About Turanerra KalidoksisTuranerra Kalidoksis:
BOOKKEEPING:
Alternate Racial Trait: Focused Study Archetype: Arcane Healer Favored Class: Bard (1xHP, 6xSpells Known) Feats: Dazzling Display (Lvl 5), Eldritch Heritage (Impossible) (Lvl 7), False Focus,(Lvl 1), Leadership (Campaign), Skill Focus(Kn:Engineering) (Human Bonus), Weapon Focus (Iron Brush) (Lvl 3) Skills Purchased: 7 Ranks each in Appraise, Craft (Painting), Diplomacy, Knowledge (Religion), Perform (Oratory), 3 Ranks each in Acrobatics, Bluff, Heal, Intimidate, Perception, Sense Motive, Sleight of Hand, Stealth, 1 Rank each in Climb, Knowledge (Engineering), Knowledge(Local), Spellcraft Traits: Success from the Failed (Campaign), Heirloom Weapon (Iron Brush) (Equipment) COMBAT INFO:
DEFENSE AC:18 Touch 11, Flat-footed 17 (+5 Armor, +1 Dex, +2 Shield)
OFFENSE BAB +5; CMB +5
Melee Weapons:
SKILLS:
Acrobatics: +7 Appraise: +17 Bluff: +10 Climb: +4 Craft (Painting) +12 Diplomacy: +14 Disguise: +4 Escape Artist: +1 Heal: +4 Intimidate: +10 Knowledge (Arcana): +5 Knowledge (Dungeoneer): +5 Knowledge (Engineering): +12 Knowledge (Geography): +5 Knowledge (History): +5 Knowledge (Local): +9 Knowledge (Nature): +5 Knowledge (Nobility): +5 Knowledge (Planes): +5 Knowledge (Religion): +15 Perception: +7 Perform(Oratory): +14 Sense Motive: +7 Sleight of Hand: +7 (+2 w/Iron Brush) Spellcraft: +6 Stealth : +7 Survival: +1 ARCANE HEALER ABILITIES:
Channel Energy (Su): At 2nd level, an arcane healer gains the ability to channel positive energy as a cleric of one level lower than his level. If a creature within the channeled energy’s area of effect would be allowed a save against its effects, the DC is equal to 10 + 1/2 the arcane healer’s level + the arcane healer’s Charisma modif ier. An arcane healer can use this ability once per day at 2nd level, gaining an additional use per day every four levels thereafter (6th, 10th, 14th, and 18th), to a maximum of 5 times per day at 18th level. This ability replaces versatile performance. Inspiring Healing (Sp): At 5th level, an arcane healer gains the ability to expend rounds of his bardic performance to provide extra healing to his allies. By expending 2 rounds of bardic performance, an arcane healer can cast cure light wounds as a spell-like ability. At 11th level, the arcane healer can expend 2 rounds of bardic performance to cast cure moderate wounds as a spell-like ability. At 17th level, he may instead expend 2 rounds of bardic performance to cast cure serious wounds as a spell-like ability. No single target may be affected by an arcane healer’s inspiring healing ability more than once in a 24-hour period. This ability replaces loremaster.
HUMAN ABILITIES:
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. BARD ABILITIES:
Weapon and Armor Proficiencies: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. 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. Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time. At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components. 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 noninstantaneous 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 skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous 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 skill 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 this ability from working. For every three levels the 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 all 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. Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components. Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components. Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. TRAITS, DRAWBACKS & FEATS:
Dazzling Display: Prerequisites: Weapon Focus, proficiency with the selected weapon. Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display. Eldritch Heritage (Impossible): Prerequisites: Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd. Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities. Impossible Bloodline:
False Focus: Prerequisites: Knowledge (religion) 1 rank, ability to cast arcane spells. Benefit: By using a divine focus as part of casting, you can cast any spell with a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component. For example, if you use a silver holy symbol worth 25 gp, you do not have to provide material components for an arcane spell if its components are worth 25 gp or less. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than the value of the divine focus, you must have the material component on hand to cast the spell, as normal. Normal: A divine focus has no effect when used as a component in arcane spells. Heirloom Weapon: You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, or a +2 trait bonus on one kind of combat maneuver when using that specific weapon. Proficiency with Iron Brush. Leadership:
Benefit: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table: Leadership for what level of cohort and how many followers you can recruit. Leadership Score: Your base Leadership score equals your level plus your Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but you must still be 7th level or higher in order to gain the Leadership feat. Outside factors can affect your Leadership score, as detailed above. Cohort Level: You can attract a cohort of up to this level. Regardless of your Leadership score, you can only recruit a cohort who is two or more levels lower than yourself. The cohort should be equipped with gear appropriate for its level (see Creating NPCs). A cohort can be of any race or class. The cohort's alignment may not be opposed to your alignment on either the law/chaos or good/evil axis, and you take a –1 penalty to your Leadership score if you recruit a cohort of an alignment different from your own. A cohort does not count as a party member when determining the party's XP. Instead, divide the cohort's level by your level. Multiply this result by the total XP awarded to you, then add that number of experience points to the cohort's total. If a cohort gains enough XP to bring it to a level one lower than your level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed to attain the next level. Number of Followers by Level: You can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they're generally low-level NPCs. Because they're usually 5 or more levels behind you, they're rarely effective in combat. Followers don't earn experience and thus don't gain levels. When you gain a new level, consult Table: Leadership to determine if you acquire more followers, some of whom may be higher level than the existing followers. Don't consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own. Leadership Score: Cohort 11 (5th Level) Followers 13 (10 1st, 1 2nd) Skill Focus(Knowledge(Engineering): Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill. Success from the Failed: Weapon Focus(Iron Brush):
