About Rhialla "Buxom" Blackwater
HP 50 (7d8,+7 CON) Current:50
BAB +6 CMB +6 (+1 STR, +6 BAB,) CMD 20 (10, +6 BAB, +3 DEX, +1 STR,)
Skull and Shackles Traits
You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don't know anything about that, but you've always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon.
You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You're not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...
Benefit You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefit: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Domain Granted Powers (Water,Deception)
Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Sudden Shift (Sp): In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You can use this power a number of times each day equal to 3 + your Wisdom modifier.
Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
Master’s Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive
Spells (typical prepared list)
Cloak of the Manta Ray
The cloak does allow the wearer to attack with a manta ray‘s tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.
Long of leg and full of hips and bosom, Rhialla is a memorable beauty. Eyes as deep as the sea, raven hair like silk, skin sunkissed yet fair, Rhialla would be considered flawless were it not for the thin line of a scar across her right cheek. A scar that serves as a starting point as the eye traces the map of her body.
When not bearing a contemplative wistful look, her full lips most commonly wear a wild grin, eyes twinkling with the promise of chaos.
To say that Riallah was born to be a pirate would be a spectacular understatement.
Born in the cabin of a pirate galleon in the midst of a pitched battle fought in the worst of a raging storm, Rhialla entered the world to the sounds of roaring cannons, howling winds and clashing steel, sounds that have been as welcome as a lullaby ever since.
Her father the infamous One-Eyed Jack, her mother, the deadly first mate Blackwater Beth, the girl was born the closest thing to a pirate princess anyone could remember.
Destined from her first breath to become legend, those few who have heard of her entrance into the world still toss a silver into the water whenever they speak of it. If one were to find the ship’s old chiurgeon drunk enough to talk, they’d hear a tale of a birth at sea in the height of a pitched battle, a mother of a storm raging all the while. Amidst the screaming and cursing, in the light of a bolt of lightning that lit up the sea, Beth seemed to change before the woman’s eyes. Laying there before her, skull and bones bandanna holding back hair drenched in sweat, legs splayed awaiting the arrival of her child, sat Besmara herself, fierce eyes sparkling as she laughed away the pain. Besmara's Blessing
A trick of the light perhaps, or a bit too much rum,the woman tried desperately to forget the feeling of divine chaos that filled the room in that moment, but none could deny the goddess’ favor that day as the crew won the day against superior forces, and the sea became calm the moment the screaming babe was put to the breast. Undeniable was the birthmark, the skull and bones dark against the newborn’s shoulder, a sure sign of the Eternal Raider’s touch.
As the girl grew, raised by the crew, an extended family of madness and mayhem, her gift for the life became evident. Able to toddle across a rolling deck from the moment she learned to walk, her natural agility was nothing short of remarkable. Dex 16 She learned to fight from the moment she could hold a rapier,learning how to use her speed and flexibility to her advantage Weapon finesse before her 13th year. From her mother she learned the skills of deception, surprising an enemy by doing the unexpected. As she grew, she found that she had a rare affinity for the sea, as at home in the water as she was on the deck.
In fact the pull she felt for the ocean and the life of freedom went beyond the simple enjoyment of the typical pirate, it was a yearning deep within her soul, a calling to the freedom and chaos that was everything Besmara represented. She devoured every story and tavern yarn she could come by, adopting the goddess’ concepts as a way of life, free to live as she chose, profit from whatever she wanted and benefit from always being a step ahead. Cleric
Life would take an unpleasant turn a few years later when the ship was ambushed by a couple of Chelaxian galleons, an attack that left Riallah an orphan, left for dead in the middle of the ocean. Through a freezing cold night she clung to flotsam, focusing on the cold to keep her awake, the chill making its way to her very bones. And yet she knew that the sea would provide her with an escape. Flotsam Domain
In fact it was this same skill that led her to the tavern in Port Peril, leaving the ship she’d been on for the past year after reading the Captain’s journal while the man slept and seeing his plans to keelhaul her on the next voyage, seeing her as a threat to his hold on the crew. It wasn’t his fault she’d always had a gift for being liked. Men, women it didn’t matter. In no time Riallah could have anyone willing to follow her on a grand adventure, a talent that often made her as many enemies as friends and bedmates.
Wealth: 11,194 7sp gp
Aura moderate transmutation; CL 11th