Witch

Zeltyieli Alikathesu's page

335 posts. Alias of Tilnar.


Full Name

Zeltyieli Alikathesu

Race

Half-Elf

Classes/Levels

Cleric (Varisian Pilgrim) 4

Vitals:
(HP: 31/31; AC: 17/13/14; Percep: +12; Init: +3; Fort +6, Ref: +4, Will: +6 [+9 charm; +8 illusions]; CMD: 17; CMB +4; Speed: 40)

About Zeltyieli Alikathesu

Male Half-Elf Cleric (Varisian Pilgrim) 4
CG Medium Humanoid (Human, Elf)
Init: +3, Senses: Low-Light Vision, Perception +12
Languages: Common, Elven, Varisian, Celestial.
Deity: Sinashakti Domains: Exploration Subdomain (Travel), Azata Subdomain (Good)
Age: 24
Birthday: 17 Desnus
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DESCRIPTION/BACKGROUND
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Zeltyieli stands just a hair under 6' tall with a lithe dancer's build that makes him appear somewhat taller. His complexion is somwhat paler than the Varisian norm, as if the olive undertones were left out in the sun and faded, creating a contrast with his dark hair and brows which are an auburn so deep it almost appears black at a distance. He wears his hair long, spilling down over his shoulders and covering all but the very tips of his pointed ears, though it is decorated with a number of small beaded braids that spill over the right side of his face. His eyes are bright and expressive, revealing a deep inner joy in their green amber sparkles. The man seems positively wrapped in bright colours: his pants are a bright light blue and his ruffled shirt is yellow... even his leather armour's been dyed the colour of a blood-orange. Completing the look is his multi-coloured scarf and a light cloak, itself a swirled mass of shades of red and orange.

History:

Zeltyieli -- 'Tyieli to his mother -- was born on the road, in the wagons of the Khastvi Family, a small caravan of travelling Sczarni. His birth was the result of a long love-con run by his Family on a member of the Mierni ambassador's staff in Riddleport that, unfortunately, went sour.... Or at least, badly enough that his mother told him that he was the true and only profit from the scam.

Growing up, 'Tyieli was raised on the tales around the campfire, learning the ways of his people, how non-Varisians were stupid people and that it was the Sczarni way to teach them about the world, taking some coin (or other valuable goods) for their trouble. 'Tyieli learned the that in the years before he was born, the Khastvi Family has been based in Magnimar... and they were forced to flee the city after the Family's patriarch, Koivu, had a falling out with some of his fellows that resulted from a disagreement about who had the right to "do business" in which part of the Shore. Rather than accept a loss of face, or worse, a loss of profit, Koivu took his family on the road, declaring that he alone would determine where and when his Family could operate.

Zeltyieli knew that he was born different than his "cousins", and the differences only seemed to grow wider with the passing of each season. They grew taller, stronger, faster... and, perhaps most importantly to the Family, more dextrous, while he lagged behind.... and if he found that it didn't sit well with him, it sat even less well with Koivu. The old Patriarch grew less and less patient with the boy and his inability to participate in the family businesses -- his small size and clumsy fingers made him useless as a dancer, bouncer, cutpurse or fortune teller.... Fortunately, before Koivu could trade the boy at a brothel, his mother suggested that his fleet feet and night vision made him an excellent runner.

Through his childhood, Zeltyieli grew up with a love for the open road.... loving his time on the move, either with the Family or alone.... but, increasingly began to dread the stops, when the family set up business. At first, he thought it was just because of the insults that were clear to be thrown his way by the patriarch, but over time, he began to realize that the Family's "businesses" themselves were bothering him.... the quick-change and sleight of hand when counting the coints, the games that no-one could win, the "charms" that did nothing ... even the fortune teller cheated with the Harrowing deck when dealing with a non-Varisian, predicting doom and then teasing more coin in exchange for a promise about the solution. It seemed that only the dancers (and liftskirts) did any real work, and even then, they were quick to pass around cups to make their marks sleepy, more prone to leaving large tips and less likely to notice when given false change.

Even as the boy began to grow into an adult and lose his childhood clumsiness, he was quite pleased to be thought of as useless and only good to run messages, coins or valuables back and forth. ... traveling, even when it was just running items back and forth within the camp, was more exhilerating to him than anything he'd ever experienced in his entire life. There was a beauty there, a joy which filled him ... one that he simply could not explain to anyone he knew.

