About ShaanTemp: Death Ward 14 min, Divine Power +3 att/dam 1 min, Prot from electricity 140, Bless 14 minutes, haste 15 rounds (AC=44, Ref +22, Mov 60') Init +8; Senses: Darkvision 60' Perception +23
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 Traits:  
 Armor training, Magical talent(cleric CL+2) Feats:  
 Toughness (Race), Weapon Finesse (1st), Sacred Outlaw (3rd), Selective Channeling (5th), Weapon Focus(Rapier)(7th), Combat Expertise(9th), Combat reflexes(11th), Improved Feint(13th), Quick draw(15th). Skills:  
Acrobatics 25(15 Ranks,3 CS,8 Dex, -1 Armor) Appraise 9 (3 Rank,3 CS,3 Int) Bluff 20(15 Rank,3 CS,2 Cha) Climb 6 (4 Rank,3 CS,0 Str, -1 Armor) Disable Device 30(31)(15 Rank,3 CS,8 Dex,+4 Vest, +1 vs traps) Disguise 8(3 Rank,3 CS,2 Cha) Escape Artist 19(3 Rank,3 CS,8 Dex,6 Vest, -1 Armor) Fly 7(8 Dex, -1 armor) Heal 9(1 Rank,3 CS,5 Wis) Knowledge (dungeoneering)7(1 Rank,3 CS,3 Int) Knowledge (local)11(5 Rank,3 CS,3 Int) Knowledge (nobility)7(1 Rank,3 CS,3 Int) Knowledge (religion)11(5 Rank,3 CS,3 Int) Perception 23(15 Rank,3 CS,5 Wis, +1 traps) Ride 7(8 Dex, -1 Armor) Sense Motive 9(1 Rank,3 CS,5 Wis) Sleight of Hand 15(5 Rank,3 CS,8 Dex, -1 Armor) Spellcraft 16(10 Rank,3 CS,3 Int) Stealth 35 (15 Rank,3 CS,8 Dex, -1 Armor, 10 Armor) Survival 5(5 Wis) Swim 5(3 Rank,3 CS,0 STR, -1 Armor) SQ Cleric:  
Channeling: 7d6, 5 times/day, DC 19 Current Domains: Luck: Granted Powers: You are infused with luck, and your mere presence can spread good fortune. Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (8/day current 8). Good Fortune (Ex): At 6th level, as an immediate action, you can re-roll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the re-roll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th (2/day current 2). Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle. Trickery(Thievery)Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills. Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for 12 rounds, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 8. Thief of the Gods (Su): At 8th level, when you make a Disable Device or Sleight of Hand check, you can roll twice and take the higher result. Using this ability is a free action. You can use this ability once per day at 8th level, plus one additional time per day for every 2 levels beyond 8th (3 times/day, current 3). Domain Spells: 1st—disguise self, 2nd—invisibility, 3rd—locate object, 4th—confusion, 5th—false vision, 6th—mislead, 7th—ethereal jaunt, 8th—mass invisibility, 9th—time stop.
 SQ Rogue:  
Trapfinding 1, Trapsense 1 Evasion Rogue Talent: Fast stealth: Use stealth at full speed without penalty Spells:  
CL 12+2=14 0-level (DC 15): Detect magic, Read magic, Detect poison, Spark 1st Level (DC 16), 6+1: Ant haul(c), Divine Favor (*2)(c), Obscuring mist, Entropic Shield, Bless(c), Disguise self* 2nd Level (DC 17), 5+1: Grace, Silence, Spiritual Weapon, Energy Resistance, Remove paralysis, Invisibility*. 3rd Level (DC 18), 5+1: Dispel Magic, Magic Vestment(c), Invisibility purge, Protection from energy*(c), Wind wall, Locate object* 4th Level (DC 19), 4+1: Divine Power, Death ward(c), Blessing of Fervor, Spiritual ally(c), Confusion* 5th Level (DC 20), 4+1: Beath of life, Insect plague, True seeing, Wall of stone, Break ench.* 6th level (DC 21), 3+1: Heal, Blade Barrier, Greater Dispel Magic, Mislead* Equipement:  
Special magic Item: Thieves' Guild sigil (ring of mind blank and freedom of movement) Belt of Physical Might +6 (Dex, Con), 90000 GP, 1 lb 
 Efficient quiver 1800 gp, 3lbs
 Handy Haversac 2000 GP, 5lbs
 Celestial Armor +2, Improved shadow, 32400 GP, 20 lbs
 Adamantine Rapier +4, Holy, 75320 GP, 2 lbs
 Total weight 39.5lbs, 467187 GP, Medium load without Ant haul, light either.
