Common, Varisian, Celestial, Draconic, Goblin, Tien
Strength
14
Dexterity
12
Constitution
12
Intelligence
12
Wisdom
16
Charisma
13
About Violeta Mocanu
Physical Description:
Age: 19
Height: 5'8"
Weight: 126 lbs (57 kgs). Healthy physique; broad-shouldered and athletic.
Skin: Striking in looks. Pale skin - at times bruised from fighting.
Hair: Full, black hair with a slight wave. Sits just past her shoulders, braided at the sides.
Eyes: Left eye is violet (favouring her maternal side) and her right eye is green (favouring her paternal side). Almond-shaped, expressive, framed by with long, thick dark lashes.
Nails: Black and stunted - due to the constant accidents of her physical profession.
Stomach: There's a 'hag's mark' - a tough grey birthmark just below the bellybutton.
Violeta's human father, Stefan Mocanu, was born and raised (until the age of 12) in Sandpoint, Varisia. He was the only child of Gavril (father) and Maril (mother) Mocanu. The family were close to the Mvashti family – and kept company with Niska and her daughter Koya. Even after her grandparents and father moved to Magnimar, they continued to keep in touch via letters and occasional visits with the Mvasti’s.
When Stefan was twenty summers old, and adventuring off in the colder, wilder climes of the north, he had a liaison (quick and forced) with a hag and a babe resulted – a girl with palest skin and mismatched eyes – one violet like her mother’s and one green like her father’s . He had returned to Magnimar and that is where the babe was left/discovered – outside the Mocanu home. His parents did not know what to make of the child, yet could not turn away their only grandchild, even if the babe did not look entirely human.
Alcaydian Indros, an Arodonite Paladin and one of the original founders of Magnimar, converted his faith to worship one or more of the Empyreal Lords, including Ragathiel. Along with some of the other noble families in the city, current and ex-city guards and do-gooders believing in avenging evil wrought upon the innocent, the mysterious cult to Ragathiel was formed – a semi-secret loose organisation which met, planned and prayed in the basement of a handful of its more influential members. The Mocanu’s were one of these families and Stefan raised his daughter following Ragathiel.
Growing up it was hard to hide her ancestry with the mismatched eyes and black, stunted fingernails. There were times other children would bully her and she grew self-conscious especially regarding her nails. She was a tom-boy – enjoying being outdoors and roughhousing with the boys and often preferring the company of boys over girls. She was tougher than most of the human girls in the neighbourhood.
On the threshold of womanhood, Violeta began hearing a female hypnotic voice reaching out to her through her dreams. After many sleepless nights, she wilfully blocked/pushed aside the call and began ignoring it. The call was her mother’s and she did not want to have any part of her. Her life was her own and she would plot her own course. Violeta banished all thoughts of her mother from that moment on.
At the age of fourteen, a kind of palsy seized her father, growing worse until it took his life. Her grandparents took on the responsibility of caring for their only grandchild until they too passed two years later. That is when the secret cult of Ragathiel took Violeta under their wing and she began to study and learn how to fight and wield divine magic (having little interest and facility with the arcane magic flowing through her veins from her hag mother). It was at this time she received a letter from the very elderly Niska – requesting her to come and stay with them in Sandpoint. Wishing to reconnect with the Mvashti family, Violeta agreed and packed up her few belongings (including the fine ancestral blade passed down to her from her grandparents before their deaths) and set out for Sandpoint.
The next few years she lived with Niska and on occasion Koya, who often travelled around Varisia with a number of caravans. But when Koya was in Sandpoint, Violeta was happy to spend time with her and her adopted son, Sandru.
In the weeks before her death (Niska must have known that her days were numbered) called Violeta to her side and made her make a promise: If her daughter Koya ever went on a long trip, that Violeta would go with her to ensure her safety. Koya, was over sixty summers old, so her chances of going on a long trip seemed remote at best to Violeta. However, given the strength of the bond between their families, Violeta made the promise to Niska that if such an event were to come to pass, then she would accompany Koya. From the day she made the promise, Violeta has felt a strange sense of destiny looming in her future. It was as if the late Niska was watching over just as the elder woman had asked her to watch over her daughter.
Special:Fervor (Su) 4 times/day
(Via Touch. Standard Action on others, swift action on herself. Heals Wounds or Deals dmg to Undead: 1d6 (no saving throw for Undead). Standard Action -Provokes AoO.)
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Blessings (2)
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• GOOD: Holy Strike (minor, 4 times/day, DC 14): At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it’s treated as good for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the holy weapon special ability.
• LAW: Axiomatic Strike (minor, 4 times/day, DC 14): At 1st level, you can touch one weapon and enhance it with the essence of law. For 1 minute, this weapon glows blue, pale yellow, or white and deals an additional 1d6 points of damage against chaotic creatures. During this time, it’s treated as lawful for the purposes of overcoming damage reduction. This additional damage doesn’t stack with the additional damage from the axiomatic weapon special ability.
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STATISTICS
-------------------- Str 14 (+2); Dex 12 (+1); Con 12 (+1); Int 12 (+1); Wis 16 (+3); Cha 13 (+1) (Ability Modifiers +2 Str, +2 Cha, -2 Con) BAB +2; CMB +4; CMD 15
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TRAITS
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• Civilised (Social): You are well versed in the local laws, customs, and politics. Benefits: You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.