When the boy was 21 winters old, however, everything changed. As is often the case on such nights, it actually seemed like business as usual: the family set up their travelling caravan outside of Sandpoint ahead of the Swallowtail festival... and, as usual, he was running "acquired" goods back to the main wagon. However, on this particular night, the treasure was an ornate and jeweled scrollcase -- and, as he began to run, he suddenly found himself unable to move. He tried to figure out what was going on when a gnome approached, holding a butterfly pendant in her hand, saying simply, "You have something of mine that I must deliver." 'Tyieli struggled against the magic, but he could not prevent the gnome from reclaiming the item.... and even as the gnome released the magic, Zeltyieli's shame at his Family's actions -- and his guilt over his own involvement crashed over him.... and they must have been plain on his face, because the gnome stopped and asked the boy what was troubling him. For some reason that he couldn't understand, Zeltyieli found himself answering that question honestly.
The gnome, surprisingly, understood.

She introduced herself as Queck, a cleric of Densa and a Pathfinder..... and while these things were foreign to 'Tyieli, they somehow, resonated within him... and somehow, not aware of what he was agreeing to, Zeltyieli agreed to travel with the Pathfinder, leaving the Family behind. They headed to Magnimar, and it was there that the boy realized that the joy he felt in motion was a calling from Sinashakti. He apprenticed himself at the Pathfinder's lodge, hoping for membership while working as a runner and messenger in town, slowly earning -- actually earning -- the coin to purchase the equipment that would allow him to take to the roads in earnest.

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DEFENSE
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AC 17, Touch 13, Flat-footed 14, CMD 16
(+4 armor, +3 dex)
HP 31 (4HD) [10,7,7,7]
Fort: +6, Ref: +4, Will: +6 [+3 v. enchantment/charm; +2 v. illusions]
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OFFENSE
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Speed: 40 ft. (8 Squares)

Melee:

  • Masterwork Bladed Scarf +7 (1d6+2/19-20)
  • Masterwork Silver Dagger +7 (1d4+1/19-20)

Ranged:

  • Masterwork Composite Shortbow +7 (1d6+1/x3), 70' increment
  • Dagger (thrown) +6 (1d4+1/19-20), 10' increment

Special: Channel Positive Energy (2d6, DC 13);
Base Atk: +3, CMB: +4
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STATISTICS
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Str 13, Dex 16, Con 14, Int 12, Wis 16, Cha 13
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TRAITS
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Ex-Sczarni (Campaign)
Though you were raised as a member of one of Magnimar’s various Sczarni gangs, you never fit in with the rest of your settled, metropolitan brethren. The Pathfinder Society in particular recognized your wanderlust and potential as an agent, and on more than one occasion you impressed or bamboozled their agents with your street smarts and finesse. Over the years, you fell out of favor with the Sczarni, and eventually left to pursue interests outside of simple banditry, though you still remember the lessons your criminal relations taught you. You gain a +2 trait bonus on Bluff checks to pass hidden messages. Also, anytime you deliver a coup de grace, you deal an additional 1d6 points of damage.

Varisian Tattoo (Racial)
Your bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.
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FEATS
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Armour Proficiencies: Light.
Weapon Proficiencies: Simple, Plus: shortbow (deity), bladed scarf (trait) and starknife (trait).

Weapon Finesse, Selective Channel
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SKILLS (2+int) = 3+FC/3+FC/3+FC/3+FC
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Trained are marked with *, italics for class skills.

==Adventuring Skills==
Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics [+1] = 0.0 + 2 + 0 (-1AC)
--- Jump [+5] (+4 Movement)
Appraise [+0] = 0.0 + 0 + 0
Bluff* [+2] = 1.0 + 1 + 0
--- Pass Secret Messages [+4] (Trait bonus)
Climb [+0] = 0.0 + 1 + 0 (-1AC)
Diplomacy* [+5] = 1.0 + 1 + 3
Disguise [+1] = 0.0 + 1 + 0
Escape Artist [+1] = 0.0 + 2 + 0 (-1AC)
Heal* [+8] = 2.0 + 3 + 3
Intimidate [+1] = 0.0 + 1 + 0
Knowledge (Untrained) [+1] = 0.0 + 1 + 0
Knowledge (Arcana)* [+5] = 1.0 + 1 + 3
Knowledge (Planes)* [+5] = 1.0 + 1 + 3
Knowledge (Religion)* [+6] = 2.0 + 1 + 3
Perception* [+12] = 4.0 + 3 + 3 (+2 Keen Senses)
Sense Motive* [+7] = 2.0 + 2 + 3
Spellcraft* [+5] = 1.0 + 1 + 3
Stealth [+1] = 0.0 + 2 + 0 (-1AC)
Survival [+3] = 0.0 + 3 + 0
Swim [+0] = 0.0 + 1 + 0 (-1AC)

