Garuda

Zharifa's page

42 posts. Alias of Zanbabe.


Full Name

Zharifa

Race

Aven

Classes/Levels

Inactive

Gender

Female

Size

Medium

Alignment

Chaotic Good

Deity

Oketra the True: Goddess of Solidarity. White-aligned. Domains: Community, Healing, Good, Sun, War. Favored Weapon: Longbow.

Languages

Aven, Common

Strength 15
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 20
Charisma 14

About Zharifa

Cleric 9 Domains: Healing: Resurrection and Community: Home | HP 81/81 | AC 17 / T 13 / FF 14 | CMB 8 / CMD 22 | Fort +8 / Ref +8 / Will +11 | Initiative +4 | Perception +18 | Darkvision 60 feet | Channel 5d6 7/7 | Active Effects: None

Str 15 +2 [3 points +2 Belt]
Dex 18 +4 [3 points +2 racial +4th level bonus +2 Belt]
Con 14 +2 [2 points +2 Belt]
Int 16 +3 [5 points +2 headband]
Wis 20 +5 [7 points +2 racial +8th level bonus +2 headband]
Cha 14 +2 [5 points -2 racial +2 headband]

BAB +6/+1 | Speed 30 | Fly Speed 20

=== Resistances ===

=== Restrictions ===
Must make a DC 30 Fly check to fly upward.

=== Melee Weapons ===
Masterwork Cold Iron Morningstar
First Attack +9 / Subsequent Attack +4 | Damage 1d8+2 | Critical x2 | B and P

=== Ranged Weapons ===
+1 Adaptive Merciful Composite Longbow
First Attack +11 / Subsequent Attack +6 | Damage 1d8+2 +1d6 (all damage is nonlethal) | Critical x3 | P | Range 110 feet
[+1 attack and damage within 30 feet (Point blank), so +12/+7 attack and 1d8+3 damage]
[Full-round attack = one more shot at full bonus, but all attacks at -2, so +9/+9/+4 or +10/+10/+5 within 30 feet) (Rapid Shot)]
[Full-Round attack = First attack fires two arrows rather than one (manyshot), so Damage on first attack would be 2d8+4 +2d6, or 2d8+6 +2d6 within 30 feet (but separate in terms of DR)]

Feats and Traits:

=== Feats ===
Manyshot [When making a full-attack action with a bow, your first attack fires two arrows.]
Point-Blank Shot [+1/+1 within 30 feet.]
Precise Shot [No -4 for shooting into melee.]
Rapid Shot [When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.]
Selective Channeling [A number of targets equal to your Charisma modifier are not affected by your channeled energy.]

=== Traits ===
Ambassador [+2 trait bonus to Diplomacy]
Two-World Magic [Get a zero level spell from a different spell list]

Special Abilities:

Aura (Ex) [project aura (Oketra)]
Calming Touch (Sp) [Standard action to touch and heal 1d6 points of nonlethal damage + 1 point per cleric level. Also removes the fatigued, shaken, and sickened conditions. 8/day]
Channel Energy (Su) [30 foot radius, 5d6, 7/day]
Darkvision (Ex) [60 feet]
Dayguard [+2 Perception / class skill]
Gift of Life (Su) [Touch a creature that has died within the past minute. The dead creature returns to life for a number of rounds equal to your cleric level. At the end of this time, the creature dies again. The creature is free to act as it sees fit during this time. You are granted no control over it.]
Guarded Hearth (Su) [Create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. The ward lasts for 1 hour per cleric level. You can use this ability once per day.]
Rebuke Death (Sp) [Heal 1d4+2 on someone below 0 hit points. 6/day]
Tough [+1 Fortitude saves (replaces suspicious)]
Wing-Clipped [fly speed 20 feet, and must make a DC 30 Fly check to fly upward / +2 racial bonus on Bluff, Climb, and Diplomacy]

Skills:

63 skill points [2 +2 int +1 favored class +2 background = 7 per level]

