Priestess of Pharasma

Zaniah Riverthorn's page

139 posts. Alias of Trinam.


Full Name

Zaniah Riverthorn

Race

Grit: 4/4, Mythic 3/4, Channel 3/5, Spells Cast: */1

Classes/Levels

Init +3, AC/T/FF 19/12/17 | F+2 R+5 W+4 | Perception +5

Gender

HP: 24/24

Size

Medium

Age

20

Alignment

LN

Languages

Common

Occupation

Crusader

Strength 10
Dexterity 14
Constitution 8
Intelligence 12
Wisdom 10
Charisma 18

About Zaniah Riverthorn

Zaniah Riverthorn:
Zaniah Riverthorn
Female Human Gestalt Life Oracle/Gunslinger (Mysterious Stranger) 2
LN Medium Humanoid (Human)
Age: 20
Init +3; Senses Perception +5

Defense:
AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield, +2 Dex)
HP 24 (2d10+4) (+2 FCB here)
Fort +2, Ref +5, Will +4

Offense:

Spd 30 ft. (20 ft in armor)

Melee
Longsword +2 (d8), melee, crit 19-20/x2, S
Dagger +4 (d4), melee, crit 19-20/x2, P or S

Ranged
Dagger +4 (d4), range 10ft, crit 19-20/x2, P or S
Light Crossbow +4 (d8) range 80ft, crit 19-20/x2, P
Masterwork Pistol +5 (d8) range 20ft, touch, crit x4, misfire 1 (5ft), B and P

Special
Power Attack -1/+2
Deadly Aim -1/+2
Grit 4/4
Channel Energy 1d6 5/day (DC 15)

Spells:
+2 touch, +4 ranged touch, DC 14+Spell Level
Concentration +8
0 (At will): Detect Magic, Create Water, Mending, Spark, Light
1 (5/day): Cure Light Wounds, Detect Undead, Bless, Protection from Evil

Skills:
(6 skill pts/level + 2 background)
Perception +5 (2 ranks+3 trained)
Spellcraft +6 (2 ranks+1 int+3 trained)
Bluff +9 (2 ranks+4 cha+3 trained)
Heal +5 (2 ranks+3 trained)
Sense Motive +5 (2 ranks+3 trained)
Knowledge (planes) +6 (2 ranks+1 int+3 trained)
---
Craft (Alchemy) +6 (2 ranks+1 int+3 trained)
Knowledge (Engineering) +5 (1 rank+1 int+3 trained)
Knowledge (History) +5 (1 rank+1 int+3 trained)
-3 ACP

Languages Common, Abyssal

Statistics:

Str 10, Dex 14, Con 8, Int 12, Wis 10, Cha 18
BAB +2; CMB +2; CMD 14

Feats
1 Precise Shot
B Rapid Reload (Pistol)
M1 Mythic Rapid Reload
TG Coordinated Shot
G Gunsmithing

Traits
Focused Mind (You gain a +2 trait bonus on concentration checks.)
Tactician (You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.)

Racial Bonuses
Bonus Feat
Skilled

Class Features:

Mystery: Life
Oracle's Curse: Legalistic (Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.)
Orisons
Grit (4 points)
Gunsmith
Lucky +1

Revelations
1 Channel

Deeds
Focused Aim (At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.)

Deadeye (At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.)

Gunslinger’s Dodge (At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.)

Gear:

Combat Gear 6 alchemical cartridge (paper), 29 bullets, 29 doses black powder, 2 silver bullets, 2 alchemical cartridge (flare), 20 bolts, 3 acid flasks

Scale of Telenderev
Scale of Sacred Weaponry (CL 19)
Three times per day as a standard action, the scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon.

Other Gear Dagger, Longsword, Light Crossbow, Masterwork Gunslinger's Pistol, Masterwork Breastplate, Masterwork Buckler, backpack, bedroll, belt pouch, flint and steel, gunsmith’s kit, iron pot, mess kit, 3 powder horn, rope, torches (10), trail rations (5 days), waterskin, spell component pouch, soldier's uniform, 0 gp

Mythic Info:

Path: Marshal
Tier: 1
Mythic Power: 4 (3+tier)
Abilities:
Hard to kill
Mythic power
Surge +1d6

Marshal's Order
Decisive Strike (Su)
As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add your tier as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn’t count toward the ally’s actions on its turn.

Path abilities:
1 Tactical Genius (Su)
You gain a bonus teamwork feat. You must meet all prerequisites for the feat. Any ally within 30 feet of you counts as having that teamwork feat for the purposes of you gaining bonuses from the feat (the ally doesn’t gain the bonus unless it actually has the feat). At the start of each day, you can spend 10 minutes and expend one use of mythic power to replace this teamwork feat with any other teamwork feat you qualify for. You can select this ability up to three times. Each time, you gain an additional bonus teamwork feat. If you have selected this ability more than once, at the start of each day you can replace any number of teamwork feats this ability grants you, spending time and uses of mythic power for each feat you replace.