• Ancestral Weapon (Regional): Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material.
• Friend of the Family (Koya, Campaign): Your family has been close friends with the Mvashtis for as long as you’ve been alive. As long as Koya remains alive, you gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten Koya.
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FEATS
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• Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
• Weapon Focus (M/W Cold Iron Bastard Sword): (Bonus feat via warpriest) 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.
• Weapon Focus (Claws): (feat at 3rd) 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.
• Power Attack (bonus, combat feat): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
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SKILLS 6+12=18
-------------------- BACKGROUND SKILLS (2x3):
• Know. Engineering +7 (3 ranks, +1INT, +3CS)
• Linguistics +4 (3 ranks, +1INT, not a class skill)
LANGUAGES
Common, Varisian, Celestial, Draconic, Goblin, Tien
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Gear & Equipment
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Starting play with Explorer's Outfit worth 10gp (This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.)
Weapons & Ammunition:
• M/W Cold Iron Bastard Sword (free - starting with from ancestral weapon, valued at 370 gp, 6 lbs)
• Dagger (2 gp, 1 lbs)
• Masterwork Morningstar (308 gp, 6 lbs)
Gear:
• Backpack, Masterwork (50 gp, 4 lbs) (This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.)
• Bedroll (1 sp, 5 lbs)
• Belt Pouch (1 gp, 0.5 lbs)
• Spell Components Pouch (5 gp, 2 lbs)
• Iron Holy Symbol (Ragathiel) (5 gp, 1 lbs)
• Kit, Mess (2 sp, 1 lbs) (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.)
• Trail Rations (4 days worth, 2 gp, 4 lbs)
• Canteen (2 gp, 1 lbs)
• Flint & Steel (1 gp, - lbs)
• Grooming Kit (1 gp; 2 lbs.) (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Healer's Kit (50 gp, 1 lbs) (This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.)
• Whetstone (2 cp, 1 lbs) (A whetstone allows you to sharpen a blade by sliding it against the stone at a precise angle. Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.)
• 1x Potion of Lesser Restoration (300 gp, - lbs)
• 2x Barkskin Potions (600 gp, - lbs)
• 1 x Cracked Dusty Rose Prism Ioun Stone (500 gp, - lbs, +1 to Initiative)
Total Cost & Weight: 2,927 gp, 3 sp & 2 cp out of 3,000 gp ; 43.5 (light load) (based on STR 15 with M/W Backpack- Light Load: 66 lbs or less, Medium Load: 67-133 lbs, Heavy Load: 134-200 lbs)
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Special Abilities
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• Ability Score Modifiers: +2 Str, +2 Cha, –2 Con
• Natural Armour: Changelings have a +1 natural armour bonus.
• Claws: Changelings’ fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
• Darkvision: Changelings see perfectly in the dark up to 60 feet.
• Hag Racial Trait: Annis-born changelings gain a +1 racial bonus on melee damage rolls.
• Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
• Weapon & Armour Proficies: A warpriest is proficient with all simple and martial weapons, as well as the favoured weapon of his deity, and with all armour (heavy, light, and medium) and shields (except tower shields).
• Spell Casting (Divine): Warpriests meditate or pray for their spells. Each warpriest 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 warpriest can 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 his daily meditation. Orisons: Warpriests can prepare a number of orisons, or 0-level spells. These spells are cast as any other spell, but aren’t expended when cast and can be used again.
• Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.
• Aura (Ex): A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment.
• Blessings (Su): A warpriest’s deity influences her alignment, what magic she can perform, her values, and how others see her. Each warpriest can select two blessings from among those granted by her deity (each deity grants the blessings tied to its domains). Each blessing grants a minor power at 1st level and a major power at 10th level. A warpriest can call upon the power of her blessings a number of times per day (in any combination) equal to 3 + 1/2 her warpriest level (to a maximum of 13 times per day at 20th level). Each time she calls upon any one of her blessings, it counts against her daily limit. The save DC for these blessings is equal to 10 + 1/2 the warpriest’s level + the warpriest’s Wisdom modifier.
• Focus Weapon: At 1st level, a warpriest receives Weapon Focus as a bonus feat (she can choose any weapon, not just her deity’s favoured weapon)/
Bonus Languages
• Bonus Languages: A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of her race.
• Sacred Weapon (Su) (1d6): At 1st level, weapons wielded by a warpriest are charged with the power of her faith. In addition to the favoured weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if she has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with her sacred weapon, the weapon damage is based on her level and not the weapon type. The warpriest can decide to use the weapon’s base damage instead of the sacred weapon damage—this must be declared before the attack roll is made. (If the weapon’s base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage.
• Fervor (Su): At 2nd level, a warpriest can draw upon the power of her faith to heal wounds or harm foes. She can also use this ability to quickly cast spells that aid in her struggles. This ability can be used a number of times per day equal to 1/2 her warpriest level + her Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels she possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets herself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage she would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell she has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.
• Bonus Feats: At 3rd level and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats, but she treats her warpriest level as her base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats. Finally, for the purposes of these feats, the warpriest can select feats that have a minimum number of fighter levels as a prerequisite, treating her warpriest level as her fighter level.