Winter Klazcka

Anya Minx's page

80 posts. Alias of Pathfinder Zoey.


Full Name

Anya Minx

Race

Human

Classes/Levels

Oracle 1

Gender

Female

Size

Medium

Age

19

Special Abilities

Life Mystery

Alignment

Neutral Good

Deity

Milani

Location

X

Languages

Common • Celestial • Aklo

Occupation

X

Homepage URL

Sheet

Strength 11
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 18

About Anya Minx

Alignment: Neutral Good, Being highly empathetic Anya knows that while laws should be followed whenever reasonable they can sometimes get in the way of doing what's right.

Race: Human.

Race Powers:
• 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.

Size: Medium, 5ft Reach.

Initiative: +2 ( +2 Dex )

Senses: Perception +6

Favored Class: Oracle, +1 Spell Known.

Combat Role: Anya dislikes fighting and actively tries to keep her distance while providing healing and buffs for the ones in danger.

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Sanity: Guide
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Sanity Score: 42 ( 12 Int, 12 Wis, 18 Cha )

Sanity Threshold: 4 ( 4 Cha )

Sanity Edge: 21

Madness: 0

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Class 1: Oracle
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Mystery ( Life ): Each oracle draws upon a divine mystery to grant her spells and powers.

Oracle Curse: You gain uncanny dodge However, you can't take any actions in a surprise round. In the absence of a surprise round, you are staggered for the entire first round of combat.

Orisons: These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelations: Channel.

Channel: You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. ( 5/Day )

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Defense:
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Armor Class: 18 ( 10 Base, 4 Armor, 2 Dex )
• Touch: 12
• Flat Footed: 16

CMD: 12 ( 10 Base, 2 Dex, 0 Str, 0 Bab )

Hit Points: 10 ( 8 HD, 2 Con )

Saves:
• Fort: +2 ( 0 Base, 2 Ab Mod )
• Refl: +2 ( 0 Base, 2 Ab Mod )
• Will: +3 ( 2 Base, 1 Ab Mod )

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Offense:
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BAB: +0

CMB: 0 ( 0 BAB, 0 Str )

Move Speed: 30 ft

Attack Routines:
• Spiked Gauntlet, Right Hand: +0 1d4/x2
• Gauntlet, Left Hand: +0 1d3/x2
• Dagger: +0 1d4;19-20/x2

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Oracle Spells:
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Level 0: (DC 14, 5 Known , X/Day )

Light: Object shines like a torch.

Create Water: Creates 2 gallons/level of pure water.

Spark: Ignites flammable objects.

Detect Magic: Detects spells and magic items within 60 ft.

Mending: Makes minor repairs on an object.

Level 1: (DC 15, 2 Known , 4/Day )

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).

Bless: Fill your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Level 2: (DC 16, 0 Known , 1/Day )

Level 3: (DC 17, 0 Known , 1/Day )

Level 4: (DC 18, 0 Known , 1/Day )

Level 5: (DC 19, 0 Known , 0/Day )

Level 6: (DC 20, 0 Known , 0/Day )

Level 7: (DC 21, 0 Known , 0/Day )

Level 8: (DC 22, 0 Known , 0/Day )

Level 9: (DC 23, 0 Known , 0/Day )

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Feats: ( 1 Race, 1 Level )
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Fey Foundling: You heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. +1 point of damage from cold iron weapons

Selective Channeling When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

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Skills: ( 4 Class, 1 Int, 2 Background, 1 Human ) ACP = -4
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Trained:
• Appraise: +3
• Diplomacy: +8
• Know (Arcana): +2
• Linguistics: +2
• Perception: +6
• Spell Craft: +5
• Stealth: -1
• UMD: +5

Untrained:
• Acrobatics: -2
• Bluff: +4
• Climb: -4
• Craft: +1
• Disable Device: -2
• Disguise: +4
• Escape Artist: -2
• Fly: -2
• Handle Animal: +4
• Heal: +1
• Intimidate: +4
• Knowledge ( All ): +1
• Perform: +4
• Profession: -2
• Ride: -2
• Sense Motive: 2
• Slight Of Hand: -2
• Survival: +1
• Swim: -4
• Artisty: +1
• Lore: +1

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Traits: ( Campaign, Faith, Magic, Drawback )
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• Sensitive Mind: +1 trait bonus on Appraise, Perception, and Sense Motive checks, and one of these (your choice) is a class skill for you. Once per week you can use the psychometry occult skill unlock.

