<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Inessa the Hopeless...</div><div class="spoiler_body"><strong>Name:</strong> Inessa<br/><strong>Age:</strong> Young - 18 or 19?<br/><strong>Race:</strong> Human? Elven? Any race which could support a rather isolated community.<br/><strong>Class:</strong> Just about any could work - but the idea of a religious class that has her following a rather strict or common god/goddess because it's what's expected of her works well. Perhaps later she might find a new god/goddess/demon/? that suits her developing personality? Probably tied to love given where this game is going. For now i'll assume Cleric or Paladin.<br/><strong>Alignment</strong>: Lawful Good, because that's what everyone told Inessa she should be. Later she's might discover a deeper, free-er self that falls more into the chaotic side? I can certianly see the ideal of love drawing her towards a CG/CN alignment. Love conquers all - afterall.<br/><strong>Concept:</strong> Inessa is a pure soul. She was raised inside a convent - a puritanical society where concepts like sex aren't mentioned &amp; babies are 'blessings' of the gods given to women &amp; families who show themselves worthy. Of course, Inessa is a curious girl - and when she finds herself in the lands beyond her convent, she ought to explore them a little. Thankfully, her pure, blind innocence is rescued by a Valkerie recruiter - who figures if this girl is going to be anywhere, she'd probably be safest inside the Valkerie barracks. They needed cooks &amp; servants right? Surely this hopeless chit can do something - besides stumble into danger with open arms &amp; blind innocent eyes...</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Inessa's Hopeless Backstory</div><div class="spoiler_body">Inessa is pure girl. She was raised on scripture, virtue &amp; the writings of her lord &amp; master - The god. Of course, she knew there were <em>other</em> gods. But they can't hold a candle to <em>her</em> god. Inside the convent, Inessa was protected from the world. She never discovered sex. She never knew much about boys - other than sometimes her god might tell people to couple up &amp; marry! Then sometime later they'd be blessed with a baby - Babies were brought down by angels &amp; placed inside women's bellies with beautiful magic!<br/><br/>Of course, Inessa didn't spend all her time in the convent. She sometimes was allowed to visit markets and fairs - where she'd sell her crafts &amp; try to raise money for the convent. She was quite skillful - so she did well in her efforts. But her trips often lead to strange questions that the priests found difficult to explain sometimes. Like the town with women who were blessed with babies when they weren't married. Apparently they worshipped a different god who was jealous &amp; wanted more followers - so he's been blessing lots of his women with babies in their bellies so he might have more followers in the coming age. Apparently the lesser gods suffer from silly emotions like jealousy. And then there the lady with the strange tail. It was so long &amp; slender - with a beautiful heart at it's tip! Inessa's priest told her that it was a sign from the gods that lady had such strong love in her heart! Actually, the priest told Inessa that's why the lady was giving all the people kisses - because her heart was so full of love she just couldn't contain it all! Which was a good thing - because Inessa had been going to ask why the lady with the tail had kissed her too when she brought some clothes from Inessa. She'd said Inessa could ask her for another kiss anytime!<br/><br/>When Inessa came back from one of her trips, she found some of her friends coming out of the convent. They were carrying some of the most sacred relics - which made Inessa quite worried. But they explained that their god had foreseen theives coming for the relics &amp; had been commanded to move them. In fact, they even had a special relic just for Inessa! It was a beautiful platinum necklace. She was to keep it safe &amp; take it to the the big city! There Inessa was to meet them in a place called the Snuggly Duckling - a beautiful tavern where all the good folks could be safe. Inessa was to look for them there - they'd be wearing white feathers in their caps. Inessa believed her friend wholeheartedly, immediately setting off on her journey across the lands. Thankfully she'd made lots of coin at the market &amp; could afford such a journey!