Monk

Aurlia's page

105 posts. Alias of Feth.


About Aurlia

Eladrin Ancient Lorekeeper 2
LN Medium humanoid (Fey)
Hero Points: 1
Int 1; Low light vision; Per +6

--------------------
Defense
--------------------
AC: 16 Touch: 11 Flat-footed: 15
HP: +15 (2d8+2)
Fort: +1 Ref: +1 Will: +7

--------------------
Offense
--------------------

Speed: 30ft
Melee- Morningstar +0 (1d8)
Ranged- Light Crossbow +1 (1d8)

Spells:
Rank 0: Unlimited casts
Detect Magic, Enhanced Diplomacy, Jolt, Light, Resistance, Spark

Rank 1: 5 per day.
Bless, Comprehend Languages, Cure Light Wounds

--------------------
Statistics
--------------------
STR +10 DEX +12 CON + 12 INT +14 WIS +14 CHA +18
Base Attack: +1 CMB +1 CMD +12
Languages: Common, Draconic, Dwarven, Elven, Sylvan, Primordial

--------------------
Feats
--------------------
Cosmopolitan- You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. (Skills: Intimidate, Perception)

Skyseer (Theme Feat)
Having been raised with teachings of the Skyseers, you have access to various abilities relating to heavenly guidance.
Benefit: Immediately prior to a period of extended rest (8 hours minimum) during which the night sky is visible, you may focus your mind on the future and receive a prophetic dream regarding one question. Upon completion of your rest you awaken with insights into the future as though you had cast an augury spell and received a meaningful reply.
In addition, once every combat you may touch an ally and give them insight into future actions. The touched ally chooses one of the following; Attack Roll, Saving Throw, Skill Check or Concentration Check, and then rolls a d20. The next time the ally would roll for the selected action, they may use the previously rolled result or opt to make a new roll. Other abilities that allow re-rolls may not be used in conjunction with this ability. If the action would have multiple rolls (such as iterative attacks), only the first roll is replaced.

--------------------
Traits
--------------------
Bolstered will: Eladrin gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if an eladrin fails such a save, it reveives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round.) This second save is made at the same DC as the first
.
High Elven lore: High Elves gain a +2 racial bonus on Knowledge (History and Spellcraft Checks)

Hard to Kill: When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.
Ancient Lorekeeper: An ancient lorekeeper adds Knowledge (arcane) and Knowledge (local) to her list of class skills. Whenever she makes a Knowledge check of any kind about a question regarding elves (creatures of the elf subtype), the ancient lorekeeper adds half her class level on her check. This replaces the bonus skills the ancient lorekeeper gains from her mystery.
Magical Knack: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Oracle Curse: Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

--------------------
Skills
---------------------
Diplomacy: +9
Heal: +6
Intimidate +11
Knowledge(History): +8
Knowledge(Local): +6
Perception: +6
Sense Motive: +7
Spellcraft: +9
Use Magic Device: +5

An ancient lorekeeper adds Knowledge(arcane) and Knowledge (local) to her list of class skills. Whenever she makes a Knowledge check of any kind about a question regarding elves (creatures of the elf subtype), the ancient lorekeeper adds half her class level on her check.

--------------------
Gear
--------------------

masterwork armored coat, morning star, light crossbow, 20 crossbow bolts, masterwork light steel shield, backpack, explorer's outfit, healer’s kit, rations (10), silver holy symbol, spell component pouch, manacles (masterwork)x2, lock (good)x2, key x2, whistle, compass, silk rope, waterproof bag x2, canteen, 142 gold 5 silver

--------------------
Special Abilities
--------------------

Elven Arcana: At 2nd level, an ancient lorekeeper's mastery of elvenl egends and philosophy has allowed her to master one spell used by elven wizards. She selects one spell from thesorcerer/wizard spell list that is at least one level lower than the highest-level oracle spell she can cast. The ancient lorekeeper gains this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes.

