Vorrea Talminari

Qetsiyah "Kizzy"'s page

228 posts. Alias of bluedove.


Race

Human (Varisian)

Classes/Levels

Fighter 7 | AC 24 T 14 FF 20 | HP 90 | F +7 R +5 W +4 (+2 v Fear) | Init +3 | Per +11 | S.M. +0

Gender

HP 90/90 | AC 25 (27 v Evil) T 15 FF 20 | F +7 R +6 W +4 (+4 v Fear) (+2 v Evil) (+2 v Charm) Female

Age

20

About Qetsiyah "Kizzy"

Visual of O-Yoroi full armor
Full length visual aid for Qetsiyah

Background:
Qetsiyah was born to a beautiful and talented Varisian performer. Her name was Simza and it was said that she had a voice like the chimes of Elysium and when she danced, she floated above the ground like a celestial. But her daughter's only memory of her own mother is vague and clouded by time. Warm eyes above a loving smile and the gentle sound of a lullaby hummed near her ear...

Qetsiyah lost her mother when she was just a babe and was taken in by her dear friends and troupe companions, a family of halfling acrobats who billed themselves as The Flying Suncatchers. For a time, the troupe travelled on. "Kizzy", as her halfling family took to calling her, grew up on the road and even performed some alongside her adopted family, usually catching, tossing or stabilizing as the spry halflings leaped, tumbled and flew all around her. She found she did not crave the spotlight as her mother had, and was instead happiest when she could help her loved ones perform at their best.

Although they were loving and fair, Kizzy could not help feeling out of place among her halfling family. As she entered adolescence, she began spending more and more time training with the troupe guards who were the only humans available to her. Finally, she felt she had discovered her true talent; with a sword in her hand. Before long she was routing bandits with the best of them.

Lucky as halflings are wont to be, the Suncatchers intuited when the touring business was waning and decided to put down roots. They now own a small, sucessful inn near the theatre district in Magnimar. With Kizzy all grown up and no innate desire to cook, clean or perform, she decided it was time to find her own way. She served the city watch for a time, but found it mind-numbingly tedious work. She felt the wanderlust stirring in her blood and longed for the open road.

Description:
Kizzy is on the tallish side for a female standing about 5'7". She is sturdily built with wide shoulders and muscular limbs and is often mistaken for a man when wearing her old-fashioned Tien armor. Her mother was a famed beauty and though Kizzy does favor her much, her features are wider and rougher and her tendency to scowl suspiciously spoils her looks somewhat. She keeps her wavy, dark auburn hair short enough to not impede her armor and ties it with a traditional Varisian head scarf that belonged to her mother. When outfitted for battle, she wears a large, silvery falchion on her back and a scimitar on her hip, she also wears a buckler strapped to her arm. Over her shoulder peeks a strange looking bow, the pale wood is thicker than bows generally are with green leaves still attached, reaching for the sunlight.

Level 6:

QETSIYAH "KIZZY"
CR 5
Female Human (Varisian) Fighter 6
CN Medium humanoid (human)
Init +3; Senses Perception +10,

DEFENSE

AC 24, touch 14, flat-footed 20 (+9 armor, +3 Dex, +1 dodge, +1 shield, )
hp 78 (6d10)+18
Fort +7, Ref +5, Will +4, +2 Will vs. fear

OFFENSE

Speed 20 ft.
Melee falchion (silversheen) (two handed) +11/+6 ((two handed) 2d4+5/18-20)
Melee masterwork buckler +5/+0 (1d3+3)
Melee masterwork scimitar (cold iron) +11/+6 (1d6+4/18-20)
Ranged alchemist's fire (flask) +9/+4 (1d6)
Melee dagger +9/+4 (1d4+3/19-20)
Ranged dagger (thrown) +9/+4 (1d4+3/19-20)
Ranged longbow (composite/greenwood/+3) +9/+4 (1d8+3/x3)
Ranged acid (flask) +9/+4 (1d6)
Ranged alkali (flask) +9/+4 (1d6)
Melee gauntlet +9/+4 (1d3+3)

STATISTICS

Str 16, Dex 16, Con 14, Int 13, Wis 10, Cha 10
Base Atk +6; CMB +9; CMD 23
Feats Bodyguard, Combat Reflexes, Dodge, In Harm's Way, Iron Will, Power Attack, Step Up, Weapon Focus (Falchion)
Skills Acrobatics +4, Appraise +1, Climb +7, Craft (Untrained) +1, Escape Artist +3, Fly +3, Handle Animal +5, Intimidate +9, Knowledge (Dungeoneering) +5, Knowledge (Local) +7, Perception +10, Ride +3, Stealth +3, Survival +7, Swim +7,
Skills + AC Penalty Acrobatics +0 , Acrobatics (Jump) -4 , Climb +3 , Escape Artist -1 , Fly -1 , Handle Animal +5 , Intimidate +9 , Knowledge (Dungeoneering) +5 , Knowledge (Local) +7 , Perception +10 , Ride -1 , Stealth -1 , Survival +7
Languages Common, Halfling, Varisian
SQ Armor Training, Bonus Feat, Bonus Feats, Bravery, Humanoid Traits, Skilled, Weapon Training,
Possessions falchion (silversheen); masterwork buckler; outfit (explorer's); o-yoroi +1; potion of cure light wounds; smokestick (x2); tindertwig (x3); masterwork scimitar (cold iron); alchemist's fire (flask) (x2); dagger; gauntlet; Backpack, Masterwork [ Bell (x3); Chalk (1 Piece) (x3); Charcoal (1 stick) (x3); Fishhook; Flint and Steel; Paper (Sheet) (x5); Rice Paper, Sheet (x5); Sewing Needle; Twine (50 ft.); Thread (50 ft.); ]; Longbow (Composite/Greenwood/+3) [ Arrows (20); Grappling Arrow; ]; Sack [ Rope (Silk/50 ft.); Mess Kit; Rations (Trail/Per Day) (x5); Acid (Flask) (x2); Alkali (Flask); ];