<br/><br/>After Inessa left, the thief told their companions they'd been found - but that they'd bribed the girl into keeping quiet &amp; leaving them alone. Since Inessa immediately turned &amp; galloped off into the night, they believed this story. The theif actually felt killing Inessa might be taking things too far - the girl was hopeless but she didn't deserve to die.<br/><br/>Inessa's journey was strange. She could afford to travel - but she found so many strange people as she traveled. Only the urgency of her quest kept her from dallying at each stop to help with all the misfortune she saw! But Inessa did what she could where she could. Leaving a trail of kindness in her wake. Her willingness to offer kindness to even the roughest of folks left many disarmed &amp; even enchanted. Which was good - because somehow, through fate or luck, whenever danger arose Inessa found a knight stood watching her back - be it a thief, thug, drunk or harlot. Though Inessa did find challenges in her journey - she was forced to dine with politicians, lawyers &amp; worst of all, non-believers in the one true god!<br/><br/>When she finally reached the city, Inessa spent three days searching for the Snuggly Duckling. She almost didn't find it! But a young boy eventually told her that the Snuggly Duckling wasn't inside the city - but in the forest beside it! It was a secret tavern known only to the lucky few! Which must be why it was perfect to hide the relic!<br/><br/>Inside, Inessa didn't find her friend. Actually, she didn't recognise anyone at all. Instead there were lots of women with strong bodies. Some were very beautifuls - others quite fearsome. And they were all centered about this one woman with a feathered cap. It wasn't her friend - but Inessa wasn't stupid. She knew her friend must have sent a friend to watch out for her. So she approached the women &amp; tried to offer her the relic. The Valkerie recruiter was quite perplexed - noone as yet had tried to bribe their way into the Valkeries, so she became quite suspcious. Ordering drinks, she asked for Inessa's story.<br/><br/>It was... well, enlightening was one word. Long was another. Painfully simple seems the most apt description though. The recruiter saw through all the holes in the story - and decided that this poor child needed someone to watch over her. It wasn't a brilliant place - but the Valkeries might be the safest place in the mortal realm for a girl this niave. So she quickly played her part - claiming knowledge of her friend and the relic - and gave Inessa a new quest. She was to sing up to the Valkeries. She was to study with them &amp; learn from them. She was particular to mention that Inessa was to learn about all the gods again - because apparently one of the priests at her convent had been a devil in disguise - and he had changed all the texts! Apparently all the gods were equals - and anyone who believed one god held more power than the others would end up in hell - where all the evil devil's lived! Inessa immediately realised the truth behind this - she'd always suspected that Father Soldere had messed up those muffins he'd baked on purpose - so he could avoid traveling to the market to sell them...<br/><br/>Inessa signed up immediately. Her time with the Valkeries was quite a shock! Much of what she'd learned about the other gods <em>had</em> been so wrong! Apparently they really did fight each other a lot! They even had wars sometimes! It was horrible! But Inessa made lots of friends. She met this really amazing woman who looked like a cat - only she was a woman! And she got invited over to have a special kind of bath. Apparently catfolk use their tongues to bathe - but there were one or two spots that are really hard to reach. So Inessa had to help her clean them. And then she'd clean Inessa too. It made Inessa tickle inside! But her friend - the recruiter - always seemed to interrupt them before Inessa got to learn about how to make the special cream. It was meant to be really good for your skin too! Then Inessa got to meet a dryad! She was really fun. She took Inessa to her glade &amp; taught Inessa to dance a special dance. It had to be done under the full moon &amp; you had to take off all yours clothes - or you insulted the spirits! Then they taught Inessa to swim - only she got too cold and decided to go home. The dryads offered to show her a special way to warm up - but Inessa had training at dawn &amp; didn't want to be tired for it.