Grand Duches Trietta Ricia

Viviana Vestalis's page

10 posts. Alias of Chesca Wyndamere.


Full Name

Viviana Vestalis

Race

Human (Taldan)

Classes/Levels

Cleric (Divine Paragon) /Ranger (Urban Ranger) 1| Init: +3 | HP: 11/11 | AC: 15 T:12 FF:13 | CMB: +1 CMD: 13 | Fort: +3, Ref: +4, Will: +5 | Perception +3| Bit of Luck 0/6 times | Channel Energy 0/5 times

Gender

Female

Size

M

Age

18

Alignment

NG

Deity

Shelyn

Location

Oppara

Languages

Common (Taldane), Celestial

Strength 10
Dexterity 15
Constitution 13
Intelligence 10
Wisdom 16
Charisma 14

About Viviana Vestalis

Physical Description:

Hair: Chestnut colour. Very long and natural rolling curls down her back (stops lower back). Likes to wear coloured ribbons in her hair - interwined with her strands.
Eyes: large, expressive, silver-blue hue.
Height: 5'7"
Weight: 125 lbs
Skin: Warm Ivory tone.
Body type: Hourglass figure - small waist, slightly flared hips and round, full breasts.
Left Hand/Palm: Features the image of a songbird which functions as her holy symbol.

Viviana's Image

Personality:

Affable nature, charming, steady temper and can readily mediate disputes, intelligent and wise curiosity, loyal, trustworthy, empathic, vain/prideful/sensitive, eager to help, optimist, hopeful, works past obstacles/determined, loving/caring/nurturing, driven.

Backstory:

Viviana Vestalis was the youngest child of three – her elder brother, Marcian, was a Lieutenant in the Imperial Navy and well known in the gambling dens of the city, and her elder sister, Arriena, idly partook in the decadent pleasures the capital could provide to a lady of lesser nobility but with some fortune. As the elder sister, Arriena had hopes of securing a man of great means and power and rise through the ranks of noble society. Too often Viviana privately lamented that all her elder sister was accomplishing was the reckless ruin of her reputation and honour. Where Viviana was inspired and compelled by love, Arriena was driven by lust and envy. The three siblings resided in a small manor house in Aroden’s View with their silk proprietor father, Gallian, and lady mother, Caesentia, who was a cousin thrice-removed from the high noble House of Zespire on her mother’s side. Their personal connection was not intimate by any means; yet her mother clung to it.

Being a minor noble in Oppara meant they had some connection and certain financial means and they were spared most of the ugliness the lesser classes had to endure. As her father’s favourite daughter - for she was the youngest and sweetest - private tutors were commissioned for Viviana and the child excelled in her studies and musicality – especially in her singing. Marcian and Arriena generally ignored their youngest sibling (only once in a while would Arriena torment Viviana for her own pleasure), so Viviana grew to respect those in charge of her education and general welfare.

Viviana’s bright and optimistic personality complemented her outer beauty and rubbed Arriena the wrong way. Still, Arriena was her mother’s favourite and the two were thick as thieves, attempting to secure Arriena’s shiny future among the grand nobility of Oppara.

One of Viviana’s favourite outings was to The Temple of the Upheld and Golden Rose. Her family revered Shelyn, the Eternal Rose, and the beauty of the open-sky temple brought joy to Viviana. She enjoyed watching the brightly coloured birds roosting around the central courtyard and the accomplished musicians playing their pretty tunes. She was a little shy, uncertain of how she would be received, yet she enjoyed singing along to their lovely melodies from time to time. One of the female acolytes of the temple - Petellia - was her singing teacher and spiritual mentor. As she grew older, Viviana enjoyed assisting the acolytes in their healing duties and practicing the tenets of Shelyn for they suited her character well and she wished to join their ranks. Embodying the physical and spiritual ideals of Shelyn grew in importance and soon a mark appeared on the palm of Viviana's left hand - the mark was in the shape and colouring of a songbird - a boon and acknowledgement from Shelyn herself. It was then Viviana believed she was on the right path. She often enjoyed her walks through Oppara with the acolytes and learning/understanding the condition and manner of the poor and downtrodden. She could not accept their permanent, dire condition and wondered what would become of her and the family if ever their small fortune crumbled due to ruin brought on by her brother’s, sister’s and mother’s ambitions and recklessness. Marcian was her father’s heir, and, Arriena, her mother’s hope to enter the elite social circles they were currently not entitled to. No one had made plans for her future - not yet.

Viviana had dreams of her own and wished to make Taldor a better place for all (including her family) – to seek and embrace opportunities and not stumble on the obstacles and small setbacks. When she moved among people across all stations, she seemed to have the aptitude of a natural peacemaker and go-between. Acting in violence was not her first recourse – however, she possessed enough courage to defend beauty and those she loved/protected when it came down to it. (Viviana learned to use discreet, light weapons during her time in the temple - her natural grace a boon.) Taldans deserved a brighter future and Viviana wished to find a way into the nobler/high-ranking circles to make her mark with a hopefulness and eagerness that differed from her siblings. Yet, they wished to secure their own futures, too and she could not condemn them for their ambitions or endeavours for she loved them – even though they seemed to be taking a darker path than she to accomplish their goals.

