Seoni

Viria Volus's page

71 posts. Alias of Ariarh Kane.


Full Name

Viria Volus

Race

Human (Varisian)

Classes/Levels

NG Cleric (Angelfire Apostle) 1|AC 13, T11, FF12 |HP 9/9 (1 NL), F+3/+4, R+1, W+4/+5, CMB +0, CMD 11|Init +1, Perc. +2, Speed 30ft |Fire Bolt 2/5, Channel Energy 0/8, Healer's Kit 0/10 uses|Harrow Pts: 1

Gender

F

Size

M

Age

19

Alignment

NG

Deity

Sarenrae, The Everlight

Location

Korvosa

Languages

Common, Varisian, Shaonti, Celestial

Strength 10
Dexterity 12
Constitution 12
Intelligence 13
Wisdom 15
Charisma 14

About Viria Volus

Name pronounced as V-EE-r-EE-ah.

Backstory:

Viria was only a young, trusting child, around five or six years of age, when she was abducted outside her parents' shop, which stood below her family home. Her three abductors were children themselves - older - around twelve or thirteen years of age. Crying and afraid, Viria was taken to some place much dirtier and unfamiliar. It smelt funny, too. This is where she first met Gaedren Lamm. He had smiled at her, but his teeth were horribly stained and the smile didn't look like her mother's or father's. Gaedren Lamm explained to Viria that her parents no longer wanted her now they had a son. It broke the little girl's heart and she cried harder, begging to be returned to them and her baby brother. Gaedren Lamm laughed and then smacked her hard across her tear-stained face. Viria's head wobbled atop her small frame due to the ferocity of the strike and her cheek throbbed where it was hit. She wanted to cry harder, but dared not. Viria sniffled and cast her amber-gold eyes downward as the man promised to take good care of her as long as she listened, did as she was told and undertook some light work for him. What did Viria know of work? Her parents had always coddled her.

This was her abrupt introduction into Lamm's enslaved band of orphans. Things did not improve for Viria as she was initiated into "Lamm's Lambs"; doing all kinds of dirty work for him. Viria learned that she had a good head for valuing things and a good ear when it came to picking up unfamiliar tongues around the city. To go against Lamm meant great punishment and she and the other children did not want more beatings and starvation. Months and then several years had past and Viria eventually forgot her family name; only her given name remained her own. She had also forgotten where she had lived with her parents and brother and wondered if her parents had ever searched for her. Then she remembered Lamm's words that they had not wanted her because they had a son. The sting of those words still lingered in her young, broken heart.

When Viria was twelve years old she went out to do a job for Gaedren. There, she found a holy symbol belonging to the goddess Sarenrae; the familiar ankh causing her to pause. Intrigued by it, she left the old tenement building she was supposed to be working in to go to the Temple of Sarenrae and snuck inside to watch/listen to the service. Once the service was finished, Viria slipped out the side door and ran back to her fellow orphans. Lamm was angrily waiting for her when she returned; having noticed her absence when the others had returned from the job. Grabbing her by her long, dirty platinum hair, Gaedren threw her to the filthy ground, and, taking a switch, beat her senseless. She tried not to cry, but the punishment seemed endless and she was trembling from the pain by the end of it. She had clutched the holy symbol hard in her hand the entire time Gaedren was beating her (so hard that it cut into her palm and drew blood). Viria had been silently praying to Sarenrae to give her strength and take the worst of the pain away. At the end of the beating, a red-faced, puffing Gaedren took the holy ankh and broke it in two and threw it into the musty hay. The pain had been bad, but not as terrible as it would have been had she not prayed to Sarenrae. This violent beating was the last straw, and, in the evening when the others slept, a hurt Viria slipped away into the night and as fast as she could run, given her injuries, made her way back to the Temple of Sarenrae where she begged for sanctuary. The concerned novices took Viria in and she explained her story to the one of the minor priests. They cleaned and healed her wounds; giving her a herbal tea to calm her nerves. It was decided that she would stay in the temple and be schooled as a healer. This would be Viria's new home and she would go on to attend prayers, study as a novice and train to be a cleric of 'The Healing Light' - Sarenrae. Lamm had not come looking for her at the temple; at least she had not seen him or the other orphans. There were times Viria grew anxious, wondering if he had beaten the others for her courage in escaping him.

