Isilda

Aranor Cruz's page

55 posts. Alias of Ever_Anon.


Classes/Levels

INACTIVE

Size

Medium

Age

22

Alignment

NG

Languages

Common, Celestial

Occupation

Guard

Strength 14
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 10
Charisma 18

About Aranor Cruz

Statistics:
Aranor Crus
Female Human Oracle 1
NG Medium Humanoid (Human)
Init +5 (roll twice, take either result); Senses: Darkvision 30ft; Perception +4
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 dex.)
HP 9 (1d8)
Fort +1, Ref +1, Will +3
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Offense
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Speed 20ft (30ft if in light/no armor)
Melee Fauchard +2 (1d10 +3, 18-20/x2) (reach, trip)
Melee Dagger +2 (1d4 +2, 19-20/x2)
Ranged Light Crossbow +1 (1d6+0, 19-20/x2)
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Other Statistics
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Str 14, Dex 12, Con 13, Int 10, Wis 10, Cha 18
Base Atk +0; CMB 2; CMD 13

Special Abilities:
Feats:
Improved Initiative: +4 bonus on initiative checks

Traits:
Armor Expert (Combat): When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Fate's Favored (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
The Pessimist (Campaign): Your faith that the worst possible outcome will occur grants you a +1 trait bonus on Will saving throws. Your frustrating pessimism can spur friends to succeed just to spite you; once per day as a free action, you can force an ally within 30 feet to reroll a saving throw she just failed, using the better of the two results.

Skills:
5 skill ranks per level (4 class, +1 Human) +1 FCB

Diplomacy [1]: +8
Knowledge History [1]: +4
Knowledge Religion [1]: +4
Perception [1]: +4
Sense Motive [1]: +4
Use Magic Device [1]: +5

Languages:
Common

Class and Racial Features:
Oracle
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Mystery (Battle)

Bonus Class Skills: Intimidate, Knowledge (engineering), Perception, and Ride

Bonus Spells: enlarge person (2nd), fog cloud (4th), magic vestment (6th), wall of fire (8th), righteous might (10th), mass bull’s strength (12th), control weather (14th), earthquake (16th), storm of vengeance (18th).

Selected Revelations:
War Sight: Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Curse (Shadowbound):
Your pigmentation is oddly colorless, and your eyes are highly sensitive to light. You are blinded for 1 round when exposed to normal or bright light and dazzled while in such a lit area. You gain darkvision to a range of 30 feet. At 5th level, the range of your darkvision increases by 30 feet. At 10th level, add shadow conjuration to your list of 4th-level oracle spells known and shadow evocation to your list of 5th-level oracle spells known. At 15th level, add shadow walk to your list of 6th-level oracle spells known.

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Racial Traits
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+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (Charisma)
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Military Tradition (Alternate Racial Trait): Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait. (Chosen weapons: Fauchard, Composite Longbow)

Spells Known (CL 1):
Orisons:
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60ft.
Guidance: +1 on one attack roll, saving throw, or skill check.

Level 1 (4/day):
Cure Light Wounds: Cure 1d8 damage + 1/level (max +5)
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Shield of Faith: Aura grants +2 or higher deflection bonus.

Equipment:
Combat Gear:
Fauchard: 14gp
Dagger: 2gp
Light crossbow: 35gp
Crossbow bolts (20): 2gp
Scale mail: 50gp

Other Gear:
Backpack (Common): 2gp
Bedroll: 1sp
Belt pouch: 1gp
Chalk: 1cp
Crowbar: 2gp
Flint and steel: 1gp
Lantern (Hooded): 7gp
Mess kit: 2sp
Oil (3 pints): 3sp
Silk rope: 10gp
Soap: 1cp
Spell component pouch: 5gp
Trail rations (5): 2.5gp
Traveler's outfit (x3): 3gp
Waterskin: 1gp

Gold spent: 138gp, 1sp, 2cp
Remaining gold: 11gp, 8sp, 8cp

Character Background:
Aranor Crus had a good life. The other children were occasionally cruel regarding her unusual coloring, but she learned how to win them over with a charming smile. It wasn’t fun being unable to go outside in bright sunlight, but she could go out in even the darkest night without fear of anything lurking in the shadows. Her parents were frequently busy, but when they were home they always made time to assure Aranor of just how much she was loved. It was a good life.
Then the orcs came.

Aranor woke to the sound of screams. Orcs were everywhere, cutting down people as they tried to flee. As she was peeking outside one saw her and charged, only to be tackled by someone. Talric. He was a baker, and he made the best bread, and she’d seen him nearly every day of her life.

”Run!” he screamed. The orc looked down, seemingly annoyed at the interruption, and casually stabbed him in the chest.

Aranor ran.

Her ability to see in the dark served her well as she fled across the fields. She was even able to find other survivors as they collectively made their way to the closest village. Her father Rogar was among them. Her mother Talia was not.

Griefstricken and paranoid after his wife’s death, Rogar began drilling Aranor relentlessly with both weapons and armor. Even as they reclaimed and rebuilt their home with the help of the knights of Lastwall, Rogar was certain that the orcs would return. He was determined that both he and Aranor would be able to defend themselves when they did. Aranor shared his view that it was not a matter of if the worst would happen, but when.

Their neighbors shook their heads over this pessimism. After all, Rossler’s Coffer was rebuilding. The orcs were being driven away. Most recently, even the monster hiding in the temple had been defeated! The town was almost back to where it had been ten years before; why borrow trouble where there was none?

Aranor knew better. She worked tirelessly to hone her skills, including the strange new powers she was beginning to manifest. It was only a matter of time before everything came crashing down once again.

This time she would be ready.