[hider=Little Gravedigger]Name: Kolibri Age: 23 Race: Verzogen Height: 5'7" Weight: 150 Ib Class: Cleric Appearance: [hider=I was going to redraw this because it's a mess, but maybe later][img]https://cdn.discordapp.com/attachments/477399491494936576/548742614242033667/20190223_004626.jpg[/img][/hider] Named for the birthmark on her neck, Kolibri has a mark vaguely shaped like a hummingbird. Marked as a Verzogen with her pewter blue skin and a scar riddled body, Kolibri is rarely seen without clothing to conceal her corrupt heritage. Long sleeved tunics and breeches are adorned underneath her clerical garments and paired with gloves so as to shelter any indication of her race from others. A burial shroud is rarely adorned in a way that doesn’t cover the vast majority of her face, and is typically wrapped around her neck and fitted to her like a balaclava. In the off chance that she deviates from the way she wears her burial shroud, one might be privy to witness desaturated turquoise strands of hair, leeched of color similar to the nature of her Verzogen skin. Long hair is plaited into intricate braids and pulled away from her face with a leather cord. Personality: Kolibri is insecure and self-conscious, often finding her own skin uncomfortable and repulsive due to past experiences. Self shame and doubt frequently plague her for being born a Verzogen. Initially reserved and timid, Kolibri is passionate about her interests and values. She has an easier time speaking her mind regarding others and her beliefs than she does for herself. With a strong sense of duty towards the dead, her training in the Temple of Dolthur often dictates her words and actions. Even though Kolibri has excommunicated herself from the temple, she has a difficult time with separating herself from its teachings. Biography: The Temple of Dolthur had been Kolibri’s home since she was an infant. Shortly after she was born, she was found in a dilapidated settlement where it was presumed to have been inhabited by Verzogen. An acolyte passed by the ruins while returning to the temple and was mystified that the place seemed to be simultaneously vacant while showing signs of being recently inhabited. Within the temple walls, Kolibri became more accustomed to being surrounded by bones and dead corpses than living people. A sympathy for Undead was born from a lifetime of seeing the disparity in the way the bodies were handled. It was no surprise that funeral rites from different cultures were observed, but matter of the Undead was something else entirely. Unable to support Dolthur's disdain of the Undead, Kolibri's kinship with them ultimately lead to her leaving the Temple. After venturing outside of the temple walls, Kolibri has spent recent months in an attempt to uncover the circumstances around her family abandoning her. With so few clues to retrace her lineage, she has made no headway in her efforts to discern the truth. Hex: [color=6699cc]#6699cc[/color] FAQ AC: 12 Attack: Shortbow; +2(1d6); Piercing; 60 ft; Crit x3 [hider=Special Traits:] Channel Energy: 1d6; Save DC: 12; 4 uses Bleeding Touch: 1d6; 1 round of damage; 7 uses Speak with Animals: 4 uses Dual Channeling: You can choose to channel Positive or Negative energy when you channel. You can spotaneously cast both 'Inflict' and 'Cure' spells. Spell Focus: School of Necromancy: Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Channel Smite (Combat): Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect. Harrowdream: Incapable of sleep. If forced unconscious, become Shaken for one minute upon awaking. Scarred: +2 racial bonus on Intimidate checks Harrow Lore: +2 racial bonus to Craft (alchemy) and Use Magic Device checks Harrow Magic: detect magic, ghost sound, mage hand, prestidigitation, blur. One who has or later gains the “cantrips” class feature adds all but the last of these spells to their known/prepared spells. DC is Charisma Based Reactionary: You gain a +2 trait bonus on initiative checks. Inured to Death: You gain a +2 trait bonus on saving throws against death effects. Voice of Monsters: Once per day, you can cast speak with animals. When you cast this spell, it can affect animals (as normal) as well as aberrations and magical beasts with an Intelligence of 2 or lower.[/hider] Senses: Low Light Vision: see twice as far in conditions of dim light. Skills: Diplomacy (5), Knowledge: Local (1), Knowledge: Religion (7) Link: [url=https://docs.google.com/spreadsheets/d/1Dq42Frz5yZgfkeXA78hDzGUwpxOdvC2EcvFv4X3Ol78/edit?usp=sharing]Full CS[/url][/hider]