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About Amaya AbendegoFemale human (undine) oracle 2
Mystery:
An oracle wields divine power, but not from a single divine being. This power could come from a potent concept or ideal, the attention of multiple divine entities whose areas of concern all touch on that subject, or a direct and dangerous conduit to raw divine power. This is the oracle’s mystery, a source of divine magic not beholden to any deity. Choose the mystery that empowers your magic. Your mystery grants you special spells called revelation spells and might later grant you divine domain spells. It dictates the effects of your oracular curse, adds an additional cantrip to your repertoire, and gives you one or more trained skills. Drawing insight and power from the collective divine influences that fuel your magic also provides you with a special benefit. Revelation Spells The powers of your mystery manifest in the form of revelation spells, which are a type of focus spell. Casting a revelation spell costs 1 Focus Point and increases the effects of your oracular curse (page 70). You start with a focus pool of 2 Focus Points. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to reconcile the conflicting or unconventional nature of your divine mystery. Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, and you can’t cast them using spell slots (see Divine Spellcasting on page 68). Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear on page 300 of the Core Rulebook
Revelation spells have the cursebound trait, unlike other focus spells. This trait means they increase the severity of your oracular curse (see below) when cast. You can’t cast a cursebound spell if you don’t have an oracular curse. You learn two revelation spells at 1st level. The first is an initial revelation spell determined by your mystery. The second is an initial domain spell you select from one of the domains associated with your mystery, which you cast as a revelation spell, causing it to gain the cursebound trait. Oracular Curse Drawing on multiple disparate sources of power inevitably places an incredible stress on your body, manifesting as a supernatural curse. The more revelation spells you cast, the worse the effects of your curse, but these increasingly conflicting energies can also provide you with divine benefits. The specific effects of your curse are tied to your mystery, but all curses follow the same progression. A curse continually gives you a mild but constant reminder that you carry otherworldly power. As you cast revelation spells, your curse intensifies, first to a minor effect and then to a moderate effect. Your curse progresses to its minor stage the first time you finish casting a revelation spell after your daily preparations. Once your minor curse has manifested, it remains in effect until you rest for 8 hours and again make your daily preparations. If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell. The minor effect continues to affect you, though some moderate curse effects might alter the specifics of your minor curse. At higher levels, you can cast more revelation spells, progressing your curse to its major stage and then an extreme stage; these stronger curses are cumulative with the effects of the lower stages and can alter them. When you Refocus while under the effects of your moderate or stronger curse, you reduce your curse’s severity to minor in addition to regaining a Focus Point. Drawing upon your mystery’s power while your curse is at its worst causes an irreconcilable conflict between you and the sources of your power. Immediately after casting a revelation spell while under the moderate effect of your curse, you are overwhelmed. While overwhelmed, you can’t Cast or Sustain any revelation spells— you effectively lose access to those spells. You can still Refocus to reduce the effects of your curse and regain a Focus Point, but doing so doesn’t allow you to cast further revelation spells. These effects last until you rest for 8 hours and make your daily preparations, at which point your curse returns to its basic state. At higher levels, you can grow to withstand your curse’s major and even extreme effects, enabling you to cast more revelation spells without becoming overwhelmed. Your curse has the curse, divine, and necromancy traits. You can’t mitigate, reduce, or remove the effects of your oracular curse by any means other than Refocusing and resting for 8 hours. For example, if your curse makes creatures concealed from you, you can’t negate that concealed condition through a magic item or spell, such as true strike
-------------------- Feats & Other Abilities -------------------- Amphibious An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don’t take the usual –2 penalty for being underwater. Andoran Characters from Andoran gain access to the regional language Kelish when choosing languages. Aquatic Eyes As your connection to water grows, you can see more easily in places with less light, such as the depths of the ocean. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Blessed One Dedication You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells. Component Substitution If you’re an oracle casting a spell from the divine traditioin, you can replace material component with somatic components, so you don't need to use a material component pouch when casting spells. Curse of the Perpetual Storm You are the center of your own tiny tempest, ever surrounded by wind and rain that worsens the more you tap into your elemental powers. Even when you are calm and at rest, your hair and clothing are blown about by gentle winds, you are slightly damp, and your touch often comes with a static shock. Curse Effects:
Minor Curse
An aura of a whirling storm whips up in a 5-foot emanation around you and in your space. The aura puts out small non-magical fires 1 round after they’re lit or brought into your aura. Electrical energy builds up within your storm, turning you into a lightning rod; you gain weakness 2 to electricity, and electricity spells or effects that have additional effects for a creature wearing or holding metal treat you as though you were wearing metal. Moderate Curse
Major Curse (11th)