Acrobatics +4 |+4 Dex
+Appraise +7 |+3 Int +1 rank +3 class skill
Artistry +7 |+3 Int +1 rank +3 class skill
Bluff +2 |+2 Cha
Climb +7 |+2 Str +5 ranks
+Craft: Sculpture +3 |+3 Int
+Diplomacy +16 |+2 Cha +9 ranks +3 class skill +2 trait
Disable Device* +5 |+4 Dex +1 rank
Disguise +2 |+2 Cha
Escape Artist +4 |+4 Dex
Fly +13 |+4 Dex +9 ranks
Handle Animal* +3 |+2 Cha +1 rank
+Heal +9 |+5 Wis +1 rank +3 class skill
Intimidate +2 |+2 Cha
+Knowledge (Arcana)* +7 |+3 Int +1 rank +3 class skill
Knowledge (Dungeoneering)* +4 |+3 Int +1 rank
Knowledge (Engineering)* +4 |+3 Int +1 rank
Knowledge (Geography)* +4 |+3 Int +1 rank
+Knowledge (History)* +7 |+3 Int +1 rank +3 class skill
Knowledge (Local)* +4 |+3 Int +1 rank
Knowledge (Nature)* +4 |+3 Int +1 rank
+Knowledge (Nobility)* +7 |+3 Int +1 rank +3 class skill
+Knowledge (Planes)* +7 |+3 Int +1 rank +3 class skill
+Knowledge (Religion)* +9 |+3 Int +3 ranks +3 class skill
+Linguistics* +7 |+3 Int +1 rank +3 class skill
Lore +7 |+3 Int +1 rank +3 class skill
+Perception +19 |+5 Wis +9 ranks +3 class skill +2 racial
Perform: Oratory +3 |+2 Cha +1 rank
+Profession* Teacher +9 |+5 Wis +1 rank +3 class skill
Ride +4 |+4 Dex
+Sense Motive +9 |+5 Wis +1 rank +3 class skill
Sleight of Hand* |+4 Dex +1 rank
+Spellcraft* +7 |+3 Int +1 rank +3 class skill
Stealth +4 |+4 Dex
Survival +5 |+5 Wis
Swim +7 |+2 Str +5 rank
Use Magic Device* +3 |+2 Cha +1 rank

Spells:

=== Zero Level === [DC 15]
Detect Magic
Mending
Prestidigitation [Two-World Magic]
Spark
Stabilize

=== First Level === [DC 16]
Spells per day: 6+1 (includes ability score bonuses)

Alarm (domain)
Cure Light Wounds (domain)

Burning Disarm
Detect Evil
Protection from Evil
Sanctify Corpse
Summon Minor Monster

=== Second Level === [DC 17]
Spells per day: 5+1 (includes ability score bonus)

Cure Moderate Wounds (domain)
Shield Other (domain)

Align Weapon
Lesser Restoration
Pilfering Hand
Silence
Sound Burst

=== Third Level === [DC 18]
Spells per day: 4+1 (includes ability score bonus)

Cure Serious Wounds (domain)
Glyph Of Warding (domain)

Channel Vigor
Charitable Impulse
Invisibility Purge
Water Walk

=== Fourth Level === [DC 19]
Spells per day: 3+1 (includes ability score bonus)

Cure Critical Wounds (domain)
Imbue with Spell Ability (domain)

Blessing of Fervor
Discern Lies
Warp Metal

=== Fifth Level === [DC 20]
Spells per day: 2+1 (includes ability score bonus)

Raise Dead (domain)
Telepathic Bond (domain)

Breath of Life
Wall of Stone

Gear:

+1 Adaptive Merciful Composite Longbow [9,600 gold]
Bandolier (2) [1 gold]
Bedroll [1 silver]
Belt of Physical Perfection [16,000 gold]
Belt Pouch [1 gold]
Blanket (2) [1 gold]
Canteen [2 gold]
Explorer's Outfit [free starting outfit]
Grooming Kit [1 gold]
Handy Haversack [2,000 gold]
Headband of Mental Superiority [16,000 gold]
Ink [8 gold]
Inkpen [1 silver]
Journal [10 gold]
Masterwork Cold Iron Morningstar [316 gold]
Mess Kit [2 silver]
Mithral Chain Shirt [1,100 gold]
Silk rope (100 feet) [20 gold]
Silver Holy Symbol of Oketra [25 gold]
Sleeves of Many Garments [200 gold]
Traveler's Any Tool [250 gold]
Waterproof bags (2) [1 gold]

Current Wealth: 463.6 gold

Starting Wealth: 46,000 gold
[Total for all starting gear: 45,536.4]

Domains:

Main: Healing Domain

Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Healer’s Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.

Domain Spells: 1st—cure light wounds, 2nd—cure moderate wounds, 3rd—cure serious wounds, 4th—cure critical wounds, 5th—breath of life, 6th—heal, 7th—regenerate, 8th—cure critical wounds (mass), 9th—heal (mass).

Subdomain: Resurrection

Associated Domain: Healing.

Replacement Power: The following granted power replaces the healer’s blessing power of the Healing domain.

Gift of Life (Su): At 8th level, you can touch a creature that has died within the past minute to grant it a few moments of life. The dead creature returns to life for a number of rounds equal to your cleric level. Creatures returned to life in this way have a number of hit points equal to half your cleric level, and continue to be affected by any still-active spells, conditions, or afflictions present at the time of their death. At the end of this time, the creature dies again. The creature is free to act as it sees fit during this time. You are granted no control over it.

You can use this power once per day at 8th level, plus one additional time per day for every four levels beyond 8th.

Replacement Domain Spells: 5th—raise dead, 7th—resurrection, 9th—true resurrection.

Main: Community Domain

Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes’ feast, 7th—refuge, 8th—cure critical wounds (mass), 9th—miracle.

Subdomain: Home

Associated Domain: Community.

Replacement Power: The following granted power replaces the unity power of the Community domain.

