![]()
About Aleda Helene KathStats:
Aleda Helene Kath Female azata-blooded aasimar (musetouched) oracle (seer) 7/ranger 2/sorcerer 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 59) NG Medium outsider (native) Init +4; Senses darkvision 60 ft.; Perception +19 -------------------- Defense -------------------- AC 26, touch 17, flat-footed 21 (+8 armor, +2 deflection, +4 Dex, +1 dodge, +1 natural) hp 112 (10 HD; 1d6+7d8+2d10+30) Fort +10, Ref +12, Will +11; +1 trait bonus vs. illusion effects. Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft. Ranged endless ammunition darkwood composite longbow +12/+7 (1d8+2/×3) Special Attacks combat style (archery), favored enemy (humans +2) Spell-Like Abilities (CL 10th; concentration +14) . . 1/day—glitterdust (DC 16) Bloodline Spell-Like Abilities (CL 1st; concentration +5) . . 7/day—laughing touch Oracle Spell-Like Abilities (CL 7th; concentration +11) . . 1/day—automatic writing Oracle (Seer) Spells Known (CL 7th; concentration +11) . . 3rd (5/day)—beacon of luck, clairaudience/clairvoyance, cure serious wounds, sacred bond[APG] (DC 17) . . 2nd (7/day)—bull's strength, cure moderate wounds, detect thoughts (DC 16), hold person (DC 18), shield other . . 1st (7/day)—bless, cure light wounds, endure elements, identify, magic weapon, obscuring mist, protection from evil . . 0 (at will)—create water, detect magic, guidance, light, mending, purify food and drink (DC 14), spark[APG] (DC 14) . . Mystery Lore Sorcerer Spells Known (CL 1st; concentration +5) . . 1st (4/day)—feather fall, gravity bow[APG] . . 0 (at will)—dancing lights, ghost sound (DC 14), mage hand, prestidigitation . . Bloodline Fey -------------------- Statistics -------------------- Str 15, Dex 18, Con 14, Int 12, Wis 14, Cha 18 Base Atk +7.75; CMB +9; CMD 26 Feats Alertness, Cunning, Dodge, Eschew Materials, Precise Shot, Skill Focus (Stealth), Toughness Traits hardly a fool, intense artist Skills Acrobatics +8, Climb +14, Craft (painting) +8, Diplomacy +6, Disguise +14, Heal +8, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +6, Knowledge (planes) +7, Knowledge (religion) +7, Perception +19, Perform (dance) +13, Perform (sing) +12, Perform (string instruments) +11, Perform (wind instruments) +11, Profession (baker) +7, Profession (butcher) +7, Profession (cook) +7, Sense Motive +12, Spellcraft +10, Stealth +27, Survival +10, Swim +13; Racial Modifiers +2 Diplomacy, +2 Perform (dance), +2 Perform (sing), +2 Perform (string instruments), +2 Perform (wind instruments) Languages Auran, Celestial, Common, Sylvan SQ bloodline arcana (+2 DC for compulsion spells), oracle's curse (tongues [celestial, auran]), revelations (automatic writing, gift of prophecy[UM], natural divination), scion of humanity[ARG], track +1, wild empathy +6, woodland stride Other Gear mwk mithral agile breastplate[APG], endless ammunition darkwood composite longbow (+2 Str), boots of elvenkind, cloak of elvenkind, gloves of swimming and climbing, handy haversack, hat of disguise, ring of feather falling, artisan's outfit (3), bedroll, belt pouch, blotter (0.2 lb), chalk (8), chalkboard[APG], cold weather outfit, cutting board, wooden (2 lb), explorer's outfit (2), flint and steel, golden holy symbol of Shelyn[UE], hot weather outfit[APG], inkpen, jewelry[UE], journal[UE] (2), knife for cutting quills into pens (0.5 lb), knife, cutting (0.5 lb), ladle (0.5 lb), masterwork painting tools, noble's outfit, pen nibs, pigment for making ink (0.2 lb), pot, ruler, small (0.1 lb), seasonings, local (0.5 lb), signet ring, skewer (1 lb), skillet[UE], small tent, soap (2), tinder packet (0.5 lb), tripod, iron (3 lb), vial, waterskin (4), winter blanket, 203 gp, 3 sp -------------------- Special Abilities -------------------- Automatic Writing (Divination - 90%, 1/day) (Su) Use commune as a spell-like ability. Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool. Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Eschew Materials Cast spells without materials, if component cost is 1 gp or less. Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes. Gift of Prophecy (1/day) (Su) Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. 3rd - Augury @90%, 5th - Divination @90%, 9th - Commune Laughing Touch (7/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd. Natural Divination (2/day) (Su) You can gain a bonus to a save, skill check, or initiative roll which must be used within 24h. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise. Tongues (Celestial, Auran) You can only understand and speak two languages in combat. Track +1 Add the listed bonus to Survival checks made to track. Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy. Woodland Stride (Ex) Move through undergrowth at normal speed. 