Pilgrim's Token You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary's initiative roll, you go first. Student Of The Canon Tempest The fury of the wind and waves pounds in your heart, whether your power flows from natural storms, a conduit to the elemental Planes of Air and Water, or through reverence of deities such as Gozreh, the tengu god of storms Hei Feng, the demon lord Dagon, or the elemental lords of air and water. Mystery Benefit
When you deal physical damage with a non-cantrip air or water spell, you deal an additional 1 electricity damage per spell level. Undine Heritage A water elemental ancestor influences your bloodline. You gain the undine trait, in addition to the traits from your ancestry. You gain a swim Speed of 10 feet and the amphibious trait. Like all creatures with the amphibious trait, you can breathe both water and air. You can choose from undine feats and feats
Water Domain Background:
From her earliest memories, Amaya had been treated as different from others merely because of her appearance, but as she grew up, she was both awed from a distance and shunned in person. She would pay it little mind, though, as no one would threaten her directly. The young undine grew up in Andoran to a fisherman and his wife. She would often look out on the ocean from their little village on the shores, feeling like something was calling out to her, but she had never set foot on a boat. Men of the sea were, after all, a very suspicious lot. Letting a young girl onto a boat was tantamount to suicide. So for most of her life, the pull to answer this unknown call went unanswered. One dark, stormy night, after the fishing had been called off to tie down all the boats, Amaya heard the call stronger than ever before. It was like there was a voice hidden deep within the winds and the thunder in the storm, calling to her in a very deep and meaningful way. So much so that she found herself moving unbidden. Her body moved on it's own, and she just seemed to be along for the ride. In almost a dream-like state, Amaya walked out into the storm where she found a boat ready in the water, sitting in the water unphased by violent wind and waves. After climbing to the boat, it moves on it's own into the storm. For what seems like hours, the boat moves in a straight line, the storm raging around her, growing stronger the longer that she traveled. Inwardly, she felt like she should be afraid of what was happening, but instead she felt only fascination. Eventually, the boat seems to settle, with nothing but her senses to tell her as much. The roaring of the wind, the thrumming of the waves, and the crashing of the thunder all fighting with one another to drown the other out. She know that no one should be able to survive such a storm, and she suddenly knows that she is sitting in the middle of the infamous Eye of Abednego, though how that is possible is simply beyond her. Within moments, she feels four very distinct presences nearby, though she can't see anything or anyone in the storm, she knows instinctively that they are there. To decipher the war of words that went on in her mind would be impossible to put to paper, but it can best be simplified as a binding. The four beings literally fought for dominance over the young girl, two on one side, and two on the other. These beings were the elemental lords, Lysianassa, Empress of the Torrent; Ranginori, Zephyrous Prince; Kelizandri, The Brackish Emperor; Hshurha, Duchess of All Winds. For reasons known only to them, they fought for dominance within the girl, but none could over power the other. So instead they took up equal occupation, leaving Amaya nearly bursting with power, which she fought to contain for so long that the sun was starting to come up. By the time the power seemed to final be under control, Amaya opened her eyes and found herself in her own bed at home. She knew that it was far more than a dream. Whatever had happened to her, whatever the reason that they called out to her, these beings of elemental might had bestowed something of themselves within her. It was up to her to find out what she wanted to do with it. She started by learning what she could of the four lords, and found that she was attracted more to the edicts of Lysianassa. This caused a minor shift in her power, but not enough to cause her power to overwhelm her. It wasn't long before she started having other dreams, though these ones were much different. Fire, an unknown town, and the visage of a mighty dragon of destruction. She knew that the vision was one from the lords that inhabit her, but unsure as to why, or what town she was seeing. She decided to travel, and find her answers on the road. Eventually, found the town of Breachill in Isgar to be the one inhabiting her dreams, and for some reason the draconic god, Dahak, the one causing the fire and destruction. She has only to answer the question of why. With her days on the road having begun, she decided to take up the name Amaya Abednego, in honor of the powers that called to her. She eventually arrived in Breachill, only a week ago, and has been spending most of her time at the Great Dreamhouse, resting and contemplating on the disturbing dream that she had. Physical Description & Personality:
Amaya's appearance does not look too different from that of a regular human. Her average height and slight build normally wouldn't draw too many stares, but her other, more exotic features tend to draw more attention. Her skin is a watery, light blue, with a slightly lighter hue than in her hair. Her ears are slightly pointed and there are vague membranes between her fingers and toes. Despite that, though, the more interesting features are a bit more supernatural. Her hair seems to constantly shift and wave as if being moved by the waves of the sea, and clothes are constantly a little damp, despite any effort to dry them. The wind seems to constantly flow around her softly. Having grown up in a small fishing village, Amaya is rather ignorant of the rest of the world. Because of this, she tends to come across as a bit of an airhead. While this isn't exactly unjustified, she is not without wits. While she may be a bit slow to pick things up, she holds onto them with a mental-iron fist. She is also a very kind person, someone who is willing to accept everyone as they are, and not with any per-conceived ideas. She has the care-free nature of someone who hasn't had to fight for her very survival. Her isolation from society has also caused her to be a little shy around others, at least until she gets to know them. |