Fort +4, Ref +1 Will +5
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OFFENSE
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Speed 40'
Melee +2
Ranged +2
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STATISTICS
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Str 15, Dex 12, Con 14, Int 12, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 13
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TRAITS:
Star Struck:
Growing up in Kintargo, it’s hard not to become obsessed with one of the city’s celebrities. There are so many to choose from, and they’re all so glamorous, rich, and successful! Wouldn’t it be amazing to, perhaps some day, meet one of them? Or even better, to be a Kintargan celebrity yourself? Your interest in one of Kintargo’s celebrities could be completely benign, with the NPC acting as a muse, inspiration, or role model for you that you used to guide many life choices leading you to this day. Or perhaps your interest is more akin to an obsession, in which you hope to some day live a life like that you imagine your idol lives, or perhaps even to some day meet and become friends (or perhaps more than friends) with your idol. Keep in mind, though, that sometimes a celebrity’s public persona and real personality are two very different things, and if some day you were to meet your idol, you might be surprised at the truth! That said, the fact that, by all accounts, your idol has been missing since House Thrune instituted martial law has you worried; you hope he or she is all right! The fact that all five of the local legends listed below have been rumored to have ties to the Silver Ravens further concerns you, considering how that group seems to have been particularly targeted by Barzillai Thrune’s agents over the past week. The fate of all five of these Kintargan icons will be revealed at some point during the Hell’s Rebels Adventure Path, but keep in mind that some of those fates might not be pleasant discoveries for you!
You gain a +1 trait bonus on Knowledge (local) checks. Pick one of the following celebrities with which to be obsessed. Each celebrity is associated with a particular ability score. Once per day, you can draw on your inspiration from your icon when you are about to attempt a skill check modified by that ability score. When you do so, roll the check twice and take the better of the two results as your actual result.
Strea Vestori (female tiefling; Dexterity): Strea is often regarded as the face of the slums known as the Devil’s Nursery. As Kintargo’s most outspoken and public tiefling citizen and leader of the Cloven Hoof Society, she has nearly as many admirers as she has political enemies in Cheliax.
Affable:
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
Empathic Diplomat:
You have long followed the path of common sense and empathic insight when using diplomacy. You modify your Diplomacy checks using your Wisdom modifier, not your Charisma modifier.
Entomophobe (Drawback):
A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.
FEATS:
Cunning:
You are particularly devious, and can master more skills than others in the same amount of time.
Benefit(s): You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.
Deific Obedience:
Your reverence for a deity is so great that daily prayer and minor sacrifices grant you special boons.
Prerequisites: Knowledge (religion) 3 ranks, must worship a deity.
Benefit: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
Obedience: Spend an hour in a secluded location while crafting a work of art. If your hour of work begins at, ends at, or includes the stroke of midnight, then the subject of your art is up to you. Otherwise, your art must include the concept of midnight in some way. When you aren’t adjacent to an ally, gain a +1 morale bonus to your AC and on all saving throws.
Acrobatics* +1 = DEX+1+0+0
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Appraise +1 = INT+1+0+0
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Bluff +0 = CHA+0+0+0
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Climb* +2 = STR+2+0+0
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Craft (Draw / Sketch) +5 = INT+1+1+3 (+1 Background)
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Diplomacy +9 = CHA+3+1+3+2 (Wis replaces Cha - Trait) (+2 Race)
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Disable Device +1 = DEX+1+0+0
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Disguise +0 = CHA+0+0+0
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Escape Artist +1 = DEX=1+0+0
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Fly +1 = DEX+1+0+0
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Handle Animals +0 = CHA+0+0+0
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Heal +3 = WIS 3+0+0
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Intimidate +0 = CHA 0+0+0
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K (Arcana)† +1 = INT 1+0+0
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K (Dungeoneering)† +1 = INT 1+0+0
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +1 = INT 1+0+0
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K (History)† +5 = INT 1+1+3 (+1 Background)
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K (Local)† +6 = INT 1+1+3+1 (+1 Trait)
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K (Nature)† +1 = INT 1+0+0
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +5 = INT 1+1+3
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K (Religion)† +5 = INT 1+1+3
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Linguistics† +5 = INT 1+0+0
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Perception +3 = WIS 3+0+0
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Perform +0 = CHA 0+0+0
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Profession† +3 = WIS 3+0+0
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Ride +1 = DEX 1+0+0
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Sense Motive +5 = WIS 3+0+0+2 (+2 Race)
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Sleight of Hand*† +1 = DEX 1+0+0
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Spellcraft† +1 = INT 1+0+0
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Stealth* +1 = DEX 1+0+0
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Survival +3 = WIS 3+0+0
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Swim* +2 = STR 2+0+0
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UMD +0 = CHA 0+0+0
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*ACP applies to these skills
Non-Standard Skill Bonuses
Snake Hater Trait +2 Dungeoneering and In Class
Languages Taldane, Varisian
Special Abilities:
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SPECIAL ABILITIES
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TIEFLING (HELLSPAWN):
Darkvision:
Tieflings see in the dark for up to 60 feet.
