Sorshen

Ziomarra Callinovo's page

1,360 posts. Alias of Haladir.


Full Name

Ziomarra Callinovo

Race

Human (Azlanti)

Classes/Levels

Witch (cartomancer)/VMC Cleric of Desna 5/Evangelist 2

stats:
hp 46/46 | AC 17; touch 17; flat-foot 12 | Fort +5; Ref +7; Will +9 | Init +5 | Perception +9

Gender

CG Female

Size

5'11"; 155 lbs; Medium

Age

23

Alignment

chaotic good

Deity

Desna

Location

Magnimar

Languages

Common, Shoanti, Skald, Thassilonian, Varisian

Occupation

fortune-teller

Strength 12
Dexterity 18
Constitution 14
Intelligence 18
Wisdom 16
Charisma 16

About Ziomarra Callinovo

Description: Ziomarra is a tall woman of striking appearance. She has long, jet-black hair and violet eyes. She dresses in typical Varisian fashion, favoring a white blouse with billowy sleeves; a flowing skirt of vibrant colors, and Varisian scarves over her shoulders and tied around her head. It's rare to see her without her Harrow cards in hand.

Height: 5'11"; Weight: 155 lbs; Age: 23; Hair black; Eyes: violet; Skin: bronze

Character Portrait

Ziomarra Callinovo
Witch (cartomancer)/VMC Cleric of Desna 5/ Evangelist 2
CG female Medium humanoid (human: pureblood Azlanti)
Init +9 (+4 Dex, +4 insight, +1 luck); Senses Perception +9 (+13 on surprise checks)

DEFENSE
AC 17; touch 17; flat-footed 12
(+1 armor, +1 deflection, +4 Dex, +1 dodge)
hp 46 (7HD; 5d6+2d8+14)
Fort +5; Reflex +7; Will +9 (+11 v enchantment spells)
Defensive spells in effect: none

OFFENSE
Speed 40 ft
Melee mwk bladed scarf +6 (1d6+1) or starknife +5 (1d4+1/x3), or mwk silver dagger +6 (1d4+1/19-20), or melee touch +5 (by spell)
Ranged Harrow card +10 (1d4+3), or starknife +9 (1d4+1/x3), or ranged touch +9 (by spell) [+1 hit & damage within 30 feet]
Special Attacks Deadly Dealer, Hex: evil eye, Precise Shot, weapon attunement (spell deck)
Witch Spells (CL 6th; Concentration +10)
3rd level: bestow curse (DC 17), dispel magic, lightning bolt (DC 17)
2nd level: hold person (DC 17), inflict moderate wounds (DC 16) (x2), touch of idiocy (DC 17)
1st level: bless, burning hands (DC 15), charm person (DC 16), enlarge person
0-level (at will): dancing lights, detect magic, read magic, touch of fatigue (DC 14)
Patron Ancestors; Domain Travel

STATISTICS
Str 12; Dex 18; Con 14; Int 18; Wis 16; Cha 16
BAB +4; CMB +5; CMD 21
Traits Charming, Focused Mind, Friend in Every Town (Knowledge:local)
Drawback: Paranoid
Feats Deific Obedience (Desna), Point-Blank Shot, Precise Shot, Spell Focus (enchantment)
Skills Acrobatics +9 (2), Bluff +6 (3), Diplomacy +12 (5), Fly +9 (2), Intimidate +13 (7), Knowledge (arcana) +14 (7), Knowledge (geography) +10 (3), Knowledge (history) +10 (3), Knowledge (local) +15 (7), Knowledge (religion) +14 (7), Perception +9 (3),Profession (fortune-teller) +7 (1), Sense Motive +11 (5),Sleight of Hand +11 (7), Spellcraft +14 (7), Swim +5 (0), Use Magic Device +13 (7)
Languages Taldane (Common), Draconic, Shoanti, Skald, Thassilonian, Varisian
Favored class witch (hp: 0/skill ranks: 5)
SQ Hero Points: 1
Bonus Progression Resistance +1; Armor Attunement +1 (clothing); Weapon Attunement +1 (Spell Deck); Deflection +1; Mental Prowess (Int) +2; Physical Prowess (Dex) +2