==Background Skills==
Appraise* [+5] = 1.0 + 1 + 3
Knowledge (Geography) [+2] = 1.0 + 1 + 0
Knowledge (History)* [+5] = 1.0 + 1 + 3
Linguistics* [+6] = 2.0 + 1 + 3
Sleight of Hand [+6] = 3.0 + 3 + 0
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MAGIC
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Prepared Spells (4/4+1/3+1/) (Concentration: +7, CL 4)
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Level 0: (DC 13) Create Water, Detect Magic, Guidance, Stabilize.
Level 1: (DC 14) Bless, Divine Favor, Expeditious Retreat*, Protection from Evil, Shield of Faith.
Level 2: (DC 15) Align Weapon (Good)*, Sound Burst, Spiritual Weapon.
* = Domain Spell

Domain Spells:
1: Expeditious Retreat -- 2: Align Weapon (Good), Locate Object -- 3: Fly -- 4: Holy Smite, Locate Creature -- 5: Dispel Evil, Teleport -- 6: Find the Path, Planar Ally (azata) -- 7: Greater Teleport, Holy Word -- 8: Holy Aura, Phase Door -- 9: Summon Monster IX (good), World Wave

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RACIAL ABILITIES
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Alert for Betrayal Some half-elves skepticism of apparent allies makes them cynical and stubborn. These half-elves gain a +2 racial bonus on saves v. illusion spells and effects. Perception and Sense Motive are class skills for them. This replaces the adaptability racial trait.

Elf Blood (Ex) Half-elves count as both humans and elves for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses (Ex) Half-elves gain a +2 racial bonus on Perception checks.

Multitalented (Ex) Half-elves choose two favoured classes at 1st level.
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CLASS ABILITIES
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Aura of Chaos (Ex) You project a strong chaotic aura.

Aura of Good (Ex) You project a strong good aura.

Channel Positive Energy (Su) (ooooo)
You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this abilty 5 times per day.

Door Sight (Su) (ooooo o)
You can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. Using this power takes 1 minute, during which time you must be touching the surface you want to see through. You can keep looking for as long as 10 minutes with each use of this power, but must touch the surface and take no other action the entire time. The surface cannot be thicker than 10 inches. You can use this power 6 times per day.

Elysium’s Call (Su) (ooooo o)
With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a 6 rounds per day.

Caravan Bond (Su)
At 1st level, by leading a group prayer for 1 minute, a Varisian pilgrim can select a number of traveling companions equal to her cleric level + her Wisdom bonus (5). She may use her domain-granted powers on any of these traveling companions as if they were her. She can use these abilities on her traveling companions at a range of up to 30 feet, even if the ability normally requires her touch.

Orisons (Sp)
You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Spontaneous Casting (Ex)
You can channel stored spell energy into healing spells that you did not prepare ahead of time. You 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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EQUIPMENT
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Carried/Equipped
scarf, bladed (masterwork); outfit (traveler's); masterwork chain shirt; arrow (x20); holy symbol (iron); silver dagger (masterwork) ; Spell Component Pouch; shortbow, composite (Str +1/masterwork); alchemist's fire; wayfinder

Backpack, Masterwork [ Bedroll; Mess Kit; Rations (Trail/Per Day) (x5); Waterskin; Holy Symbol (Wooden); Spell Component Pouch];

Belt Pouch [ Harrow Deck ];

Scrollcase [ Comprehend Languages (x2) ]

Coinpurse: 502gp, 11sp, 10cp

Current Weight: 53.5 lbs (Light) Limits: 58 (Light), 116(Medium), 175 (Heavy).