Woman

Oracle with No Name's page

143 posts. Alias of Mith'aj the Tactful.


Full Name

NoName

Race

Human (Chelaxian)

Classes/Levels

Oracle (Spirit Guide) 2

Spoiler:
HP 13/16 Sanity 38/42 Init +6; Per +4AC 15/10/15 Fort +0, Ref +1, Will +2

Location

Unknown

About Oracle with No Name

“Insanity is relative. It depends on who has who locked in what cage.”
-Ray Bradbury, The Meadow

"The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents."
-H.P. Lovecraft, The Call of Cthulhu

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-- Description --:

This woman could likely command the attention of all in her presence - if only she wasn't pacing nervously, gesturing and muttering to herself. If one strains to listen to her words, one might realize that she's actually upholding her half of an apparently coherent conversation of Pharasman philosophy. Or is that Urgathoan? She halts in the middle of a reply and turns to you, staring wide-eyed without a word. The circles under large, dark eyes suggest she hasn't slept well in days. Her raven hair seems to be escaping from an attempt to pull it back with a band of grey cloth. Just on the other side of awkward, she starts as if rudely awakened from slumber, disoriented. Regaining a semblance of composure, she gives you a final glance, tucks a strand of hair behind her ear and picks up the conversation where she left off, returning to the path worn in the dust.

Oracle with No Name
Female human (chelaxian) oracle (spirit guide) 2
CG Medium humanoid (human)
Init +6; Senses Perception +6(+4 Temp)
Sanity 38/42

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Starting Points
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Physical 3
Mental 1
Stuff 2
Fugue 0

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Defense
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AC 15, touch 10, flat-footed 15
hp 16 (2d8+2)
Fort +0, Ref +1, Will +4(+2 Temp)

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Offense
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Speed 30(20) ft.
Melee
- Dagger +2 (1d4+1/19-20) or
- Spear +2 (1d8+1)

Special Attacks
- Phantom Touch +2 touch (7/day)

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Statistics
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Str 12, Dex 10, Con 11, Int 12, Wis 12 (8 temp), Cha 18
Base Atk +0; CMB +2; CMD 12

Feats
(C1) Extra Revelation: Phantom Touch
(H1) Improved Initiative: You get a +4 bonus on all initiative checks.

Traits
- Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

- Twitchy: Your first thought upon awaking in the asylum isn’t confusion over why you can’t remember anything clearly—it’s a sudden urge to find safety. You feel like everything around you, aside from your companions, might threaten you and you’re always ready to react. You have a hard time staying still, and you’re constantly surveying your surroundings. Maybe you are paranoid, or maybe it’s just an overactive imagination, but whatever it is, you know that keeping these feelings honed will help you stay alive. You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves

Languages Aklo, Common

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Spells
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Oracle Spells Known (CL 2nd; concentration +6):

1st (5/d) - *Bane (DC 15), *Command (DC 15), Cure Light Wounds, *Unseen Servant
0th (any) - Detect Magic, *Ghost Sound (DC 14), Guidance, Light, *Mage Hand, *Mending, *Stabilize

* - have not been recalled since fugue state began

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Skills
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.:

Oracle 2 x ( 1 Int + 4 Class + 1 Human ) = 12

- Acrobatics -4 ( -4 Armor )
- Appraise +1 ( 1 Int )
- Bluff +4 ( 4 Cha )
- Climb -3 ( 1 Str, -4 Armor )
- Diplomacy +8 ( 1 Rank, 3 Class, 4 Cha )
- Disguise +4 ( 4 Cha )
- Escape Artist -4 ( -4 Armor )
- Fly -4 ( -4 Armor )
- Heal +6 ( 2 Rank, 1 Wis, 3 Class )
- Intimidate +4 ( 4 Cha )
- Knowledge (dungeoneering) +5 ( 1 Int, 1 Rank, 3 Class )
- Knowledge (geography) +5 ( 1 Int, 1 Rank, 3 Class )
- Knowledge (planes) +5 ( 1 Int, 1 Rank, 3 Class )
- Knowledge (religion) +6 ( 1 Int, 2 Rank, 3 Class )
- Perception +7 ( 1 Wis, 2 Rank, 3 Class, 1 trait )
- Ride -4 ( -4 Armor )
- Sense Motive +5 ( 1 Wis, 1 Rank, 3 Class )
- Spellcraft +5 ( 1 Int, 1 Rank, 3 Class )
- Stealth -4 ( -4 Armor )
- Survival +1 ( 1 Wis )
- Swim -3 ( 1 Str, -4 Armor )

