About Seeker of LightAppearance: Seeker of Light is a tall(6ft 2 inches-1.55 meters), fit attractive young female who looks like a Shoanti warrior with several striking differences.
details:
She has the typical complex and detailed tattoo's over much of her body, but they have much more color than is usual for her people and they often feature her goddess, Shelyn. She almost always has her glaive in her hand, not a usual weapon for a Shoanti warrior. Her head, instead of being shaved, has an unshaved strip of pure white hair, about 1 inch long, in a band 4 inches wide from her forehead to the back of her neck. Her helmet is constructed in such a way that some of this shows, even when is strapped on. Her eyes are a brilliant blue and her skin is pale (most Shoanti are dark skinned, dark haired, dark eyes) Her clothing is fine and expensive, but obviously made with practicality in mind, though she does have various semi precious stones worked into several items, including her boots and bandoleer, mostly in places less likely to take damage or wear. Any thing that is wood, even her club, is covered with small artistically burned designs and images. Her Her gear is spotless whenever possible, masterwork when she can afford it, and she tries to use her whetstone on any blade used as soon as it is cleaned after battle. crunch:
Init +5; Perception[b/] +2 ------------------------- DEFENSE ------------------------ AC 17, touch[b/] 11,[b] flat-footed[b/] 16 (+6 armor, +1 dex)
---------------------- OFFENSE ----------------------- Spd 20 ft/x4
------------------------- STATISTICS ----------------------- Str 17, Dex 12, Con 12, Int 10, Wis 15, Cha 12
[b]Feats ------------------ Armor Proficiency (LIGHT / MEDIUM)
------------------- Traits and Drawbacks --------------------- Extremely Fashionable Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. Bluff was chosen as class skill for you Fools for Friends Benefit:
Prince/Princess Benefit: You gain a +1 trait bonus to Diplomacy and Intimidate checks, and intimidate was chosen as a class skill for you. Naive: Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism. You take a -2 penalty to AC against attacks with improvised weapons and a -2 penalty to CMD against dirty trick combat maneuvers. ----------------------- Skills ---------------------- Acrobatics 1[-3]
FAVORED CLASS (Cleric) : You've gain the following bonuses: +3 Hit Point.
DOMAIN POWERS: Each of the cleric's chosen domains [Charm (Love), Air (Wind)]
- Wind Blast (Su): As a standard action, you can unleash a blast of air in a 30 ft line. Make a combat maneuver check against each creature in the line, using 3 as your base attack bonus and 2 in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability 5 times a day. FORBIDDEN SPELL ALIGNMENT: Spells with the Evil descriptor are forbidden
[b]Languages Common, Shoanti, Thassilonian
Prepared Spells:
Domain spells Wind wall Charm person Orisons Stabilize Detect magic Resistance Spark Bless x2 1 sa
Stone Shield
Bulls strength
spell details:
Protection from Evil: 1 sa Target creature touched 3 min wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force, but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects. Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature. gear:
Gear Travelers outfit Misc. Jewelry Sling stones 2 cold iron cestus, silvered mw cold iron glaive with cord club with cord Breastplate bladed scarf Backpack
fluff:
She is the third daughter/seventh child of the head of her clan. This was thought to be very auspicious, even more so when her appearance was so striking (white hair, blue eyes, fair skin) and a local, well known witch/hermit came into the camp proclaiming prophecies regarding this child. She said the girl would travel to strange places and battle evil alongside fearsome strangers, some not even human. She would have ways different from her people, even while she honored the past. Then the witch left, never to be seen again. She grew up tall and strong, as her people are, but with her shocking white hair she always stood out. As she grew up, she learned Thassilonian to honor her ancestors and learn about the great and amazing monuments from the ages past. She followed Shelyn, unusual for her people. Though a princess, having many older siblings, she was not proud or arrogant. She developed the ability to see beauty nearly anywhere, and where she could not see it, she created it, with small clay sculptures, drawings burnt into wood, and sand paintings. She was often found alone, high on some lonely hill playing her flute as the sun came up. She had a brother, only three years older and the youngest boy, who chafed at his humble roll in the tribe. He traveled to the south and "lost his way" as his people said. He gambled and drank heavily, returning home on rare occasions. Once he came home having won a great deal and gave her a beautiful and strange weapon, a bladed scarf, which she keeps, though she does not know how to use it well. More often he would come home penniless, often beaten. A year ago he left, excited, talking about a new place where he would make his fortune. It was a city to the west, on the sea, wild and dangerous. Just recently, she has felt her goddess calling her to go and find him. Her journey took her to the city of Riddleport. Skill Shortcuts::
Skill stats with Armor [dice=Acrobatics]1d20-3[/dice] [dice=Appraise]1d20+0[/dice] [dice=Bluff]1d20+6[/dice] [dice=Climb]1d20-1[/dice] [dice=Diplomacy]1d20+7[/dice] [dice=Disguise]1d20+1[/dice] [dice=Escape Artist]1d20-3[/dice] [dice=Heal]1d20+6[/dice] [dice=Intimidate]1d20+7[/dice] [dice=Knowledge (arcana)]1d20+4[/dice] [dice=Knowledge (religion)]1d20+4[/dice] [dice=Linguistics]1d20+4[/dice] [dice=Perception]1d20+2[/dice] [dice=Perform]1d20+1[/dice] [dice=Profession Visual Art]1d20+6[/dice] [dice=Ride]1d20-3[/dice] [dice=Sense Motive]1d20+2[/dice] [dice=Spellcraft]1d20+4[/dice] [dice=Stealth]1d20-3[/dice] [dice=Survival]1d20+2[/dice] [dice=Swim]1d20-1[/dice] Combat Shortcuts:
Bless adds +1/+1
[dice=Masterwork Cold Iron Glaive Hit]1d20+5[/dice](PA) Reach
[dice=Silvered Cestus Hit]1d20+5[/dice]
[dice=Club Hit]1d20+4[/dice]
[dice=Bladed Scarf Hit]1d20+1[/dice]
[dice=Fist Hit]1d20+5[/dice]
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