Life inside the temple became a disciplined pattern of prayer, learning, helping others and growing stronger in mind and spirit. One particular teacher, a minor priestess named Ilena, took singular interest in Viria and guided her inside the church. Ilena gave Viria her family name - Volus - and treated her as a younger sister. All the clergy teachers were kind and patient, and, even as she flourished in some aspects of her learning/service; there remained a flame of bitterness burning deeply inside her heart. Viria wondered if Gaedren Lamm would ever be held accountable for all his terrible crimes and if the poor orphans would ever be free of him. She wished it so. This burning bitterness seemed to transform into a bright flame inside of her - trying to turn to ash the darkness which tried to engulf her and return her to the light. Sarenrae had blessed her and Viria would continue to learn the measure of this powerful, divine boon. She would continue to heal and to help those in most need. Violence was not the answer (experience had shown her this); for one violent act only begot more. The cycle would have to end.

One day there would be a reckoning...and Viria prayed that she would have a clear, committed heart to see it through.

Physical Description & Personality:

Skin: Olive-coloured.
Hair: Long, slightly wavy, platinum coloured. Usually braided.
Eyes: Large, expressive, golden-amber in colour. Long lashes to frame.
Mouth: Lips are bow-shaped.
Voice: Softly Husky.
Height: 5'6"
Weight: 125 lbs (slim build with long limbs)
Colours: Blue & Gold
Personality: Devoted, dutiful, loyal, caring, protective, passionate, supportive, brave, eager to aid/help, articulate, well-meaning, can hold a grudge, warm disposition (approachable), serious manner.

Image of Viria

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Statistics
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Name: Viria Volus
Gender: Female, Race: Human (Varisian) Alignment: NG Class: Cleric (Angelfire Apostle) 1
Age: 19
Init +1; Senses Perception +2
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DEFENSE
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AC 13; touch 11; flat-footed 12 (+2 armour, +1 dex)
hp 9 (1d8+1)
Fort +3/*+4 (*+1 vs drugs & poisons) Reflex +1; Will +4/*+5 (*+1 vs mind-affecting effects)

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OFFENSE
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Speed 30ft
Melee Light Mace +1 (1d6+1x2, B)
Melee Dagger +1 (1d4+1, 19-20/2, 10 ft range when thrown/P or S)
Ranged Sling +1 (1d4x2, 50ft range/B)

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Special Attacks
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Channel Positive Energy (1d6) (Will Save for 1/2 Damage: DC 13) 8/day

Fire Bolt (Sp) (5/day): Ranged Touch Attack (30ft) +1 (1d6pts of fire damage)

Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Prepared Spells (CL 1, Concentration +9 (1+2+4+2)
1st (1+1domain/day, DC 13) : Bless, Burning hands (Domain spell slot) (* Can drop a prepared spell that isn’t a domain spell and spontaneously cast Cure Light Wounds (1d8+1))
0 (at will, DC 12) : Detect Magic, Guidance

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STATISTICS
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Str 10 (+0); Dex 12 (+1); Con 12 (+1); Int 13 (+1); Wis 15 (+2); Cha 14 (+2) (Ability Modifiers +2 WIS)
BAB +0; CMB +0; CMD 11

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TRAITS
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• Resolute (regional trait): You have trained yourself to resist any questioning or torture should you ever be caught. Benefit: You gain a +1 trait bonus on Will saves against mind-affecting effects, and on Fortitude saves against drugs or poisons.
• Unhappy Childhood (campaign trait) : You spent a period of time as one of Gaedren Lamm's enslaved orphans, doing all manner of dirty work for him. Maybe you were abducted from your parent's home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed financial loan. Or perhaps you, like most of Gaedren's slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be "a little light work." Whatever the case, you spent several years of your life as one of "Lamm's Lambs" before escaping. You've nursed a grudge against the old man ever since.
Chosen Benefit: Religious: One day, while on a job for Gaedren, you found a holy symbol of the god you worship, and intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 trait bonus on concentration checks and Constitution checks to stabilize at negative hit points.

