About Azul ArosPoint-Buy:
STR 05 points 14 DEX -04 points 07 CON 05 points 14 +2 race = 16 INT 07 points 15 WIS 02 points 12 CHA 10 points 16 +2 race = 18 Background:
Alcmenio Saro was a half-elven eldritch knight of Taldan descent, who was a master not only of magic but also the Taldan falcata-and-buckler fighting style known as Rondelero. Alcmenio decided to stake a claim on his own realm in the river kingdoms, with the goal not only of personal power but also of trying to restore Taldan values to the chaotic region. Alcmenio saw himself as bringing the light of civilization to a benighted land.
But the effort of maintaining his kingdom's borders against rivals and his society against unrest caused great bloodshed over the years of his reign, to the point that Alcmenio became obsessed with guilt over the lives he had taken, and believed his soul to be damned. But his arcane studies revealed a way he could avoid the damnation after death that he believed was his fate He sent a message to far Osirion to commission a Shabti, a magical construct which would take his place in the afterlife. He named the Shabti Azul Aros, which means "Blue and Gold," after the gold and lapis used in its construction. Ironically, when Alcmenio died, Pharasma did not judge that his spirit was evil (though neither was it good). Therefore Azul Aros did not face the everlasting punishment that he expected. Instead he spent many years in the city of Axis. There he gravitated towards the Serene Circle, where he learned the art of meditiation and herbal healing. For physical discipline, he tried to incorporate the art of Rondelero (which he seemed to have an instinctive affinity for) into the martial traditions of Iroran teachings. After five hundred years of "discipline," Azul was released and was able to wander the planes. He voyaged on the Astral plane, too insignificant to attract the attention of astral denizens, and protected by the spirit of Alcmenio Saro. He found his way into the First world, and though that plane was far too confusing and chaotic for him to remain, he managed to find a weak point that led into the prime material plane. This point turned out to lead to an area of the stolen lands where Alcmenio Saro once ruled and was now buried. Azul feels tied to this region, but the area was wild and hostile. He made his way to a nearby city (Restov), where he began to inquire about the region thereabouts and what had happened in the time that he was gone. He heard about an expedition to the Stolen Lands and offered his services. The spirit of Alcmenio Saro still haunts Azul, both angry that Azul "cheated" him out of his chance to go to the afterlife, and at the same time living vicariously through Azul as he sees in Azul a chance to relive his life and learn from his mistakes. Race: Shabti
==================================================================== Vitals HP: 18 (2d8 +6 CON) (raw rolls: 8,4)
==================================================================== Special Abilities Race:
Archetype:
Oracle Spell List
Spells Per Day:
Spells Known:
B represents oracle bonus spells, C represents oracle curse spells, M represents mystery spells, F represents favored class bonus spells. Spell Plan:
3rd Level (1,1 FCB): Barbed chains, prestidigitation 4th Level (2,0,1 FCB): Augury (M), cure moderate wounds (B), burst of radiance, create water, telempathic projection (FCB), swap out daze for arcane mark 5th Level (2,1,1 FCB): Levitate (C), minor image (C), 6th Level (3,0,2 FCB): Cure serious wounds (B), locate object (M), dispel magic, swap out magic weapon for divine favor 7th Level (3,2,1,2 FCB): , 8th Level (4,0,3 FCB): Cure critical wounds (B), divination (M), blessing of fervor, , swap out telempathic projection for true skill 9th Level (4,3,2,3 FCB): , 10th Level (5,0,4 FCB): Mass cure light wounds (B), telekinesis (C), contact other plane (M), 11th Level (5,4,3,4 FCB): , 12th Level (6,5 FCB): Mass cure moderate wounds (B), find the path (M), heal, 13th Level (6,5,4,5 FCB): , 14th Level (7,6 FCB): Mass cure serious wounds (B), vision (M), , 15th Level (7,6,5,6 FCB): Reverse gravity (C), , , , 16th Level (8,7 FCB): Discern location (M), mass cure critical wounds (B), , 17th Level (8,7,7 FCB): , 18th Level (9,8 FCB): Foresight (M), , 19th Level (9,8,8 FCB): , Honourable Mention: 1: Shield of Faith, Know the Enemy, Murderous Command, Sanctuary, Ear-Piercing Scream (P), Vanish (P), Disguise Self (P), Burst of Adrenaline (P), Burst of Insight (P), Long Arm (P), Magic Missile (P), Shield (P), True Strike (P),
==================================================================== Combat Melee: (+1 BAB, +2 STR)
Ranged: (+1 BAB, -2 DEX)
Combat Gear:
Total 484.1 gp, 63 lbs. ==================================================================== Character Choices Favored Class Bonus: Special (spells from psychic list) Traits:
Feats:
Feat Plan:
3rd Level: Extra Revelation (Sidestep Secret)
5th Level: Deific Obedience (Irori) 7th Level: Extra Revelation (Mental Acuity) 9th Level: Power Attack 11th Level: Quicken Spell ==================================================================== Skills The Oracle's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Past-Life Knowledge (Ex) Shabti remember bits of their past lives. As a result, they treat all Knowledge skills as class skills. * Denotes Skills where use of Inspiration does not cost points. Adventuring Skills:
Diplomacy* +8 (1 rank, +4 CHA, +3 Class)
Background Skills:
Knowledge (geography) +6 (1 rank, +2 INT, +3 Class)
==================================================================== Miscellaneous Gear
27 gp, 37.5 lbs. _5 sp Bedroll 5 lbs.
14 sp, 8.5 lbs. _3 cp Earplugs -
50 cp, 4.5 lbs. Total: 28.9 gp, 50.5 lbs.
Starting Cash: 180.0 gp
|