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. MAGIC:
Spells Known: Level 0:
Level 1:
Level 2:
Level 3:
EQUIPMENT:
Marvelous Pigments (4,000gp) +1 Calming Mithral Chain Shirt (5,100gp) +1 Clangorous Buckler (4,155gp) +1 Iron Brush (2,332gp) Ring of the Sublime (2,000gp) Amulet of Souk (4,000gp) Wand of Cure Light Wounds (750gp) Assorted Scrolls, Potions, Alchemical and Mundane Goods: 1,163gp Turanerra - background:
Opparan Street Life Turanerra was not a natural painter. Painting is about the moment -- one crystalline instant torn out of time's flow, implying an origin and fate, but depicting neither. But Turanerra craved the movement and the blur. She arrived in Oparra as an eager young storyteller, the rhythm of her voice spinning tales and fates that picked up speed every day until mornings were flayleaf and zerk and evenings were shiver and pesh and every hour in between was full of strange friends or friendly strangers. A sadly ordinary tale for such a promising storyteller. Dawnfoot at Sunset Which is why Maricelli taught her to paint. Turanerra hadn't wanted to leave Oppara but no one would buy the ticket to Absalom her sister had sent her and she owed the streets more than she could afford to pay. In Absalom, Maricelli locked her in a room with a window and canvas, and no matter how many times Turanerra smeared paint and other fluids on the walls Marinelli would just say "Paint what you see, and the door will open." By the time Turanerra could slow the world down long enough to capture it in brushstrokes, she wanted no more than that. Everything's for Sale at the God's Market Both sisters painted, but Maricelli's paintings were the ones that made the sun shine brighter on her canvas. So Turanerra took over the practical side of life -- soon they had students and a gallery and, Shelyn help them, a salon. Maricelli married a softspoken mason who couldn't tell chartreuse from cyan but who could tell Maricelli she was the moon in his sky. And they were busy and they were focused and they were enterprising and they were vivid and they were happy. And then one day Maricelli walked into the Starstone Cathedral. Test of the Starstone They call her one of the Failed -- but how could they know? How could a woman so talented, so vibrant, so vital simply be gone? And as Turanerra looks more closely at her sister's life, at her work, and at the ways she enhanced everyone around her, she becomes more and more convinced that they were filled with miracles. Miracles -- from oracular paintings to healing and other powers Turanerra has been manifesting since declaring her sister's divinity. After having spent so long in Maricelli's shadow, Turanerra now understands what she was been called to do -- to spread the word of Golarion's newest goddess, Maricelli, the Watercolor Woman. Kvallen - crunch:
Kvallen Marnev CG Medium Humanoid (Human) Init: x; Perception: x Languages: Common, Irreseni, Sylvan Str: 16 Dex: 14 Con: 14 Int: 12 Wis: 10 Cha: 10 BOOKKEEPING:
EQUIPMENT
Kvallen - backstory:
Kvallen was raised in Chillblight -- metropolis of the dark, cold fey. And he doesn't talk about it. Ever. There are scars on his body from frostbite and from small, thin knives, and he doesn't talk about those either. Or where he learned to operate siege weapons, or how he got to Absalom. He does talk about stone, and building structures that will stand for decades. And every exasperating thing his wife Maricelli ever did, and how she was the best person he had ever met. And that he knows that every time the sun sets, she is personally putting the orange in the sky. He restored the building that currently houses the gallery, and oversees its maintenance and expansion, as well as its physical security.
Seascapes & Sunsets by Maricelli - organization:
Before Maricelli's ascension, this gallery had large display space, space for classes, and sleeping quarters for the principals. Since then the gallery space has had an altar installed, and all of Maricelli's unsold major paintings have been hung around it, functioning as a reliquary and small area for weekly worship. Of the art for sale, most of it is paintings, and most of that is watercolors, but there are select pieces of sculpture, drawings, or even jewelry there as well. (Often times by artists who work in more than one medium, that have paintings hung as well.) The organization is now headed by Turanerra, who manages the gallery and serves as Maricelli's High Priestess. Maricelli's "widowed" husband provides for maintenance, expansion, and security. There are 3 Artists who teach classes there, and who have regular showing of their work. Among their students are 5 who could be classified as true believers, and who provide unskilled labor as part of their tuition payments. Those eight are all "Followers" There are 3 other followers who do not actually work at S&SbM. One is a believer who is a muscian and one is the long-term romantic partner of one of the students. The third is the only 2nd level follower. Zirnan is a Priest of Shelyn (and painter) who had been one of Maricelli's instructors. He believes that Maricelli is now one of Shelyn's divine servitors, and has spent the last nine months "on loan" from one of the local Temples of Shelyn. He occasionally works as a teacher at S&SbM, but spends most of his time researching and writing on Maricelli's life -- he is investigating and documenting any "miracles" that she may have performed (or may now be enabling) in order to make a scholarly case for her divinity. Four of Turanerra's other followers are also be in the camp of "Maricelli is a servitor of Shelyn, not a full-fledged deity." This is not currently a schism, but could become one someday. Seascapes & Sunsets by Maricelli - capital spend:
Altar 6cp Common Room 15cp Bedroom 15cp Classroom 12cp Lavatory 6cp Reliquary 9cp Sewer Access 5cp Storefront 9cp Remaining Capital = 3 Magic |