<br/><br/>Inessa also had a roommate. She was quite strange too! She told Inessa about lots of secret things. She even promised to show Inessa how you cast the spell to make a baby. Apparently the people in love had to cast it &amp; not the gods themselves! Another lie from her evil devil priest uncovered! Also, it was very difficult - which made sense since making new people was originally something the gods did. You have to practice the first step often infact! Which involved a special kind of kiss. You had to make a long, slow kiss whilst moving your tongue like a snake. You have to do this special kind of twist. Apparently the twist is like forming a rune. And when she showed Inessa - Inessa could feel the magic jump &amp; tickle inside her! Apparently Inessa was very good at that part too! But Inessa's roommate got her first quest the next day - before she could teach Inessa the rest of the spell! Inessa was so disappointed...<br/><br/>But then Inessa got her own quest! And she was so excited again! She went down to a fortune teller in the big barracks &amp; asked about her future! Inessa was told her something very special - "Your true love has a face of a monster - a beautiful but inhuman face! You will not know them - until you have shared a special kind of kiss with them. But- it will not be the one you might expect. So do not waste your chances! Always be courteous to a wolf! Never disobey the fey! Listen to your dreams!" Inessa hadn't asked about love - but she was so excited by it she couldn't sit still! Now she knew how to find her true love! And it was so easy! Inessa was also mindful for the rest of the fortune as well. It must be important!<br/><br/>Thankfully, someone had paid the fortune teller in 'extra magical' herbs that night. So her readings had been ... well... stranger than usual. Thankfully Inessa's "fate" wouldn't be too difficult. I mean, how many non-human races could there actually be?</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Rabbitfolk Race</div><div class="spoiler_body">Appearance:<br/>Rabbitfolk appear as slightly short humans with tall rabbit ears. They have short puffs of a tail &amp; varying levels of body fur. The variation in fur varies from tribe to tribe, with some having almost no body hair whilst others have a complete covering of fur across their body. Ear &amp; Fur come in many different patterns &amp; vary in colour from pure white to blends of greys, blacks &amp; brown furs. Rabbitfolk also have a capacity to breed with most races - creating some more unusual offspring on occasion. It's suspected that they are descended from fey magics. Legend states the a Fey Queen once gave a bard this form as a gift - and that his many &amp; varied children led to this new race. Whilst most rabbit folk bear white, grey or black fur - the superstition about their alignment matching their fur color just isn't true.<br/><br/>Rabbitfolk are technically omnivores, although not all Rabbitfolk are fond of meat. Rabbitfolk live in a variety of places - some tribes make burrows, others hide up in treehomes &amp; tree cities. Many live among other humanoid settlements as well - thought their skittish nature &amp; strong emotions can lead to trouble when placed with other races.<br/><br/>Rabbitfolks are commonly believed to be possessed by voracious sexual appetites - but the truth is they have very strong connections to their emotions. When they are afraid, they will often become skittish &amp; panic easily. When they experience lust they have no cultural reason to deny themselves desire - whether or not their lust is sexual.<br/><br/>Their skittish nature make Rabbitfolk difficult to find - though it also makes them easy to subjugate. Orcs &amp; goblins particularly like Rabbitfolk as slaves.