Blessed Touch: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Sun Blessed: You gain the excess healing as temporary hit points. You can gain up to a number of temporary hit points per day equal to your character level in this way. These temporary hit points last for 1 minute.

Doubt: Whenever you fail a skill or ability check, you take a –4 penalty on that type of skill or ability check for the next hour.

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Languages: ( 1 Free, 1 Int, 1 Linguistics )
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• Common
• Celestial
• Aklo

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Equipment: (Current Load: 40) (Light Load: 43) (Medium Load:86) (Max Load: 130)
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Head:
Headband:
Eyes:
Shoulders:
Neck:
Chest:
Body:
Armor: Chain Shirt
Belt:
Wrists:
Hands:
Ring:
Ring:
Feet:

Weapon 1: Spiked Gauntlet, Right Hand
Weapon 2: Gauntlet, Left Hand
Weapon 3: Dagger
Weapon 4:

Protective: Heavy Steel Shield

Platinum: 000
Gold: 000
Silver: 000
Copper: 000

• Outfit, Scholar's

Backpack, Masterwork:

• Jewelry, Necklace: A thin silver chain holding a small white crystal at the end.

Combat Status:
• Hit Points: 10/10
• Armor Class: 18
• Status Effects: None
• Level 0 Spells Remaining: -
• Level 1 Spells Remaining: 4
• Level 2 Spells Remaining: 0
• Level 3 Spells Remaining: 0
• Level 4 Spells Remaining: 0
• Level 5 Spells Remaining: 0
• Level 6 Spells Remaining: 0
• Level 7 Spells Remaining: 0
• Level 8 Spells Remaining: 0
• Level 9 Spells Remaining: 0

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Appearance: ( Character Art )
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Height: 160 cm
Weight: 49 kg
Age: 19

With a small frame and a face too soft for any kind of combatant Anya is anything but threatening, so much that weapons almost seem out of place when she wields them. She awoke in black garb with golden trim and a strange silver necklace holding a crystal, while this may not be very fitting for exploration it's all she has for now.

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History: ( Map )
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Opening Scene:

The city is ancient, older, even, than storied Absalom, the City at the Center of the World. The entryways to stately mansion of crumbling black and silver brick open, unseeingly to the cobbled street. Above, black stars sparkle in a viridian sky, and the whole city is bathed in the harsh light of a vermillion moon. Not a soul stirs on the streets in this nameless city, save for you. You know not how you have come to this fabled unnamed city, but this strange city is hauntingly familiar. At the fountain, long gone dry and dusty, in the plaza around the bend, you sat and listened to minstrels sing ancient tales of far-off Lomar and Oriab. Your feet slow, drawn by the haunting remembrance, not quite a memory, but far more than a vague feeling. You can still hear the lyres play, the bard’s songs. But, then, unease fills your heart, and you look back.

Behind you is a wall of sickly yellow fog, tumbling through the street’s canyon of crumbling, leaning manses like some jaundiced flash flood. Ahead, the oddly familiar avenue, curving to the left and right. Behind, from the silent swell of mist, emanates the sound of footsteps--slow and staggered, but somehow keeping pace with the careening, hungry wave. And always just behind. Ever out of reach, but close, and drawing closer. Within, you can discern faint shapes. The fog swirls and billows in opposite ways, as though stirred by the beats of wings and or animals deep within. And always, there are the footsteps.

Still you run, fleeing the plaza of your half-remembered songs, across a courtyard of pillars top by cerulean orbs that fold in on themselves in an alien geometry. Your flight takes you down another avenue, and the battered buildings appear almost ruinous, they slump over the path, nearly blotting out the bruised twilight sky. Again, the grimy cobblestone street splits. This time, one route curves uphill, while the other recklessly descends. Behind, the yellow fog and the relentless sound of pursuit grow closer…

Anya sits at the fountain lost in a haze of something she could not quite put her finger on, she hears music but with nothing around and the noise so faint it is shrugged off as her mind playing tricks on her in this strange new place. She picks up a small bit of rubble and examines it hoping to find a clue of what this place is or how she managed to end up here but as she reaches out with her Psychometry her hazed mind becomes overshadowed with fear, at the sight of the fog Anya begins to flee on instinct not even bothering to watch her surroundings as she runs Anya soon finds herself at a fork between rising and descending without much time to thing she begins to blindly follow the upward trail in hopes of escaping the fog.