SPECIAL ABILITIES
Agile Feet (Su) 5/day. As free action, ignore all difficult terrain and do not take any penalties for moving through it for 1 round.
Aligned Class (Witch) (Ex) Add your Evangelist level -1 to your class level in your aligned class for all class abilities in the aligned class.
Aura (Su) Has Strong auras of Chaos and Good.
Bonus Feat (Ex) Exotic Weapon Proficiency (bladed scarf)
Deadly Dealer (Ex) Has the Deadly Dealer feat without having to meet prerequisites. This also grants use of the feat Arcane Strike in conjunction with this ability.
Deity's Favored Weapon (Ex) Proficient with the starknife.
Deliver Touch Spells (Su) When using Deadly Dealer, can deliver a touch spell with a thrown card. The attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any Harrow card (not just one from the spell deck).
Hex: Evil Eye (Su) (DC 17, 7 rounds) Target within 30 feet takes -2 penalty to choice of AC, attacks, saves, or ability/skill checks. Successful save reduces duration to 1 round.
Hex: Disguise (Sp) (6 hours/day) As disguise self, usable in 1-hour increments.
Hex: Flight (Su) Feather fall at will; levitate 1/day; fly 6 min/day (must use in 1-min increments); +4 bonus on Swim checks
Obedience (Su) Must perform Desna's obedience daily, or lose all Evangelist powers.
Obedience of Desna (Su) Dance in a random pattern beneath the light of the stars, trusting in the guidance of destiny. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the dance feels complete, cease dancing. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future. Gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.
Paranoid (Ex) Others require a DC 15 check to successfully use Aid Another action on Ziomarra.
Point-Blank Shot (Ex) +1 attack and damage on targets within 30 feet
Precise Shot (Ex) Can fire into melee without usual -4 penalty.
Protective Grace (Ex) Gain a +1 dodge bonus to AC.
Returning Cards (Su) When throwing a card from her spell deck via Deadly Dealer, the card is not destroyed and gains the returning weapon enhancement.
Skilled (Ex) Gains two skills as class skills [Acrobatics and Knowledge (Geography)].
Spell Focus (Enchantment) (Ex) +1 on the save DC of all spells cast from this school.
Spell Deck (Su) Communicates to her patron through a special Harrow deck, rather than a familiar. Spells in Ziomarra's spell deck are: 3rd level bestow curse, deep slumber, clairvoyance/clairaudience, dispel magic, lightning bolt, remove curse; 2nd level aid, augury, enthrall, false life, gentle repose, hold person, inflict moderate wounds, summon monster II, touch of idiocy; 1st level beguiling gift, bless, burning hands, charm person, command, cure light wounds, enlarge person, hypnotism, mage armor; Cantrips arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrify food and drink, read magic, resistance, spark, stabilize, touch of fatigue
Spontaneous Casting (Su) Can convert any prepared spell to a cure spell of the same spell level.
Travel Domain (Ex) +10 feet base movement.

GEAR
Weapons masterwork bladed scarf, bladed scarf, starknife, masterwork silver dagger (Thassilonian), battered Harrow deck (44 cards), tattered Harrow desk (50 cards), defaced Harrow deck (51 cards), 2 flasks of alchemist's fire
Clothing revealing dress (worn), explorer's outfit; 3 spare traveler's outfits (two at home); Varisian formal dress (counts as courtier's outfit); 4 Varisian scarves, pocketed scarf, reinforced scarf.
Other gear Harrow spell deck in wooden case, Harrow mat, shard of lust, wand of mage armor (4 charges), wand of cure light wounds (21 charges), scroll case containing: scroll of cure light wounds; scroll of cure moderate wounds, scroll case containing copy of The Eight Scrolls (Desna's holy text), satchel, spell component pouch, wooden holy symbol of Desna, silver holy symbol of Desna, waterskin, whetstone, tin tankard, set of manacles with average lock, 2 day's rations, waterskin (full), flask of brandy; Survival in the Mushfens (+2 circ. bonus to Survival and Know (Nature) in the Mushfens); Down the Yondabarki: A Riveman's Life (+2 circ bonus to Know (geog.) & Know (local) within 20 miles of the river.)
Money and treasure Varisian kapenia (family heirloom worth 50 gp) (worn), 3 fine silk scarves (25 gp each) (worn), silver and turquoise butterfly earrings (75 gp) (worn), 20 silver bangles (1 gp each) (worn), coin purse containing: 25 pp, 25 gp, 20 sp, 10 cp

