Acadamae Student Korvosa

Roya Tani's page

360 posts. Alias of MordredofFairy.


Classes/Levels

HP: 19/19 | AC: 12 / T: 12 / FF: 10 | Channel 5/8 1d6| Fort: +4, Ref: +2, Will: +6 | CMB: -1, CMD: 11 | Init: +2(+2 if acting in surprise round), Perception: +10

About Roya Tani

Cleric(Blossoming Light) Level 1
NG Medium Human

Init 1 = 1(dex) (+2 if acting in surprise round)
Senses Perception 10
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Party Role/Concept
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Cleric - out of Combat Healer, Buffer, Utility
Bow-User - Ranged Damage Contributor
Animal Domain - Frontline Support/Area denial via Animal Companion

Background:

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Childhood(well, that is it - she's about to cross over into young adulthood at the start of the campaign)
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Roya was born in Kassen, as first child of a woodcutter and a serving wench. When she was a couple years old, her mother became pregnant with another child. Unfortunately, there were complications, and they happened when there was no resident cleric - in the weeks before Father Prasst was appointed. Those who knew a bit about herbs or healing tried their best, but Royas mother and her unborn brother were beyond saving.
Her father loved her dearly, but between work and the alcohol he took up to cope with the death of his wife, he had little time and no mental capacity to care for Roya to the extent a child her age would have needed.
Luckily, Roya still had a grandmother in town, and grew up with her. She was an old and kind woman, but her health had seen better days, and she needed help with many chores. Roya cleaned, cooked, ran errands, and generally had to grow up faster than other kids in town.
Socially, that didn't exactly make her an outcast, but when the other kids were going swimming or playing, she was cleaning or fetching vegetables. She had friends, but no best friends - she would often spend her spare time tracking alone through the nearby woods, sometimes visiting her father with some food if he worked near Kassen, or tending the grave of her mother, planting and growing flowers she found near the village.
Even though she only had fuzzy memories of her mother, she knew that things could have been different if only there had been a skilled healer in town, and she took an early interest in the art of healing in response - she knows most of the local herbs and remedies, and how to deal with common illnesses or wounds.
When she was 10, the grandmother she lived with died of old age, peaceful in her sleep - and there were no other living relatives nearby. Her father still had to work, and sometimes was gone for days. She had experience with a household, but she was not old enough to live by herself.
When her father asked some people for advice, Father Prasst was among them. The cleric knew the girl, had often seen her tending the grave, and talked with her sometimes - and he saw impressive potential in her.
After some consideration, he offered to take her on as a student - to teach her and care for her, including room and board - in exchange for her doing the chores she already was used to in his household.
Roya's father asked for some time to think about it - reluctant to send his young daughter to live with a man - but Prasst seemed an upstanding fellow, and he had few other options, so agreed.
Roya moved in with the cleric, and greatly enjoyed whatever attention she got, drinking in whatever lore or wisdom he shared with her. She cleaned, washed his cloths, cooked - and was genuinely happy doing that.
She had a natural disposition for the profession, and was a swift learner. Despite just having turned 12, she had progressed very far in her studies. She also recently had her first period - she was very much on the brink to adulthood, at least in mind, if not yet in body.

Personality:
Roya recently turned 12. She is bubbly and optimistic and proud to be able to train as a cleric - and as a hunter. Father Rantal Prasst is clearly the best thing since sliced bread, and Roya has a serious puppy crush on the mentor only twice her age. She is also excited that only shortly ago, she managed to perform her first divine magic in the name of Erastil. Under the pretext of community, she uses Enhance Water to supply the other teens with alcohol, which instantly boosted her from 'quite ok' to 'cool' among some of Kassen's youth. That said, while she is exploring her limits, she is not stupid, and learned to err on the side of caution when in doubt. She would do whatever she can to impress her mentor, and would eagerly do whatever he asks of her.

Description:
Puberty has started for Roya, but she's still lacking her final growth spurts - making the Longbow she is training with look comically oversized for her. She is usually dressed in leathers and has her reddish hair bound into twin tails or a ponytail so that it doesn't get in her way or caught up in underbrush. She has green eyes and smiles often. Her stature is slim, but the long times she spends outdoors gave her resilience and dexterity beyond others of her age. Her breasts started to grow recently, and she is proud about turning into a proper woman soon.