Fiendish Resistance:
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Alternate Skill Modifiers:
+2 Diplomacy, Sense Motive
Alternate Spell-Like Ability:
Hellspawn gain pyrotechnics as a spell-like ability.
Prehensile Tail:
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
CLERIC (DIVINE PARAGON):
Aura (Ex):
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Divine Brand (Ex):
At 1st level, a mark appears somewhere on the divine paragon’s body. The mark’s location varies by individual and faith, but takes the form of the deity’s holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. The divine paragon’s aura is even more powerful than a typical cleric’s as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good.
This ability alters aura.
Spells:
A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (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. 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 one 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 one 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 who worships 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 casts 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 channeled 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.
Devoted Domain:
A divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity’s alignment. She gains Deific Obedience as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Diverse Obedience feat).
When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain’s granted powers and domain spells normally. For her other domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity. At 5th level, she gains access to the first boon granted by her deity. At 11th level, she gains access to the second boon. At 14th level, she gains access to the third boon.
In order to retain access to her domain spells, the domain powers of her devoted domain, and the boons granted by Deific Obedience, the divine paragon must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels).
This ability alters domains.
Devoted Domain (Travel):
Granted Powers:
You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Agile Feet (Su):
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
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GEAR/POSSESSIONS
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Battle Aspergillum (Alch Silver)
Dagger (Cold Iron)
Dagger
Chain Shirt
Buckler
Iron Holy Symbol
Wooden Holy Symbol
Backpack
Belt Pouch
Chalk (x2)
Whetstone
Soap
Mirror
Grooming Kit
String (50')
Flint & Steel
Candle (x2)
Journal
Vial of Ink
Pen
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Consumables
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Caltrops
Alchemist Fire (2)
Acid Flask (2)
Alchemists Kindness x2
Carrying Capacity Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried
Money 13 GP 9 SP 5 CP
Background:
The earliest portion of Tambry’s life is a mystery. Her exact place of origin and her parents are unknown. Presumably she was born in Kintargo and her parents were citizens of the city. But this because she was found in a wicker basket sitting against a building on a heavily trafficked street in Kintargo’s Devil’s Nursery neighborhood. She was already a few weeks old so her birth in the city is only the most likely guess.
Tambry was well placed, and found quickly. But naming a particular adoptive parent would be a misplaced thing to do. In The Devil’s Nursery, things can change quickly. As they changed, so did Tambry’s residence. Destitution, illness, death, all kinds of misfortune would put Tambry back in the street, but there was always a new place where there was room at the table found for her.
Moving about as she did, Tambry didn’t tend to form close relationships often. Instead she turned to books. It was sad when she had to leave people behind, but if her new home had some books there was something good to look forward to. Tambry proved to be unusually bright, and could retain information she learned through reading or observation easily. Over time her independent reading contributed as much to her education as formal instruction, which was sometimes spotty or absent depending on the circumstances of the moment.
Although her various caretakers were well intentioned or at least not malicious, Tambry started working at a very young age. Any income she could bring in helped the families that cared for her bear the extra burden. She took any jobs that came along. She also worked in Bleakbridge market stalls selling pumpkins or soap, or whatever somebody needed sold. With age her luck finding caretakers declined and she found herself on the streets for longer stretches between places to stay. Tambry took on rougher jobs for a bit more pay to get by. She worked as a bouncer and did construction. She sometimes fenced stolen goods for the real losers who had nobody else they could go to. Looking back now, Tambry would describe this earlier part of her life as one of mental slavery and failure. She would do or be whatever it took to make some money. Her thinking was limited, never leaving the confines of Kintargo’s established order.
