Aasimar

Alua Riversong's page

387 posts. Alias of Angie H.


Classes/Levels

HP 27/27, AC 11, Init +1, Perc +1 | F+3, R+3, W+3, CMB+4, CMD 15 | Spells 1: 6/6 | LoH 5/5

About Alua Riversong

Alua Riversong
Level 3 Human oracle
Init +1; Perception +1

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DEFENSE
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AC 16, touch 11, flat-footed 15
HP 27
BAB +2
Fort +3 Ref +3, Will +3
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OFFENSE
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Speed 30 ft.
Melee
Morningstar +4
Damage 1d8+2, x2

Dagger +4
Damage 1d4+2, 19-20 x2

Ranged
Light Crossbow +3
Damage 1d8, 19-20 x2, 120 ft

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STATISTICS
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Str 14, Dex 12, Con 14, Int 8, Wis 10, Cha 18
Base Atk +2; CMB +4; CMD 15

SKILLS (4/lvl +2 bkgrnd)
Acrobatics 5-ACP = 1r+ 3c + 1Dx
*Climb 6-ACP = 1r+ 3c + 2St
*Diplomacy 10= 3r +3c +4Cha
*Heal 5 = 2r +3c + 0W
*(b)Knowledge (nobility) 4 = 1r +3c + 0W
*(b)Knowledge (history) 5 = 2r +3c +0W
*Knowledge (religion) 4 = 1r +3c + 0W
Perception 1 = 1r + 0W
(b) Perform (harmonica) 5 = 1r +4Ch
*(b)Profession (shopkeeper) 4 = 1r +3c +0W
*Sense motive 4= 1r +3c + 0W
*Spellcraft 3 = 1r +3c -1Int
Stealth 5-ACP = 1r+ 3c + 1Dx
Swim 2-ACP = 2St
*Survival 0 = 0r +3c + 0W
(b) - background skills
* - class skills

SPELLS
Orisons (6 known), DC=13
--Detect Magic
--Enhanced Diplomacy (+2 to one Diplomacy or Intimidate check)
--Guidance (+1 on one attack role, save, or skill check)
--Resistance (+1 on saving throws for 1 minute)
--Stabilize (cause a dying creature to stabilize)
--Virtue (gain 1 temporary HP)

Level 1 (3 known + cure + mystery spell) 6/day, DC=14
--Bless (1 min/level, +1 to attack and save vs fear]
--Sanctuary (1 round/level)
--Summon Monster 1
--*Cure light wounds (1d8 +1/level)
--*mystery spell: ill omen (1 round/level, force disadvantage on next d20 roll).
--*bonus mystery spell because Jussi is awasome: detect undead.

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SPECIAL ABILITIES
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Archetype: Dual-Cursed Oracle
Curse #1: Merciful
You MUST help non-enemy people as soon as possible.
*You gain the ability to lay on hands, as the paladin ability, using your curse level as your paladin level. 5/day, 1d6 healing
*At 5th level, you gain a mercy, as the paladin ability.
*At 10th level, you gain a second mercy, and can exchange your first mercy for a different one.
*At 15th level, you gain a third mercy, and can exchange one of your existing mercies for a different one.

Curse#2: Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving gear from pack takes a standard action. Any item dropped lands 10 feet away in a random direction.

Oracle Mystery: Life
Class skills added: Handle Animal, Knowledge (nature), and Survival.
Spells: see spoiler below
Revelations
1) Life link: As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage.
2) Misfortune: As immediate action, force a reroll on anybody within 30 feet.
3) Energy Body.

description:
Energy Body (Su)FAQ: As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Traits
Possessed: Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.
Deft Dodger: +1 on ref saves.

Feats
Extra revelation (Misfortune)
Toughness

Racial Modifiers (human):
Favoured class bonus: one extra spell at a level lower than highest known
+2 to one stat: Charisma
+1 feat
+1 skill per level

Languages: Common
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GEAR/POSSESSIONS
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Wealth
Starting wealth: 180 gp
Current wealth: 2 gp, 8 sp

Weapons/Armour
Armoured coat: 50 gp, AC+4, ACP-3
Buckler, 5gp, AC+1, ACP-1
Dagger, 2gp
Light Crossbow 35 gp
Morningstar. 8 gp
20 bolts 2gp

Adventuring gear
Soldier's uniform 1gp
Clothes 5gp?
Healer's kit 50gp
Leeching kit 5 gp
Filter Hood 10gp

Misc gear
ID papers 2gp
Harmonica 2gp
Kite 1 sp
Dominoes 1 sp

Background:

Alua grew up in the Brelish city of Starilaskur. The only child of shopkeepers, she seemed destined for a life of hard work and moderate comfort. However, she and her best friend Chandra dreamed of a life of adventure. Joining the war effort seemed like the way to do it, but her parents forbade her.

Chandra, by far the cleverer of the two girls, convinced Alua to run away and enlist. After basic training, their natural talents and interests saw them assigned to different squads. Clever Chandra was a natural at intelligence gathering, while charismatic and kind Alua gravitated towards field medicine.

The girls were only seventeen when their squads were brought to the front lines. They quickly learned that battle was not the romantic adventure they had dreamed it to be. Alua's life descended into a nightmarish race to keep her squadmates alive. When she wasn't fighting, she was staunching wounds, hacking limbs, stitching intestines back into bellies, and holding the hands of her friends as they died.

As battle bled into battle, Alua barely slept. What sleep she did manage was interrupted by nightmares. Alua began seeing the dead around her, hallucinations accusing her of her failures. Their disappointment made her drive herself harder, never wanting to give up on a wounded soldier. It was at this time that her oracles powers began to manifest, though she didn't recognize them for what they were. She just thought her practical skills at medicine were improving, while in fact she was magically healing.

Then came the Mourning. Her squad was fighting inside the border of Cyre when it happened. Her memories of that time are fractured. Searing light. Crushing darkness. Pain that started deep inside and grew until it seemed to be turning her inside out. The screams of the dying, the mutating, the dead. And everywhere, ghosts.
She was found weeks later, wandering near the Breland/Darguun border, raving and out of her mind. She was brought to a veterans hospital outside Sharn, where she spent several years fighting for her sanity. It was medicine that finally brought her back from the edge. Healing became almost a compulsion, and she helped her fellow veterans whenever she could. Helping people became a way to quiet the ghosts, so she did it whenever possible.

Four years after the end of the war, the hospital was shut down due to lack of funds. Alua drifted for a while, helping people where she could, and eventually found herself in Sharn.

[insert meeting one of the other PCs and being invited to the agency]

Personality
Alua is 22 years old, but seems older. She is serious beyond her years, and the need to help others borders on a compulsion. Loyal to a fault, she will do anything for her friends.

The oracle abhors violence, but will fight when necessary. She would like nothing better than to leave the war behind her, but the ghosts that haunt her have other ideas.

Appearance
Alua is a young human woman, of average size, stronger than she looks. She has shoulder-length blond hair, which she cuts herself when it gets long enough to bother her. Clothes and appearance are unimportant to her, so she wears whatever is at hand. She uses a mace and a crossbow, though she'll leave them behind when she's able to.

Spirestorm Temple:

Alua is living and working at the Spirestorm Temple in the slum district of Fallen, in Lower Dura. The temple to the Sovereign Host is not fancy or well-known, but it is filled with dedicated priests and healers, who actually care about the city's poor.
Spirestorm Temple has been around for hundreds of years, but earned its new name after Crystalfall, when the Glass Tower fell. During the middle of a sermon, a spire of crystal fell into the temple's roof, sending a storm of mosaic pieces from the ceiling into the parishioners. Miraculously, nobody was so much as scratched during the event; in fact, many people who had arrived with preexisting injuries or conditions found themselves completely healed. The fallen ceiling tiles created a pattern that many interpreted as a symbol of wind gusts. The pieces were painstakingly cemented into place, and a new church was born. At the Spirestorm temple, they worship the Healing Winds.

As Godsgate became known as the Fallen, the Spirestorm Temple became an important symbol of hope and healing in the devastated district. Over the years, the temple has become as dilapidated on the outside as most of the rest of the district, and has largely been forgotten by the powers that be. However, it has a reputation in certain quarters of upper districts for no-questions-asked quality healing. Because Fallen is generally shunned by most Sharnians (Sharners? Sharters? S#$+ees?), the likelihood of bumping into somebody you know is nil. Wealthy folk looking for extreme discretion are usually happy to pay for it, and this reputation assures a much-needed source of income for the temple.

Alua followed her ghosts to this place, and adopted the Temple as her home. She has a few friends here among the priestesses and other volunteers, and likes to help the needy people of Fallen. It's a bit of a trek from here to Tavick's Landing, but she likes the walk. And as for the ravers, she's never had any trouble from them.

Alua and Sebastian's connection:

Alua and Sebastian's connection

About five months ago, Alua drifts into Sharn, following her ghosts.
She immediately gets into trouble with the Sharn Watch, which Sebastian happens to witness. He was leading a wealthy couple on a tour, and the wife had twisted her ankle hopping off a platform, and was complaining bitterly.
As Alua argues with the Watch, she uses an expression that Sebastian recognizes as being unique to the Brelish army. Any ideas what it might be? Feel free to put words in her mouth. I'm coming up blank.
Acting on instinct, Sebastian steps in and explains to Alua that if she'd just show her papers to the kind man, he'd go away. She does so, after upending her belongings in the middle of the street to find them.
Alua turns her attention to the injured woman, and heals her ankle without asking for payment. Her kindness and natural curiosity about the tourists turns their experience around, and they give Alua a sizeable tip. She in turn hands it to Sebastian, for his earlier help.
Sebastian realizes he could use somebody like her at the front desk, and offers her a job. Of course, it doesn't pay anything until they get work, but she'll get shares once the initial loan is paid off.
Pleased to have something to do, Alua accepts. Her sunny personality is a boon to the office, but there is so little work that she finds work in the Temple as well.

Life Mystery:

Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.

Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).

Revelations:
Channel (as per cleric, 1d6, 6 per day)
Combat Healer (Can cure as swift action, must be level 7)
Delay affliction (delay poison etc by 1 hour/level)
Energy Body (1 round/level, 1d6 healing)
Enhanced cures (extend max of cure light-->Do it after level 5)
Healing Hands
Life Link (absorb their damage)
Lifesense (notice living creatures within 30 feet, must be level 11)
Safe curing (does not provoke AoO)
Spirit boost (Can cure above max HP as temporary HP, lasts 1 round/level)

Dual Cursed Oracle:

Oracle’s Curse
A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels. The other curse comes with its normal benefits.

Class Skills
A dual-cursed oracle gains no additional class skills from her mystery.

Bonus Spells
These bonus spells replace the oracle’s mystery bonus spells at these levels: ill omen (2nd), oracle’s burden (4th), bestow curse (6th).

Revelations
A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.

Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

Merciful curse:

If a non-enemy character who is adjacent asks you to heal them, or asks you for help and you can tell they have taken damage or drain or suffer from a disease or poison, you must help them on your next turn. If they have a condition or suffer from a poison or disease that you can neutralize or cure with any ability you possess or any spell you can cast, you must do so as your next action. Otherwise, if they have taken any damage, you must cast a spell or use an ability that heals hit points. Also, you cannot perform a coup de grace.