Lupia Marietti

Zaia Acayan's page

158 posts. Alias of Ariarh Kane.


Full Name

Zaia Acayan

Race

Human

Classes/Levels

Cleric 1, AC 14, T12, FF12 / HP 10/10, F+3 R+2 W+5 / CMB +0, CMD 12/ Channel Energy 0/6/ Init +2, Perc. +3

Gender

Female

Size

M

Age

18

Alignment

NG

Deity

Desna

Languages

Common, Celestial, Hallit

Strength 10
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 16
Charisma 13

About Zaia Acayan

Pronounced ZI-ah.

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Statistics
Name: Zaia Acayan
Gender: Female, Race: Human Class: Cleric of Desna (Luck & Travel Domains) 1
Age: 18

NG Female Humanoid (Human)
Init +2; Senses Perception +3

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DEFENSE
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AC 14; touch 12; flat-footed 12 (+2 armour, +2 dex)
hp 10 (1d8+1+1 for skilled racial trait)
Fort +3; Reflex +2; Will +5

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OFFENSE
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Speed 40ft (permanent 10ft increase in speed due to Travel domain)
Melee Starknife +0 (1d4/x3/20ft range when thrown, P)
Ranged Sling +2 (1d4/x2/50ft range increment, B)

Special Attacks Channel Positive Energy 6/day (DC 11, 1d6)

Domain Powers (CL 1; concentration +6)
. . 6/day—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/she may roll twice and take the more favorable result
. . 6/day—Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it.

Cleric Spells Prepared (CL 1; concentration +6)
. . 1st (3/day)bless, shield of faith, true strike (Domain Spell), cure light wounds (can spontaneously cast)
. . 0 (at will)detect magic, guidance, stabilize
. . D true strike/longstrider Domain spell; Domains Luck and Travel

Space 5 ft., Reach 5 ft

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STATISTICS
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Str 10(+0); Dex 14(+2); Con 12(+1); Int 14(+2); Wis 16(+3); Cha 13(+1) (Ability Modifiers +2 Wis)
BAB +0; CMB +0; CMD 12

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TRAITS
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Focused Mind (Magical Trait): +2 trait bonus on concentration checks.
Underworld Explorer (Campaign Trait): +1 trait bonus on Knowledge (dungeoneering) checks, and a +1 trait bonus on Survival checks made in a specific area. One of these skills becomes class skill for you (Know. Dungeoneering).
Wisdom in the Flesh (Religious Trait): Chose CLIMB and it is a class skill. May use WIS modifier instead of STR modifier for this skill.

Drawback: Attached: You have a strong emotional attachment to an object that you're terrified of losing (locket that holds a lock of her twin sister's hair). Effect: Whenever the object of your attachment is either threatened or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the object to which you’re attached is ever lost or destroyed, exchange this drawback for the Doubt drawback.

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FEATS
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Extra Channel,
Selective Channelling (bonus feat)

SKILLS

Background Skills (2)
• Appraise +6 (1 rank)
• Knowledge History +6 (1 rank)

Adventuring Skills (4+1FC+1 for skilled=6)
• Climb +7 (1 rank, use WIS mod due to trait)
• Diplomacy +5 (1 rank)
• Heal +7/+9 (1 rank, +2 for Healer’s Kit)
• Know. Dungeoneering +7 (1 rank, +1 campaign trait)
• Know. Planes +2 (0 rank)
• Know. Religion +6 (1 rank)
• Perception +3 (0 ranks)
• Ride +2 (0 ranks)
• Sense Motive +3 (0 ranks)
• Spellcraft +6 (1 rank)
• Survival +3/+4 (0 ranks, +1 campaign trait)

LANGUAGES
Common, Celestial, Hallit

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SPECIAL ABILITIES
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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.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.
Channel Energy (Su) 6/day: Cleric can release a wave of positive energy by channeling the power of his faith through his holy 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 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 (DC 12). 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: Luck & Travel
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).

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GEAR & EQUIPMENT
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Weapons, Accessories & Ammunition
• Starknife (24gp, 3 lbs)
• Sling (-gp, - lbs)
• Sling Bullets (10 in leather pouch) (1sp, 5 lbs)
• Weapon Cord (1sp, - lbs)

Armour
• Lamellar Cuirass (15gp, 8 lbs, +2AC, No ACP)

General Gear & Equipment
• Wearing: Explorer's Outfit (Valued at 10gp, free, 8 lbs)
• Kit, Healer's (This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses.) (50gp, 1 lbs)
• Iron Holy Symbol of Desna (5gp, 1 lbs)
• 1 Flask of Holy Water (25gp, 1 lbs)
• Common Backpack (2gp, 2 lbs)
• Canteen (2gp, 1 lbs)
• 50ft Silk Rope (10gp, 5 lbs)
• Woollen Blanket (5sp, 3 lbs)
• Soap (1 bar, 50 uses, 1cp, 0.5 lbs)
• Hairbrush (1sp, 0.5lbs)
• Trail Rations (2 days worth, 1gp, 2 lbs)
• Flint & Steel (1gp, - lbs)

Total cost and weight: 135gp, 9sp and 1 cp out of 140gp (approx. 5gp remaining), 33 lbs (light encumbrance). (STR 10: Light Load 33 lbs. or less, Medium Load 34-66 lbs., Heavy Load 67-100 lbs.)

