![]()
About Andraste, Oracle of SarenraeAndraste
Appearance:
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. Background:
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. Defense:
AC 20, touch 13, flat-footed 17 (+7 Armor, +3 Dex)
HP 38 (5d8+10) Fort +4, Ref +5, Will +6 Defensive abilities Resist Cold 5, Electric 5, Acid 5 Offense:
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 -------------------- Statistics -------------------- 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, Spell Component Pouch
Special Abilities:
Oracle's Curse - Legalistic:
The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Effect 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
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
Racial Abilities
Feats
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.
You have learned to turn your speed into power, even with a heavier blade. Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar. 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
|