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About AnishaStatistics:
Anisha Balasseri Female Human (Varisian) Oracle 1 (Spirit Guide) NG Medium Humanoid (Human) Speed 30 ft. Init +2; Senses, Perception: +2 Solar Wind (6/6) Str 8, Dex 14, Con 10 Int 12, Wis 14 Cha 16 Base Atk +0 CMB -1 CMD 12 Defense:
AC 15, touch 11, flat-footed 14 (+4 Armor +2 Dex) hp 8(1d8) Fort +0, Ref +2, Will +4 Offense:
Ranged Light Crossbow +2 (1d8 19-20/x2) Feats:
Extra Revelation: Solar Wind. Extra Revelation: Astral Caravan. Traits:
Rescued: At some point in the past, you had a terrifyingly close brush with death. Maybe a goblin nearly killed you during an attack on the town, or perhaps a building struck by a giant’s boulder collapsed around you. Whatever the peril was, you would have certainly died if not for the swift actions of Koya or Shalelu, who intervened just in time to save your life. You’ve never forgotten this, and remain f iercely loyal to the NPC who saved you. Perhaps even more importantly, the method in which she saved you seems to have had an impact on your own skills. If Koya saved you, she did so by casting a healing spell on you just before you died, and as a result you gain a +2 trait bonus whenever you use cure spells to heal damage. If it was Shalelu who saved you, she did so by pulling you to safety while simultaneously defeating the peril that almost did you in, and as a result, you gain a +1 trait bonus on Acrobatics checks and Acrobatics is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your savior. Convincing Liar:You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you. - Bluff. Skills:
Bluff (1)8, Diplomacy (1)7, Heal (1)6, Knowledge (geography) (1)5, Knowledge (religion) (1)5, Profession (Healer) (1)6, Sense Motive (1)6. Oracle Class Abilities:
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed. At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels. Solar Mistery:Aimless wanderers and restless nomads, oracles of the solar mystery uncover meaning in the ever-changing positions of the sun and the stars in the sky. Class Skills: An oracle with this mystery adds Fly, Knowledge (geography), Linguistics, and Survival to her list of class skills. Bonus Spells: Faerie fire (2nd), flaming sphere (4th), daylight (6th), dimension door (8th), planar adaptation (10th), sirocco (12th), sunbeam (14th), sunburst (16th), prismatic sphere (18th). Revelation: 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. Oracle's 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. 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 any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
Revelations:
Serpent in the Sun (Su): So long as you are exposed to at least 4 hours of sunlight per day, you no longer need to eat to survive and you gain +2 bonus on saves against diseases. You lose these benefits if you fail to spend at least 4 hours in sunlight in a 24-hour period. At 5th level, you become immune to non-magical diseases and no longer need to drink water to survive. At 10th level, you become immune to magical diseases, gain a +2 bonus on saving throws against poisons, and only need to sleep half as long to rest or recover from fatigue or exhaustion. At 15th level, you become immune to poison and fatigue. Solar Wind (Su): You can unleash a blast of searing wind at a single target within 30 feet as a ranged touch attack with no range increment. Your solar wind deals 1d6 points of fire damage + 1 for every 2 oracle levels you possess. At 7th level, you can also knock an opponent back, treating the blast as a bull rush combat maneuver that uses your caster level + your Charisma modifier in place of your CMB. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Astral Caravan (Su): As a full-round action, you can step into the planar border where the Astral Plane abuts the Material Plane, pulling up to one additional person per class level with you. You can't travel fully into the Astral Plane or any of the other planes it borders, but while using this ability you can cover incredible distances, traversing 50 miles per hour, as per the shadow walk spell. You can travel for up to 1 hour per day per oracle level. This duration need not be continuous, but it must be spent in 1-hour increments.
