Seraphina
Female Tiefling Oracle 3
Chaotic Neutral Medium Humanoid (Human, Native Outsider)
Initiative; +3 Perception +4
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Defense
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AC 20 touch 13 flat-footed 17
hp 19
Fort +2 Ref +4, Will +3
Resistances - 5 Acid - 5 Fire - 5 Electricity
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Offence
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Speed 30 ft.
Melee Destructive Blast (+3 Melee Touch Attack, 2d6 Bludgeoning Damage, x20 Crit)
Ranged Destructive Blast (+5 Ranged Touch Attack, 2d6 Bludgeoning Damage, x20 Crit)
Magic
Caster Level 3
Spell Points 8
Difficulty Check 15
Life Sphere Magic - Allows the use of Healing and Restorative talents.
Invigorate - Add a number of temporary hit points equal to caster level to a target. These do not stack with other temporary hit points and cannot increase it over there starting HP.
Cure - For one spell point, heal 1d8 plus your level.
Restore - Removes a variety of ill effects.
Destruction Sphere Magic - Grants the use of various devastating blasts.
Destructive Blasts - Deals 1d6 per 2 caster levels in bludgeoning damage as a touch attack or ranged touch attack. At the cost of one Spell Point this can be increased to 1d6 per caster level.
Enchancement Sphere Magic - Enhance allies or weaken foes.
Enhance Weapons - Add a +1 to any weapon within range. This does not stack with other enhancements to the weapon.
- Mass Enhancement - Add 1 extra person, plus 1 per two caster levels, to an Enhancement at the cost of 1 spell point.
- Natural Enhacement - Ehancements that could only be applied to manufactured weapons can also be applied to nature weapons and unarmed strikes.
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Statistics
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Str 11, Dex 16, Con 12, Int 12, Wis 12, Cha 18,
Base Atk +2; CMB +2; CMD 15
Feats
1st - Armour of the Pit - Adds +2 to Natural Armour.
3rd - Selective Channeling - Choose who is affected by Channel Positive Energy.
Traits
Signature Moves - Adds Darkleaf Cloth Parade Armour.
Friend in Every Town - Gain a +1 bonus to Diplomacy and Knowledge (Local). One becomes a class skill.
Racial Traits
Dark Vision - Able to see in total darkness 60ft.
Pass For Human - Appear almost entire human, loosing usual starting tongue and counting as a human for all purposes. Replaces type, subtype and languages.
Soul Seer - Use Deathwatch as a spell-like ability. Replaces the spell-like ability and fiendish sorcery traits.
Fiendish Resistance - Resistance 5 for Fire, Cold and Lightning damage.
Skilled - Gain +2 to Diplomacy and Linguistics.
Skills Diplomacy +13, Heal +7, Perception +4, Sense Motive +7, Survival +7, Knowledge (Local) +8.
Background Skills Linguistics +8, Perform (Dance) +8, Craft (Food) +6, Handle Animal +5
Languages Common, Aquan, Terran, Ignan, Auran.
Combat Gear Darkleaf Parade Armour (10 lbs), Darkwood Heavy Shield (5 lbs).
Other Gear Muleback Cords (1/2 lbs) 40gp Fire Ink Tattoos, Fire Ink Holy Symbol Tattoo, Masterwork Backpack (4 lbs), Medium Tent, 2 x Chalk, 50ft Rope.
3 x Explorer’s Outfit (24 lbs), Cold Weather Outfit (7 lbs), Hot Weather Outfit (4 lbs)
10 x Wandermeal, 7 x Trail Rations (7 lbs), 5 x Elven Rations (5 lbs), 5 x Gnome Trail Rations, (5 lbs), 5 x Hafling Trail Rations (2.5 lbs), Dried Meat (2 lbs), Cheese (2lbs), Honey (0.5 lbs)
Cooking Kit (Pot, skillet, skewer, cutting board, knife, iron tripod, tinder, spices) (12 lbs),
4 x Mess Kits (plate, bowl, cup, fork, knife, and spoon) (4 lbs)
Grooming Kit (comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder)
Pathfinder’s Kit - (bedroll, belt pouch, a clay mug, a dagger, two fishhooks, flint and steel, sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone) (15 lbs)
Money, 1gp 4sp, 9cp
Weight 100.5 lbs
Carrying Capacity Light - 173 lbs, Medium - 347 lbs, Heavy - 520 lbs
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Special Abilities
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Oracle’s Curse - Merciful - Cannot refuse to aid non-enemy creatures who ask for healing and cannot perform a coup de grace.
