Soap
*Waterskin
*Mess kit
*Scrivener's kit
*Parchment
*Leechwort (10 uses)
*Antidote kit (10 uses)
*Tattooing kit
*Healer's kit (10 uses)
*Trail rations, 5 days
*10 doses Alchemist's kindness
*10 doses Night tea
*2 doses Antiplague
*2 doses Antitoxin
*5 doses Vermin repellent

Belt pouch
*Flint and steel
*10 candles

Background:

In Tooyah folklore, Manatele ("man-a-TEL-ay" - stress on the 3rd syllable) was the beautiful daughter of the war chief defeated by the Tkoyah king, who then fell in love with her; the Tooyah revere her memory.

You can't live with such a name, so Nat shortened it. Besides, it’s a better name for a priestess: when a fisherman's been injured, or a first-time mother's waters have broken too early, the call "go get Nat!" trips off the tongue better. Her calling was revealed when she was attacked by a crocodile in the bathing pool - the girl supposedly on watch was distracted by the charms of a visiting Chasqui. Nat was found unconscious and bleeding but alive, protected by a huge four-legged beast with fur that glowed like the sun: Great Chaquapetl, Father of Coywolves, Herald of Ayida-Wedu.

There are - in Nat's view - two types of priest: those called on account of the care they have for others; and those called on account of their great insight. In her direct manner she refers to them as worker-priests and shirker-priests: it's all very well staying up late over the chicha debating how many of the Pantheon can dance on the head of a pin; give them an actual needle and ask them to stitch up a wound, and they'll turn green. Nat was already a very competent midwife, herbalist and healer before she went to the seminary at Cornucopia; she found very little there that was worthy of the knowing and her training has been a source of difficulty and conflict. Fortunately, it is nearly at an end, and her imminent ordination (had it not been interrupted by Events) was a relief to all. She has been quietly counting the days until she gets to leave Cornucopia for good – although she could not, of course, have foreseen the manner in which that would occur...

Appearance & Personality:

At barely five feet tall, Nat is slightly built: her chest and ribs were crushed in the crocodile attack, permanently weakening her. A jagged scar crosses her lips where the croc's tail caught her; the marks left by its teeth are hidden by her clothing. A whorl of tattoos (common amongst the Tooyah) extends down her left arm, ending on her palm in the Sunburst of Ayida-Wedu, which matches the wooden holy symbol at her throat.

Nat looks - and sounds - like the provincial young Tooyah woman that she is: from her clothing, in a style that went out three generations ago in Cornucopia, to her heavily-accented Tkoyah. Her long, flowing hair is covered (signifying her unmarried status) - a custom not observed in an age among Tsinyah and Tkoyah girls. Her belief in plain speaking, regardless of her audience, also marks her as an unsophisticate. For Nat, honesty is an absolute: you can't be 'slightly honest' any more than you can be 'slightly pregnant.'

This is not to say that she is naïve: you don't serve as priestess, midwife and healer without developing an understanding of human nature (of the sort that makes good people kind and bad people powerful). And Nat is kind, however much the follies of those in her care may occasionally exasperate her.

NPCs:

Ippaxa: when Nat was at the seminary in Cornucopia, she used to sneak out and distribute food to the poor and hungry as that's what she thinks a priest is supposed to do. (This did NOT go down well with her supervisors, but that's another story.) The third night she did it, a gang of street kids tried to mug her, thinking she was a rich kid slumming it - they fled when they realised she was a priest (bad luck to mess with one of them). One of the braver ones returned the next night, and decided she needed a guard/guide to get her through the slums safely. Never one to turn down a good deed when it's offered, Nat got to know him and eventually learned his name - Ippaxa. He has a number of flaws, being a bit too quick with his knife, and much too free with foul language, but he's the only true friend Nat made in the whole of her time in Cornucopia. Somehow, Ippaxa (now a teenager) found Nat just before the city fell, and the pair were captured together. They were held separately, and Nat has not managed to speak to him since then.

Anayda: Nat encountered the older Tkoyah woman after both were captured. Nat was captured by Ashkesh of the Wo’tah, and treated reasonably well, while Anayda was captured by the Frozen and treated badly. Nat has done her best to tend her wounds and generally be company for her to get her out of the worst of the shock that she is evidently in, but the two have not had the opportunity to become well-acquainted, beyond learning one another’s names.