Priestess of Pharasma

Hyporia Stardust's page

26 posts. Alias of Xzaral.


Gender

{HP 9/9 | AC15 T12 FF13 CMD12 | F/R/W 1/2/2 | Inish +2 Per +0 SM +0} Female Human Flame Oracle

About Hyporia Stardust

Stats:

HP 9/9
AC 15 T12 FF13 CMD 12 (Add 2)
F/R/W 1/2/2
Spells
1st - 3/4
Effects
Fighting Defensively

Name Hyporia Stardust

Female, Human, Flame Oracle, 1
Chaotic Good, Medium, Humanoid (human)
Init +2; Perception +0

DEFENSE

AC 15, touch 12, flat-footed 13
hp 9/9 (1d8+1)
Fort +1, Ref +2, Will +2

OFFENSE

Speed 40'

Melee
Dagger -4melee, 1d4 (19-20/x2)

Ranged
Dagger -2ranged, 1d4 (19-20/x2)

Combat Options

STATISTICS

Str 11, Dex 14, Con 12, Int 12, Wis 10, Cha 18

Base Attack +0; CMB +0; CMD 12

Feats
Extra Revelation
Elemental Focus, Fire

Traits
Adaptive Magic The wonders of magic have always fascinated you, and you find the urge to tinker and experiment with magic almost irresistible. You could be the child of an alchemist, wizard, or witch; a member of the Pathfinder Society; or maybe someone with a touch of fey or dragon blood. You may not be trained in magic, and you’ve had your share of accidental mishaps, but you possess a natural knack for activating magic items. You’ve always been intrigued by the cold magic of the winter witches and ice mages of the North, and would love to get your hands on some of their magic items. You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you.
Jaded

Trained Skills
+6 Acrobatics* (1)
+1 Appraise
+4 Bluff
+4 Climb*
Craft
+8 Diplomacy (1)
-- Disable Device
+4 Disguise
+2 Escape Artist*
+2 Fly*
-- Handle Animal
+0 Heal
+8 Intimidate (1)
Knowledge
-> +5 Planes (1)
-- Linguistics
+0 Perception
Profession
+2 Ride
+0 Sense Motive
+2 Sleight of Hand*
+5 Spellcraft (1)
+2 Stealth*
+0 Survival
+0 Swim*
+9 Use Magic Device (1)

*Armor Check Penalty -0

Languages
Common, Ignan

EQUIPMENT
Weapons
Dagger 1

Armor
Studded Leather 20

Other Gear
Pathfinder's Kit 22
Cold Weather Gear

Wealth
62 GP

Carrying Capacity
Light: 38
Medium: 76
Heavy: 115
Carried: 43

SPELLCASTING
Concentration +5
Spells per day 3+1
Save DC 14 + Spell Level (add 1 to fire spells)
Spells Known
0th - Create Water, Detect Magic, Mending, Light, Purify Food and Drink
1st - Burning Disarm, Burning Hands, Cure Light Wounds, Magic Weapon

Oracle Abilities:

Class Skills The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery.

Weapon and Armor Proficiency Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.

Class Skills An oracle with the flame mystery adds Acrobatics, Climb, Intimidate, and Perform to her list of class skills.

Bonus Spells burning hands (2nd), resist energy (4th), fireball (6th), wall of fire (8th), summon monster V (fire elementals only, 10th), fire seeds (12th), fire storm (14th), incendiary cloud (16th), fiery body (18th).

Oracle’s Curse (Ex) Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.

Blackened Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch.

Effect You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known.

At 5th level, add scorching ray and flaming sphere to your list of spells known.

At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2.

At 15th level, add delayed blast fireball to your list of spells known.

Orisons Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.

Burning Magic (Su) Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.

Cinder Dance (Ex) Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this revelation.

Appearance:

Hyporia is a rather short girl standing a mere 4’10” and with a very light build. She has waist length blond hair and grey colored eyes. She prefers functional style of clothing, but always includes long gloves in any outfit she wears to cover the burns along her arms. The difficulties in using her hands prevents her from using a weapon, though she does keep a dagger on her, at least to appear armed.

Personality:

Hyporia is a quiet person, speaking only out of need rather than companionship. Since her parent’s death, she has distanced herself from most of the townsfolk, just as much her choice as theirs. She isn’t shunned by the townsfolk by any means, always willing to use her new found skills to help the community.

While she has recently begun taking to calling herself a flame priestess (a name given by some children she helped when they were attacked by a rabid dog), she is still a worshipper of Erastil and has a strong belief in community that even her past hasn’t broken. Yet she still feels that her time in the village is coming to an end, having already told those at the church she intends to leave soon, possibly with a group of adventurer’s seeking to mark their place in the world.