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Equipment
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.:

Starting Gold

200 gp ( special )

Clothing

Traveller's Outfit ( free )

Armor

Scale Mail ( 50 gp, gauntlets)

Weapons

Dagger ( 2 gp )
Spear ( 2 gp )

Alchemical and Healing Items

2 doses of smelling salts
1 doses of Allnight
Healer's Kit x 1

Magic Items

Other Equipment

Backpack ( 2 gp )
Ink, Black ( 8 gp )
Inkpen ( 1 sp )
Journal ( 10 gp, for Automatic Writing )

Current Money

125 gp, 8 sp

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Special Abilities
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Automatic Writing (1/day) (Su) With 1 hour of meditation, produce writing as if using augury.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Phantom Touch (1 round, 7/day) (Su) Melee touch attack that causes foe to become shaken for 1/2 level

-=-=-=-=-=-=-=-

-- Asylum(?) Notes --:

"We are in Briarstone Asylum. It’s a hospice on an island in the Danver River. Some call it a convenient place to forget inconvenient people. There's... some truth to that. But it’s really a sanitarium. The doctors here endeavored to treat and learn more about diseases of the mind. Briarstone wasn’t a renowned institution, but it was far from the torture pits common folk often make asylums out to be.

"I'm an Auditor-sister of Maiden’s Choir Cathedral in Caliphas. My associates and I were helping a Royal Accuser with certain investigations. They led me and two associates here, to Briarstone.

"We met with Briarstone's Director, Doctor Losandro. I met her only once and she seemed like acapable administrator… but then came the earthquake... and the riot.

"It all happened very fast. The earthquake -- the first earthquake, I should say; there've been some smaller ones since -- happened, and then suddenly half the patients went, well... mad. I’m not entirely sure of the details, but a patient led an uprising. It wasn’t like any riot I’ve ever heard of, though. It was more like a religious movement. The last we heard, most of the northern halls were held by robed patients who call themselves Apostles in Orpiment. Those we’ve encountered are fanatically devoted to a patient named Ulver Zandalus.” She nods in the direction of Jug, who is still wandering about aimlessly, smiling. "That's why we were reluctant to let this one in. But I can't justify leaving a possibly innocent man to die."

"Anyway. I’ve never laid eyes on this Zandalus, but some of the other survivors worked here before the uprising. They say Zandalus was a quiet man who suffered from horrible nightmares -- a poet and artist whose art was disturbing, but who always seemed peaceful enough himself. All of that apparently changed, though.

"The earthquake and the riot were bad enough. But very soon after, we began to be plagued by... creatures. Shapeshifters and other bizarre... things."

"I led the move to this part of the Asylum because it was easily defended. Of course, now it seems like there may not be a way out..."

-- Player Notes --:

Status

Physical 3

-- Whoa, you feel... physically, you feel great. Alert and almost crackling with energy. At some point in the recent past, you were dosed with a powerful stimulant. You have +4 Dex for the next four hours.

Mental 1

-- You're disoriented and distracted. You are at -4 to Wis. Furthmore, whenever confronted with a stressful situation (such as combat) you must make a DC 15 Will save in order to place yourself in danger. If you fail the Will save by 5 or more, you can do nothing but cower. You can retry the Will save each round; once it's made, you can act normally for the rest of that encounter or situation.

Fugue 0

-- You remember... nothing. Totally nothing, absolute blank. Not only do you not know how you got here, you're not sure who you are. You no longer remember your name. The DM or the other players will give you a name based on some characteristic ("Scarface", "Twitchy", or the like). Also, some of your memories are slow to recover. Whenever you attempt to attack with a weapon, use a skill, or cast a spell, there is a 50% chance you are unable to bring those memories to the fore. For a weapon or a skill, you are treated as non-proficient (-4 to attack rolls, no +3 bonus on skill checks). For a spell, you are unable to cast it, but you do not lose the spell or slot. Once you have used a particular weapon or skill, or cast a particular spell, you no longer have to make this roll. You can try to reroll a failed roll after at least ten minutes have passed. Additionally, you don't remember how to read or how to speak any languages but Common.

Stuff 2

-- Have all items on character sheet.

Previous Notes:

-- Background --: