About Suryani Chaitanya
Combat Gear potion of cure light wounds, scroll of bear's endurance, scroll of cause fear, scroll or remove disease, scroll of resist energy, wand of spiritual weapon, holy water (2), Terendelev's scales (Sacred Weaponry)
Wealth 43 gp, 2 sp
Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no profit). Holy water is made using the bless water spell.
Terendelev's scales (Sacred weaponry) Wondrous Item
Aura (Ex) Suryani has an aura corresponding to her deity's alignment.
Carefully Hidden Modern Taldor is not kind to Keleshites. Suryani's life as a member of an unpopular ethnic group has given her an uncanny knack for avoiding detection. She gains a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Cleric Channel Positive Energy 1d6 (5/day) (DC 14) (Su) Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol (see Channel Energy). 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.
Selective Channeling When Suryani channels energy, she can choose a number of targets in the area up to her Charisma modifier. These targets are not affected by her channeled energy.
Spontaneous Casting Suryani can convert stored spells into Cure or Inflict spells.
Touched by Divinity (Light domain)(1/day) As long as you can remember, you've had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You've always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you—most often in the form of a sacred animal or creature. Your faith is strong, even if you don't happen to be a divine spellcaster—if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain's 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Associated Mythic Path: Hierophant. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you're associated with—it should be the same deity shared by all of you. You might even share the same dreams.
Touch of Glory (6/day) (Sp) Suryani can cause her hand to shimmer with divine radiance, allowing her to touch a creature as a standard action and give it a bonus equal to her 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. She can use this ability to grant the bonus a number of times per day equal to 3 + her Wisdom modifier.
Touch of Good (6/day) (Sp) Suryani 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 her cleric level (minimum 1) for 1 round. She can use this ability a number of times per day equal to 3 + her Wisdom modifier.
Growing up in Taldor has never been an easy prospect for Suryani. Where her older brother Timeon inherited their father's Taldan looks, Suryani clearly takes more after their mother, with her thick black hair and olive skin.
Suryani's mother, once the daughter of a Kelish horselord, fled her homeland and moved to Taldor soon after falling in love with a Taldan soldier. After getting married, they've led a relatively simple life, with Timeon enrolling in military academy on insistence of his father, whereas Suryani stayed home and took up more mundane pursuits.
Suryani however, has felt an irresistible attraction to the goddess Sarenrae all her life, unlike her mother, who only pays lip-service to the traditional goddess of her people. She's even gone so far as to join an underground cult of Sarenites that goes by the name of the Dawnflower Blossoms, since the worship of Sarenrae is actually outlawed in Taldor. This connection she has to Sarenrae is a bit of a mystery to Suryani, but she draws strength from it during hardship. She is curious to learn more about it however, and especially about the recurring dream she's been having all her life.
So it was that when her brother expressed his intention to travel to the Worldwound to pledge his service to the crusaders stationed there, Suryani found himself accompanying him for the journey. But unlike what Timeon believes—that she's just escorting him there—Suryani was actually asked by her parents to accompany him in the hopes of convincing him to abandon this latest foolish notion of his. Because while Timeon has always been an adequate warrior, the truth of the matter is that he overestimates his prowess, while Suryani, in turn, has yet to discover the true strength of her faith.
People that do not know her might call her shy or timid, but Suryani is used to fading into the background and not drawing notice to herself, usually deferring to her brother. When she does speak, she is soft-spoken and courteous. As of yet, she's unsure what to do with her life, but she certainly does not feel like any sort of hero.
Note found on Hosilla:
You will remain, for the time being, in Kenabres, but know this: the city’s days are numbered. Seek a place of safety—the underground den of your mongrel lackeys should suffice to keep you safe from the devastation to come. I shall assume command of Drezen shortly, and once Vorlesh has finished with the wardstone and Kenabres is no longer of interest to us, you are to return to my side. Excellent news regarding the salvage of Yaniel’s sword from the museum as well—bring it with you, for I believe this weapon could be quite useful once we corrupt it. Before you leave for Drezen, stop by the three safe houses (Nyserian Manor, Topaz Solutions, and the Tower of Estrod—the passphrase remains “I’ve new material for the archives,” for now) to
ensure no evidence remains behind.
May Lord Deskari and Lord Baphomet watch over you!