Alrighty! Sorry for the delay, but I got a chance to work on this after talking with the GM about this a little bit. There's still some stuff that's waiting on some information, and I'll probably do one more pass on it, but I think most of it's how it'll be in its final form.
I did move a couple of background skill points around to Perform(Sing) since she isn't mute now. I also changed one of her Intense Artist bonuses form Perform(Wind) to Perform(Sing). Other than that, her stats should be the same.
Stats:
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
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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:
1. Find a place to call home. She's been running for eight years, and she's tired of it.
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:
1. I think I'd like to see some of the less used skills I picked up get a chance to shine. I mean, how many times does a profession skill come into play in an adventure?
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:
The high clergy and nobility of the kingdom had become corrupt and many had lost their divine gifts, if they had them to begin with.
Player-known Secret:
Her eldest brother, the crown prince was the one that was hunting her.
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.
1. Dalonar Valous Kath, Second Prince of TBD (Friendly) - Dalonar was always there to protect Aleda from the machinations of the court. However, just before the Crown Prince, Ludon, chased her out and tried to have her killed, he sent Dalonar out to tour the border forts and give a report on their condition. Dalonar was the one that gave Aleda the painting tools she cherishes.
2. Ludon Hierophantus Kath, Crown Prince of TBD (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 TBD (Hostile) - Thames is one of the rare self-made men in the high clergy of TBD. 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.
This is a pretty good example of how it gets used, though it is on the complicated side (oddball build and all that.)
Just a note that Status is meant to be for things like being grappled, prone, confused, fighting defensively, etc. Basically, if it's a condition and you have it, put it there.
Since we don't have any spontaneous casters, I don't think anyone has to worry about the spell slots part, but I would appreciate it if you included a spells prepared spoiler in your character's profile.
Other than that, everyone should have 3 Hero Points, except Grob who got one for making me laugh like a madman, so he should have 4. I don't remember if anyone's used any, so if you have, just consider it a story reward.
Sorry if this is a bit scatter-brained. I'm trying to make sure I've got all my bases covered.
This is a higher level and more complicated one, but I think it gets the point across.
If you're running a prepared caster, like a wizard or a cleric, add a spells prepared spoiler to your character's profile to keep track of your spells. If you're like an arcanist that prepares spells and has spell slots, then you'll need both the prepared spells spoiler and the spell slots in the stat line.
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 princess that was chased from her kingdom by powerful nobles whose toes her prophecies had stepped on.
2. Aleda is an empathetic person. Even when she was a princess, she was sensitive to other's moods. 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 telepathic 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. She can't sing herself, but she does know how to play several stinged and wind instruments as well as dance.
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, choosing 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.
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:
1. Find a place to call home. She's been running for eight years, and she's tired of it.
2. Find people she can trust and not endanger. The people hunting her are far from discrete 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:
1. I think I'd like to see some of the less used skills I picked up get a chance to shine. I mean, how many times does a profession skill come into play in an adventure?
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:
I think I need to talk this one over with you.
Player-known Secret:
Same here.
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. No clue if this will come into play.
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 mainly uses a chalkboard to communicate with, though she can communicate telepathically.
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 in her head and moving along to it with her eyes closed.
Okay, so I have finally decided on a name. Meet Aleda Helene Kath, a princess with sorcerous powers who had her voice stolen by a curse and was chased out of her home when her prophecies started stepping on some important toes. After spending a few years learning to survive on her one and still being chased, she undertook the trial for the tower. I believe that the GM wanted to run me through that part real fast. After completing the trial, she entered the tower at the last possible moment, worried that some of the others might hold a grudge against her. She's spent the past six weeks hiding, but she ran out of food and tried to sneak into a storehouse only to pass out from hunger.
At least, that's the basics of what I'm going with. GM, does this work for you?
Aleda, upon smelling the rank sewer air for the first time, quickly covers her face below the eyes with a scarf in hopes of blocking the smell, but even with the scarf, her eyes watered at the smell.
"Ech! I can taste even with the scarf," she complains, her voice muffled by the thick fabric.
Aleda shrugs at both Shellin's and Beads' questions.
"I've never been in a guild, or below," she tells them.
I'm fine with the marching order. Aleda is a skirmisher, very mobile, very capable of dishing out the hurt, but she's not extraordinarily tough or anything. Eventually, I'm hoping that she'll be a little whirlwind of death. We'll see though. This is the first time I've built a character like this.
"I just dance," Aleda answers as she helps with the table and chairs. She seems rather embarrassed by the whole debacle, but by the time the others arrive, her cheeks are their normal hue and she's humming a little ditty as she looks at the map Shellin found.
"That's a lot of lines."
@Shellin: Well, I did intend for her to get herself into trouble a lot. :D
Shellin can see it coming, but as fate would have it, can do nothing to stop Aleda from bumping into a much larger man and stumbling into a few others, causing more than one to spill their drink, before crashing into the table he was seating at, knocking it and anything he failed to grab over onto the floor.
"Ow."
Somehow, she's managed to get so tangled in her cloak she's having trouble moving. Spotting a familiar face, Aleda's eyes widen as she pleads with him.
Yeah, sorry. I'm playing someone who's a bit scatter-brained so not exactly making optimal decisions. On the other hand, I hope she's not coming off as annoying and more, I don't know, endearing? Cute? Like a clumsy puppy?
Yeah, Not used to playing this kind of character, hope I'm doing a good job.
"Thank you!" Aleda begins to dance once again and quickly teleports to the Prancing Pony. A little dizzy from the rapid teleporting, she stumbles into the place, and likely into trouble.
Having lost track of her quarry, Aleda resumes her search for a large crowd of people. Finding one, she begins to dance and teleports herself up onto a nearby tall structure.
"HEY! Any of you seen Hallach Fancon around here," she shouts from her perch.
That makes no sense, but if it's got the seal, then mother must have wanted to find him.
After a moment of thought, Aleda decides that if she can't find Hallach Fancon, then she'll just have to find someone who'd seen him. She starts looking for any large crowds of people in the market.
Seeing that guards weren't paying her any mind, Aleda quickly relaxed, then grew bored and began looking for Hallach Fancon as she wandered towards the Southern Market Square.