Fey Step: Once per day, a high elf can teleport to a space he can see within 30 feet as a move action. This movement does not provoke an attack of opportunity. The high elf must be able to see the space that it is moving into. The high elf cannot take other creatures with it when it uses this ability.

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- Brain Drain: You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage per oracle level. After successfully attacking with this ability, you may use a fullround action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.

--------------------
Background
--------------------

Background:
Aurlia grew up as a object in her family's enclave. Her father Sorin was a tyrant who used the fact that his wife had given him not one, but two healthy daughters to solidify his rule of the enclave. Aurlia's early life was spent confined to a series of room and a courtyard while under heavy guard. Her schooling was constant and eclectic; high elven women are taught how to survive no matter the circumstances. Aurlia showed an early knack for not only learning the lore of her people but using it to power her own magic. Aurlia's mother encouraged her studies and instructed her in the teaching of the Skyseers to enhance her Oracle abilites.
As expected Aurlia was 'given' as a wife to her Father's right hand man, Telesan, when she came of age. Although the couple was expected to produce offspring as soon as possible, years passed and the couple remained without children. Aurlia's father, coldy practical, had Telesan killed and another 'husband' assigned to Aurlia. And then another. And another. Whispers began in the enclave that Aurlia's barren state was a curse or punishment on the enclave. Aurelia found herself receiving black looks and harsh treatment from those that had once treated her like a precious treasure. Her sister Shaylee left to start up her own enclave and took a good portion of those loyal to the family with her. Those who were left began to chafe more and more at Sorin's rule.
In desperation Sorin started grabbing at anything he could think of; magical and technological experimentation, deals with the fey of the Unseen court, a revolving door of suitors; anything that would make his daughter produce and prove his line wasn't cursed. A depressed and despondent Aurlia went along with this at first, for what good is a high elven woman who cannot have children? But as the years went by she accepted the truth; she is barren and nothing can change that.
This was a turning point in Aurlia's life. All her life she was taught that her value was in being able to have children; but didn't she still have value even though she couldn't have kids? She was still one of best healers and one of the most knowledgeable elves in the enclave. If her own enclave started crumbling and saying crazy things like she was 'cursed' just because she couldn't have children, well, then it deserved to fall apart. Aurlia had loved her first husband and he had been killed just to pave the way for another man to try getting her pregnant; if that was considered 'just' then that society wasn't worth saving. Aurlia packed her bags and snuck out of the enclave in search of a better place.
Aurlia has now spent several decades living among the common folk of Risur. She uses golden jewlery to try and hide her high elven heritage and never stays in one place for long. Aurlia has come to care a great deal for the peoples of Risur. The fact that they live 'regular' lives, that they can choose their own mates and raise large families and have happy, uncomplicated lives is something Aurlia views as precious and worth protecting. She fought in Shale during the Fourth Yerasol War where her skills and dedication caught the notice of Duchess Ethelyn. When the Royal Homeland Constabulary called Aurlia was proud to respond. She is dedicated to fretting out and stopping any threats to the peaceful lives of the common folk. She's never regretted leaving home.

10 minute background:

