| Full
Name |
Kelendra Shae |
|
| Race |
half-elf |
|
| Classes/Levels |
Oracle 3 |
|
| Size |
medium |
|
| Age |
24 |
|
| Alignment |
NG |
|
| Deity |
Desna |
|
| Strength |
12 |
|
| Dexterity |
14 |
|
| Constitution |
13 |
|
| Intelligence |
10 |
|
| Wisdom |
10 |
|
| Charisma |
18 |
|
About Kelendra Shae
Born under the stars, Kelendra has always had an affinity with the heavens.Yet it seems hell has always followed her steps. Her peaceful family fled the ongoing strife in Nirmathas, an exodus from Fangwood that left her father and brother in shallow graves along the road to Riddleport. The port city offered little improvement, life was harsh, food scarce, and strangers cruel.
Her mother wasted away, depressed and heart broken, passing three winters ago. Her younger sister sought solace in drugs and vanished into the underbelly of crime that thrived in Riddleport. Kelendra looked to the stars for guidance, as her mother often did during their flight from Fangwood, and found comfort in a small temple to Desna. Her devotion did not go unnoticed, the goddess visited the lost woman in her dreams and granted her the gifts of an oracle.
Still, food fills the belly and Riddleport had limited use for non-material visions. At the urging of her growling stomach, Kelendra sought work at a popular gambling hall after most of the staff left. Despite her trepidations and dislike of the silly succubus outfits the waitresses had to wear, she accepted the job and enjoyed the satisfaction of a full belly and a room to call her own.
But even those comforts could not hold her for long. A growing sense of urgency pushed at her, prompted by the black splotch that had appeared in the sky over Riddleport, and the goddess visited her dreams full of concern for the very heavens themselves...
Kelendra Shae
Female Half-Elf Oracle 3
NG Medium Humanoid (elf, human)
Init +2
Senses Low-Light Vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +1 shield, +2 Dex)
hp 24 (3d8+3)
Fort +2, Ref +3, Will +3
Defensive Abilities Coat of Many Stars +4 (3 hours/day); Immune sleep; Resist Elven Immunities
Weakness Haunted
--------------------
Offense
--------------------
Speed 30 ft.
Melee
. . MstrWrk Morningstar +4 (1d8+1/x2) and
. . Silver Dagger +3 (1d4/19-20/x2)
Ranged
. . Crossbow, Light +4 (1d8/19-20/x2)
Oracle Spells Known (CL 3, +3 melee touch, +4 ranged touch):
1 (6/day) Color Spray (DC 15), Cure Light Wounds (DC 15), Obscuring Mist, Bless
0 (at will) Create Water, Resistance (DC 14), Mage Hand, Read Magic, Ghost Sound (DC 14), Detect Magic, Stabilize
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 13, Int 10, Wis 10, Cha 18
Base Atk +2; CMB +3; CMD 15
Feats Extra Revelation x2, Skill Focus (Heal) (Adaptability)
Traits Dangerously Curious, Looking for Work (Bluff)
Skills Acrobatics +0, Bluff +10, Climb -1, Diplomacy +10, Escape Artist +0, Fly +0, Heal +7, Knowledge (religion) +4, Knowledge (planes) +4, Perception +6, Ride +0, Sense Motive +4, Spellcraft +4, Stealth +0, Swim -1, Use Magic Device +9
Languages Common, Elven
SQ Elf Blood, Moonlight Bridge (30') (4/day) (DC 15)
Combat Gear Bolts, Crossbow (20), Buckler, Crossbow, Light, Lamellar (horn), Arm Piece, Lamellar Cuirass, Torso Piece, Morningstar, Silver Dagger, Studded Leather, Leg Piece; Other Gear Alchemist's Kindness, Backpack (7 @ 3 lbs), Chalk, 1 piece (3), Holy Water Flask (2), Pouch, belt (1 @ 2.18 lbs), Sunrod
--------------------
Special Abilities
--------------------
Coat of Many Stars +4 (3 hours/day) (Ex) +4 AC.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Moonlight Bridge (30') (4/day) (DC 15) (Su) Create a 20' bridge of moonlight from your position. It lasts 24h or until you cross it.
Spray of Shooting Stars (Su): As a standard action, you can unleash a ball of energy that explodes in a 5-foot-radius burst dealing 1d4 points of fire damage per level. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.
Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage per level. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.