Background: Ziomarra grew up in a Varisian caravan, traveling the countryside of Varisia. There isn't much on any caravan route that Ziomarra hasn't seen at least once. Her childhood was idyllic: she was loved and encouraged by her parents and by everyone in her community. Ziomarra had a special relationship with her maternal grandmother, who was the Harrower of the caravan. Ziomarra spent many a night at her grandmother's side learning the intricacies of the history and meaning of the 54 cards of the Harrow deck. Part of the history were legends of the ancient empire that once stood in the land of Varisia: The Thassilonians, who built the great monuments that dot the land. Her grandmother even knew how to read the ancient language of that people, and taught Ziomarra how to read the strange spiky runes.

When Ziomarra was 15, her caravan happened to be camping at Trail's End at Korvosa when a plague broke out in the city. Before the Queen's Physicians were able to stamp out the scourge of blood veil, half of her caravan had died. Ziomarra herself and her parents managed to escape too serious an infection, but her beloved grandmother died, as did the matriarch of the caravan. When the wanderlust returned to her family, the remaining members of her caravan chose to form a new caravan with the remains of two others, and they hit the road again. Ziomarra became the new Harrower, as the caravan set out for Kaer Maga. She found that when she read her cards, she felt the spirit of her grandmother guiding her and granting her insight... and power. For the cards Ziomarra inherited had been passed down through generations of Harrowers, and the spirits of her ancestors infused the deck with fractions of their power. Through this family deck, Ziomarra gained Sight and learned true magic.

Yet, the new caravan had problems. The new leadership was Sczarni. Not everyone was happy with this when it became apparent, but family is family. In Kaer Maga, several more Sczarni wagons joined the caravan. Ziomarra was encouraged by her hew leaders to sell her fortune-telling to outsiders... and to pad her readings such that the outsiders would be encouraged to pay more and more for additional "insight," regardless of what the cards actually said.

Ziomarra rebelled against the Sczarni leaders of caravan, and refused to continue. She was very surprised and upset when her parents suggested that she go along with her orders to keep the peace in their home. She again refused, and the new matriarch of the caravan expelled her, shunning her from her troupe. This event made her very distrustful of the motives of others.

Dejected, Zaiomarra eked out a living as a fortune-teller for a while in the Warren District of the City of Strangers. Yet, the road called to her, and the spirits of her cards led her to join up with a group of travelers looking for a guide to Magnimar. For this group also felt the call of the open road-- this band was a group of Pathfinders heading to the Pathfinder Lodge in Varisia. Using her extensive knowledge of Varisian geography, she led the Pathfinders past several sites of historical significance. When they got to Magnimar three months later, they introduced Ziomarra to the Venture Captain Shiela Heidmarch and recommended her for membership.

Later, while exploring the Lady's Light, Zee and her companions discovered a clone of Runelord Sorshen. Zee accidentally triggered a trap on the sarcophagus containing the tomb, and while she survived the psychic attack, her soul became entwined with the clone. The next day, Zee was slain by a dhampir in thrall to the Lady of the Light. Zee then found herself waking up in the sarcophagus... with the body of Runelord Sorshen herself!

Drawing Harrow Cards:

Suit (1d6)
1 = Hammers (Strength)
2 = Keys (Dexterity)
3 = Shields (Constitution)
4 = Books (Intelligence)
5 = Stars (Wisdom)
6 = Crowns (Charisma)

Alignment: Ethics (1d3)
1 = Lawful
2 = Neutral
3 = Chaotic

Alignment: Morality (1d3)
1 = Good
2 = Neutral
3 = Evil

Harrow Card:

[dice=suit]1d6[/dice]
[dice=ethic]1d3][/dice]
[dice=moral]1d3[/dice]