Ilarris Zeleshi

Soraya Hezami's page

73 posts. Alias of rdknight.


Full Name

Soraya Hezami

Race

Aasimar Dawnflower Dervish 1 / Cleric 2| HP: 28/28 | AC: 17 (T: 13, F: 14) | CMB: 2, CMD: 16 | F: +4, R: +5, W: +6 | Init: +3 | Perc: +8, SM: +7 | Speed 30'| Performance 9/9

Size

Medium

Age

20 (Birthday: 20 Sarenith)

Alignment

NG

Deity

Sarenrae

Languages

Kelish, Taldane, Celestial

Occupation

Servant of the Dawnflower

Homepage URL

Soraya in Formal Dress

Strength 12
Dexterity 16
Constitution 13
Intelligence 13
Wisdom 17
Charisma 15

About Soraya Hezami

Statistics:
Female Aasimar Bard (Dawnflower Dervish) 1 / Cleric 2
NG Medium Outsider (Native)

Init +3; Senses Perception +6
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 dex)

HP 28

Fort +4, Ref +5, Will +6
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OFFENSE
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Speed 30 ft.

Melee +2 (+5 Scimitar)

Ranged +5
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STATISTICS
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Str 12, Dex 16, Con 13, Int 13, Wis 17, Cha 15

Base Atk +2; CMB +3; CMD 16
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Traits

Blade of Mercy (Campaign):
Requirement(s) Sarenrae
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

Magical Knack (Magic)
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Maestro of the Society (Social):
You may use your bardic performance an additional 3 rounds per day. Not amazing, but it’s pretty solid especially at lower levels when you don’t have all that many rounds per day.

Extremely Fashionable (Equipment):
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. One of these skills (your choice) is a class skill for you. This is fantastic. One of the absolute best traits for a face to take, especially if you’re missing one of the big three in class (like a sorcerer). Just prestidigitation away the mess of the road and wear some nice clothes, that’s not very hard for what’s effectively a +6 across the skills.

Oppessive Expectations:
You were raised with the belief that your family was special, and that those of your status always succeed at whatever they do. Due to your concern about upholding the family name and your memories of the consequences for disappointing them (such as violence or unsettling disapproval), you are easily frustrated. When you fail at a skill check, you take a –2 penalty on checks with that skill until you succeed or until you fail at a different skill check, whichever comes first.

Feats

Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Dervish Dance
Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

Selective Channeling:
You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

Skills
(9 points; 14 class, 3 INT, 6 Background))
ACP -0

Acrobatics* +7 = DEX 3+1+3
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Appraise +1 = INT 1+0+0
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Bluff +3= CHA 2+0+0+1 (+1 Trait)
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Climb* +1 = STR +1=0+0
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Craft (Calligraphy) +5 = INT 1+1+3 (+1 Background)
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Diplomacy +10 = CHA 2+2+3+2+1 (+2 Aasimar) (+1 Trait)
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Disable Device*† +3 = DEX 3+0+0
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Disguise +2 = CHA 2+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +2 = DEX 2+0+0
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Handle Animal† +2 = CHA 2+0+0
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Heal +8 = WIS 3+2+3
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Intimidate +7 = CHA 2+1+3+1 (+1 Trait)
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K (Arcana)† +6 = INT 1+1+3+1
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K (Dungeoneering)† +2 = INT 1+0+0+1
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K (Engineering)† +2 = INT 1+0+0+1
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K (Geography)† +6 = INT 1+1+3+1 (+1 Background)
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K (History)† +7 = INT 1+2+3 (+2 Background)
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K (Local)† +6 = INT 1+1+3+1
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K (Nature)† +2 = INT 1+0+0+1
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K (Nobility)† +2 = INT 1+0+0+1
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K (Planes)† +6 = INT 1+1+3+1
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K (Religion)† +8= INT 1+3+3+1 (+1 Trait)
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Linguistics† +1 = INT 1+0+0
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Perception +8 = WIS 3+2+3
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Perform (Dance) +9 = CHA 2+2+3 (+2 Aasimar) (+2 Background)
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Perform (Oratory) +4 = CHA 2+0+0 (+2 Aasimar)
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Profession† +3 = WIS 3+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +7 = WIS 3+1+3
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +5 = INT 1+1+3
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Stealth* +7 = DEX 3+1+3
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Survival +3 = WIS 3+0+0
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Swim* +1 = STR +1+0+0
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Use Magic Device† +2 = CHA 2+0+0
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* Armor Check Penalty -2
† Trained Only
*ACP applies to these skills

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:

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SPECIAL ABILITIES
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Aasimar (Azata-Blooded)

+2 DEX, +2 CHA

Darkvision / Low Light Vision 60'

SLA: Glitterdust 1/day, caster level = class level

Celestial Resistance:
Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Bard (Dawnflower Dervish)

Bardic Performance: 9 rounds/day

Battle Dance
Dervishes of dawn are trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities.

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):
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su):
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Fascinate (Su):
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

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):
A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Cleric

Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.

Channel Energy (Su): 5/Day, 1d6, DC 13
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.

Skill Ranks per Level: 4 + Int modifier. This alters the cleric’s class skills.

Dedicated Summoner:
A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies.

Call Heralds (Su):
A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.

Divine Heralds (Su):
A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates).

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:
At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster on page 146 of the Pathfinder RPG Advanced Class Guide). At 8th level, she gains Superior Summoning (Pathfinder RPG Ultimate Magic 157) as a bonus feat.

Domain: Heroism

Granted Powers:
You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.

Touch of Glory (Sp): 6/Day
You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.

Spells: 1st-Shield of Faith

Spells:

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Spells
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Cleric

0th (at will): 0 | DC: 12

1st: 2+1 (domain) | DC: 13

2nd:

Bard

0th (at will) | DC: 12

Read Magic
Mend
Prestidigitation
Ghost Sound

1st (2/day) | DC: 13

Expeditious Retreat
Heightened Awareness

Gear/Possessions:

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GEAR/POSSESSIONS
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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:
Acid Flask
Alchemists Fire
Holy Water
Salt Tablets x10

"Stored":
Bedroll
Iron Pot
Rations (4 Days)
Torches (5)
Candles (5)
Courtier's Outfit

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

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.