Five Background and concept elements important to Aurlia.
1. Aurlia's abilities as an Oracle of Lore evolved more from her
natural abilities than from the teaching she received. She progressed very quickly through her studies and her magic seems stronger than normal for someone of her skills and training.Trait:Magical Knack
2. High elven women are taught how to survive no matter what life throws at them. Aurlia spent years training in how to live through situations that would kill a normal person. Trait: Hard to Kill
3. Aurlia is a trained Skyseer. Reading the stars has been a tradition passed down her female family since the stars warned them of the fall of Srasama, allowing themselves to be saved from their genodice. Aurlia has become a night owl as a result of her stargazing; she regularly wakes during the afternoon and stays up until dawn banishes the stars from the sky. Trait: Skyseer
4. The fey are twisty, slippery things. In trying to bargain with the Unseen court for her fertility she ended up with a binding curse. If Aurlia gives her word to someone she cannot break it without serious consequences. She becomes very sick and will slip into the Dreaming. Oracle Curse: Legalistic
5. Aurlia's philosophy is that a sense of humor is vital to life. You may not be able to improve your circumstance but if you can see the humor in your life you change it changes for the better. She enjoys making other people laugh and is always trying to look on the bright side of things.
Two Goals that are important to Aurlia:
1. Aurlia believes that peace is something all peoples and civilizations should aspire to. War destroyed her race. It ends lives and rips apart families. Aurlia served as a medic during the Fourth Yerasol war and was heartbroken over the amount of death she saw. She believes strongly in protecting the common folk and keeping them from harm. However, in the case of those who hurt the innocent or plot for war...well she's lawful neutral for a reason.
2. Aurlia knows that knowledge is power. She wants everyone to have access to proper schooling. At a basic minimum, every child should learn how to read and know basic math and history. She frequently donates money to any school or public library she runs across. Aurlia enjoys sharing her own knowledge. If she ever retired from being an adventurer she would become a school teacher.
Two secrets about Aurlia, one she knows, and one she is not yet aware of.
1. Aurlia always tries to keep her race/sex hidden. Too many people would want her as a trophy for her to feel comfortable with anyone knowing she's a high elf woman unless she really trusts them. She wears gold, she tries to keep her eyes in shadow and she always dresses/presents herself as a man. She goes by the name Telesan, binds her breasts, disguises her voice and keeps her distance from strangers.
2. Aurlia's dad made some serious deals with the Unseen court trying to get a grandchild. The consequences of some are going to fall on Aurlia's head. Always read the fine print, especially with the fey!
Four people that are tied to Aurlia, three are friends and one is not
1. Aurlia's sister Shaylee- Shaylee's enclave is open to Aurlia. Although Aurlia makes its population nervous when she visits, the fact that Shaylee has already given Aurlia several nieces and nephews allows the rest of the enclave to tolerate her visits. The sisters don't see each other often but they still care deeply for each other.
2. Verdan Hest- Dwarven Eschatol and one of Aurlia's few friends. Verdan is a scholar and tutor in Slate. The two met in a bookstore ten years ago when they both wanted to buy the same old philosophy book. They argued over who was going to buy the book, then over the teachings of the book, followed by the worth of different philosophies, which then cascaded into a long stream of discussion and argument that only ended when the two passed out at a local tavern after hours of discussion and several flagons of ale. Most of their meetings still end the same way. The two are firm friends and Aurlia is mentioned in Verdan's will
3. Brevin Turner- Brevin and his family run a small farm in the Cloudwood district. Aurlia happened to be in the area when Brevin's
youngest son Coster fell from tree and broke several bones. The boy's injuries were severe enough that he likely would have died without Aurlia's timely intervention. Brevin has never forgotten this and the farm has become Aurlia's second home; she has passed more than one winter with the family.
4. Sorin, Aurlia's father- Sorin lost his position in the enclave when Aurlia left. His wife was given a new husband and Sorin found himself subservient to those he once ordered around. As the years have passed life has not improved for Sorin, and he's begun thinking that maybe Aurlia is a curse on him afterall...one that could be gotten rid of.
Three memories, mannerisms or quirks Aurlia possess.
1. Aurlia wears a necklace with a key on it. Despite being arranged,
Aurlia's first marriage became a love match. One day, when Aurlia was sad over something she can't even remember, Telesan found the old key and gave it to her in a dramatic performance, proclaiming it the key to his heart. It was a cheesy, corny move but Aurlia still cried over it. The key is her most prized possession.
2. Aurlia is a sucker for a crying child. She immediately wants to comfort them and give them whatever they want. Anything to stop the crying. She's gone hungry on many an occasion after giving all her money and food to a begging woman with a crying kid.
3. After being chased by a particularly nasty goose as a child Aurlia has a strong dislike/fear of birds, especially the big ones like geese and swans. She thinks they are evil creatures, only good as food.

Facemorph