Guarded Hearth (Su): At 8th level, you can create a ward that protects a specified area. Creating this ward takes 10 minutes of uninterrupted work. This ward has a maximum radius of 5 feet per 2 cleric levels you possess. When the ward is completed, you designate any number of creatures inside its area. Should any other creature enter the warded area, all of the selected creatures are immediately alerted (and awoken if they were asleep). The designated creatures also receive a sacred bonus equal to your Wisdom modifier on all saving throws and attack rolls while inside the warded area. This ward immediately ends if you leave the area. The ward lasts for 1 hour per cleric level. You can use this ability once per day.

Replacement Domain Spells: 1st—alarm, 3rd—glyph of warding, 7th—guards and wards.

Mana Color:

Zharifa is White because she is about unity, community, and goodness. She cares about others and wants others to succeed, and for everyone to work together for the good of all.

DM Questions:

Color and God choice?

White, Oketra

What is your character?

She is a Vizier, and works as a priestess of Oketra training younger initiates to work together to learn, solve problems, and battle as a team, and to support and help each other by sticking together in social and physical mundane tasks as well. She works to bond them together as a group, and teaches them that the whole is greater than the sum of the parts, if you are truly united and dedicated to the success of those around you, rather than envying them or trying to compete with them. There, of course, is room for ambition and strength, but if you work together to succeed, you will reach higher and be stronger than you could ever be alone.

What does she do on a normal day to day basis?

She used to have a life, and take time for friends and loved ones, but lately because of an unfortunate and seemingly permanent injury, she mainly just sleeps and trains and worships.

What special routines or training exercises does she perform?

She trains her students every day on how to become united, but her own training is mainly strength training, because she is so worried about her lack of physical perfection. She of course still trains with her bow daily, and doesn't neglect any other studies, but that is where her extra-obsessed training goes.

Why does she worship Oketra, and what role has she filled in that worship?

She worships Oketra because Oketra is wise and good, and teaches unity and healing, and values community and love, which are the things that Zharifa finds most valuable.

Background:

Zharifa had always been a model student, a follower of the paths, a seeker of immortality by the grace of the gods. She was strong and good and successful, even chosen as a Vizier, serving as priestess and ambassador, representing Oketra in many of the public ceremonies, and helping others to learn the virtues of solidarity and unity in service. As an Ambassador, she knew almost all of the other Viziers in the city, and as a teacher, she knew very many of the initiates, because so many of them came through her classroom at one time or another.

She had a special bow made that did no permanent damage unless she willed it, mainly for use in training initiates, but also because the whole thought of the wandering curse striking anyone was anathema to her. She didn't like losing good students to thoughtless mistakes, and didn't want any of her students to die before the trials. They needed a chance to learn from their mistakes, she justified to herself, although underneath there had always been some doubt that she might be more compassionate than the more fervent followers of Bontu or Rhonas demanded.

Several months ago, she injured her wing in a training exercise. After giving the wing time to heal, it still didn't work properly. She told no one the extent of the damage, or that she could no longer gain elevation while flying, terrified that she had not yet earned a place in the eternities, and that she would be rejected by the gods for her physical imperfection. Surely Rhonas would stand in her way, and Bontu would encourage others to take advantage of her weakness. She had to believe that Oketra still loved and favored her, for the angels had not come to remove her out of her place, and she did not worry that she had been slack in serving Keftnet or Hazoret either, for her knowledge and zeal were strong, but she secretly worried that she would now never be enough, and never have the chance to be unified with her community and friends and loved ones in the afterlife.

She recently broke off the long-term relationship that she had been involved in with a vizier of Rhonas (gloriously strong, but also compassionate and loyal), giving no explanation, which needless to say was *very* out of character for her, and started using all of her free time training feverishly, thinking perhaps she could qualify on human terms as far as physical perfection went, and that her limited flight would not hold her back. She invested in magic items that would enhance her mentally and physically, she trained more and more and more with her bow... and yet, none of it was enough. She is not perfect, and she knows she will never be accepted... and yet, what else is there? All she can do is continue to train, even though she knows she is doomed.

Her hope is diminished almost to nothing for herself, but she is determined not to drag anyone else down with her. She still remains kind to the friends that she rarely has time for, but is rarely available to participate with them in anything, claiming the need to study or train, constantly worried that she will have to fly somewhere, and that people will see her flaw. She avoids her former lover at all costs, and she trains her students well, still befriending and encouraging them, but only during training... making them strong as she cannot be.

Occasionally, alone, she climbs a nearby hill where she can get some altitude just by climbing, and then she soars down, still able to glide, and taking great pleasure in it, but even that is hard--not physically, but emotionally, for it reminds her of what is wrong with her even more.

Lately, because of her personal challenges, she has begun to entertain doubts about the goodness of some of the things around her. She hasn't strayed from Oketra in any way, but she worries about the ideals of their society and if there are other ways of solving the wandering curse... like the spell she recently was inspired with: "Sanctify Corpse."