Background stuff

Part 1:
Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
-Zaniah is a harsh, blunt, and intense magical healer who has become disaffected by her time in service, yet remains married to her duties as a soldier in part because of pride and in part because she literally cannot defect without triggering her Legalistic curse. She promised to be loyal to the higher-ups, and that 24 hours of sickness is a long time to deal with when she's pretty sure they'll be after her to dole out some punishments for deciding to go back on her word.
-Zaniah is physically average across the board, with blonde hair and blue eyes that seem likely to burn a hole right through anything she's glaring at. Her movements have an almost captivating precision to them, and her skin is more pale than you'd think someone who was frequently outdoors would have.
-As a child, she had an unusual connection to the cosmic fire that made positive energy emit uncontrollably around her. This caused things around her to grow and healed the wounds of others, but and the uncontrolled channeling of the fires of life itself left her experiencing everything much more intensely than her peers. She was driven to the brink by the overly vivid world around her overwhelming her senses without end, and the obvious effects that this would have on her ability to do things like eat anything but the blandest of foods, or sleep ever.
-Seeing their child on the verge of insanity, her parents sought a cure to their daughter's ailment and found salvation from a mysterious spiritualist named Uranasha. Zaniah doesn't know what they talked about in terms of payment since their family was somewhat poor, but when things were over and done with the cloaked man put her to sleep and when she woke up everything was... muted. The man told her he'd altered the nature of her curse, and without bothering to explain it he left.
-The alteration came to light when she tried breaking a promise a couple days later and wound up suffering badly for it. Getting sick from having her own promises break made her pay careful attention to her own words, and over time she began to notice just how often others would give their word and yet not follow through on it. Zaniah's more than a little bitter about the flippant way most people approach their words, and it's part of the reason behind her harsh nature.
-As a local, she joined the Order of the Flaming Lance so that she could use her healing abilities to serve against the unending tide of abyssal enemies. This is where she learned to use her gun, which was a very unique form of 'flaming lance' suitable for letting her stay off the front lines while still contributing to combat. She thought that the crusaders orders would be full of people who would keep their word, their honor, and their pride intact, but... she joined the Order of the Flaming Lance.
-Oops.
-She quickly finished her journey into total cynic, ruining her ability to work with others just in time for her to show an incredible aptitude for tactical thinking and overseeing combat. Despite her showing herself to have the head for tactical thinking, she was passed over for any promotions due to her uncooperative nature and tendency to be insanely critical of both her higher-ups and her peers.
-They don't fire her because even despite her attitude her work is without exception given the utmost care, coming as close to perfection as she's able to bring it. She also doesn't ever request time for herself--the only reason she went to the festival in the first place was because her CO ordered her to do so in order to get some time away from the barracks and try unwinding for a change. She planned on using this time off by showing the youngsters how firearms worked in order to further spread the knowledge of these incredibly useful weapons, so... yeah. She's more than a little bit of a workaholic at this point.
-As a result of her issues as a child, her reactions to things are frequently muted. She has said before that she doesn't really feel anything very strongly anymore, like she's trying to experience the sensation through a plush blanket.
-Lastly, her body's relationship with positive energy early on stunted her physical growth. Most children's bodies grow stronger due to microscopic tears in their muscle fibers or bones which rebuild themselves stronger. Zaniah's were healed as quickly as they were created, preventing them from toughening up until far later in life than normal. Because of this, she's always been frail in comparison to average people, and particularly so in relation to her fellow soldiers.

Step 2:

List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
-Zaniah wants to advance. Whether that means getting promoted within her organization or being recognized for her skills outside of it and raising her social status that way isn't something she cares about. She just wants to win and be recognized for winning.

-I want Zaniah to make some freaking friends and maybe learn how smiling works? From there, have her develop the goal of seeing people who are important to her be safe.

Step 3:

List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

-She has nightmares when she sleeps. Nameless, formless ones that seem reminiscent of being simultaneously torn apart and then rebuilt to be torn apart again. They disrupt her sleep schedule frequently, and she skips sleeping any time she can get away with it as a result. She's likely going to get lesser restoration ASAP in order to facilitate this.

-Uranasha was a devil, and used his devil-powers to twist her curse into its current Legalistic form. In exchange for this, her parents unknowingly promised him her soul when she was sorted via the Boneyard. Fine print is a butt, since unless something is done she's hellbound.

Step 4:

Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

-Captain Towa, her current direct superior officer, is a bear of a Tien man who has been with the order for over a decade. While he's unquestionably strong, he's always lacked the ambition to pursue a higher position. He annoys her, since he frequently gives her orders that make no sense, like attending festivals or taking days off. Needless to say, he's actually not a bad SO to have... she's just set into being a cynic at this point and refuses to properly see him as anything but an annoyance.

-She has a rival in Kurtis Everbrook, an "idiotic half-elf who fancies himself a soldier." He's not as adept as she is in any way aside one: Kurtis is an unholy god of schmoozing. Any attempts to saddle him with blame for failed missions never fail to bounce off of him, and frequently he winds up finding ways to blame Zaniah--even for things that weren't her fault. Even more vexing, he's managed to wind up higher in the organization that she is.

-While doesn't really like anyone, she has a grudging respect for the gnome who taught her how guns work. His name is Inigo Boombottom, and like most gnomes he's an eccentric. Inigo's special fixation is explosions, and he enjoys nothing more than finding new ways to use them. Needless to say, he's long since moved on from gunfire himself to other forms of explosions like sculpting mortars or figuring out how to make his alchemical bombs have a poisonous smoke attached.

Step 5:

Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
-She never uses contractions, and her manner of speech is always highly formal.
-Due in part to her lack of sleep and in part to her general demeanor, she looks half-interested a good portion of the time.
-She keeps her things meticulously arranged, and can recall where anything she owns is stored at a moment's notice. Even her room in the barracks is spotless, and when there's nothing else to do she frequently passes the time by cleaning, tidying, or rearranging things for the fiftieth time.
-Her healing skills, magical talents, general demeanor, and tendency to be placed on medical duty with some frequency have given her the nickname of 'the hellnurse' in some circles within the Order of the Flaming Lance. She is not fond of the nickname.