Full Name |
Udaysah di Anunit |
Race |
Human |
Classes/Levels |
Cleric (Separatist) 1 |
Gender |
Female |
Size |
Medium |
Age |
24 |
Alignment |
Neutral |
Deity |
Lamashtu |
Languages |
Common (Taldane) |
Occupation |
Animal husbandry |
Strength |
14 |
Dexterity |
10 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
16 |
Charisma |
14 |
About Udaysah di Anunit
Udaysah di Anunit
Cleric 1
N Medium humanoid (human)
Init +0; Senses Perception +3
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Defense
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AC 15, touch 10, flat-footed 15 (+3 armor, +2 shield)
HP 11 (1d8, +2 Con, +1 favored class)
Fort +4 (+2 base, +2 Con), Ref +0 (+0 base), Will +6 (+2 base, +4 Wis)
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Offense
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Speed 30 ft.
Melee Morningstar +2 (1d8+2/x2; bludgeoning and piercing)
Melee Dagger +2 (1d4+2/19-20/x2; piercing or slashing)
Thrown Javelin +2 (1d6+2/x2; piercing)
Cleric Spells Prepared: (CL 1st; concentration +4)
• 1st (2/day + domain)—bless, cure light wounds, lesser confusion (d)
• 0 (at will)—detect magic, enhanced diplomacy, mending
(d) indicates a domain spell.
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Statistics
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Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +2; CMD 12
Languages: Common (Taldane)
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Feats
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Human bonus feat
Lamashtu's Mark: You are marked as one of Lamashtu’s favored minions.
Prerequisites: Con 13, Lamashtu as patron deity.
Benefit: Your abdomen bears several ugly scars, as if your belly had been torn open by a clawed hand. Lamashtu’s Mark identifies you as favored worshiper of the Mother of Monsters, and if it is visible, you gain a +2 bonus on Intimidate checks but a –2 penalty on Diplomacy checks.
Once per day as a free action, you may invoke Lamashtu’s name as you strike a nonevil foe with any melee attack. As you do, you cause the creature struck to become temporarily deformed in some hideous manner. Common deformities caused by this attack include cloven hooves, horns, forked tongues, vestigial limbs like wings and tails, organs inexplicably forming on the outside of the skin, additional (and useless) eyes, and skin that hardens into pus-weeping plates. The deformity reduces the target’s Charisma score by 1d4 points for 1 hour; the target can resist this effect by making a Fortitude save (DC 10 + your character level + your Charisma modifier). The physical deformity vanishes as soon as the Charisma penalty fades.
In addition, any offspring you sire or give birth to gain the fiendish template.
Level 1
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.
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Traits
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Voice of Monsters (Religion): Your faith leads you to see the power and wonder in even the most horrible abominations. Once per day, you can cast speak with animals. When you cast this spell, it can affect animals (as normal) as well as aberrations and magical beasts with an Intelligence of 2 or lower.
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Adventuring Skills
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Total skill ranks: 3/2 (2 cleric, +1 human; 2 background)
Heal +7 (1 rank, +3 Wis, +3 class skill)
Knowledge (religion) +4 (1 rank, +3 class skill)
Spellcraft +4 (1 rank, +3 class skill)
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Background Skills
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Handle Animal +3 (1 rank, +2 Cha)
Knowledge (geography) +1 (1 rank)
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Untrained Skills
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Acrobatics 0 [-3] (0 Dex)
Bluff +2 (+2 Cha)
Diplomacy 0 (+2 Cha, -2 feat)
Intimidate +4 (+2 Cha, +2 feat)
Perception +3 (+3 Wis)
Ride 0 [-3] (0 Dex)
Stealth 0 [-3] (0 Dex)
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Gear
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Starting wealth: 140 gp
Morningstar (8 gp, 6 lbs.)
Dagger (2 gp, 1 lb.)
Javelins, 6 (1 gp ea., 2 lbs. ea.)
Hide shirt (20 gp, 18 lbs.)
Heavy wooden shield (7 gp, 10 lbs.)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Boline (10 gp, 2 lbs.)
• Canteen (2 gp, 1 lb.)
• Surgeon's tools (20 gp, 5 lbs.)
• Trail rations, 5 days (2 gp 5 sp, 5 lbs.)
• 21 gp, 9 sp
]
Total weight carried: 72 lbs
Carrying capacity with masterwork backpack: 66/133/200
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Special Abilities
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Human
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Cleric 1
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.
Separatists do not gain proficiency in their deity’s favored weapon (though they are not prohibited from using it or learning its use).
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).
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.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Forbidden Rites: A separatist selects one domain from her deity’s domain list, and a second domain that is not on her deity’s domain list. This second domain cannot be an alignment domain that doesn’t match the cleric’s or her deity’s alignment. For example, a lawful good separatist cleric of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even though her deity isn’t lawful.
Granted powers from the cleric’s second domain function as if the cleric’s level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means the separatist doesn’t gain the domain’s higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, the separatist gains these as normal. In all other respects, this ability works like and replaces the standard cleric’s domain ability.