- Lay on Hands - Functions as the Paladin ability of the same name. Heals 2d6 points 5 times per day.
Life Mystery - A healing focused set of abilities.
- Channel Positive Energy - Heal all chosen targets within a 30 foot burst, or harm the undead. Heals 2d6 hits points, usable 7 times per day.
- Safe Curing - Using healing magic does not provoke attacks.
Favoured Class Bonus - +3 Skill Points.
Female Tiefling Oracle 3
Chaotic Neutral Medium Humanoid (Human, Native Outsider)
Initiative; +3 Perception +4
--------------------
Defense
--------------------
AC 20 touch 13 flat-footed 17
hp 19
Fort +2 Ref +4, Will +3
Resistances - 5 Acid - 5 Fire - 5 Electricity
--------------------
Offence
--------------------
Speed 30 ft.
Melee Destructive Blast (+3 Melee Touch Attack, 2d6 Bludgeoning Damage, x20 Crit)
Ranged Destructive Blast (+5 Ranged Touch Attack, 2d6 Bludgeoning Damage, x20 Crit)
Magic
Caster Level 3
Spell Points 8
Difficulty Check 15
Life Sphere Magic - Allows the use of Healing and Restorative talents.
Invigorate - Add a number of temporary hit points equal to caster level to a target. These do not stack with other temporary hit points and cannot increase it over there starting HP.
Cure - For one spell point, heal 1d8 plus your level.
Restore - Removes a variety of ill effects.
Destruction Sphere Magic - Grants the use of various devastating blasts.
Destructive Blasts - Deals 1d6 per 2 caster levels in bludgeoning damage as a touch attack or ranged touch attack. At the cost of one Spell Point this can be increased to 1d6 per caster level.
Enchancement Sphere Magic - Enhance allies or weaken foes.
Enhance Weapons - Add a +1 to any weapon within range. This does not stack with other enhancements to the weapon.
- Mass Enhancement - Add 1 extra person, plus 1 per two caster levels, to an Enhancement at the cost of 1 spell point.
- Natural Enhacement - Ehancements that could only be applied to manufactured weapons can also be applied to nature weapons and unarmed strikes.
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 12, Wis 12, Cha 18,
Base Atk +2; CMB +2; CMD 15
Feats
1st - Armour of the Pit - Adds +2 to Natural Armour.
3rd - Selective Channeling - Choose who is affected by Channel Positive Energy.
Traits
Signature Moves - Adds Darkleaf Cloth Parade Armour.
Friend in Every Town - Gain a +1 bonus to Diplomacy and Knowledge (Local). One becomes a class skill.
Racial Traits
Dark Vision - Able to see in total darkness 60ft.
Pass For Human - Appear almost entire human, loosing usual starting tongue and counting as a human for all purposes. Replaces type, subtype and languages.
Soul Seer - Use Deathwatch as a spell-like ability. Replaces the spell-like ability and fiendish sorcery traits.
Fiendish Resistance - Resistance 5 for Fire, Cold and Lightning damage.
Skilled - Gain +2 to Diplomacy and Linguistics.
Skills Diplomacy +13, Heal +7, Perception +4, Sense Motive +7, Survival +7, Knowledge (Local) +8.
Background Skills Linguistics +8, Perform (Dance) +8, Craft (Food) +6, Handle Animal +5
Languages Common, Aquan, Terran, Ignan, Auran.
Combat Gear Darkleaf Parade Armour (10 lbs), Darkwood Heavy Shield (5 lbs).
