Zon-Kuthon Sacrifice

Azubah's page

307 posts. Alias of Bill Lumberg.


Race

Human

Classes/Levels

Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

Gender

M

Size

5'8 160lb

Alignment

CN

Languages

Common, Varisian

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

About Azubah

Male Human Oracle 3
N Medium humanoid (human)
Init +0; Senses: Perception +5 Darkvision 30'
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DEFENSE
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AC 12, touch 10, flat-footed 10 (+2 Armor)
hp 23
Fort +3, Ref +2, Will +7
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OFFENSE
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Speed 30 ft.
Melee
Morningstar Attack +2 1d8 x2
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Statistics
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Str 10, Dex 10, Con 13, Int 12, Wis 14, Cha 18
Base Atk +0; CMB +0; CMD +0
Traits: Resurrected - You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.

Heavenly Touch - At will, you can touch a dying creature to stabilize it as a standard action.

Feats: Extra Revelation, Lightning Reflexes
DM bonus feat: Extra Revelation again (Blood of Heroes)

Skills
Class Skills
Diplomacy +4(CHA)
Disguise +4(CHA)
Heal +3+2(WIS)=5
Knowledge(Arcana)3+3+1(INT)=7
Knowledge(History)+1(INT)
Knowledge(Planes)3+3+1(INT)=7
Knowledge(Religion)3+3+1(INT)=7
Linguistics +1(INT)
Sense Motive +2(WIS)
Spellcraft 4+2+1(INT)=7

Non-class Skills
Acrobatics +0
Appraise +1(INT)
Bluff +4(CHA)
Climb +0
Escape Artist 0
Perception 3+2(WIS)=5
Ride +0
Swim +0
Survival 1+2(WIS)=3

Equipment

Spoiler:

Leather Armor 10gp 15LB
Morning Star 8gp 6lb
Dagger 2gp 1LB
Sling - -
10 Bullets 1SP 5LB

4 Scrolls of Bless 100gp

Pouch Belt 1gp .5B
2 vials of Harpy Musk 4gp -
102gp 9SP

Oracle Features

Spoiler:

Mystery - Ancestors
Curses - Clouded Vision and Haunted

Spirit Shield (Su): You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to re-roll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the re-roll, even if it is worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Blood of Heroes (Su): As a move action, you can call upon your ancestors to grant you extra bravery in battle. You gain a +1 morale bonus on attack rolls, damage rolls, and Will saves against fear for a number of rounds equal to your Charisma bonus. At 7th level, this bonus increases to +2, and at 14th level this bonus increases to +3. You can use this ability once per day, plus one additional time per day at 5th level, and every five levels thereafter.

Ancestral Weapon (Su): You can summon a simple or martial weapon from your family’s history that is appropriate for your current size. You are considered proficient with this weapon. At 3rd level, the weapon is considered masterwork. At 7th level, 15th level, and 19th level, the weapon gains a cumulative +1 enhancement bonus. At 11th level, the weapon gains the ghost touch weapon property. You can use this ability for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.

Spells Cast 5 1st level per day
0 [DC 15]- Detect Magic, Guidance, Light, Read Magic
1 [DC 16]- Cure Light Wounds (bonus), Ill-omen (bonus), Magic Weapon, Protection from Evil

Concentration +6

Notes for me:

Spoiler:

Level 2 bonus mystery spell: Ill-omen
Level 3 learned spell: 0-Detect Poison 1st-
Level 3 Feat:
Level 3 Revelation: Ancestral Weapon
Level 4
Level 5 Revelation: Voice of the Grave
Level 5 Feat:
Level 6:
Level 7 Revelation: Storm of Souls

Bio

Spoiler:
Azubah was born blind and lived in the care of Corrin, a priest of Pharasma, who mentored the boy when his parents could not longer look after him. Corrin promised that enough faith in Pharasma would bring Azubah sight. Azubah lived with Corrin for ten years and accompanied him on a journey to Gralton where a banner rescued by soldiers of the Fifth Mendevian Crusade was being displayed at a shrine of The Mother of Souls. It was said that the banner miraculously healed supplicants of pure faith who embraced it.

Azubah and a flock of the lame, diseased and wounded gathered about the raised standard as a canon of the church anointed them with holy water and directed them in a ritual of dedication and revival. For hours, the faithful wept, sang and intoned their belief in the Lady of Graves. At the climax of the ceremony the canon cut himself and shed his blood on the banner. Then Azubah saw light for the very first time.

The light revealed chaos. The wounded drowned in torrents of their own blood. The ill fell dead and rotted before the first crows could land. The unafflicted screamed for hours and expired. Azubah alone survived.

Azubah managed to flee from the scene and from the River Kingdoms but he is at a loss to explain how. For over a year he lived in the wild and prayed for enlightenment. His only companions were the ghosts from Gralton; they never left his side.

Ultimately Azubah realized that Aroden still lived and that Pharasma's worshipers were punished for their heresy. Azubah was spared to spread the word of Aroden's truth. The last Azlant had granted him the power of faith as manifested in supernatural abilities.

For the last three years Azubah has made his way toward Wadi and its lottery to learn more about the church of Pharasma and their reason for denying Aroden's power. He perceives corruption in the Pharasman faith as evidenced by their inability to render prophecy. In addition, they betray their own ideal by permitting grave robbing. Azubah is certain that there is a greater truth to be discovered in the necropolis of Wadi.

Dark Tapestry Bio

Spoiler:
Azubah is an unkempt Varisian man with almost chalk-white skin and a perfectly bald head. His eyes are almost supernaturally black and the dark circles under them add to his unpleasant appearance. These are manifestations of the curse that he lives with. His skin has lost nearly all its color but for a few odd patches here and there. The overall effect is to make Azubah appear to be many years older than he truly is. When he speaks he strikes most people as distracted and sometimes rude. Very often Azubah will make inappropriate comments or laugh at inopportune moments in a way that suggests he is unaware of common social conventions or that he simply disregards them.

Azubah had a typical childhood among his clan until his eleventh year when family traveled to Ardis to work the grape harvest on the plantations there. When they arrived at Ardis he did not work the fields as he should have. Instead, he dug a hole away from the vineyards. When scolded for this, he said that some unseen friend instructed him to find something there. This went on for nearly a month until Azubah unearthed a clay box engraved with odd pictograms. The box contained a bizarre statuette made of onyx. When the plantation owner learned of this he ordered the clan off his land and made dire threats should they ever return.

Azubah's behavior turned toward the bizarre on the journey from the plantation. When a girl fell ill he said she should be left on the roadside; he interrupted religious ceremonies and openly made guesses on how long marriages would last. These and other outrageous behaviors made him the target of abuse from other children with the tacit approval of their elders. But some claimed that the boy's mere presence invoked madness in others around him and he came to be blamed for any misfortune that befell his clan.

Azubah ultimately left his clan to travel with whoever would tolerate his company. In the years since he has learned to control his ability to instill madness and manifested other powers as well. He understands little of the magic that he wields but searches for guidance anywhere he can find it. A recent harrow reading told him see the Umbral Canival in order to learn more about his curse and the power it brought him.