Domains selected:
Insanity (Madness subdomain)
You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Granted Powers
Insane Focus (Su): You can touch a willing creature as a standard action, granting it a +4 bonus on all saving throws made against mind-affecting effects and immunity to confusion. This bonus lasts for 1 minute. If the creature fails a saving throw against a mind-affecting effect during this period, it loses its immunity to confusion and is immediately confused for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—moonstruck, 5th—nightmare, 6th—phantasmal web, 7th—insanity, 8th—scintillating pattern, 9th—weird.
Love (Charm subdomain) - Separatist special domain
You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Granted Powers
Adoration (Su): As an immediate action, you can attempt to thwart a melee or ranged attack that targets you. This ability functions as sanctuary, but only against one individual attack. You must use the ability after the attack is declared but before the roll is made. The creature attacking you receives a Will save to negate this effect. If a creature has more than one attack, this ability only affects one of the attacks. You can use the ability a number of times per day equal to 3 + your Wisdom modifier. This is a mind-affecting effect.
Domain Spells: 1st—charm person, 2nd—enthrall, 3rd—euphoric suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—spell insanity, 8th—euphoric tranquility, 9th—dominate monster.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
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Backstory
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Description: Perhaps surprisingly for a deranged secret cultist, Udaysah looks rather normal at first glance. She has wild black hair and unsettling violet eyes, sharp features, and a tendency to flare her nostrils when meeting people for the first time. She is of average height, with strong hands and wiry arms and legs, large and slightly sagging breasts, and a soft belly covered in various scars. She gives an impression of not quite paying attention at any given time, always slightly distracted, until she pounces on something that grabs her interest and becomes a point of her focus. Her mannerisms and gait can switch in an instant from detached and mundane to coquettish and roguish. While working in the city, she usually dresses drably, in a single robe or dress tied with a sash, and a scarf over her unruly hair, and simple sandals on her feet.
Udaysah has a small stash of useful equipment, including a thick hide bustier, hardened leather greaves, and suede briefs. She carries a shield made of wood with a leather facing, and a heavy club spiked with errant nails in the fashion of a morningstar. She also owns several tools used for medicine (veterinary, midwifery, and surgical). On the road she bears a bulging, well-made backpack and wears heavy, hobnailed boots.
Hair: Black
Eyes: Violet
Height: 5' 6"
Weight: 142 lbs.
Background: Usaynah is of Qadiran stock, coming from a large, poor family. She knows little of the family: Their house burned to the ground in a fire that raged through the slums while she was a youngster. Her parents and most of her siblings were killed.
Usaynah did not have the means to support herself, and she took to living on the streets, huddling in alleyways and sneaking into stables to steal apples that had been set aside for the horses. More than once she burrowed into the hay and slept there, fleeing in the morning before the stablehands could roust her or stab her with a pitchfork.
By her teen years she was a well-known street rat in her neighborhood, on her way to becoming a beggar. After an altercation with an angry innkeeper who meant to do her serious harm, she fled the city to the rocky badlands. She wasn't sure how to survive, and staggered for days under the punishing sun, becoming sunburnt and delirious.
Stumbling into a canyon, she found a small stream at the bottom and slaked her thirst. She crawled under a rocky promontory to sleep in a shadow, where a scorpion stung her belly. She collapsed into a sleep of vivid nightmares, occasionally waking to see strange glyphs and pictures of bizarre monsters scrawled in blood on the stones around her. In and out of sleep she tumbled, wracked with pain and fever. Against all odds, her fever broke after a day and a half. Weak and trembling, she crawled to the stream for water. Then she broke off a reed and ate the bulb of the root for nourishment. One step at a time, she slowly regained her strength.
After her ordeal she sometimes had strange dreams. She dreamed of the monsters that she saw in her fever, but as fanciful, majestic creatures. She dreamed of a voice in the darkness calling to her and giving her inspiration. She discovered that she could speak to animals - becon them to her, or ask them questions. They usually had little to say, but this kind of direct communion gave her advantages both in the wild (for survival) and in urban places (for communicating with the creatures of the streets).
Returning to the city, she managed to secure employment as a stabler herself, caring for horses and war-hounds and other such animals. The hay-bales of the stables became her formal place of rest. She would talk to the animals, sometimes, learning which had cruel or kind masters, or discovering their hurts and their terrors and mending them. Her skills and her petty magic made her at least valuable, even if they were not able to turn copper into gold.
Udaysah has become an adult and she continues to work as a simple stablehand while covertly serving Lamashtu in her own way. She has amassed a few choice personal possessions to help in her work.
Personality Traits: Udaysah has a borderline personality: She did not learn to socialize well with people, and she can be whimsical and her mood very changeable. Despite this, she has a powerful and charismatic pull. She knows what she wants and doesn't hesitate to get it, even if it might be offputting or taboo.
Udaysah can come across alternately as flighty or as incredibly intense. She tends to fixate on topics that interest her, but because she has no formal education, her means of information-gathering is haphazard and subject to illogical, fantastical thinking.
Udaysah cares for animals as a caretaker, though she recognizes that because they cannot think on a humanoid level they are simply pets. Her more "exotic" associations are with creatures that are thinking entities that other people would call monsters—to her, monstrousness is something you do, not because of who you are.