While she is curious about her mother’s people, it does bring up a pain she would just as soon put behind her. Of course if events were to force the issue, she may have little choice in the matter.

Background:

Hyporia was born a farm girl near the town of Heldron in Taldor. Seventeen years earlier her mother Agvind Stardust, an adventuring spellcaster of some skill, was riding through the town when her mount suddenly bucked her off and refused to go on. Far from an accomplished rider herself, a nearby farmer happened upon her struggle and offered to look at the animal. In little time it took him to identify the horse’s ailment though it’s recovery may well take a few weeks. The farmer, Dorman Sieves, offered a room to Agvind until her animal recover, which she accepted.

Over the next few weeks, Agvind and Dorman found to enjoy each other’s company. Eventually their relationship blossomed and Agvind found herself unwilling to leave. In a year they were married and Agvind with child.

Shortly after Hyporia’s 7th birthday, the happy family suddenly became less happy. Agvind had a secret, one which she had kept for a long time. In truth, she was an exiled Jadigwa, a witch from Irrisen. The secret came out from Hyporia herself. She had seen her mother talking with a strange bird that nested nearby, and saw the spells she cast often involved the cold or healing. Then one day Hyporia spoke to the bird herself. When the bird spoke back she ran to her parents, telling them what she heard. The signs had always been present, but Dorman had ignored them. He told Hyporia to leave while his parents argued.

For weeks this was the situation. Dorman would get up earlier and earlier to work in the fields, coming home later and later. Agvind would stay shut up in the bedroom all day. The family Hyporia had known had become fractured. She took solace in speaking to her mother’s bird, the animal taking over Hyporia’s studies. She lost herself in the magics she was being taught, though she quickly found she didn’t have the mind of her mother.

A few months later things went even worse. Her father came back quite late, and had clearly been drinking heavily. Agvind, rarely having left her room, had chosen this night to prepare a meal and try to amend things with Hyporia. But When Dorman came in, the two began to fight anew, verbal taunts turning to violence.

Hyporia ran upstairs, not to her room but instead to her mother’s. The bird had told her of a mirror her mother had, one that would grant she who looked into it’s surface a single wish. But when she asked her mother of it, she warned her away saying the mirror was cursed and any wish it granted would not be the one asked. The frightened girl didn’t care and went to find the mirror. Quickly found, Hyporia looked at her gaze within and tried hard to think of the wish to make. Downstairs she heard her father yelling, about the horrible fate her mother had cursed Hyporia with. She decided her wish. ”I wish I wasn’t a witch like mommy and they would stop fighting!”

The magic didn’t take long to take effect. The mirror floated back up to Hyporia, her reflection staring back at her. A reflection that started to speak and move of it’s own accord, ”A mother’s gift to be taken, a curse to take its place.” Suddenly Hyporia’s hands started to frost up as they did when her mother would try to teach her spells. They frosted to the elbow, then suddenly started to get warm, so warm the ice began to melt. And melt they did, fire shooting out of cracks forming in the ice covered hands. She screamed as the flames began to consume not just her hands, but the room itself became a blaze. She stepped away, frightened at what she saw.

Agvind and Dorman came upstairs to help, rushing to her to help put out the flames. But it was no use, the fire spread to them with amazing speed. She stood and watched as the flames leapt out, consuming both of them before her eyes. Hyporia collapsed as the house itself began to burn, succumbing to the smoke and falling to unconsciousness.

The next day people from Heldren came to look for survivors of the blaze. They found the charred bodies of Dorman and Agvind, and the still living body of Hyporia. The girl was brought to the church, but no manner of healing would heal the wounds on her arms. In the end, they bandaged what they could and prayed they would heal normally. She was turned over to the mayor to determine her fate. Unsure of what to do with the girl, unable to determine what had happened that night, she was entrusted to the church’s care.

For the next decade she lived in the temple, not quite a member so much as a tenant. She continued trying to learn magic, eventually teaching herself a new way of calling spells. The burns along her arms carried a new type of power with them, a power to heal with a cleansing flame and a power to burn if she so chooses. This only further set her apart from the church, who now thought she may be responsible for her parent’s fate.

Now that she has grown, the wounds along her arms have never quite healed, leaving them blackened and shriveled. She wears gloves all the time to keep them hidden. Yet she feels she no longer belongs here. She feels a draw to the north, to her mother’s homeland. But it’s a draw she suppresses, having no desire to take up her mother’s path. For now, she does what she can for Heldren.