Str 26 (+8)
Dex 17 (+3)
Con 21 (+5)
Int 2 (-4)
Wis 12 (+1)
Cha 6 (-2)
SKILLS
Perception: +10 (6 ranks, +1 Wis, +3 class)
Stealth: +8 (3 ranks, +2 Dex, +3 class)
Survival: +7 (3 ranks, +1 Wis, +3 class)
Feats: Weapon Focus (Bite), Power Attack, Dodge, Improved Natural Attack, Disruptive Companion, Iron Will.
Special Qualities: Devotion, Evasion, Link, Low-light vision, Share Spells, Scent, Multiattack: If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Tricks: (5 bonus)
Gear: Amulet of Might Fists +1
DEFENSE
AC 29, touch 20, flat-footed 23 (+7 armor, +6 Dex Cha, +4 Def, +2 nat)
HP 129/129 ([8+1Con+1FCB]+ 17x[5+1Con+1FCB])
Fort +16 (6 base, +1 Con, +4 resistance, +1 luck, +4 profane)
Ref +21 (6 base, +6 Cha, +4 resistance, +1 luck, +4 profane)
Will +19 (10 base, +0 Wis, +4 resistance, +1 luck, +4 profane)
[+2 vs. disease and mind affecting, -1 against positive energy damage. No penalties from level drain. +4 vs. mind affecting, immune to mind affecting.]
OFFENSE
Unarmed Strike +17/+12/+7, d6+4, x2. B.
+2 Cold Iron Spear, +19/+14/+9, d8+8, x3. P.
Staff of Divine Necromancy [Bestow Curse 1, Death Knell 1, Deathwatch 1, Death Ward 2, Slay Living 2, Harm 3] (7/10)
Staff of Courage (10/10)
Wand of CLW (5)
Wand of CMW (29)
Wand of LR (13)
Wand of Goodberry (24)
Wand of Create Water (28)
FEATS Improved Unarmed Strike [Level 1]: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Bonded Mind [Level 3]: As long as you can see each other, you and an ally who also has this feat can trade nonverbal messages. These function as the message spell, except that you don’t need to whisper or point, and you cannot be overheard.
Extra Revelation [Level 5]: You gain one additional revelation. You must meet all of the prerequisites for this revelation. (Primal Companion)
Share Spells [Level 7]: You can cast a spell with a target of “you” on an ally as a touch spell, as per the share spells familiar ability, so long as the ally possesses the Bonded Mind feat.
Life Dominant Soul [Level 9]: You are healed by channeled positive energy used to heal living creatures and channeled negative energy used to heal undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead, such as that from channeled energy and lay on hands.
Deific Obedience (Arazni) [Level 11]: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Mediatate for one hour a day on betrayals and injustices you have suffered. The process is strenuous and causes d6 NL damage. Gain a +4 profane bonus on saving throws.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.
Arazni Exalted Boons:
Unyielding (Sp): remove fear 3/day, false life 2/day, or nondetection 1/day
Strength in Bloodshed: Once per day as a standard action, you can summon a blood golem to aid you. You gain telepathy with the golem to a range of 100 feet. The golem follows your commands perfectly for a number of minutes equal to your number of Hit Dice before vanishing back to its home.
Step Up [Level 13]: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Improved Iron Will [Bloodstones of Arazni]: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Improved Initiative [Level 15]: You gain a +4 feat bonus to initiative.
Take the Hit [Level 17]: As long as an ally with the Bonded Mind feat is adjacent to you, you can choose to absorb up to half of the hit point damage from any attack that strikes him, as if subject to a shield other spell. Using this ability is an immediate action, and it only applies to one attack, even if the ally is hit by multiple attacks as part of the same action.
TRAITS The Reclaimer (Campaign): Your wary eyes grant you a +1 trait bonus on Perception checks. You gain a +1 trait bonus on attack and damage rolls against any opponent that dealt hit point damage to one of your allies in the previous round.
Kin Bond (Magic): Choose a single sibling (Twin) with whom to share this bond. Once per day when you fail a saving throw while your sibling is within 30 feet, you may reroll that saving throw using your sibling’s saving throw modifier. If you and the sibling are twins or otherwise part of a multiple birth, you gain a +2 trait bonus on the rerolled saving throw. Your sibling must be willing to grant you the reroll. If you fail the saving throw, you and your sibling are dazed for 1 round.
Sensual Graces (Racial): Your unearthly beauty enchants those who court you. You gain a +2 trait bonus on Bluff checks made against humanoids who would be attracted to you.
Umbral Unmasking (Drawback): You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
Total Points: 108 [18x(4 Oracle + 0 Int + 2 background)]
AC penalty is 0
LANGUAGES
Common, Elven, Necril, Razatlani.
EQUIPMENT
Crimson Cloak of Resistance +2
Belt of Str/Con +2
Headband of Charisma +6
Amulet of Nat Arm +2
Ring of Deflec +4
Handy Haversack
Diamond Dust (10,500gp)
Gravewalker Shirt +3 (undead) defiant mithril chain shirt.
+2 Cold Iron Spear
Major Crown of Blasting
Bloodstone of Arazni
Otherworldly Kimono (67,000)
Scroll of Miracle
SPECIAL ABILITIES Born in Darkness: Svetochers take a -1 penalty on saves against effects that deal positive energy damage.
Fangs: On occasion, a dhampir may inherit his father’s lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.
Manipulative: Svetocher gain a +2 racial bonus on Diplomacy and Knowledge Nobility checks.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Resist Level Drain: A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Curse: Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
'Shattered Psyche' Curse:
Your mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a –2 penalty on all Intelligence-based skill checks, Wisdom based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws made against mind-affecting effects.
At 5th level, you’re immune to charm effects.
At 10th level, you’re immune to compulsion effects.