Viviana's prior interaction with Lady Martella Lotheed:

Since both hale from minor noble families perhaps they crossed paths/chatted during a smaller gala or perhaps at the Temple of the Upheld & Golden Rose. Viviana is a stoic supporter of the rights of all Taldans and has a growing socio/political voice which could have caught the attention (or piqued the interest) of Martella; enough to invite the minor noble-born Viviana to the Exaltation Gala.

Divine Paragon:

Divine Paragon : Divine paragons strive to emulate their god’s ideals as closely as possible. They might see themselves as an incarnation of their deity in the flesh, or they could simply seek to embody the physical and spiritual ideals set forth by their deity. Many divine paragons go as far as to alter their appearance, as best as possible, to look similar to their chosen deity, but such a level of devotion is not required by the archetype.

Devoted Domain: A divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity’s alignment. She gains Deific Obedience as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate (see below) rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Deific Obedience feat).

When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain’s granted powers and domain spells normally. For her other domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity. At 5th level, she gains access to the first boon granted by her deity.

At 11th level, she gains access to the second boon. At 14th level, she gains access to the third boon.

In order to retain access to her domain spells, the domain powers of her devoted domain, and the boons granted by Deific Obedience, the divine paragon must perform her obedience daily. If she fails to do so, she loses access to these abilities until she next performs her obedience (but she can still cast spells, channel energy, and perform other abilities granted by her cleric levels).

This ability alters domains.

Divine Brand (Ex): At 1st level, a mark appears somewhere on the divine paragon’s body. The mark’s location varies by individual and faith, but takes the form of the deity’s holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a holy (or unholy) symbol and as a divine focus for spellcasting. The divine paragon’s aura is even more powerful than a typical cleric’s as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good.

This ability alters aura.

Urban Ranger:

Urban Ranger : For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests.

An urban ranger has the following class features:

Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to her list of class skills and removes Handle Animal and Knowledge (nature) from her list of class skills.

Favored Community (Ex): At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through her favored community leaves no trail and cannot be tracked (although she may leave a trail if she so desires).

At 8th level, and every five levels thereafter, an urban ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community.

This ability replaces favored terrain.

Trapfinding (Ex) : At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name.

This ability replaces endurance.

Push Through (Ex) : At 7th level, an urban ranger is never slowed by difficult terrain in her favored communities. In addition, she can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect her.

This ability replaces woodland stride.

Blend In (Ex) : An urban ranger of 12th level or higher can use her Stealth bonus in place of a Disguise skill check in any of his favored communities. This disguise does not take an action to don. She must make a check whenever someone attempts to pick her out from the local citizens. If her check is successful, she blends into the crowd. While not invisible, enemies do not notice her presence and take no actions against her unless they are taking actions against the local citizens in general.

This ability replaces camouflage.

Invisibility Trick (Sp) : At 17th level, the urban ranger can cast greater invisibility on herself as a wizard of her ranger level as a swift action. She can use this spell-like ability a number of times per day equal to her Wisdom modifier (minimum 1).

This ability replaces hide in plain sight.

Charm Domain:

Charm Domain: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Granted Powers

Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Only have these due to Divine Paragon: Domain Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.

Devoted Domain: Luck:

Luck Domain : You are infused with luck, and your mere presence can spread good fortune.

Granted Powers

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Racial Traits:

From RACE:
• Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Bonus Feat: Humans select one extra feat at 1st level.
• (Alternate Racial Trait) Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.

Class Features:

From CLERIC CLASS:
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 deities.
Divine Brand (Ex): At 1st level, a mark appears somewhere on the divine paragon’s body. The mark’s location varies by individual and faith, but takes the form of the deity’s holy symbol and generally appears in a location easy to display, such as on the hand, forearm, chest, or face. An uncovered divine brand functions as a holy symbol and as a divine focus for spellcasting. The divine paragon’s aura is even more powerful than a typical cleric’s as a result of her devotion, and her cleric level is treated as 1 higher for the purpose of determining the strength of her aura when it is viewed by spells like detect good. This ability alters aura.
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. 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 chooses two domains from among those belonging to her deity (Chosen: Charm & Luck). 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. (Devoted Domain: A divine paragon is intensely devoted to a single deity, and her alignment must be identical to her deity’s alignment. She gains Deific Obedience as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate rather than the standard HD-based rate granted by Deific Obedience (and as such cannot benefit from the accelerated rate granted by the Deific Obedience feat). When the divine paragon selects her domains, she must designate one of the two domains she gains as her devoted domain. She gains all of this domain’s granted powers and domain spells normally. For her other domain, she gains only its domain spells—she does not gain any of the granted powers of that domain. Instead, she must choose from the evangelist, exalted, or sentinel boons granted by her deity. At 5th level, she gains access to the first boon granted by her deity. This ability alters domains.)
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).

