Denessia Vishki

Carefree Varisian Traveller


Denessia Vishki
Female human (Varisian) cleric of Desna 2
NG Medium humanoid (human)
Init 3; Senses Perception +5
AC 13, touch 11, flat-footed 12 (
2 armor, 1 Dex)
hp 15 (2d8
Fort 4, Ref +1, Will +6
Speed 40 ft.
Melee starknife +2 (1d4
1/×3) or
starknife 2 (1d41/×3)
Special Attacks channel positive energy 4/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration 5)
6/day—bit of luck
Cleric Spells Prepared (CL 2nd; concentration +5)
1st—bless, fallback strategy, protection from evil, true strike[D]
0 (at will)—light, stabilize, vigor, virtue
D Domain spell; Domains Luck, Travel
Str 12, Dex 12, Con 12, Int 14, Wis 17, Cha 12
Base Atk +1; CMB +2; CMD 13
Feats Self-sufficient, Turn Undead
Traits reactionary, starchild
Skills Acrobatics +1 (
5 to jump), Diplomacy 5, Heal +10, Perception +5, Ride +2, Sense Motive +7, Spellcraft +7, Survival +7 (11 to avoid getting lost), Swim +2; Racial Modifiers starchild
Languages Azlanti, Common, Thassilonian, Varisian
SQ agile feet (6/day), variant channeling (luck variant channeling)
Other Gear leather armor, starknife, starknife, backpack, belt pouch, belt pouch, belt pouch, ink, black, inkpen, parchment (5), silver holy symbol of Desna, string or twine, waterskin, 51 gp, 8 sp, 9 cp
Special Abilities
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Cleric Channel Positive Energy 1d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Luck) Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Luck Variant Channeling (±1 Sacred) Bonus to one roll/penalty on all rolls
Starchild +4 survival to avoid becoming lost. Automatically determine north.
Turn Undead (DC 12) Your Channel Energy can make undead in 30 ft flee for 1 min.


Denessia was raised on the road, part of a family of travelling Varisian craftsman. However whereas they travelled to maximise earning potential, Denessia got itchy feet whenever they stayed in one place for any period of time. She was never happier than when on the open road or visiting a new village or town. With Desna being the deity worshipped predominantly amongst the folk or her caravan group, it was a natural progression for her to learn of the goddesses teachings and take up the faith as a vocation.

Her parents, Pavel and Melanda, tried to dissuade her from this path, expecting her to take up the family trade, especially with her being an only child, unusual in Varisian families, but Denessia had her heart set and left the caravan for Magnimar for her training as a novice. Fully initiated and numerous trips later and she finds herself back in Magnimar, applying for a position in the band of adventurers being assembled by Quinta.

Denessia is an exuberant individual, finding joy in every new experience. People are normally ‘glass half full’ or ‘glass half empty’ individuals. Denessia falls into the ‘glass half full, but look there’s room for more’ category. Her effervescence is contagious and she tends to have a positive effect on those around her, always able to raise spirits with her upbeat attitude. She tends to put the needs of others before her own, and will quite often overstep boundaries to do what she considers the ‘right thing to do’. but nothing makes her happy than finding new places and she is excited about her trip to Sandpoint for the Swallowtail Festival and the unveiling of the new Desnan Cathedral

Denessia Vishki

Quinta and Company seleney_x