Tambry came to know of Nocticula through a friend of hers named Zana, a sailor who crews ships traveling back and forth between Kintargo and Varisia. While she had never thought much about religion before, what she heard about Nocticula the Redeemer Queen’s new religion was very appealing. Nocticula’s message was not one of sentimental communitarianism or brutal dominance. It did not proscribe what one should be. If condensed to its simple essence, Nocticula represents one’s own ability to determine one’s fate, regardless of what external forces have taught one about one’s proper place and role.
It was a simple message to understand, but a radically new set of concepts for someone living in Cheliax, especially in the Devil’s Nursery. Tambry was enthusiastic, but there was a lot to digest. There were no texts, and only a few stories and cheap pamphlets from Varisia with which to form understandings of what Nocticula the Redeemer Queen could mean. There were also very few other individuals with whom to discuss the nascent religion so, aside for those few connections, Tambry withdrew into herself for a while, and took up art as a means of self-discovery.
When Tambry emerged again after several months, she had become the first and only priestess of Nocticula the Redeemer Queen in Kintargo, or at least the only one she is aware of. But, Tambry did not have a church, and she still does not have one. Nocticula’s faith is not one that lends itself well to structure, or even the coming together of worshippers. Individual worshippers are just that, individuals with their own visions and pursuits. Tambry serves more as a central hub in a small but growing network of the faithful. She has a rundown second-story flat that does have some extra space, a large pot over the fire that always has vegetable soup or broth kept warm, and a door that’s always open to those who need advice, encouragement, and/or a meal and a place to sleep for the night.
Now, Tambry works at a stand selling vegetables and does some piecework spinning yarn and thread at home in the evenings. It’s a precarious living, but it gives Tambry the spare time to meet with the curious and new converts, keep in touch with fellow believers, and run her mini-charity. Besides, she can get a lot of mileage out of using Purify Food and Drink on spoiled inventory she hauls home from the vegetable stand.
One thing Tambry doesn’t have time for anymore is The Cloven Hoof Society. Before discovering Nocticula, she was loosely associated with the organization. When she was younger and in need, Tambry had received aid from The Cloven Hoof Society and so later she helped out there occasionally. Now, Tambry’s ministry provides parallel services on a smaller scale. Also her views have drifted away from those of Strea Vestori, the Society’s leader. Tambry sees little value in The Cloven Hoof Society’s political advocacy on behalf of Tieflings. Tambry takes a harder line, believing such campaigns for increased rights are little more than begging for respectability and doled out crumbs of recognition. Tambry will never ask abusers for a partial non-apology and pat one the head. Indeed, she has seen in prophetic dreams what is coming. In the future there will be a place on Golarion itself where Tammy’s kind, along with other outcasts and the marginalized will be welcomed. This new nation will be for them, no waiting for the eventual comfort of the afterlife.
Tambry still respects both Strea and The Cloven Hoof Society, even if their goals no longer align completely with hers. In fact Tambry is very distressed by Strea’s disappearance during or in the wake of the Night of Ashes. Tambry expects Strea is dead, assassinated or taken and murdered. But, her body is missing, which seems strange if the Night of Ashes was meant to spread fear and cow Kintargo’s population. It’s possible Strea went into hiding instead. Tambry will be going to the Aria Park Protest because Strea might show up there. If not, maybe she can at least find out something more about what happened to Strea.
Appearance and Personality:
Height: 5'7 Weight: 145 Hair: Dark Brown
Eyes: Dark Brown
Tambry is fairly average in height and build, neither particularly slender nor bulky. She is stronger than her appearance would suggest. Perhaps this is the result of her heritage. She has wavy dark brown hair that she usually keeps cut short to her shoulders. Her skin tone is close to that of a typical human's in Kintargo, but a bit redder. Tambry’s eyes are very dark brown so her pupils are not easily discernible. Her ears are pointed, much like those of a half-elf. Her goat-like horns are bilaterally symmetrical and dark gray. She has a tail that appears to be barbed at the end, but the end is fleshy rather than hard. Tambry also bears Nocticula's mark, the Redeemer Queen's holy symbol, on her sternum between her neck and breasts. Any clothing she wears has a high neckline to cover it due to the danger it places her in given the laws of Cheliax.