From RANGER Class:

Urban Ranger : At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table (SELECTION: Humanoid (Human)). She gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of her selected type. Likewise, she gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex): A ranger adds half her level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds her ranger level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

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Stat Sheet:

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Statistics
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Name: Viviana Vestalis
Gender: Female, Race: Human Alignment: NG Gestalt Class: Cleric (Divine Paragon)/Ranger (Urban Ranger) 1
Age: 18
Init +3; Senses Perception +3, Sense Motive +3

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DEFENSE
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AC 15; touch 12; flat-footed 13 (+3 armour, +2 dex)
hp 11 (1d10+1)
Fort +3; Reflex +4; Will +5

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OFFENSE
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Speed 30ft
Melee Dagger +3 (1d4, 19-20/x2, P, 10ft increment when thrown, finesse weapon)
Melee Rapier +3 (1d6, 18-20x2, P, finesse weapon)

Special:
Channel Positive Energy 1d6 (Will Save DC 12 for 1/2 dmg) 5 times/day
Bit of Luck: Roll d20 twice and take the more favourable result - 6 times/day

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Known Spells (CL 1, Concentration +4/+6*)
(*+2 when casting defensively or while grappled)
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1st (2+1domain/day, DC 14): Bless, Divine Favor, Charm Person (domain slot) (Can spontaneously cast CLW)
0 (at will, DC 13): Detect Magic, Guidance, Light

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STATISTICS
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Str 10 (+0); Dex 15 (+2); Con 13 (+1); Int 10 (+0); Wis 16 (+3); Cha 14 (+2) (Ability Modifiers +2 Wis)
BAB +1; CMB +1; CMD 13

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TRAITS
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Child of Oppara (Campaign): You belong to a noble family that matters in Taldor, though as the story begins you may or may not be on good terms with your relatives. Your upbringing among the city’s well-to-do gives you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With Princess Eutropia’s efforts to provide for Taldor’s common citizens and overturn years of tradition, new lines are being quietly drawn in the sand, and you have found yourself embroiled in these intrigues whether you intended to be or not. With this trait, the assumption is that you belong to a minor noble family (and can make up your family name). In this case, your family keeps a small manor in Aroden’s View or Senate’s Hill. You gain a +1 trait bonus on Appraise and Knowledge (nobility) checks, and one of these skills is always a class skill for you. The Noble Scion feat does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
Fate’s Favored (Faith):The fates watch over you. Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Divine Artist (Religion): Benefit: You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.
DRAWBACK: Vain: You are sensitive about the way others perceive you. Effect: Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours.

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FEATS
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Warrior Priest (+1 bonus on initiative checks & a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.)
Selective Channeling (bonus feat per human)
Deific Obedience (bonus feat per divine paragon)

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SKILLS 2+7=9
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BACKGROUND SKILLS (2):
• Perform (Sing) +6 (1 rank, +1 Divine Artist)
• Know. Nobility +7 (1 rank, +1 campaign trait, +1 racial)

ADVENTURING SKILLS (6+0=6+1FCB=7):
• Diplomacy +6 (1 rank)
• Disable Device +8 (1 rank, +2 M/W Thieves Tools)
• Heal +7/*+9 (1 rank, *+2 from Healer's Kit)
• Know. Arcana +6 (1 rank, +1 racial trait)
• Know. Local +6 (1 rank, +1 racial trait)
• Know. Religion +6 (1 rank, +1 racial trait)
• Perception +3 (0 rank)
• Sense Motive +3 (0 rank)
• Spellcraft +5 (1 rank)

LANGUAGES
Common (Taldane), Celestial

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Gear & Equipment
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From Campaign Trait: Starts play with Courtier's Outfit (6 lbs) (This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner. As this outfit does not cost 10 gp or less, player characters can not choose this outfit for free when first beginning play.)
• Signet Ring (- lbs)
• Non-magical item up to the value of 200gp ==> (Armour: Masterwork Studded Leather, 175 gp, 20 lbs, +3 AC, 0 ACP)

Armour:
• M/W Studded Leather (see above)

Weapons & Ammunition:
• 3 Daggers (6 gp, 3 lbs., Damage 1d4 (medium), 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.)
• Rapier (20 gp, 2 lbs, 1d6, 18-20x2, martial, piercing, special: finesse)

Gear:
• Holy Text: “Melodies of Inner Beauty” (1 gp, 1lbs)
• Traveller's Outfit (1gp, 5 lbs. This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.)
• Jewellery to accessorise courtier's outfit and impress nobles (50 gp, 1 lbs)
• Perfume, Common (3 doses, 3gp, - lbs)
• Masterwork Backpack (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.)
• 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.)
• Healer's Kit (Price 50 gp; Weight 1 lb. This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.)
• Canteen (2 gp, 1 lbs)
• Flint & Steel (1 gp, - lbs)
• Spell Components Pouch (5 gp, 2 lbs)
• Masterwork Thieves’ Tools (100 gp; 2 lbs.; This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.)
• 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.)
• Blanket (5 sp, 3 lbs)

Total Cost & Weight: 285 gp & 7 sp out of 300 gp (14 gp & 3 sp remaining), 46 lbs (medium load) (medium load, based on STR 11 (from MW backpack) Light Load: 38 lbs -, Medium Load: 39-76 lbs, Heavy Load: 77-115 lbs)