- - STATISTICS - -
Str 9, Dex 12, Con 12, Int 14, Wis 14, Cha 18
Base Atk +2; CMB +1; CMD 12
Feats: Extra Revelation (Lure of the Heavens), Extra Revelation (Spray of Shooting Stars)
Languages: Celestial, Common, Draconic, Sylvan
- - GEAR - - Combat Gear: tindertwig, sunrod (2);
Other Gear: lamellar cuirass, shortspear, dagger, pocketed scarf, backpack, grooming kit, incense, pole (10 ft.), light steel shield of blinding
- - SPECIAL ABILITIES - - MYSTERY: Heavens
Celestial Language (Ex) - Aasimars speak Celestial.
Celestial Resistance (Ex) - Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Clouded Vision - Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Guiding Star (Su) - Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still spell feat without increasing the spell's casting time or level.
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.
Lure of the Heavens (Su) - Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to f ly, as per the spell, for 1 minutes per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments.
Skilled (Ex) Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp) - Aasimars can use daylight 1/day as a spell-like ability.
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.
- - MYTHIC ABILITIES - -
-Hard to Kill
-Mythic Power 5/day
-Mythic Surge +1d6
-MYTHIC FEAT:
Morphic Nature Each time you traverse an interplanetary gate, you automatically adapt and acclimate to a new world. When passing through an interplanetary gate, you experience an instantaneous and permanent physical transformation to facilitate survival on a new world. This includes environmental compatibility with the local atmosphere (as determined by the planetary atmosphere at the time of the gate’s crafting, but not the ability to survive in a hard vacuum). You also acclimate to local diseases, such that you still prove susceptible to disease, but retain no special vulnerability to alien pathogens on other worlds. You also learn the rudiments of the local Common language, speaking, reading, and writing a passable dialect (though this may not become evident until interacting with a given world’s native inhabitants). When you pass through a gate to another planet, these benefits are lost or exchanged for acclimation to the new world.
-DIVINE SURGE:
Inspired Spell (Su): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don't need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
-PATH ABILITIES:
Mythic Domain (Su): When determining the effects of your domain's granted powers, you're considered 4 levels higher. This increases the effects of powers you have access to, but doesn't grant you powers at a lower level than normal. Once per day, you can expend one use of mythic power as a standard action to regain the use of all your domain granted powers as if you had rested for 8 hours. If you're an oracle, all aspects of this ability apply to your revelations instead of to domain granted powers. You must have the domain class feature or mystery class feature to select this ability.
- - TRAITS - - Reactionary - You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Charming - Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Background:
Astraea has lived for years looking over her shoulder. When she was an infant, her parents- simple, humble river folk- were alarmed at her unusual appearance. There was something uncanny about her eyes, her hair, everything about her; she was just not quite right. Her behavior was no less unsettling; instead of sleeping at night, she would wander out into the yard and stand for hours, staring up at the stars, unblinking.
When she was nine years old, a strange phenomena occurred. As Astraea stood on the shore of the river watching silently, brilliant lights began to flash across the night sky. A meteor shower, some would later call it- but to Astraea, it was a sign. She had been waiting for this her entire young life, even if she had no idea why. And then one of those brilliant lights grew larger, and larger, very quickly... and everything went white.
Her parents pulled her from the crater only a few minutes later, horrified that their little girl had been killed. But Astraea was unharmed, despite the damage to her surroundings. Moreover, she seemed to barely have a scratch on her. The falling star did leave its mark on her, however- though Astraea did not notice for many days. Her vision was suddenly obscured- "clouded," the physician said, though that description never quite satisfied her. It was more like looking at the world through cracked glass. Only the stars themselves shine clearly through these "cracks" in her vision.
The falling star imbued her with another strange ability, too- it awakened a magic that had been long dormant within her blood. A gentle soul, she wished only to use this magic to help others, to heal wounds, but still it frightened her parents and fellow townsfolk; for them, this was simply the last straw. They had ever wanted to live simple, normal lives- and Astraea was clearly not meant to be simple or normal.
A strangely-dressed man visited her home one day and spoke with her parents at great length. He asked them many questions, and at a few points, her mother began to cry or sob. Astraea, pretending to be sleeping, watched and listened through the crack in her door. This had something to do with her, she was certain- and she did not trust this oddly-garbed stranger. He flashed her parents a strange silver symbol representing his patron deity, and told them that he had very special plans for their girl and her special blood. His church could give her direction, guidance, help her hone her awakening skills and provide her with friends and a new family. Astraea wanted nothing to do with it- and there was something about that silver symbol of his that frightened her. She knew that her parents loved her, but also that they felt they were not up to the task of taking care of her. When she walked outside that night to peer at the stars as she always did, she just kept walking. She never went back. And while she has not seen the strangely-dressed man since, she often feels his presence, and in her dreams she is haunted by that eerie silver symbol of his...
In the years since, the stars have guided Astraea on her journey. She always moves from place to place, sometimes staying for a few weeks in old belltowers or other abandoned buildings and fending for herself, but she has always longed for the company of others. She still wishes to use her strange magic to help others, but is hesitant to expose herself too much for fear that somehow that man in the weird robes might appear and take her away. Still, her years on the road- of which she has lost count- have hardened her enough to make her into a fairly formidable survivalist, and she can take care of herself. She knows that she has been given these strange gifts- and curse- for a reason, and is determined to figure out exactly what that reason is.
Personality:
Astraea does not immediately come off as a typical adventurer. Spacey and inattentive, she has a tendency to trail off mid-sentence only to suddenly resume that thought hours or even days later. She is sweet and good-natured, and always eager to help others, but she is far from naive. In fact, she is quite perceptive, and very practiced in seeing through lies.
She is quite obsessed with the stars, something that has been with her since childhood. The fact that they are the only thing that she can see clearly does not hurt this any, either. She has many odd habits and quirks, including:
-She likes to do handstands when she is having trouble thinking ("It shakes the cobwebs loose.")
-She almost always has to be chewing on something. Often, it is a particularly long strand of hair, or a piece of grass.
-She will sometimes obsessively clean the homes of anyone she stays with, even if it was only for a night.
-She loves playing cards and dice, though she is absolutely terrible at them.
-She has a strange walk. It seems almost as if she's gliding over the surface, playing lip service to even touching the ground. (It turns out that's because of her Lure of the Heavens revelation, but...)
Astraea dislikes violence, and often attempts to solve problems diplomatically, but she realizes that sometimes there is no other choice.
Appearance:
Astraea is a fair-skinned young woman of average height and build. She has short, platinum-blonde hair of uneven length, which almost always looks like a mess- mostly because she cuts it herself to save time and money. She prefers to wear white, often long skirts or knee-length trousers, and long sleeves. Her favorite accessory is the long, pocketed scarf she purchased some time ago, which she now refuses to part with- especially since she likes to keep a few snacks and vials of holy water in there.
Also, her freckles sparkle slightly when she's under the stars. Deal with it.