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FEATS
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• Combat Casting: You are adept at spellcasting when threatened or distracted. Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
• Weapon Finesse (bonus feat via Human): You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons.
• Extra Channel (bonus feat under Angelfire Apostle): You can channel divine energy more often. Prerequisite: Channel energy class feature. Benefit: You can channel energy two additional times per day.

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SKILLS
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Background Skills (2):
• Appraise +5 (1 rank)
• Linguistics +5 (1 rank)
Adventuring Skills (2+1INT+1Skilled+1FC=5):
• Diplomacy +6 (1 rank)
• Heal +6/*+8 (1 rank, *+2 from Healer’s Kit)
• Know. Arcana +5 (1 rank)
• Know. Religion +5 (1 rank)
• Spellcraft +5 (1 rank)

LANGUAGES
Common, Varisian (ethnic language), Shoanti, Celestial

Special Abilities:

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SPECIAL ABILITIES
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From Race:
Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
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.
From Class:
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment.
.• Spellcasting: A cleric casts divine spells which are drawn from the cleric spell list. 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. Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells.
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 treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy (Su): A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
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 channel 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. 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. Domain spells cannot be used to cast spells spontaneously. (Chosen Domains: Fire (Ash subdomain) & Sun)
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).
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
From Archetype: Angelfire Apostle
Angelfire apostles use the powers of good to avoid violence when possible and cleanse both maladies and evil creatures with blinding flames.
Armor Proficiency: Angelfire apostles are not proficient with medium armor. This ability alters the cleric’s armor proficiency.
Diminished Spellcasting: An angelfire apostle is less concerned with the traditional divine magic that many religious adherents receive. The angelfire apostle receives one fewer spell slot at each spell level. When an angelfire apostle gets no spells per day at a spell level, she can cast domain spells of that level normally, but can only cast nondomain spells of that level if she gets them as bonus spells. This ability alters the cleric’s spellcasting.
Extra Channel: At 1st level, the angelfire apostle gains Extra Channel as a bonus feat.
Channel Angelfire (Su): An angelfire apostle must be of good or neutral alignment and must choose to channel positive energy, even if her deity is neutral or if she is not devoted to a particular deity. When an angelfire apostle channels positive energy, affected non-good creatures are dazzled for 1 round, with no saving throw for this effect, in addition to experiencing the normal effects of channel energy. This ability alters channel energy.
Versatile Healing Channel (Sp): At 5th level, the angelfire apostle can spend two uses of her channel energy ability to cast remove blindness/deafness or lesser restoration as a spell-like ability. At 7th level, she can choose remove disease or remove paralysis. At 9th level, she can choose neutralize poison. At 11th level, she can choose breath of life. At 13th level, she can choose heal. At 15th level, she can choose regenerate. At 17th level, she can choose restoration but cannot affect permanent negative levels. At 19th level, she can choose resurrection but can affect only a target that has been dead no more than 1 round per her cleric level.
Cleansing Flames (Su): At 9th level, the angelfire apostle becomes a direct conduit for the righteous power of her deity. Whenever the angelfire apostle casts a spell that belongs to the healing subschool that is a lower spell level than the highest spell she can cast, she can unleash a blast of flames as a swift action by expending one use of her channel energy ability. The flames last for 1 round and fill a contiguous area equal to one 10-foot cube per level of the healing spell cast (at least one side of the cube must be adjacent to the angelfire apostle’s space). The flames deal 1d4 points of damage per spell level. Half of the damage is fire damage, and half is raw divine power not subject to fire resistance or immunity. Any creature in the area can halve the damage with a successful Reflex saving throw against the spell’s DC. The angelfire apostle can use this ability a number of times per day equal to her Charisma modifier.

