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About Astra ValeStats:
Astra Vale CG Female Aasimar(Azata-Blooded) Oracle/Sorcerer 1 Type: Outsider(Native)/Humanoid(Human/Elf) HP: 8 Senses: Perception +5 Init: +3 Speed: 30 Feet
============================ Attributes
============================ Offense
Melee
Range
============================ Defense
Fort: +0.33 (+0 CON, +0.33 Oracle/Sorcerer)
============================ Skills
TOTAL:
Acrobatics (DEX)^ +3 Ranks: 0
* class skill
============================ Feats and Traits
Varisian Tattoo (Race): You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road.
Touched by Divinity (Campaign; Mythic [Hierophant]): As long as you can remember, you’ve had an unexplainable interest in one deity in particular. One of your parents might have been a priest of the deity, but even this can’t explain your deep connection to the faith.
---------------------------- Feats:
============================ Combat Options ============================ Oracle Spells
1st-Level Spells 4/day
Sorcerer Spells
1st-Level Spells 4/day
V - Vocal Component
Oracle Curse Bonus Spells:
Sorcerer Bloodline Bonus Spells:
Spell-Like Abilities
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When you dance, attempt a Perform (dance) check; the results of the check determine the benefits you gain for the next 24 hours, as listed below. You can always choose the benefit from a lower result, if you wish (for example, if your Perform [dance] result is 15, you can choose to gain a +1 bonus on your divinations’ saving throws instead of choosing to use augury once as a spell-like ability). Perform (Dance) Result
Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive). Sorcerer Bloodline Powers:
============================ Oracle Class Features
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Spells Known
Spells Per Day
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. Mystery: Heavens (Modified by Prophet) Oracle’s Curse (Ex):
Curse: Haunted Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. 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. Final Revelation: At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle’s mystery. Sorcerer Class Features
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Spells Known
Spells Per Day
Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities. The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline. Bloodline: Dreamspun
Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level. ============================ Racial Traits
Size: Azata-blooded aasimars are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Azata-blooded aasimars have a base speed of 30 feet. Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. Skilled: Azata-blooded aasimars have a +2 racial bonus on Diplomacy and Perform checks. Spell-Like Ability (Sp): Azata-blooded aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar’s class level). Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
============================ Gear
Weapons:
Armor and Shields:
Clothing:
Consumables: Other Gear:
---------------------------- Gear Locations
Belt: ============================ Levels
Background:
Astra and Luna were born to Galen and Elvara Vale, two well-respected clergy of the Desnan faith as they made their way from town to town in Mendev, a few short years into the Fourth Crusade. Both appeared as beautiful and healthy half-elven babes, but in the dimness of the family's wagon, their parents and the caravan's healer and wisewoman noted that Astra's eyes glowed softly. Astra, they realized, had been touched by the Azata, the muses of the celestial realms. Life on the road, while not always easy, was enjoyable and fun, even so close to the Worldwound. Astra's joy and wonder at the sights she saw and the tales she heard were refreshing to see in the war-weary lands. The twins always managed to get up to some mischief, however, which always brought a smile to someone's face, though there were time their parents would never have admitted their amusement aloud. When they were five, however, Astra began having visions. Some came as nightmares while others came as fits that sparked rumors of possession and madness. Those that witnessed her in one of her fits often thought her possessed. Tensions within the caravan rose as more and more crusaders would inquire after Astra and inquisitors began looking for ways to examine her, or have her burned as a witch. Then one stormy night, a cabal of cultists, worshipers of Baalphomet, Demon Lord of Minotaurs and Labyrinths, crept into the camp. The attempt to murder Galen and Elvara was thwarted, but it was only a part of their scheme to kidnap a young girl who'd been rumored to have the gift of prophecy. They quickly slew the caravaneers guarding the part of the camp where Astra and Luna slept and stole away with both of the twins, unable to determine who was who. A couple of days later, the kidnappers arrived at a site where they'd prepared an altar for a vile ritual. They hoped to corrupt the seer and use her for their ends. A demon waited for them and cackled gleefully as the ritual began. Several innocent people were sacrificed and Luna was brought before the demon. Dark and evil power wracked the young girls body and Astra screamed in horror as she watched them try to corrupt her sister. It was then that a group of paladins and rangers fell on the gathering, slaying demon and the cultists within moments. They had to hold Astra down while healers saw to Luna, the distraught and traumatized girl fighting them to get to her sister's side. The trip back to the caravan was a blur for Astra, and Luna did not wake at all from the feverish slumber she'd fallen into. Their kidnapping proved to be the final straw. Rumors about Astra had reached the nearby city of Kenabres and the crusaders that had rescued Astra and Luna insisted that they be kept under guard in the city for their protection. The caravan's elders had had enough of the trouble that seemed to follow the twins and expelled the Vales from the caravan, leaving them little choice but to go to Kenabres. Weeks passed and Astra did not leave Luna's side. Gone was the simple innocence and laughter, replaced by guilt and grief. The joy of the open road and a new sight beyond the horizon had been driven away by the resentment of being locked away. Even after Luna awoke, healthier than ever, Astra was months in recovering from the ordeal and even longer before she could laugh and joke as she used to. The resentment, however, stayed. The large, opulent rooms she and her sister shared felt like a cage in ways that the small wagon the twins had shared with their parents never could. She saw the wide city and longed to roam its streets to hear the tales of its taverns, but she could never leave the polished marble of the grand manor that had become her prison. A few months later, they were assigned a new guard, a young man named Auric Lightmane. He stayed with them almost constantly. Astra did her best to be friendly, but it always seemed that there was an air of resentment where she was concerned. She never learned why in the years after his assignment to her and Luna's personal bodyguards. Her inability to connect with the first new person she'd met since coming to Kenabres was disheartening, and after years of tedious routine, Astra was beginning to grow restless. Several times she'd been caught trying to sneak out, and the captain of the men assigned to guard her and her twin was beginning to tire of her disobedience.
Appearance:
- Black hair - Fair skin - Sapphire eyes (Astra's glow in the dark) - 5 feet 1 inch - 100 lbs. Personality:
- Kind-hearted - Cheerful - A "bit" mischievous - Terrified of losing Luna. One of the results of her being out for weeks after the kidnapping. - Gets anxious when Luna's not around. |