For GM: Additional note on her outlook and social behaviour:
While there were tragic events in her early years, and she found her whole live turned upside down twice, she feels that with becoming a cleric she has found purpose, a calling. She did not always have such a energetic and optimistic outlook, but with things looking good she refuses to let the past weigh her down.
I feel that is one thing children and adolescents are exceedingly good at - falling down, standing up, moving on. It is easier when there is less at stake, and no one else depends on you.
But having gazed into the darkness makes it into a transformative episode beyond just a transition from child to young adult.

I feld that addendum may be helpful in understanding how I consider the setbacks in her early life to have been formative in giving her a positive outlook, rather than scar her(she was too young to be permanently impacted when her mother died, and her grandmother was not sudden, but an expected eventuality with her deteriorating health). That she is social and reaching out, now that she found something that centers her - where before she was seeking isolation while looking for herself. She may even overcompensate for what she believes she missed out on.

Basically, just wanted to make clear that "tragic childhood/happy social character" was not an oversight or careless narrative, but on purpose.

Daily Abilities:

Channel Energy - 1d6 - 8 uses
Touch of Good - 6/6

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Spells
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Level 0=inf/4: Create Water, Light, Purify Food and Drink, Detect Magic
Level 1=2+1(Wis): Hide from Undead, Magic Weapon, Bless

Wand of CLW - 8/10 Charges.
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Defense
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AC 12 10+2(Dex)+0(Armor)+(Shield), ACP = 0
hp 19 = 8(Class)+7(Class)+2*(1(Con)+1(FCB))
Fort 4 , Ref 2 , Will 6
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Offense
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Speed 30 ft
RANGED Longbow +3 1d8-1(20/x3)
Point Blank: +1/+1 within 30 ft

Deadeye Bowgirl: Single ally does not provide soft cover to enemies.
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Statistics
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Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 14
Base Atk +1; CMB 0; CMD 11

Languages: Common, Sylvan

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Special Abilities
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=====Feats=====
Level 1: Point-Blank Shot
Level 1(Human): Precise Shot
Level 3: Weapon Focus(Longbow)
Level 5: Boon Companion
Level 7: Erastil's Blessing
Level 9: Selective Channel
Level 11: Quick Channel
Level 13: Healer's Hands (Conduit)
Level 15: Divine Obedience(Erastil)
Level 17:
Level 19:

Special Story Feat: Healer’s Touch
Current Tally:

=====Domain 1: Animal(Feather Subdomain)=====

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

=====Domain 2: Good=====

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.

=====Racial Qualities=====

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Class Abilities
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Promise of Faith: A blossoming light vows to trust in her deity’s protection over arms and armor. She is not proficient with any armor or shields. The blossoming light cannot use or benefit from any of her class features (including spellcasting) while wearing armor or using a shield, or for 1 minute thereafter.
This ability alters the cleric’s armor proficiencies.

Promise of Purity: A blossoming light must be truly pure of heart. She must be good-aligned and worship a nonevil deity. If the blossoming light willfully commits an evil act, she loses all class features (including spellcasting) until she atones.
This alters the cleric’s alignment.

Luminous Font (Su): A blossoming light forsakes her deity’s deeper mysteries to focus on benevolence, healing, and bringing light to darkness. A blossoming light still selects domains and retains access to domain powers, but does not gain domain spell slots.
Blossoming lights are beacons of goodness, guiding others to follow their own best natures. A blossoming light adds half her level on Diplomacy checks against good creatures or to convince an evil creature to take an action against its evil nature.

A blossoming light’s channel energy is usable a number of times per day equal to 5 + her Charisma modifier. At 2nd level and every 2 levels thereafter, the blossoming light gains an additional use per day of channel energy.

At 3rd level, when a blossoming light channels energy to harm undead, her channeled energy also harms chaotic evil outsiders, worshipers of chaotic evil deities, and evil creatures with light sensitivity or light blindness as if they were undead.
At 7th level, when a blossoming light channels energy, she can expend an additional use to fill the affected area with bright light (as per daylight) for a number of rounds equal to her cleric level.
At 10th level, a blossoming light can use atonement once per day as a spell-like ability, but only to offer redemption to others (as per the spell). Using the spell in this way does not require a focus or material component.
This ability alters channel energy and the cleric’s domains.