SPECIAL ABILITIES

Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1
Bonus Feat Humans select one extra feat at 1st level.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) You gain a +2 bonus to Will saves against fear effects.
Eyes and Ears of the City (Abadar) Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Weapon Training (Ex) Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks) Heavy Blades +1
*World Traveler (Knowledge (Local)) Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Knowledge (Local), and it is always a class skill for you. *

KIZZY
Female Human (Varisian) Fighter 7
CN Medium humanoid (human)
Init +3; Senses Perception +11,

DEFENSE

AC 24, touch 14, flat-footed 20 (+9 armor, +3 Dex, +1 dodge, +1 shield, )
hp 90 (7d10)+20
Fort +7, Ref +5, Will +4, +2 Will vs. fear

OFFENSE

Speed 30 ft.
Melee falchion (silversheen) (two handed) +12/+7 ((two handed) 2d4+5/18-20)
Ranged alchemist's fire (flask) +10/+5 (1d6)
Melee masterwork buckler +6/+1 (1d3+3)
Ranged masterwork longbow (composite/greenwood/+3) +11/+6 (1d8+3/x3)
Ranged acid (flask) +10/+5 (1d6)
Ranged alkali (flask) +10/+5 (1d6)
Melee masterwork scimitar (cold iron) +12/+7 (1d6+4/18-20)
Melee dagger +10/+5 (1d4+3/19-20)
Ranged dagger (thrown) +10/+5 (1d4+3/19-20)
Melee gauntlet +10/+5 (1d3+3)

STATISTICS

Str 16, Dex 16, Con 14, Int 13, Wis 10, Cha 10
Base Atk +7; CMB +10; CMD 24
Feats Bodyguard, Combat Reflexes, Dodge, Furious Focus, In Harm's Way, Iron Will, Power Attack, Step Up, Weapon Focus (Falchion)
Skills Acrobatics +4, Appraise +1, Climb +7, Craft (Untrained) +1, Escape Artist +3, Fly +3, Handle Animal +5, Intimidate +10, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Knowledge (Local) +7, Perception +11, Ride +7, Stealth +3, Survival +8, Swim +7,
Languages Common, Halfling, Varisian
SQ Armor Training, Bonus Feat, Bonus Feats, Bravery, Humanoid Traits, Skilled, Weapon Training,
Possessions falchion (silversheen); alchemist's fire (flask) (x2); explorer's outfit; o-yoroi +1; masterwork buckler; gauntlet; Backpack, Masterwork [ Grappling Arrow; Rations (Trail/Per Day) (x5); Bell (x3); Chalk (1 Piece) (x3); Charcoal (1 stick) (x3); Fishhook; Flint and Steel; Paper (Sheet) (x5); Rice Paper, Sheet; Sewing Needle; Tindertwig (x3); Smokestick; Potion of Cure Light Wounds; ]; Masterwork Longbow (Composite/Greenwood/+3) ; Sack [ Acid (Flask) (x2); Alkali (Flask); Masterwork Scimitar (Cold Iron); Mess Kit; Thread (50 ft.); Twine (50 ft.); Rope (Silk/50 ft.); Arrows (20); Dagger; ];

SPECIAL ABILITIES

Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 2 and increase the maximum Dexterity bonus allowed by your armor by +2
Bonus Feat Humans select one extra feat at 1st level.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) You gain a +2 bonus to Will saves against fear effects.
Eyes and Ears of the City (Abadar) Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Weapon Training (Ex) Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks) Heavy Blades +1

*This trait stands in for Favored Daughter for sheet mechanics, actual trait is listed below:
Favored Son/Daughter You were born and raised in the town of Sandpoint or its surrounding farms. You know many of the region's secrets, and the locals already know who you are. You are well liked in town, and you'll have lots of friends in the region, but the town's tougher side sees you as a snitch or a pansy. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen of Sandpoint from below as an ally; depending on the person you pick, you'll get different benefits.
Favored Son/Daughter / Ameiko Kaijitsu (local noble and owner of the Rusty Dragon Inn) Ameiko is one of Sandpoint's most influential and beloved nobles. Her inn/tavern is the most popular in town, and as one of her friends, you're guaranteed a place to eat and sleep for free. She's got lots of great contacts with merchants as well, and she'll sell any of your loot for you-as a result, you gain an additional 10% over the amount of gp you normally would get from selling off treasure.
Adopted by Halflings:
Helpful You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.