Agathion-Blooded Aasimar

Andromeda lin's page

46 posts. Alias of Maniacwyrm.


Full Name

Andromeda Lin

Race

Mutant Shabti Oracle

Gender

female

Size

medium

Special Abilities

MA:
MA: 1. Mortal Herald 2. Mythic Spellcasting 3. As Foretold 4. Enhanced Ability (Cha) 5. Divine Source 6. Mythic Domain 7. Symbol of the Holy 8. Binding Ritual 9. Divine Metamastery 10. Divine Metamastery 11. Divine Source

Alignment

MF:
MF: 1. Mythic Divine Inference 2. Mythic spell lore 3. Mythic Spell Lore 4. Mythic Paragon 5. Mythic Spell focus

Deity

Special Power:
1. templates: Mutant + Advanced 2. Bloodline (Harrow) 3. Arcane School (Foresight)

Strength 13
Dexterity 19
Constitution 23
Intelligence 14
Wisdom 29
Charisma 44

About Andromeda lin

Andromeda
Advanced mutant shabti oracle (cyclopean seer) 1/Hierophant 10
N Medium Aberration (Augmented)
Init +32; Senses darkvision 60 ft.; Perception +13

Defense:
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)

hp 62 (1d8+54); fast healing 5

Fort +8, Ref +6, Will +15

Defensive Abilities hard to kill, immune to undeath, mythic saving throws, resist level drain, unstoppable, see it coming(will); DR 10/epic; Immune radiation

Weaknesses fragile

Offense:
Speed 30 ft.

Special Attacks divine surge (inspired spell), force of will, inspired spell [MA], mythic power (23/day, surge +1d12), Twisted Fortune (DC 27, 20/day)

Spell-Like Abilities (CL 1st; concentration +18)
1/day—suggestion (DC 30)

Divine Source spell-like (Repose(souls)/Luck(fate)/healing) (CL 1st; concentration +18)
1/day each—Cure Light wounds, Augury, Protection from energy, Freedom of Movement, Break Enchantment, Heal, Regenerate, Moment of prescience, Miracle

Mortal Herald (Pharasma, Knowledge) (concentration +10)
1 MP each—comprehend languages, detect thoughts, speak with dead, divination, true seeing, find the path, legend lore, discern location, foresight

Oracle (Cyclopean Seer) Spells Known (CL 1st; concentration +18)
1st (8/day)—command[M] (DC 28), cure light wounds, sanctuary[M] (DC 28), shadow trap (DC 28), shadow weapon[M] (DC 28)
0 (at will)—detect magic, guidance, mending, purify food and drink (DC 27)

Statistic:
Str 13, Dex 19, Con 23, Int 14, Wis 29, Cha 44

Base Atk +0; CMB +1; CMD 15

Feats Divine Interference[M], Mythic Paragon[M], Mythic Spell Lore(x2)[M], Noble Scion of War[ISWG], Spell Focus(illusion)[M]

Traits fate's favored, reactionary

Skills Diplomacy +21, Heal +13, Knowledge (religion) +6, Perception +13, Sense Motive +13, Survival +13

Languages Celestial, Common, Elven

SQ amazing initiative, as foretold, assume fate, binding ritual, deformities (fragile), divine metamastery(x2)[MA], divine source(x2)[MA], divine vessel, immortal, immortal, legendary hero, mortal herald, mutations (fast healing), mythic domain[MA], mythic spellcasting[MA], oracle's curse (tongues [celestial]), past-life knowledge, recuperation, revelation (dark secrets), shattered soul, symbol of the holy[MA], Bloodline Arcana(harrow), Forewarned, Prescience(5/day)

Other Gear cloak of resistance +2, ring of revelation (lesser), robe of arcane heritage

Important Features

Assume Fate (17/day) Imm. action, cause a creature making save against same effect take penalty while she gets a bonus.

Mythic Domain (1/day) Spend 1 power to regain use of revelations as 8 hours rest and she counts as an oracle 4 levels higher for her revelation

Foresight She can always act in the surprise round even if she fails her perception check but she is flat footed till she acts

Prescience At the begining of her turn, she may roll a d20. At any point before her next turn, she may use the result of the roll as the result of any d20 roll she must make. If she doesn't use it before then, it is lost

Twisted Fortune (20/day) she may force a creature within 30 ft to make a DC 27 will save or be confused for one round. once affected, creatures are immune to this ability for 1 day

See it coming She gains a +1 luck bonus (+2 with fate's favored) to one of her saves(will). As a full round action she may switch which save the luck bonus is added to

As Foretold (1/day each) She may as a full round action expend 2 MP and roll her surge dice +10(1d12 +10). She may use that result on any save or attack roll she makes within the next 10 minutes

TMB:
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1. Andromeda was once an ordinary priestess of Pharasma who spent her time traveling around the world and helping where she could. She was never truly powerful so the most she could do was to conduct funeral rites and help people with small divinations here and there.