10 Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged! 1. Aleda is a cursed Tengwar princess that was chased from her kingdom by powerful nobles and clergy whose toes her prophecies had stepped on. Her sorcerous and oracular powers were a threat to both the nobility and the ecclesiarchy since neither had control over them. 2. Aleda is an empathetic person. Even when she was a princess, she was sensitive to other's moodes. After running from her pursuers for 8 years, she knows what it's like to endure hardship and having to fight for your next meal, or even just to survive the next few minutes. She tries to see things from other people's point of view. 3. After so many years on her own, Aleda is a bit affection starved. Most of the time she wears a melancholic expression, but she lights up whenever someone gives her a hug or a pat on the back, or the head. 4. While most of the time Aleda can exude the effortless grace and regal bearing of her upbringing, when it comes to trying to establish a friendly bond, she turns into a flustered mess. 5. She's a smallish young woman with dark hair and bright blue eyes. She wears her hair up most of the time, but when she let's it down it goes to her knees. 6. She loves all manner of fluffy critters. 7. She loves music and especially singing in all of it's forms.. 8. She loves to paint, but rarely has the chance to on the road. The painter's tools she carries are a gift from her second eldest brother when she turned twelve. 9. She doesn't like conflict, chosing to run away rather than confront something or someone. 10. She still carries the fancy dress, jewelry, and signet ring her head maid had packed for her, despite never having a chance nor need to wear them. 11. She loves to learn new things and started to learn how to bake and cook before she was chased from her home. Those skills came in handy when she needed to support herself after running away. Despite being a bit squeamish at first, she actually enjoys butchering her kills and learned more about the profession from the husband of a baker she worked for for a little while. It was while doing this she learned she could read the animal's entrails to gain insights into the future. 12. She absolutely terrified of spiders. Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. Character Goals:
2. Find people she can trust and not endanger. The people hunting her are far from descrete in their methods most of the time, nor were they above trying to take advantage of her naivety early on. She had several close calls, and unfortunately, she also ran from a few places after the people that had taken her in had been slaughtered. Player Goals:
2. This one's silly, but I'd like for her to be involved in some incident that involves fluffy critters. A cult of bunny worshipers, demonic kittens, infernal puppies, getting her hands on a bag of infinite tribbles, something that has a touch of whimsy and ends with her having a horde of fluffy critters to come back to and relax with. (I'm not looking for combat pets, this is just supposed to be funny. I know that the tone of the game's supposed to be more serious, so I also know that this one's probably a long shot.) 3. A less silly goal is that I'd like for Aleda to realize that she's allowed to be happy and joyful. Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises! Character-known Secret:
Player-known Secret:
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
2. Ludon Hierophantus Kath, Crown Prince of Brídunn (Hostile) - Ludon was the eldest of the royal scions. When it was discovered that Aleda could see things that she shouldn't know, He knew that she would be a threat to him. He was a conniving young man that was using the corrupt clergy and nobility of the kingdom to undermine his father's influence and build his own powerbase. He chased Aleda out, only to learn after she was gone that she could be a vaulable asset, so began hunting her down for his own purposes. 3. Thames of the Golden Rod, High Priest of Brídunn (Hostile) - Thames is one of the rare self-made men in the high clergy of Brídunn. He clawed his way to the top spot within the church and left behind scores of ruined lives in his wake. While he lacks the divinely granted abilities of a true cleric, he does have some skill in spell casting that he's able to use in fooling his enemies. He's the one that avised the Crown Prince that he should use Aleda to further their goals. 4. Skye of the Ash Hills (Friendly) - Skye was a middle-aged ranger that lived and roamed the forests of Westfall. She taught Aleda how to defend herself and hunt after she found the poor girl half-starved and exhausted in the woods the ranger called her home. After Aleda could look after herself, Skye helped her leave the kingdom's borders. The Ash Hills she comes from are known for their large groves of ash trees. 5. Marella Stone (Friendly) - Marella was Aleda's handmaid and closest friend. She was the one that learned of the plot against the young princess and got everything prepared and helped Aleda escape. Aleda never learned what became of her, though she suspects it was nothing good. Ever since that day, Aleda has missed her friend and sometimes prays that she'll see her again. Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor. 1. Not long after running from home, Aleda was chased by a mercenary that used giant spiders to harry their bounties. She escaped, barely, but that night of horrors left a mark. She's terrified of spiders. 2. Aleda's fondest memory is when her brother, Dalonar, gave her a set of painting tools for her twelfth birthday. She cherishes his gift and takes extremely good care of them. If they were to be misplaced she'd be distraught for no telling how long. 3. Aleda will sway or dance to any music that she hears. 4. When Aleda is really happy or really enjoying something, she'll start humming or singing and moving along to the song with her eyes closed.
|