Tambry rarely wears dresses, favoring inexpensive shirts, trousers and boots. She tends to wear hooded cloaks or long coats to keep her horns and tail less notable if she's in a place where they would be a problem. Tambry favors darker colors; black, gray, and brown, with splashes of red or yellow for color. She favors silver jewelry, but has only a few inexpensive items.
Personality
Tambry is by nature an introvert, soft spoken and laconic. This doesn’t mean she’s shy or lacks confidence. She’s just not given to small talk or chatter. She also likes to be able to size other people up before engaging with them very much. This is partially because one must be careful in Redroof and the Devil’s Nursery, partially because she must be careful because she is an adherent of an illegal religion, and partially because most of her past close personal relationships haven’t lasted for long due to various reasons. She was quite young when she learned not to get too attached to foster parents. She was shifted from home to home too much to get deeply invested.
Tambry is rather pragmatic about most things. She’s lived a precarious life in which she has learned to weigh risks before acting or speaking. Mistakes or failed plans are difficult to recover from if one must risk all or most of one’s resources on them. She doesn’t gamble, a night of losses means not being able to pay the rent or not eating. She’s fairly sober, one must take care walking home at night since predators can lurk in alleys and side streets.
Although she may not have a lot of deep personal connections to others, Tambry does know many people in her section of the city, and many people know her. Hers is a shallower but much wider network of relationships. Despite her general caution, she is a likable and pleasant person who’s reputation isn’t marked by deceit or underhandedness.
Tambry can be stiff-necked when it comes to her beliefs and opinions. When she does commit to something, she sticks by her decision and can be hard to sway. This is another reason why she tends to pick her moments to open up to others with care. Tambry knows she can get surly and abrasive when disagreements arise, so it needs to matter if she enters a debate. If she absolutely can’t keep her mouth shut about something, Tambry is more likely to use humor to comment. She can be clever with her humor, though it is of the pitch-black and absurdist kind.
Despite all the problems that plague Redroof and the Devil’s Nursery, Tambry loves her neighborhood and (mostly) the people in it. She lived there all her life, with visits to even other parts of Kintargo being relatively rare. While she is cynical and pessimistic about Strea Vestori’s attempts to change the political, legal, and social systems in Kintargo for the betterment of Tieflings and others who live in her part of town, Tambry will not speak ill of them. She sees no harm coming from failing, which is almost inevitable to her mind, and who knows? Maybe Strea can pull off the extraordinary.
It may seem odd that Tambry is Nocticula the Redeemer Queen’s priestess in Kintargo. She runs against the stereotype of the misfit weirdo artists who live mostly in their own heads, are constantly changeable and unpredictable, self-involved and having a hard time living on the world around them. There is something to the stereotype after all. It fits to some extent the majority of Nocticula’s worshippers, many of whom Tambry herself converted. But nevertheless, Tambry was chosen and the message was unmistakable. One night as Tambry was finishing a pen and ink drawing, she added Nocticula’s holy symbol, the moon with those almost smiling, certainly smirking lips, draped in long black hair and adorned with a crown of seven points. As she drew it, Tambry could feel the sting of each pen stroke on her chest. Afterward, when she looked in the mirror to see what might be wrong with her, she found the holy symbol tattooed on her chest, perfectly rendered between her neck and breasts. Tambry had asked repeatedly, verbally in prayer and through her deeds, for the station; it wasn’t thrust upon her. Perhaps Nocticula’s delay in answering was her waiting for the right time to do so with flair.
If Tambry is less changeable and possesses the focus to make a decision one day then follow through on it the next, it does not lessen the perfection of her match to Nocticula’s faith. Tambry is bottling up a lot of emotion and anger inside. Art is her release, the place where she puts it all. In fact, it may make her more perfect in the role Nocticula has given her. Tambry isn’t so self-involved that she doesn’t notice the world around her. To the extent there is anything like a “church” or “congregation” in Kintargo, she is the one among them that can best be the connective tissue that holds them together.