Other Gear Muleback Cords (1/2 lbs) 40gp Fire Ink Tattoos, Fire Ink Holy Symbol Tattoo, Masterwork Backpack (4 lbs), Medium Tent, 2 x Chalk, 50ft Rope.
3 x Explorer’s Outfit (24 lbs), Cold Weather Outfit (7 lbs), Hot Weather Outfit (4 lbs)
10 x Wandermeal, 7 x Trail Rations (7 lbs), 5 x Elven Rations (5 lbs), 5 x Gnome Trail Rations, (5 lbs), 5 x Hafling Trail Rations (2.5 lbs), Dried Meat (2 lbs), Cheese (2lbs), Honey (0.5 lbs)
Cooking Kit (Pot, skillet, skewer, cutting board, knife, iron tripod, tinder, spices) (12 lbs),
4 x Mess Kits (plate, bowl, cup, fork, knife, and spoon) (4 lbs)
Grooming Kit (comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder)
Pathfinder’s Kit - (bedroll, belt pouch, a clay mug, a dagger, two fishhooks, flint and steel, sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week's worth of trail rations, and a whetstone) (15 lbs)
Money, 1gp 4sp, 9cp
Weight 100.5 lbs
Carrying Capacity Light - 173 lbs, Medium - 347 lbs, Heavy - 520 lbs
--------------------
Special Abilities
--------------------
Oracle’s Curse - Merciful - Cannot refuse to aid non-enemy creatures who ask for healing and cannot perform a coup de grace.
- Lay on Hands - Functions as the Paladin ability of the same name. Heals 2d6 points 5 times per day.
Life Mystery - A healing focused set of abilities.
- Channel Positive Energy - Heal all chosen targets within a 30 foot burst, or harm the undead. Heals 2d6 hits points, usable 7 times per day.
- Safe Curing - Using healing magic does not provoke attacks.
Favoured Class Bonus - +3 Skill Points.
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Appearance
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A tall woman with dark skin and hair, Seraphina has long limbs and a lithe form. Her muscles are well defined thanks to the Muleback Cords she wears on her upper arms and shoulders, but are not unusually heavy for someone of her build.
The most noticeable feature that most people spot are the glowing, Fire Ink tattoos that run from the left side of her next to her right arm, around her torso and down her left leg. A second, separate tattoo on the back of her left hand forms her holy symbol. Several silver earrings hang in either ear, and she wears bracelets and anklets on both arms and legs. They are, however, arranged so that they won’t jangle together.
Another, less obvious, thing about her is her eyes, which are bright green and slitted like a cat's - the only obvious sign of her Rakasha heritage.
When out adventuring, Seraphina wears a light dress with Darkleaf armour in various places. She wears a long, thin darkwood shield on her right arm. She doesn’t carry an obvious weapon, relying on her spellcasting instead as a weapon. She tends to smell of lavender soap and has a soprano voice.
Appearance
--------------------
A tall woman with dark skin and hair, Seraphina has long limbs and a lithe form. Her muscles are well defined thanks to the Muleback Cords she wears on her upper arms and shoulders, but are not unusually heavy for someone of her build.
The most noticeable feature that most people spot are the glowing, Fire Ink tattoos that run from the left side of her next to her right arm, around her torso and down her left leg. A second, separate tattoo on the back of her left hand forms her holy symbol. Several silver earrings hang in either ear, and she wears bracelets and anklets on both arms and legs. They are, however, arranged so that they won’t jangle together.
Another, less obvious, thing about her is her eyes, which are bright green and slitted like a cat's - the only obvious sign of her Rakasha heritage.
When out adventuring, Seraphina wears a light dress with Darkleaf armour in various places. She wears a long, thin darkwood shield on her right arm. She doesn’t carry an obvious weapon, relying on her spellcasting instead as a weapon. She tends to smell of lavender soap and has a soprano voice.
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Personality
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Seraphina is known to be merciful. That she has no choice in the matter is a source of some frustration on occasion, but generally she agrees with her curse anyway. She is generally a kind hearted person. She enjoys supporting others and finds healing, especially without the help of magic, to be a satisfying use of her time.