=====Skills=====
2(class)+1(skilled)+1(FCB)+2(background)

Adventuring Skills

2 Acrobatics(ACP) = (ranks)+2(Dex)
2 Bluff = (ranks)+2(Cha)
-1 Climb(ACP) = (ranks)-1(Str)
6 Diplomacy = 1(ranks)+2(Cha)+3(class)
-- Disable Device(ACP) = (ranks)+(Dex)
2 Disguise = (ranks)+2(Cha)
2 Escape Artist(ACP) = (ranks)+2(Dex)
2 Fly(ACP) = (ranks)+2(Dex)+3(class)
7 Heal = 1(ranks)+3(Wis)+3(class)
2 Intimidate = (ranks)+2(Cha)
- Knowledge (arcana) = (ranks)+(Int)+3(class)
- Knowledge (dungeoneering) = (ranks)+(Int)
- Knowledge (local) = (ranks)+(Int)
4 Knowledge (nature) = 1(ranks)+(Int)+3(class)
- Knowledge (planes) = (ranks)+(Int)+3(class)
5 Knowledge (religion) = 1(ranks)+1(Int)+3(class)
10 Perception = 2(ranks)+3(Wis)+1(trait)+3(class)+1(Feather)
2 Ride(ACP) = (ranks)+2(Dex)
7 Sense Motive = 1(ranks)+3(Wis)+3(class)
-- Spellcraft = (ranks)+(Int)+3(class)
2 Stealth(ACP) = (ranks)+2(Dex)
8 Survival = 1(ranks)+3(Wis)+1(trait)+3(class)
-1 Swim(ACP) = (ranks)-1(Str)
-- Use Magic Device = (ranks)+(Cha)

Background Skills

0 Appraise = (ranks)+(Int)+3(class)
Artistry = (ranks)+(Int)+3(class)
0 Craft = (ranks)+(Int)+3(class)
4 Handle Animal = 2(ranks)+2(Cha)
- Knowledge (engineering) = (ranks)+(Int)
- Knowledge (geography) = (ranks)+(Int)
- Knowledge (history) = (ranks)+(Int)+3(class)
- Knowledge (nobility) = (ranks)+(Int)+3(class)
-- Linguistics = (ranks)+(Int)+3(class)
Lore = (ranks)+(Int)+3(class)
3 Perform(Storytelling) = 1(ranks)+2(Cha)
7 Profession(Midwife)= [/b]= 1(ranks)+3(Wis)+3(class)
-- Sleight of Hand(ACP) = (ranks)+(Dex)

=====Gear=====

Belt - nothing
Head - nothing
Body - nothing
Headband - nothing
Chest - nothing
Neck - nothing
Eyes - nothing
Shoulder - nothing
Feet - nothing
Wrists - nothing
Hand - nothing
Ring - nothing
Ring - nothing
Slotless - nothing

140 GP average:

75 Longbow
16 Kit, Cleric’s(This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.)
1 Kit, Grooming (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
3 3xArrows, common (20)
4 2xArrows, blunt (20)
30 GP - Healers Kit(6 Uses)
10 GP - Boline

free - Outfit, Gambeson
free - 5 days’ worth of rations, a small tent, a winter blanket, a full waterskin and a Potion of Cure Light Wounds.
1 GP in mixed coinage

Masterworked Backpack
Scroll of Lesser Restoration
Wand of Cure Light Wounds (originally 10 Charges)

Weight:
Longbow - 3 lbs
Arrows - 3 lbs
Blunt - 3 lbs
Bedroll - 5 lbs
Blanket - 3 lbs
Small Tent - 20 lbs
Rations, Trail - 5 lbs
Backpack - 2 lbs
Waterskin - 4 lbs
Healers Kit - 1 lbs
Boline - 2 lbs
Spell Component Pouch - 2 lbs
Wooden Holy Symbol - 0 lbs?

=====Traits=====

Perseverence(Campaign)
A local child recently went missing in the nearby Fang Wood. While others stopped their search when night fell due to bad weather, and tried to convince you to stop, you persevered. You found the child several hours later and brought him home safely.
Benefit: You gain a +1 trait bonus in Survival, and the skill is a class skill for you.

Deadeye Bowgirl (Religion)
Erastil guides your arrows to protect your allies.
Benefit: When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.

Seeker (Social)
You are always on the lookout for reward and danger.
Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

=====Ability Scores=====:

STR 8= 8(Buy)
DEX 14=14(Buy)
CON 12=12(Buy)
INT 10=10(Buy)
WIS 16=14(Buy)+2(Race)
CHA 14=14(Buy)