Female Aasimar Oracle (Purifier) of Life 5
NG Medium Outsider (Native)/Humanoid (Human)
Init +3 Senses Darkvision 60 ft; Perception +1
Andraste appears to be a typical Cheliaxian woman, that is until you start noticing all the little details that make her atypical. Humbler then most Cheliaxians, Andraste wears the simple clothes of a peasant, and her affiliation is quickly noted by the symbol of the dawnflower on her scimitar which appears even older then the woman herself, not that she appears that old. Her Chelish black hair flows beautifully and contrasts with her pure blue eyes which hint at innocence and purity. Beneath her peasant's garb, she wears breastplate, though it's regalness seems out of place on the simple woman.
Born in a time of chaos in what is largely though of the most lawful place in the world, Andraste was seen as both a blessing, and a curse to her family. At first, she seemed normal, like any other child, but while not appearing any different from her cousins and siblings, Andraste did not appear to age. In time, her family wanted nothing to do with her, fearing her blood tainted by a fiend, or worse, an angel, and so they sold the child into slavery, an act not unheard of in Cheliax, but odd for Chelish families.
As a slave, Andraste was mistreated, and never favored, her blood was always used as a reason to hate her, and she was seen as little more then demon spawn by most that she encountered, this was normal in Cheliax, and as she aged, it became more the rule then the exception. However, during her time as a slave, Andraste learned much, especially from the halflings, for from them she learned of the dawnflower. The halflings taught Andraste the way of the dawnflower and that there was light in everyone, and everyone on this plane had a chance to do good, even the most vile creature.
And indeed, good would be done, for her master in time freed her, and the halflings, but not until after he died. With her new found freedom, Andraste sought out the origin of the dawnflower, she would spend the next several years on a pilgrimage to the land of the Kelish, Qadira. Here she learned of many extremists as she tried, but ultimately failed to dedicate herself to becoming a priestess of the dawnflower, but regardless of her failed training, a spark was left in the woman.
AC 20, touch 13, flat-footed 17 (+7 Armor, +3 Dex)
HP 38 (5d8+10)
Fort +4, Ref +5, Will +6
Defensive abilitiesResist Cold 5, Electric 5, Acid 5
Speed 20 Ft.
Melee +1 Consecrated Scimitar +7 (1d6+4/18-20/x2)
Ranged Light Crossbow +6 (1d8/19-20/x2)
Special Attacks Channel Positive Energy 4d6 4/day
Sacred Scourge 3d6 4/day
Oracle (Purifier) Spells Known CL 5
2 (4/day) Confess, Cure Moderate Wounds, Sacred Space
1 (6/day) Cure Light Wounds, Protection from Evil, Veil of Heaven, Remove Sickness, Comprehend Languages
0 (at will) Stabilize, Purify Food and Water, Light, Read Magic, Detect Magic, Mending
Str 11, Dex 16, Con 14, Int 12, Wis 12, Cha 18
Base Atk +3; CMB +3; CMD: 16
Feats Weapon Finesse, Dervish Dance, Selective Channeling
Traits Heirloom Weapon (Scimitar/Proficiency), Blade of Mercy
Skills Bluff +5, Diplomacy +8 (+11 One-on-One), Intimidate +5 (+8 One-on-One), Knowledge (Planes) +9, Knowledge (Religion) +6, Linguistics +7, Perform (Dance) +6, Sense Motive +7 (+9 to detect Enchantments/+10 One-on-One), Spellcraft +9 (+11 vs Enchantment, Emotion, or Curse) Racial Modifiers +2 Linguistics, +2 Sense Motive (included above)
Languages Taldane, Elven, Kelish, Sylvan, Skald, Infernal, Abyssal, Celestial, Thassilonian, Azlanti
Combat Gear +1 Consecrated Scimitar, Light Crossbow with 32 bolts, +1 Breastplate Other Gear Masterwork Backpack, Waterskin, Peasant's Outfit, Headband of Alluring Charisma +2
0 pp, 6080 gp, 0 sp[/spoiler]
Oracle's Curse - Legalistic:
The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile.
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.
At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.
At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.
Revelations Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Favored Class bonus: +2.5 level for this ability.
See Sin (Sp): At 3rd level, a purifier gains a bonus equal to 1/2 her oracle level on Sense Motive checks to sense enchantments, which she can make as a full-round action. She also gains a bonus equal to 1/2 her oracle level on Spellcraft checks to identify enchantment school spells and spells with the curse or emotion descriptor.
Other Class abilities Diminished Spellcasting: A purifier can use one fewer spell per day of each level and does not automatically learn cure or inflict spells (spells with "cure" or "inflict" in the name). Her number of oracle spells known is unchanged.
Sacred Scourge (Su): At 5th level, a purifier may channel holy power to harm evil outsiders as a cleric of her level using the Alignment Channel feat. She may use this ability a number of times per day equal to 1 + her Charisma modifier.
Racial Abilities Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Spell-Like Ability (Sp): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
Feats Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Dervish Dance (Combat)
You have learned to turn your speed into power, even with a heavier blade.
Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
Traits Heirloom Weapon
You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family (pay the standard gp cost for the weapon). When you select this trait, choose one of the following benefits: proficiency with that specific weapon, a +1 trait bonus on attacks of opportunity with that specific weapon, or a +2 trait bonus on one kind of combat maneuver when using that specific weapon.
Blade of Mercy
You know that within the heart of even the most hateful and cruel living creature exists a sliver of shame and hope for redemption. You have trained long on martial techniques to use bladed weapons not to kill, but to subdue. When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.