At 15th level, you’re immune to all mind-affecting effects.
Lunar Mystery:
Class Skills: An oracle with the lunar mystery adds Acrobatics, Knowledge (nature), Perception, and Survival to her list of class skills. A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery.
Bonus Spells: fumbletongue (2nd), dust of twilight (4th), rage (6th), moonstruck (8th), aspect of the wolf (10th), litany of madness (12th), lunar veil (14th), blood mist (16th), polar midnight (18th).
Revelations:[1]Prophetic Armor: You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.
[Feat] Primal Companion: You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid’s animal companion, using your oracle level as your effective druid level.
[11] Form of the Beast: As a standard action, you can assume the form of a Small or Medium animal, as beast shape I. At 9th level, you can assume the form of a Tiny or Large animal, as beast shape II. At 11th level, you can assume the form of a Diminutive or Huge animal or a Small or Medium magical beast, as beast shape III. At 13th level, you can assume the form of a Tiny or Large magical beast, as beast shape IV. You can use this ability once per day, but the duration is 1 hour/level. You must be at least 7th level to select this revelation.
Revelations: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
Bonded Spirit: At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion).
A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex’s effects.
She uses her oracle level as her shaman level and her Charisma score instead of Wisdom for the purpose of determining its effects.
At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.
This ability replaces the revelations gained at 3rd, 7th, and 15th levels.
Spirits:
Ancestor (Heroism, Cha on Int checks)
Battle (Righteous Might, hex opponents AC)
Bones (Deflection bonus)
Flame (Burning Hands/Resist Energy/Fireball, additional mmovement)
Frost (Slowing foe speed, cold resistance)
Heavens (Daylight, Rainbow Pattern, Jesters Jaunt, flight mins/day)
Life (Lesser Restoration, Channeling, Life Link)
Lore (Use Cha on Int checks, Arcane spell onto spells known)
Neture (Barkskin, speak with animals)
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Appearance
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Alessandra stands at 5'5" but her frame is petite, concealing her supernatural strength and making her seem shorter than she is. Her hair is black and long although it hardly ever grows and has remained in it's current style for almost a decade. Her face is almost impossibly smooth, rendering it subtly unnerving as the eye seeks for any imperfection to latch onto amongst her refined features.
The only immediately visible signs of Alessandra's vampiric heritage are her fangs, slender and needle-sharp, which she can extend at will. She keeps them retracted to aid her in passing as 'human' but the subtle signs are apparent in the slight gap between her front teeth when she smiles. She also bruises extremely easily, turning her skin an unhealthy purple colour. Left to heal alone these bruises take weeks to disappear, only magic or blood can cure them faster.
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Motivation
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Alessandra is motivated by two forces, absolute loyalty to her twin sister, who is the only person in the world she can rely on. The second, which the twins share, is an intense curiosity about their father. The only thing they know about him is their ‘home-town’ of Roslar’s Coffer and Alessandra in particular is extremely interested to track down clues about their father although any questions as to why the twins want to find him are met with stony silence.
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Background
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Do you know what it’s like to die before you are even born? No? Then you can’t judge us – we’ve seen, been and done things most people could never consider. That makes us different, and that gives us the right to make things different too. You wouldn’t understand, your hearts beat normally, you breathe deeply, you’re lucky and you don’t even realise it. Not everyone is.
Our mother was unlucky – she was young, pretty, well connected. How else would she have become sole Pharasmin for a town the size of Roslar’s Coffer before she was twenty five? She was blessed by the goddess and strong in her faith but in the end that didn’t matter. He had a sense of humour, or irony at least. He could have had any woman in town, swanning around in his gleaming armour, really looking the part of a ‘paladin’. But no, he had to have the priestess, had to spit in Pharasma’s eye – no matter that she was already pregnant. He seduced her, led her to the temple and drained her to the point of death.
The fact that she survived at all was a miracle, but she did, long enough for the Church to rush healers to Roslar’s Coffer and try to save her. It didn’t work, but Pharasma isn’t the goddess of midwives for nothing and we were delivered safely from her dying body. With no parents living we were taken in by the Church of Pharasma, despite our pale skin, fangs and the pain we suffered whenever a priest tried to heal us of childhood colds. Being part dead makes you an outsider, so we only had each other.
Alessandra put her pen down with a sigh and rolled her shoulders back, the cracking sounds loud enough to make the other novices in the scriptorium wince.
”You’re working too hard. Again!” Smooth hands slid over her shoulders and began to massage, pushing just hard enough to work out the kinks without leaving bruises. Alessandra tilted her head back with a smile to look up at the raven hair and vivid green eyes which match her own so well.
”We can’t all sneak around all day and call it work, sister dearest. Some of us actually take an interest in where we come from.” Her smile belied her words, as she reached up to pull her sister’s head down and brush their lips together.
”Still harping on about mother?” Gabriella asked, perching on the end of writing desk, long legs crossed as she glances over to find a novice staring. The boy gulped and blushed a furious red when Gabriella winked at him, a sight which caused both sisters to straighten subtly before relaxing again. ”Why are you so obsessed over Roslar’s Coffer anyway?”
”It’s our birth right Gabi. If we’re ever going to find Him then that’s the only place we’ve got to look. Besides, your training is nearly done and I was ready to leave a year ago – we can’t stay here forever. It’s time we left, found our own path.”
”And revenge! Agreed. I’ll speak to Master Genaius about taking my final tests early then – they can’t deny that I’m ready. And you!” Gabriella broke off, swiping the quill from her sister’s hand, ”Are going to come and cheer me on. You know I don’t like to shoot without my favourite fan watching!”
The twins strolled out of the scriptorium, hand in hand, leaving behind more than one flustered novice delighted to see them go and already missing them cruelly