<br/><br/>Rabbitfolk are fast, lithe creatures. They have powerful legs that allow them to move quickly, jump great distances &amp; apply nasty gashes into the bellies of things that get to close. Rabbitfolk also have incredible reactions - though they aren't known for their strength. Their claws can be quite dangerous.<br/><br/>Rabbitfolk Racial Traits<br/><br/>Type: Rabbitfolk are either Humaniod(Rabbitfolk).<br/>Ability Score Racial Traits: Rabbitfolk characters gain a -2 racial penalty to Str &amp; a +2 racial bonus to Dexterity &amp; Charisma.<br/>Size: Rabbitfolk are Medium creatures and thus receive no bonuses or penalties due to their size.<br/>Base Speed: Rabbitfolk have a base speed of 40'.<br/>Languages: Rabbitfolk begin play speaking Common.<br/>Racial Traits:<br/> ~ Fast Reactions: Rabbitfolk gain Improved Initative &amp; a +2 racial bonus to Initiative.<br/> ~ Rabbitfolk have a +2 racial bonus to Acrobatics &amp; Perception. These skills are always considered class skills for Rabbitfolk.<br/> ~ Nimble Attacks: Rabbitfolk get Weapon Finesse as a bonus feat.<br/> ~ Sprinter: Rabbitfolk get Run a bonus Feat.<br/> ~ Rabbitfolk have claws as a primary natural attack. It deals 1d4+Str damage. They also have clawed feet they can use to rake their opponents whilst in a grapple. They deal 1d4+Str Damage. You can't rake an opponent in the same turn you begin a grapple.<br/> ~ Overriding Emotions: Rabbitfolk recieve a -2 to any roll to resist their emotions. This includes all fear rolls, rolls to resist or end rage, saves for emotion based/affecting spells &amp; similar mental effects.<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button"> Artwork, Pending until I can find some more suitable</div><div class="spoiler_body">(http://th01.deviantart.net/fs70/PRE/i/2010/174/a/4/JamieNotCrying_by_Sciphan.jpg)(https://static1.e621.net/data/sample/2a/eb/2aeb18aa905109794c0a3627735e22e7.jpg)(http://fc08.deviantart.net/fs70/f/2012/020/7/1/summer_bunny_by_carnival-d4mzws2.png)<br/></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Inessa's Character Sheet</div><div class="spoiler_body"><table class="bbc_table"><tbody><tr><td>Str: </td><td> 11</td><td> +1</td><td>Gender: </td><td>Female</td></tr><tr><td>Dex: </td><td> 16</td><td> +3</td><td>Alignment: </td><td>Lawful Good</td></tr><tr><td>Con: </td><td> 12</td><td> +1</td><td>HP: </td><td>11</td></tr><tr><td>Int: </td><td> 14</td><td> +2</td><td>Movement:</td><td>40' Land Speed &amp; 5x Run speed.</td></tr><tr><td>Wis: </td><td> 13</td><td> +1</td><td>Goddess: </td><td>Aleria (http://www.d20pfsrd.com/classes/core-classes/cleric/gods-3rd-party-publishers/gods-of-porphyra-pdg/aleria)</td></tr><tr><td>Cha: </td><td> 14</td><td> +2</td><td></td><td></td></tr></tbody></table><table class="bbc_table"><tbody><tr><td>AC: </td><td>17 = </td><td>10 Base</td><td>+3 Dex</td><td>+4 Armor</td></tr><tr><td>Fort: </td><td>+3 = </td><td>+3 Base</td><td>+1 Con</td></tr><tr><td>Refl: </td><td>+3 = </td><td>+0 Base</td><td>+3 Dex</td></tr><tr><td>Will: </td><td>+5 = </td><td>+3 Base</td><td>+2 Wis</td></tr><tr><td>Initiative:</td><td>+9</td><td>+3 Dex</td><td>+4 Feat</td><td>+2 Racial</td></tr></tbody></table><strong>Notes:</strong> Next level or so take a level of Fighter. Adds Armor &amp; SHield Proficiency, Starknife &amp; Martial Weapons + a combat feat.<br/><strong>Carrying Capacity:</strong> Light load - 38lbs, Medium Load - 76lbs, Heavy Load - 115 lbs.<br/><br/><strong>Proficiency:</strong><br/> ~ Simple Weapons Proficiency <br/> ~ Light Armor Proficiency<br/><br/><strong>Feats:</strong><br/> ~ Exotic Weapon Proficiency (Net)<br/> ~ Net Adept: A net is a 1-handed melee weapon with 10' reach. You take no penalty on melee attack rolls for using an unfolded net. You can use one full-round action or two move actions to fold a net.<br/> ~ Improved Initiative: +4 Initiative.<br/> ~ Run: You can move 4x speed when running.<br/> ~ Weapon Finesse: YOu can use your Dex with certain attacks instead of Str when rolling to hit.<br/><br/><strong>For later levels:</strong><br/> Shield Proficiency or a level of Fighter?<br/> Net Maneuvering: Requires +3 BaB. Lets you Trip &amp; Disarm with nets at +2. Also lets you drags opponent caught in your net.<br/> Net &amp; Trident &amp; Net Mastery.