2. Andromeda still remembers her old town of Sutell well and misses her family but she believes that her mission of helping the people of the realm is more important. After all she always believed she could return to the village at anytime

3. To her death is a natural part of life and that it is the fate of all things to eventually fade away. She pities the undead as most of them are raised to do the bidding of others and sees their destruction as the way to put their bodies to rest. She has sympathy for intelligent undead who see views as the end result of the mortal desire to cling to life.

4. Andromeda does not have many close relationships besides her parents and friends from her old village. Since her main job was to conduct funerals and last rites before her own death, it was rather difficult to make new friends since she spent most of her time assisting and comforting grieving families.

5. Her death was caused by an orc incursion into the village she was visiting at the time. She did not begrudge her killers since she had thought Pharasma had simply decided it was her time. She did regret not spending more time with her family though. When offered the chance for reincarnation, Andromeda accepted without hesitation. She thought that is the chance was given to her, that meant her goddess still had need of her and as such she still had work to do

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
1. She feels it a shame that the use of prophecy has declined amongst Pharasma’s clergy. After all divinations are some of the surest ways to get into contact with Pharasma and receive her wisdom. She hopes to spread the use of divination and inspire more diviners to join Pharasma’s church.

2. Many people who turn into undead do so out of a desire for longevity. So Andromeda hopes to find a way to devise a form of longevity or rebirth that can be usable by those who wish it so less people turn themselves into abominations just to escape death.

Step 3: List 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.
1. Andromeda has realised that the entity that resurrected her is not Pharasma. Yet since Andromeda remains her herald she assumes the goddess is fine with this. To the rest of the clergy she maintains the story that pharasma saw fit to rebirth her.

2. Andromeda resurrection has caught the attention of an undead lich who was observing the orcish incursion. The lich wants to find the source of her power so he may strengthen his own unlife.

Step 4: Describe three people that are tied to the character through blood, romance or honor. Two of them are friendly to the character, one is hostile
1. Andromeda’s father, Arthur Lin, is a human priest of Pharasma. It was he who helped Andromeda become a cleric in the past. He, like his wife, is unaware of Andromeda's reincarnation yet.

2.Andromeda’s mother, Mary Lin, is a humble fruit seller in the town of Sutell. Unbeknownst to her, the field she grows her fruit in was blessed by a circle of druid so her crop tend to be the most delicious in town

3.Astra beck, a maniacal orc blooded sorcerer is the one who organised the attack that killed Andromeda. He is planning a more ambitious invasion with the aid of a mysterious lich benefactor.

Step 5: Describe three memories that your character has.
1. Andromeda remembers the first time she gained spells from Pharasma when she was still a cleric. The feeling of awe and power is something she will never forget despite now being an oracle.

2.Andromeda remembers the first time she officiated a funeral in Pharasma’s name, a somber ceremony where she saw first hand how hard the procession was on the family. Here was when she decided to be a traveling priest, so she can help guide the people who need her goddess’ guidance.

3.She remembered her death, where she was crushed by debris as she was escaping the burning village with others. While most may view it as simply her being unlucky, she thought it a good example of how precious life was as it could be taken away at a moment's notice even if you had planned a method of survival.

Extra Memories for the extra MA:
1. Andromeda kneels before the altar of Pharasma, a small group of priests including her father standing watch as she performs the ritual. It is often said that while anyone could be a priest, you needed a blessing from Pharasma herself to be granted spells as a cleric. Her father had told her how the gods would need to be convinced of your devotion before you could be induced into their clergy. Per his suggestion, Andromeda fasted and mediated in the temple for an entire week straight to purge herself of her worldly desires. While she would eventually learn this ritual was not required to be a cleric, she still looks back on it fondly as the support she received from family and her fellow peers made the experience worth it in her book. As she kneels she utters a long prayer to Pharasma and as she speaks the words, her mind opens as her goddess grants her a sliver of her divine might. In that moment, she was on top of the world.

2.The field that her mother grew her crops always had a mystical feeling to it. Plants seem to grow extremely well in the soil and something about the way the land seemed to always cater to her mother’s wishes made it seem magical to outsiders. To Andromeda though, she had always known that the land was sacred. Not sacred to Pharasma but sacred nonetheless. On the edge of their property were etching in a language she does not understand. She discovered them when she was just a little girl and even years later the markings seemed as clear as ever. The etchings were magical, no amount of touch would disrupt their subtle work. Andromeda could tell her parents or the priests about it but she chose not too. After all, if they came and tried to study the glyphs, she had a feeling whoever placed them there would not be happy. Best to let it be her little secret

3. As a cleric of Pharasma, she had always known resurrections were possible. With powerful enough magic, you could call a soul back to its body and bring it back to life. But she always heard that this took a toil on the body and soul, making it slightly weaker for a time. But when she was reborn, not only did she feel normal, she could tell she was more powerful than she ever was before. Something like this was unprecedented but given she was able to come back at all, that likely meant that Pharasma herself approved of it. Speaking of Pharasma, her connection to her goddess was changed now. She felt closer to her goddess than ever before and while she could not switch what spells she prepared, it was of little consequence. All that mattered was she had been reborn and she would live her new life to the fullest