 Background:  
 The arch-cleric of Eralus, head of his church in Ulvin was swearing profusely in from of an empty armor stand. For the third year in a row, the most prized armor of the order had been the target of the sacred hunt of Silistria. Taking place on the holiest night of the cult, this hunt was the occasion for devotees of Silistria to demonstrate their talents. The rules were strict: you had from dusk to dawn to steal the most prized religious object possible and bring it back to the temple for homologation. Then, the next day, you had to return it to their owners so as not to start a religious war. Most of the other orders took that hunt seriously and doubled or tripled the wards on this night, preparing deadly traps for the unwanted visitors.
 Until three years ago, few persons had been daring enough to try to enter the sacred vault of Eralus and none had managed to steal the most priced armor of the town, an artifact older than memory, said to have been worn by the god himself. "If it's her again, you know what's going to happen, do you ?", said the arch-cleric to his chief of security. 
 As if on cue, a young woman is escorted in the premise by two armed knight. Unarmed, clad in simple grey clothes, a symbol of Silistria sewn on the inside of her coat, she carries a small leather bag, that she promptly opens, revealing a magnificent full plate armor. With a wink to both men, she announces: "As promised, here it is... I trust our bargain still stands, brothers." Shaan was born Alise D'Alembert, sixth daughter of a minor noble of the Sixth Empire. As her family was not well off, she could not be married and was only raised by a servant, so as to be able to aid her parents in their old days. For the young girl, dreaming of paladins and princes, this was not a future. As she grew older, she planned take the opportunity of the annual trip the family made to the capital to escape. She had saved as much money as she could and was planning to find the house of a noble that she met at home and she thought would help her. After eloping, she crossed the whole town, only to be rejected at the entrance of the noble house by the guards on fraction. A few days alone and penniless in the streeets quickly turned the reclused girl into desperate person, ready to steal to survive. But she was determined not to go home at any cost. Without experience, she was caught the first time, not by the guard but by the thief whose domain she was intruding upon. Instead of turning her, he decided to train her. Her progress were so fast and she was so lucky, that adepts of Silistria came to her. In their way of life, she recognised her aspiration. The challenges they set themselves, their freedom was something she was looking for. Joining the hidden temple, she raised through the ranks and gained a strong reputation of sneaky and daredevil thief. At twenty, she was induced into the Thieves' Guild on recommendation of Nigel T Mare, one of the most famous members of the Guild. For the last four years, she has undertaken many missions to recover lost or stolen magical items for different clients and to gather information on their behalf. For that, she has gained the Hand and Ear awards of the Guild. Both her skills and her relationship to her god make of her a well sought operator as Silistria experienced clerics are few and far. Appearance:  
	
 Shaan is a brown haired young woman with dark brown eyes. Also she looks quite common, she carries herself with a predatory grace and seems filled of energy. While she often appears light headed and takes decisions on a coin flip, she has an uncommon determination and can assess difficult situations both wisely and quickly.
 In mission, she wears bland and unremarkable trousers and shirt but bristles with magical items. Most of them are blackened so as not to reflect light and the celestial armor she wears under her tunic seems made of coal.  |