<br/> Something for subdual damage? Improved Trip/Disarm/??? for enhancing net usage. <br/><br/><strong>Traits: </strong><br/> ~ Adopted: You gain a Human Racial Trait, Bonus Feat.<br/> ~ Friend in Every Town: You have no problems making friend where ever you go. Gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. Diplomacy is always a class skill for you.<br/><br/><strong>Flaws:</strong><br/> ~ Doesn't Lie: Inessa isn't really used to the idea of lies. She believes almost everyone &amp; never lies herself. She could be taught to... though she'll be terrible at it.<br/> ~ Emotional: Inessa is strongly tied to her emotions. She will... over react with almost all of them. This can be exploited by those that realise this.<br/> ~ Unsuspecting: Inessa trusts almost everyone. You'd have to be wearing a sign saying "Evil Villian" to make her suspcious about you...<br/><br/><strong>Class Features:</strong><br/> ~ Aura: Iness has an aura of Lawful Good equal to her class level.<br/> ~ Channel Energy: All living creatures in 30' of Inness is healed for 1d8 HP. (Will save DC 13 for half to undead). Can be used 3+Cha times/day. Standard Action, no AoO. Can include herself in this effect.<br/> ~ Orisons: Iness's 0th level spells can be cast at will. She can choose 4 to use each day.<br/> ~ Spontaneous Casting: Iness can swap her spells for spells from her Healing Domain.<br/> ~ Lore: This functions as Bardic Knowledge, based on her priest level.<br/> ~ Can't cast Chaotic &amp; Evil Spells.<br/> ~ Domains: Inessa has 3 domains, Knowledge, Love &amp; Healing.<br/><br/><strong>Languages:</strong> Common, Celestial &amp; Infernal.<br/><br/><strong>Skills:</strong><table class="bbc_table"><tbody><tr><td>Skill Name</td><td>Total Bonus</td><td></td><td>Ranks</td><td>Attribute</td><td>Class</td><td>Other Bonuses</td></tr><tr><td> ~ Acrobatics:</td><td>+10</td><td> = </td><td>2 Ranks</td><td>+3 Dex</td><td>+2 Racial</td><td> +3 Class</td><td></td></tr><tr><td> ~ Craft, Armor:</td><td> +6</td><td> = </td><td> 1 Ranks</td><td> +2 Int</td><td> +3 Class</td><td></td></tr><tr><td> ~ Craft, Clothing:</td><td> +6</td><td> = </td><td> 1 Ranks</td><td> +2 Int</td><td> +3 Class</td><td></td></tr><tr><td> ~ Diplomacy:</td><td> +8</td><td> = </td><td> 2 Ranks</td><td> +2 Cha</td><td> +3 Class</td><td> +1 Trait</td></tr><tr><td> ~ Heal:</td><td> +6</td><td> = </td><td> 2 Ranks</td><td> +1 Wis</td><td> +3 Class</td><td></td></tr><tr><td> ~ Knowledge, Any/Untrained:</td><td> +3</td><td> = </td><td>-- Ranks</td><td> +2 Int</td><td></td><td> +1 Bardic Kn.</td></tr><tr><td> ~ Knowledge, Local:</td><td> +6</td><td> = </td><td>-- Ranks</td><td> +2 Int</td><td> +3 Class</td><td> +1 Trait &amp; +1 Bardic Kn.</td></tr><tr><td> ~ Knowledge, Religion:</td><td> +6</td><td> = </td><td> 1 Ranks</td><td> +2 Int</td><td> +3 Class</td><td> +1 Bardic Kn.</td></tr><tr><td> ~ Perception:</td><td> +8</td><td> = </td><td> 2 Ranks</td><td> +1 Wis</td><td>+3 Class</td><td> +2 Racial Bonus</td></tr><tr><td> ~ Spellcraft:</td><td> +7</td><td> = </td><td> 2 Ranks</td><td> +2 Int</td><td> +3 Class</td><td></td></tr><tr><td> ~ Perform, Dance:</td><td> +4</td><td> = </td><td> 2 Ranks</td><td> +2 Cha</td><td></td><td></td></tr><tr><td> ~ Profession, Merchant:</td><td> +5</td><td> = </td><td> 1 Ranks</td><td> +1 Wis</td><td> +3 Class</td><td></td></tr></tbody></table><br/><strong>Domains:</strong><br/>Spells: As a Cleric.<br/>Cantrips, 4, Usable at will.<br/> ~ Create Water<br/> ~ Detect Evil<br/> ~ Detect Magic<br/> ~ Mending<br/><br/><strong>1st Level Spells:</strong> 3 + 2 Domain Spells. <br/> ~ Inflict Light Wounds: Deals 1d8+2 negative energy damage.<br/> ~ Inflict Light Wounds: Deals 1d8+2 negative energy damage.<br/> ~ Bless: Allies gain +1 to Attack &amp; +1 vs fear.<br/> ~ Doom: One target gets -2 to Attacks, Damage, Saves &amp; Checks.<br/><br/><strong>Equipment:</strong> Light Load (36 of 38 lbs)<br/> ~ Chainmail Bikini, +4 AC, +4 Max Dex, -2 ACP, 25lbs (100gp)  (Self Made)<br/> ~ Masterwork Sickle (6gp) 2lbs<br/> ~ 1x Net (20gp ea) 6lb<br/> ~ 2x Artisan's Tools, (5gp each)<br/> ~ Wand of Cure Light Wounds, 50 charges (750gp)<br/> ~ Holy Symbol 1gp - lbs<br/> ~ Flask of Holy Water 1lb, 25gp<br/> ~ Flask of water 1lbs<br/> ~ 3 Belt Pouches<br/> ~ 98 gp 6 sp 7 cp<br/></div></div>