From Pathfinder Pack (given by Velikov):

Zaia will take from the Pathfinder pack and carry:

• 1 flask of holy water
• 1 flask of Alchemist's Fire
• 2 Torches
• 1 signal whistle

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Consumables

• Sling Bullets 0/10
• Healer's Kit 2/10 (8 uses remain)
• Trail Rations 0/2
• Holy Water 0/1
• Alchemist Fire 1/1 (handed to Perfire to use)
• Torches 1/2

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APPEARANCE
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Zaia is petite and comely. She is 5’6” tall and weighs 125 lbs. She has shoulder-length, caramel-brown hair which she wears up when reading or working, fair skin and warm brown eyes with flecks of grey and a fine sprinkling of freckles across the bridge of her nose.
Image of Zaia

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PERSONALITY
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A clever, studious girl, found pouring over old tomes or traipsing through caves. She is focused, driven, compassionate, kind/goodhearted, quiet at first and then opens up when she knows people better and learns to trusts them. There is a hint of sadness behind her eyes - pain at the loss of her twin and her banishment from her home.

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BACKSTORY
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Zaia was born in Artume in the River Kingdoms. So was her minutes-older, identical twin sister, Zefira. Their parents (mother, Sofia, and father, Haras) were ranchers, breeding and training high quality horses for adventurers and minor nobles. Theirs was an idyllic life until misfortune struck deep at the heart of the close-knit family. The girls were out riding - Zefira was of course riding out front (she was always the better rider and more fearless) when a snake crossed her path and her horse reared and the girl fell off, breaking her neck, instantly killing her. Zaia witnessed the tragedy and could do naught to stop Zefira’s fall or even try to save her. Their parents had been heartbroken – Haras especially felt Zefira’s death keenly as he had given her the horse for her 10th birthday. It was not long after this that Zaia made up her mind to become a healer when she grew up. Her parents had once been merchants and travelled across the lands before the girls were born. As such they felt a kindship with Desna and even after they settled in Artune to raise horses and a family, the Acayans continued to worship the goddess. Zaia cut a small lock of her twin sister's hair and placed it inside a locket that she wears on a leather cord around her neck. From the day of her sister's death, she swore she would wear it on her, always, and Zaia felt emotionally stronger due to its presence (like having her twin still physically with her).

It was now hard for Haras to look upon Zaia, for the younger twin was the mirror image of the child he had lost, so Zaia was sent away – to learn among the clergy of The Great Dreamer/Lady Luck. Zaia was heartbroken for she did not want to be parted from her mother and father, but they insisted and she became an acolyte to a local priestess named Esther Mirren in Lambreth. The girl focused on her work and studies, hoping in the endeavour that she would make her parents proud. Esther and she mainly tended to the healing of the Black Eagles, the 50 armed horsemen of Lord Kamdyn Arnefax, dictator of the River Kingdom of Lambreth. Of course, Esther enjoyed traipsing across the River Kingdoms and brought Zaia along in order to broaden her studies and allow the girl to enjoy the freedoms of one of Desna’s own. They even journeyed to the Darklands and spent a month underground in Nar-Voth, and Zaia felt at home in the caverns as if her destiny was directing her to the places deep, below ground. Esther said that they would attempt the dangerous, ancient vaults of Orv one day.

Esther often spoke to her of the gemstone monolith that stood at the heart of the Echo Wood. What secrets were locked away below the Emerald Spire? It made Zaia long to go there and discover them for herself. She studied and worked with Esther for eight years. Zaia seldom returned to the family ranch, for it was easier on her parents to only see her every two years and for a week at most. They continued to write to one another when they were apart. Zaia was still determined to make them proud of her. She never forgot Zefira and wondered if she could make a name for herself would her parents embrace her wholeheartedly once again?

In-game connections/Tie-ins with other PCs:

Wymond: Formed an earlier acquaintance when Zaia and her teacher, Esther, took shelter at the Dwerryhouse farmstead during one of their sojourns across the River Kingdoms.

Perfire: Met once just off the road, near the forest. Aided them in twarting a bandit attack and shared a simple a meal on the road.

Yirrik: His mentor and Esther were acquaintances who had irregular meetings as they crisscrossed the River Kingdoms (both haled from Lambreth). This gave Zaia and Yirrik the opportunity to become familiar with each other and converse about their travels and explorations.