Gear & Equipment:

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GEAR & EQUIPMENT (170gp starting wealth (as rolled on the board))
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Starts playing with Explorer's Outfit (worth 10gp, 8 lbs) (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, Accessories & Ammunition
• Light Mace (5gp, 4 lbs)
• Dagger (2gp, 1 lbs) (Damage 1d4, Critical 19-20/x2 Type piercing or slashing, Range Increment 10 ft. (thrown), Category light Proficiency simple, Weapon Groups light blades, thrown, tribal. A dagger has a blade that is about 1 foot in length. Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.)
• Sling (-gp, - lbs) (Damage 1d4, Critical x2, Type bludgeoning, Range Increment 50 ft. (projectile), Category ranged Proficiency simple, Weapon Groups thrown. A sling is little more than a leather cup attached to a pair of strings. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.)
• Sling Bulletsx10 (1sp, 5 lbs)

Armour
• Lamellar cuirass (15gp, +2 to AC, 0 ACP, Weight 8 lbs)

General Gear & Equipment:
• Bedroll (1sp, 5 lbs)
• Spell Component's Pouch (5gp, 2 lbs)
• Belt Pouch (1gp, 0.5 lbs) (A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.Empty Weight: 1/2 lb.1 Capacity: 1/5 cubic ft./10 lb.1 )
• Holy symbol, iron (Sarenrae) (5gp, 1 lbs)
• Holy Text: The Birth of Light and Truth. (1gp, 1 lbs)
• Canteen (2gp, 1 lbs)
• Healer’s Kit (50gp, 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.)
• Backpack, Masterwork (50gp, 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.)
• Mess Kit (2sp, 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.)
• Grooming Kit (1gp, 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.)
• Flint & Steel (1gp, - lbs)
• Cold weather outfit (8gp, 7 lbs) (This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.)
Total Money spent out of 170gp: 146gp & 2sp
Weight: 43.5 lbs (medium load) (STR 11 due to M/W backpack. Light Load: 38 lbs. or less, Medium Load: 39–76 lbs., Heavy Load: 77–115 lbs.)

Fire (Ash subdomain):

Fire Domain
You can call forth fire, command creatures of the inferno, and your flesh does not burn.

Granted Powers

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex): At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Domain Spells: 1st—burning hands, 2nd—produce flame, 3rd—fireball, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Ash
Associated Domain: Fire.

Replacement Power: The following granted power replaces the fire resistance power of the Fire domain.

Wall of Ashes (Su): At 8th level, you can create a wall of swirling ashes anywhere within 100 feet. This wall is up to 20 feet high and up to 10 feet long per cleric level you possess. The wall of ash blocks line of sight, and any creature passing through it must make a Fortitude save or be blinded for 1d4 rounds. The wall of ash reveals invisible creatures that are inside it or adjacent to it, although they become invisible again if they move away from the wall. You can use this ability for a number of minutes per day equal to your cleric level, but these minutes do not need to be consecutive.

Replacement Domain Spells: 7th—disintegrate, 9th—fiery body.

Sun Domain:

Sun Domain
You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.

Granted Powers

Sun’s Blessing (Su): Whenever you channel positive energy to harm undead creatures, add your cleric level to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Nimbus of Light (Su): At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. These rounds do not need to be consecutive.

Domain Spells: 1st—endure elements, 2nd—heat metal, 3rd—searing light, 4th—fire shield, 5th—flame strike, 6th—fire seeds, 7th—sunbeam, 8th—sunburst, 9th—prismatic sphere.