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About Aurora Aruliusbackground:
Aurora Arulius was not a typical mermaid. As a youth she hungered for more than the soft, idyllic undersea existence of her tribe. She longed to know more of the world, and lusted for knowledge and experience of far-away places above and below the surface of the ocean. Most especially, she wanted to experience more and different foods.
A chance encounter would change Aurora's destiny, and grant her desires. For a lich, a lair beneath the waves held great attraction. More difficult to penetrate than an underground dungeon, most would-be crusaders would have to take greater precautions and would find any enchanted bludgeons that they hoped to employ against the skeletal undead less effective. Water-breathing spells could be easily dispelled. Vortig Volus was one such lich, a powerful priest of Urgathoa, he sought a safe haven from righteous adventurers and militant Pharasmins. On a foray into the deeps he encountered Aurora and several of her tribe. Ordinarily it might be expected that violence would be inevitable – the isolationist merfolk would not tolerate the presence of an evil lich-priest in their territory, and Volus would take that territory by force with no qualms. Aurora, however, saw something in Volus. Opportunity perhaps, or a spark of the divine. She sang to him: ♫♫"Oh my, you are really boney!
Under the sea
I see you're a man of knowledge
Under the sea
And so it was the Vortig Volus took Aurora as an apprentice cleric. For many years Aurora served as an undersea guide. She helped Volus find a suitable lair, and she made trips out into the deep to procure rare items that her master needed for spells or for research. Most of all she enjoyed it when she was sent to the surface, where she could experience food that wasn't grown in the sea! Whilst she did not much care for some of Volus' more depraved dogma, Aurora embraced the lust for physical experience that Urgathoa taught. Volus, though he could no longer eat, took vicarious pleasure in watching Aurora feast. One day, not long ago, Aurora returned from an expedition to find Volus vanished. There was no message, nor any sign of intrusion. The only clue was a broken Wayfinder, left in her master's study. Aurora took the Wayfinder to every wise and knowledgeable personage known to her, beneath and above the waves, learning that the device was commonly accepted as a symbol of the Pathfinder Society, based out of Absalom. Determined to discover where her mentor had gone, and why he had vanished with no message but a broken Wayfinder, Aurora signed up to be trained as a Pathfinder Agent. And along her quest, she was sure to experience many, many culinary delights... Bot Me!:
Aurora is not a melee character, and her ranged attacks are also very poor. Instead, she should rely upon Channel and spells, supplemented by her Divine Vessel domain power.
The first action in combat is likely to be Negative Channel to impose Sicken and Shaken on enemies - do this as long as you can catch the bad guys in the area of effect. Selective Channel means you can exclude 4 allies. After that, use your spells if appropriate. Remember that you have Seasinger and Secret Magic boosting the DCs of some spells. If you don't have a useful spell target then cast Guidance on yourself and grant +2 to one d20 roll for all allies within 15'. Try to position yourself accordingly, but take an action other than double moving whenever possible. Aurora Arulius
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Melee
Ranged
Spell-like abilities, (CL4, concentration +8):
At will: Level 1 Speak with animals - aquatic only 1/day:
Level 3
Spells Prepared (CL 4, concentration +7):
Level 0 (4) create water, guidance, detect magic, read magic Level 1 (5/day)
Level 2 (3/day)
variant spellcasting (Inner Sea Gods p.163):
A cleric of Urgathoa may prepare Ghoul Touch as a 2nd level spell. Her Contagion spells always use the caster's spell DC for the disease's secondary saves. -------------------- Statistics -------------------- Abilities:
Str 7 Dex 12 Con 14 Int 12 Wis 17 Cha 18 Feats:
Selective Channel, Shatter Resolve Traits:
Sacred Conduit (faith) +1 DC to Channel; Beast Bond (social) +1 to handle animal and ride, ride is a class skill Skills:
12 ranks + 4fcb
(4) Ride 9 (4) Know.religion 8 (1) Perform (sing) 10 (1) Diplomacy 8 (1) Linguistics 5 (1) Sense Motive 7 (4) Spellcraft 8 ACP - 4
Languages:
Common Aquan Sahuagin Undercommon Equipment:
Gear from this scenario Combat Gear
Other Gear light war horse
bandolier
cloak of resistance +1
wands:
scrolls:
potions and oils:
weight: 46lbs
Coin
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channel negative energy 7/7
enduring scholar (+2) 1/1
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Special Qualities:
Racial
Class
Channel Negative Energy (variant channel, harm: disease) + Shatter Resolve. Creatures are sickened until the end of your next turn, plus a number of rounds equal to your channel penalty [1]. At cleric level 10, you may select one creature as the target of a contagion in addition to the effects of the channeled energy. At cleric level 20, all creatures in the area are subject to contagion in addition to the effects of the channeled energy. Creatures failing the save are also Shaken for 2 rounds [1 round per channel die]. (Damage 2d6/2, Will DC 17, duration of Sicken end of next turn +1). Domain: Divine (magic). Domain spells: identify, bless water
Domain: Undead (death). Domain spell: cause fear, ghoul touch
pfs faction card, season 10:
Dark Archive Spoiler:
ENDURING SCHOLAR (2+ goals): Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 + half the number of goals you have completed.
MAGICAL TINKERER (4+ goals): You have a knack for analyzing and activating magic items. Use Magic Device is a class skill for you. Once per adventure, you can use a bonus equal to 5 + twice the number of goals you have completed to a Use Magic Device check. If your own skill bonus is higher, you instead gain a +2 bonus on that check. PACTMAKER (7+ goals): You made a pact with an outsider, gaining magical power. You start each adventure with a number of spell points equal to half the number of goals you have completed (rounded down). You gain spell-like abilities from one of the following lists that matches the outsider’s alignment, which you can spent 2 points to cast. Good: aid, speak with animals; Chaotic: blur, entropic shield; Lawful: darkvision, identify. These spells are more effective when used on allies, costing only 1 point if you picked good or lawful, or affecting a second random ally within 30 feet if you picked chaotic.
pfs chronicles:
10 XP, 16 Fame, 10 Prestige 1. The Wounded Wisp; 1xp, 2PP
pfs boons:
Explore, Report Cooperate Prized Find Masterful performance (1 only): (a swift action): a +3 bonus on a Bluff check to feint in combat or create a diversion to hide, a +3 bonus on an Intimidate check to demoralize an opponent, a +3 bonus on any Sleight of Hand check, or a +1 bonus to the caster level and DC of any one enchantment or illusion spell you cast. Pharasma's Blessing (1 only): you may reroll an attack roll against an undead, or a saving throw against an undead's ability or effect. Scholar of the Gates Ajar: gain a +2 competence bonus on Knowledge (planes or religion) checks regarding daemons, demons, and devils. |