About Soraya HezamiStatistics:
Female Aasimar Bard (Dawnflower Dervish) 1 / Cleric 2
NG Medium Outsider (Native) Init +3; Senses Perception +6
HP 28 Fort +4, Ref +5, Will +6
Melee +2 (+5 Scimitar) Ranged +5
Base Atk +2; CMB +3; CMD 16
Traits Blade of Mercy (Campaign):
Magical Knack (Magic)
Maestro of the Society (Social):
Extremely Fashionable (Equipment):
Oppessive Expectations:
Feats Toughness:
Dervish Dance
Selective Channeling:
Skills
Acrobatics* +7 = DEX 3+1+3
Non-Standard Skill Bonuses Skilled (Aasimar): +2 Diplomacy, +2 Perform Bardic Knowledge: 1/2 Bard level to all knowledge checks (Min. 1) Make all knowledge checks untrained. Languages Common, Celestial, Kelish, Osiriani Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Aasimar (Azata-Blooded) +2 DEX, +2 CHA Darkvision / Low Light Vision 60' SLA: Glitterdust 1/day, caster level = class level Celestial Resistance:
Bard (Dawnflower Dervish) Bardic Performance: 9 rounds/day Battle Dance
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish to stop the previous performance and start the new one as a move action. Like a bard, a dervish of dawn's performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish of dawn cannot perform more than one battle dance at a time. At 10th level, the dervish can start a battle dance as a swift action instead of a move action. When a dervish of dawn uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability. Countersong (Su):
Distraction (Su):
Fascinate (Su):
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function. Inspire Courage (Su):
Bardic Knowledge (Ex)
Cleric Aura (Ex)
Channel Energy (Su): 5/Day, 1d6, DC 13
Skill Ranks per Level: 4 + Int modifier. This alters the cleric’s class skills. Dedicated Summoner:
Call Heralds (Su):
Divine Heralds (Su):
Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected. Mighty Heralds:
Domain: Heroism Granted Powers:
Touch of Glory (Sp): 6/Day
Spells: 1st-Shield of Faith Spells:
------------------------------ Spells ------------------------------ Cleric 0th (at will): 0 | DC: 12 1st: 2+1 (domain) | DC: 13 2nd: Bard 0th (at will) | DC: 12 Read Magic
1st (2/day) | DC: 13 Expeditious Retreat
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ MWK Scimitar (Cold Iron) MWk Dagger (Mithril) Light Mace Short Bow & 40 Arrows MWK Chain Shirt Hot Weather Outfit Silver Holy Symbol Iron Holy Symbol Holy Text: The Birth of Light and Truth Backpack Belt Pouch x2 Bandolier Sack x2 50' Rope Water Skin x2 Cup Cleric's Kit Small Reed Mat Grooming Kit Soap Journal/Pen/Ink Torches (5) Candles (5) Consumables:
"Stored":
Carrying Capacity
Money 1 GP 7 SP 0 CP
Background:
Soraya grew up in the Church of Sarenrae. Not a day of her life has passed without references and reminders, great or small, of the Goddess. Her mother is a figure of considerable stature in the church, some would say a saint. Before settling in the city of Gurat in Qadira as head priest so she could raise Soraya, Heba Hezami was renowned for her crusading career. She and her allies waged campaigns against cultists of Rovagug in the southeastern deserts of Qadira and cooperated with the Pathfinder Society in exploring parts of Casmaron. The pinnacle of her career was the destruction of the vampire-lich Abubacer. It was during this last quest of Heba's that Soraya was conceived with a Ghaele Azata ally. Soraya has grown up saddled with the great expectations of those around her. It has always been assumed, even by herself, that she would take the vows of priesthood. Presently Soraya is still an adept who expects to take her vows and formally enter the church in the near future. When word of an expedition to Kelmarane reached her mother, she arranged for Soraya to travel to Katapesh. Soraya's assignment is multifaceted, one that would normally have been given to a more experienced priest if not for Heba's influence. She is to reestablish the church in Kelmarane and ensure the Sarenite faith regains its former influence in the region. Soraya is also tasked with gathering any information she can find concerning the Cult of the Dawnflower in Katapesh's western regions. The Temple at Gurat has long been opposed to the Cult of the Dawnflower in the schism growing within the Church, and the Cult has long been a successful and powerful in Garund. Up to date knowledge of the Cult's dealings would assist in countering its influence. Success in this mission would do much to bring Soraya to the Church hierarchy's attention and establish a promising career path for her.
Appearance and Personality:
Height: 5'6" | Weight: 120 | Hair: Jet Black | Eyes Amber Brown With her Azata ancestry, Soraya stretches the normal human understanding of the word beautiful. She has a dancer's figure with light caramel skin, the blackest hair, and luminous brown eyes. Her appearance has rarely ever been a source of attention for her though. Within the Church her ancestry has always been regarded as proof of her future great deeds and leadership. Soraya accepts this view, but is apprehensive about failing to match her mother's accomplishments. Soraya has benefitted from complete access to the Church's educational system and is much more knowledgeable and polished than the typical priest. On the other hand her more cloistered upbringing means she could hardly be described as worldly or streetwise. Despite the pressures of her heritage, Soraya is true to her Azata blood, taking things as they come lightheartedly as she can. She is spirited and determined to see some excitement before advancing in the Church hierarchy and taking on weightier responsibilities. Even more than she worries about not living up to her mother's reputation, she is eagerly anticipating the adventure of traveling to Katapesh. It will be her first long distance journey beyond Gurat.
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