Seoni

Vadoma's page

46 posts. Alias of Alizor.


Full Name

Vadoma

Race

Varisian

Classes/Levels

Sorcerer 1

Gender

Female

Size

5'2"

Age

20

Special Abilities

Celestial Bloodline

Alignment

LG

Deity

Iomedae

Languages

Common (Taldane), Varisian

Homepage URL

http://docs.google.com/View?id=dgh87b66_6gwsqsm3d

Strength 10
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 10
Charisma 18

About Vadoma

Vadoma

A woman sternly looks at you, with deep blue eyes. These eyes look slightly out of place with the woman's long pitch black hair, slightly tanned skin, and runes running down the left side of her body. Varisian's don't have blue eyes, you would think; but she does. I seems like she is judging you. For what, you have no clue. Moments later, her gaze is lifted and she begins moving past you. You notice that she wears a thin white robe, and a long, large silver necklace in the form of a sword with a sunburst behind it that falls on her chest. Attached to her sash is a short chain holding a small pamphlet. The paper looks well used; well read. Also at her side, seemingly out of place, is a longsword in a scabbard. Once she passes you, you notice that as the robe shifts, you see that the runes that run down her face and neck continue all the way to her feet, along the sides of her legs. She also has one braid of her hair that is much longer that the rest, extending down to her hips.

Vadoma traveled with her parents when she was very young. Her parents were "diviners" or so they said. They would take harrow decks and sell fortunes to people. After a few months they would begin moving to another city, another country. This went on until Vadoma was 5 years old. At that time Vadoma and her family were staying outside the city of Katapesh. It was raining hard that night, the monsoon season had just begun. It was a few simple cutpurses that had come out of the shadows. In the confusion that followed one of the cutpurses wounded her mother. It wasn't a fatal wound by any means, but to a child it was traumatizing. Vadoma was scared, and she ran. Her parents weren't killed that night, but they did lose Vadoma. She ran as long as she could until she was eventually picked up by a paladin of Iomedae in the desert two days later. The temple took her in and raised her from that point on. They tried to locate Vadoma's parents, but never were successful in finding them. For all the church knew, her parents were dead. And by the time a few months had passed there was no chance of finding them anymore. They probably were in another country by this time, possibly Taldor, Absalom, or who knew where else.

The church raised Vadoma on their ideals, and she even thought that she would be a mighty paladin one day. She however didn't excel at the churches militia training. When being taught to ride a stallion, she would fall off. When learning armor, she couldn't move or fight. In fact, the only training that seemed to stick with Vadoma was the sword. Somehow she naturally took in the teachings of swordplay. In addition, there still seemed this spark of power that no other students had. At times she could create light out of nowhere making her sword shine. She also was able to protect herself from some invisible force, as well as dazzle and confuse her opponents in sword play. The church understood that these powers were not divine, nor was she cut out to be a warrior. But they did recognize that she did have a power within herself and devoutly believed in the faith of Iomedae.

Female Varisian Sorcerer 1 of Iomedae
LG medium humanoid
5'2" - Blue eyes - dark tan skin - black hair - 20 years old

Init +2; Senses Perception +0
Defenses

Spoiler:

AC 16, touch 12, flat-footed 14 (+2 dexterity, mage armor +4)
hp 13 (1d6+7)
Fort +1, Ref +2, Will +2

Offense
Spoiler:

Speed 30 ft.
Melee quarterstaff +0 (1d6 20/x2) or longsword +0 (1d8 19-20/x2)
Spells Known (CL 1st, +2 ranged touch)
1st (4)- color spray (DC 15), mage armor
0th - acid splash, detect magic, light, read magic

Statistics
Spoiler:

Str 10 Dex 14 Con 12 Int 13 Wis 10 Cha 18
Base Atk +0; CMB +0
Feats Eschew Materials, Magical Aptitude, Skill Focus (Use Magic Device)
Traits Missionary, World Traveler
Skills Diplomacy +9, Knowledge (Arcana) +5, Sense Motive +5, Spellcraft +7, Use Magic Device +13
Languages Common (Taldane), Varisian
SQ Celestial Bloodline
Gear longsword (15 gp, 4 lb.), quarterstaff (0 gp, 4 lb.), Silver Holy Symbol of Iomedae (25 gp, 1 lb.), backpack (2 gp, 2 lb.), vial of acid x2 (20 gp, 2 lb.), flint and steel (1 gp), vial x3 (3 gp, .3 lb.), oil (1 sp, 1 lb.), waterskin (1 gp, 4 lb.), cleric's vestments (5 gp*, - lb.)
Coins 2 gp 9 sp
Encumbrance Light Load (18.3 lb); 0-33 Light, 34-66 Medium, 67-100 heavy
Lift over head: 66 lb. Lift off ground: 33 Push/Drag: 500 lb.

Special Abilities
Spoiler:

Celestial Bloodline:
Heavenly Fire (Su): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d6 points of fire damage +1 for every two caster levels you possess. Against good creatures, this ray heals them of 1d6 points of damage +1 for every two caster levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect.

Missionary: You’ve spent much of the last several years serving your faith, and the conviction and dedication to your church has impressed many. Perhaps you’ve donated much of your personal wealth or time to serving the church, or you’re the child of a powerful or well-loved member of the church, an orphan raised by the church, or a foundling with a strange birthmark that bears more than a passing resemblance to your faith’s holy symbol. The faith has long supported you, and you are eager to repay the church in some way. In Katapesh, the establishment of a new village is always cause for interest to the nation’s churches, as establishing new temples in villages is an excellent way to expand upon the church’s resources and bring in more faithful. If the Pactmasters’ plans to revitalize and rebuild Kelmarane are successful, the village will need a temple, and your faith is keenly interested in being represented there. This campaign trait is particularly suited to worshipers of Sarenrae, as Kelmarane was founded near an old monastery dedicated to the Dawnflower, and reconsecrating that monastery is of great interest to Sarenrae’s church. Furthermore, a temple dedicated to her once stood in Kelmarane itself, but it has long since fallen into ruin; whispers among the religion tell that the church’s old pastor may have fallen from grace and may even have been part of the cause of the hard times that befell the village. You’ve joined Garavel’s band in hopes of helping to establish a new temple in the soon-to-be revitalized village. You’ve been selected for your dedication to the church and your strong social graces—pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform (any), or Sense Motive. You gain a +1 trait bonus on checks using that skill, and it is always considered a class skill for you.

World Traveler (Human—Varisian): Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus to that skill, and it is always a class skill for you.