This doesn’t mean that she can’t or won’t hurt people, although she usually needs a good reason to do so. She tends to wade into combat as needed, trusting to her speed and armour to keep her safe, and when not healing or supporting others in battle she typically tends to use her spells to remove the threat as cleanly and quickly as she can.
In general life she’s fairly happy and calm, and rarely gets annoyed or angry, with an easy smile and laugh. Exasperated, however, is not uncommon. She’s a terrible liar, but quite skilled at seeing through lies, and skilled at negotiation. She even prefers it to battle, if she thinks it will succeed.
Personality
--------------------
Seraphina is known to be merciful. That she has no choice in the matter is a source of some frustration on occasion, but generally she agrees with her curse anyway. She is generally a kind hearted person. She enjoys supporting others and finds healing, especially without the help of magic, to be a satisfying use of her time.
This doesn’t mean that she can’t or won’t hurt people, although she usually needs a good reason to do so. She tends to wade into combat as needed, trusting to her speed and armour to keep her safe, and when not healing or supporting others in battle she typically tends to use her spells to remove the threat as cleanly and quickly as she can.
In general life she’s fairly happy and calm, and rarely gets annoyed or angry, with an easy smile and laugh. Exasperated, however, is not uncommon. She’s a terrible liar, but quite skilled at seeing through lies, and skilled at negotiation. She even prefers it to battle, if she thinks it will succeed.
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History
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Raised in an orphanage of Kalmistra near Calweld, Seraphina has no idea what she is or why she was abandoned. She knows she isn’t human - her eyes are enough to give that away, as is her resistance to Fire Ink, but beyond that she has no idea. She doesn’t consider it a huge issue, anyway, especially since she seems to be mostly human.
As Seraphina grew older, it became clear that she had been chosen. She was naturally charismatic, well spoken and well liked. She also proved to have exceptional healing abilities. Her magic was...different, and flowed differently to normal spells. She was certainly no Cleric, although she shared some of their attributes. Her magic flowed freely, with one small issue - the compulsion to heal any who asked. As these things went, there are worse issues...
As she grew, she learned more things. She learned to dance from Ifrits, even adopting their Fire Ink once she realized she was immune to it’s effects. She learned to cook from some travelling Slyph, to barter from Undines deal with animals from an Oread Druid.
Once her times in the orphanage was complete, Seraphina left to see the rest of the island. Skilled in healing as she was, she was able to travel with several groups, solving minor problems and, more importantly, keeping people alive. Sometimes it was her wounded colleagues, sometimes others - she discovered she had a knack for curing illnesses.
Now, with some experience under her belt, she has been approached to act under the auspices of the Ainsworth family.
History
--------------------
Raised in an orphanage of Kalmistra near Calweld, Seraphina has no idea what she is or why she was abandoned. She knows she isn’t human - her eyes are enough to give that away, as is her resistance to Fire Ink, but beyond that she has no idea. She doesn’t consider it a huge issue, anyway, especially since she seems to be mostly human.
As Seraphina grew older, it became clear that she had been chosen. She was naturally charismatic, well spoken and well liked. She also proved to have exceptional healing abilities. Her magic was...different, and flowed differently to normal spells. She was certainly no Cleric, although she shared some of their attributes. Her magic flowed freely, with one small issue - the compulsion to heal any who asked. As these things went, there are worse issues...
As she grew, she learned more things. She learned to dance from Ifrits, even adopting their Fire Ink once she realized she was immune to it’s effects. She learned to cook from some travelling Slyph, to barter from Undines deal with animals from an Oread Druid.
Once her times in the orphanage was complete, Seraphina left to see the rest of the island. Skilled in healing as she was, she was able to travel with several groups, solving minor problems and, more importantly, keeping people alive. Sometimes it was her wounded colleagues, sometimes others - she discovered she had a knack for curing illnesses.
Now, with some experience under her belt, she has been approached to act under the auspices of the Ainsworth family.