Oracle Spells:
Spells Per Day: Lv1:4 Level 0: Create Water, Guidance, Enhanced Diplomacy, Stabilize Level 1: Cure Light Wounds, Protection from Evil, Remove Sickness. Equipment:
55 GP Armor: Lamellar (Leather) (+4 AC/ Max Dex:+3/ -2Penalty/25 lbs.) On-person (18 lbs.):Belt pouch, Waterskin, Ink, Inkpen, Journal, Light Crossbow. Backpack (25 lbs):Bedroll, flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), candles (10). Race Abilities:
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Background:
Anisha Balasseri was born both cursed and blessed, not that her parents noticed anything during the girl's birth. Yet as Anisha grew up strange things began to happen around her, she saw strange beings around, some could be seen trough, others flutuated around trough the air, while other's had no fixed form constantly changing. It took some time for Anisha to realize that others couldn't see these beings, for even if she talked of them to her parents, they took it as a child fancy, something of the girl's imagination, not because they did not believe in spirits and ghosts, but because like adventures they were things that happened to others not a couple of simple leather workers in a small town. Thus Anisha only learnt she was different when one of these beings broke a precious jar from her mother, the girl obviously tried to explain she was not responsible but her parents equally obviously did not believe her. Anisha was nearly 6 when her parents finally came to believe her, after the incident with the jar she had stopped talking of what she saw to others, yet the beings never disappeared, on the contrary they seemed to gather around her, and not all of them were friendly, some played pranks on her, making the girl drop what she was carrying, or making Anisha trip etc... Most of them weren't harmful only inconvenient and Anisha became know as a clumsy kid. Then one day while she was accompanning her mother in the harbor one of the beings began to drag her to the beach she fell on the wooden walkway and was dragged into the sea, Fortunately there were sailors around that acted fastly jumping into the water and saved the girl. After the event it became clear that Anisha was indeed experiencing something unnatural so her parents took her to Koya Mvashi for they had heard she worked both as fortune-teller and healer. Koya made a reading for Anisha, and came to a simple conclusion: That no mortal could 'heal' the girl, because after all what the child had was no afliction, it might be a curse but it was also a blessing. Spirits were drawn to the child because of her yet unwakened but latent power. Some were ethereal beings charmed by the child, others were lost souls seeking guidance after death, and some were malevolent spirits some envious of her power others greedy for it. In the end what Koya did was give the child a charm to protect her from any stronger spirits untill she could deal with them herself. Koya also promised to later teach and guide Anisha if the girl felt troubled by her own power. After these events certain things changed in Anisha's life, for one she became famous as the haunted girl in Sandpoint which made difficult for the girl to find friends among these of her age, another change was that she became friends with the sailors responsible for saving her. And the final change was in her parents who now not only believed her but also knew she was going to be someone special. Thus Anisha grew up, she attended the Turandarok academy, had few friends, and of these fewer still were of her own age, the girl had to deal with being "strange" or "scary" in the vision of others. She took to going to the harbor or to where caravans stopped, Anisha wanted to hear the travelers stories and she felt comfortable with them, they were less inclined to ask why she kept moving her hand as if trying to drive away a fly. And they remembered her of the sailors and the woman who helped her, of course it was not like these people never returned. And when they did Anisha would go after them. It was a mostly unenventful life, though once in a while she felt strange things, Anisha could always recognize the constellations, when under the sun she felt as if full of energy ready to burst. When she turned eleven Anisha asked her parents to allow her to take Koya's offer of teaching, the girl was bothered by her power, her conection to the sun and stars, she felt a deep need to learn more, she also wanted to travel, growing up listening to the tales of travelers had given Anisha the traveling itch. So when Koya next came to town things were settled and Anisha left together with the woman. Koya thaught the girl many things, how to access her power,to understand it, how to heal both trough magic and mundane means, she taught Anisha not to fear the spirits crowding her, Koya taught her how to understand them and comunicate with them, she also showed how to take care of any truly malevolent spirit which approached Anisha. Six years she spent as Koya apprentice, during that time she became friends with Koya's adopted son Sandru. In truth Sandru was Anisha's first crush he was after all much of what she admired, a strong well-traveled and honorable man, while also being quite handsome. Sandru on the other hand took Anisha under his wing, partly because his mother had done so, partly because he worried about the shy and troubled child which was Anisha when they met. In the end both would change their thoughts and feelings about each other. Anisha's crush would pass as she changed and grew. Sandru would learn that Anisha had both a good head and a heart as seen in her good judgement, and as she gained confidence while learning with his mother his own worries disappeared. Today they are very much like siblings. Today Anisha is a confident and happy young woman, she has taken most of the healing duties in the Sandru's caravan from Koya, she feels no longing for the caravan stops in Sandpoint frequently, Koya, Sandru and others having friends and family there. Yet though she now feels at peace with her power and curse, one thing still bothers her frequently: "Why? There was hardly need of her power to simply become a caravan's healer." Anisha feels that she was born with her power for a reason, and she must fint it. RP Sample:
...Anisha sighed while putting ointment in her patient wounds, she could have healed the injuries in a moment ending the man's pain. But it was always possible a worse patient might come, better to hold her powers in reserve. "Besides, the pain might act as a lesson, frankly..." The man lying in a cot in front of her was one of their caravan's guard, he had began a fight when one of the townsfolk in a tavern had called Anisha a witch in front of him. Anisha thought the whole thing was dumb she didn't care what other's called her, still she appreciated the gesture which was why she was being as gentle as possible with her hands, while glaring at the spirits around to stay away. She sighed again. "Why are you sighing Nisha?" The man asked. "Because I don't need you getting in fights to protect me. I can take care of myself." "And I don't want to feel guilty about your wounds, besides I can take care of myself!" In truth that was actually the reason for the whole debacle. When visiting the town to get supplies she was accosted by a man looking for company. Unfortunately he didn't know how to take a no so when he grabbed her arm. Anisha raised her hand other hand and blew a gust of hot air at the man knocking him out.... Personality:
Anisha is a kind and welcoming young woman, she is normally quick to smile and easy to please. But she can also be extremely determined and impatient. Principally on fools, she is the type that worries over the details, and thinks things should be done as soon as possible. Anisha also has a dichotomy she will strongly believe in what a person says, yet she also is quick to spot lies and untruths. Appearance:
Anisha is a pretty short thin woman, of green eyes and honey hair, she is always either wearing simple dresses or armor with tunic and pants. |