Sky Dragon

Aninga's page

83 posts. Alias of Sai Ling.


Full Name

Aninga

Race

Init +5; Senses Perception +1, AC 20, touch 14, flat-footed 16, hp 10/22 Fort +2, Ref +1, Will +3

Classes/Levels

Human Oracle

About Aninga

Aninga

crunch:
Aninga
Human Oracle 2
N Medium Humanoid (human)
Init +5; Senses Perception +1
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Defense
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AC 20, touch 14, flat-footed 16 (+4 armor, +2 shield, +4 Dex)
hp 22 (2d8+9)
Fort +2, Ref +1, Will +3
Weakness oracle's curses (haunted)
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Offense
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Speed 30 ft.
Melee Heavy Shield Bash +0 (1d4+3/x2) and
. . Morningstar +4 (1d8+3/x2)
Oracle Spells Known (CL 2):
1 (5/day) Divine Favor, Cure Light Wounds, Charm Animal (DC 15), Sanctuary (DC 15)
0 (at will) Stabilize, Mage Hand, Detect Magic, Mending, Create Water, Ghost Sound (DC 14), Detect Poison
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Statistics
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Str 17, Dex 12, Con 14, Int 11, Wis 8, Cha 19
Base Atk +1; CMB +4; CMD 18
Feats Improved Initiative, Toughness
Traits Adaptive Magic, Indomitable Faith
Skills Acrobatics -3, Climb -1, Diplomacy +9, Escape Artist -3, Fly -3, Knowledge (nature) +4, Knowledge (religion) +4, Perception +1, Ride -3, Spellcraft +5, Stealth -3, Swim -1, Use Magic Device +10
Languages Common
SQ mysteries (nature), revelations (nature's whispers)
Other Gear Chain shirt, Heavy steel shield, Morningstar, 22 GP
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Special Abilities
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Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.

fluff:
The Oracle Aninga, who has heard Gozreh whispering in his ear in the thousand voices of the natural world since childhood. When world of the unnatural winter reached him at his home in Andoran, he made his way east to investigate and, if possible, to restore the seasons to their natural order.
As a boy, his curious connection to the god was noted by a druid, Mabah-Gareh, who took the child aside, teaching him the god's lore and wisdom. Aninga tried to emulate the druid's ways, but was distracted by the voices. They both knew that Aninga's path would be a different one, but Mabah-Gareh made every effort to prepare the boy for whatever destiny awaited him.

The old druid had another student, however, who resented the attention given Aninga, particularly as it became clear that Aninga would never become a druid. Patayin tried several times to drive a wedge between Aninga and Mabah-Gareh, but she was never successful. While they are rivals, they are both devoted to their teacher and their god, and thus far, neither has caused the other any harm. It is possible that Aninga has refrained from working against Patayin because he has feelings for her, but if that is the case, he has never spoken of them.

On his journey to Taldor, Aninga traveled in the caravan of a Varisian merchant named Janmar the Smiler, who never smiled. He paid for his passage with minor spells and the like, and at some point on the journey, he learned the Smiler was a smuggler. He has kept the secret, but the trust between the two is a fragile thing, and Aninga will be happy to put some distance between them.

As far as goals, his are simple. Travel, restore nature to its proper balance where it has gone awry, and possibly to earn Patayin's love. He fears arcane magics that pervert the natural world, and the ever-encroaching tide of human civilization.


Fearless Zeal:

Fearless Zeal (Story)
You're willing to lay down your life for your faith.
Prerequisite: You must be ordained as a sacred (or profane) champion of your faith by a high-ranking member of its clergy, or have the Devoted, Faith-Bringer, or Moral Debt background. Such an honor goes above and beyond the normal oaths required of a cleric or paladin.

Benefit: Once per day, you can add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. You must choose to add this bonus after the die has been rolled and success or failure determined, but before any results (such as damage) are rolled and applied. If you have 10 or more levels or hit dice, this bonus increases to +4 .

Goal: Die in pursuit of your faith's goals and be brought back to life. If you die in circumstances that don't involve your faith, you gain no benefit. If your GM permits, you can instead remain dead and create a new PC inspired by your heroic sacrifice.

Completion Benefit: If you died and came back, you become a living symbol of faith. Once per day as a standard action, you can inspire those who share your faith to great effort, granting them a +2 morale bonus on attack rolls and saving throws for 1 minute. This is a mind-affecting, language-dependent effect. If you create a new character inspired by your previous character, the new PC receives a +2 bonus to a single ability score. This ability score can't be one that already has a racial bonus. The new PC can later take this feat if he meets the prerequisite.