| Full Name |
Celarouba |
| Race |
Gerudo |
| Classes/Levels |
Oracle 1 | HP 10/10 | AC 15, T 11, FF 14 | F +2, R +1, W +3 (+2 vs. fear/despair) | Init +1 | Per -1 |
| Gender |
Female |
| Size |
Medium |
| Age |
17 |
| Alignment |
Chaotic Good |
| Languages |
Ancient Gerudo, Ancient Hylian, Blin, Common (Hylian), Gerudo |
| Strength |
13 |
| Dexterity |
12 |
| Constitution |
14 |
| Intelligence |
12 |
| Wisdom |
9 |
| Charisma |
18 |
About Celarouba
Background
There are Roles that get fulfilled, time and time again. The Hero, The Princess, The Adversary. Some Roles are always found together, and seem to simply occur naturally. Others, perhaps, need some coaxing. After the six Sages sealed away Ganondorf, they did some digging and discovered that the Roles tend to be inherited by those who are appropriate for them. The Hero, for example, always seemed to be an untested youth who faced fearsome trials and grew by leaps and bounds because of them. The Sages decided to undertake an experiment they would not see the end of; they would each engineer a few family lines within their races/cultures to ensure that each of their respective Sage roles would always be able to be fulfilled. That way, if Ganondorf escaped, there would once again be six Sages ready to seal him away again.
Gerudo culture was certainly happy to be rid of Ganondorf, but they were still slow and reluctant to change. Nabooru saw this, and as she neared the end of her life having had little impact on the inflexible Gerudo, worked with Impa to have her spirit bound to a special Sheikah Stone. It would call to Gerudo who might fit the Role of Sage of Spirit, and teach them its ways. In time, its origin was lost to history, and it became known only as the Naboorock. Still, the Naboorock calls to a small number of young Gerudo in each generation. Few hear, fewer follow, and even fewer listen to the teachings of the spirit within the stone.
Celarouba is one of those few, the most recent pupil of the stone. She was set to be a nomad warrior like many other Gerudo, but near one mountain pass she heard a call in a dream that could not be ignored. She left her group, went to the stone, learned of Hyrule's long history and of the possibility that she may be chosen as the next Sage of Spirit, and was told to come to Seven Maidens to follow the next step on her destined path.
Personality
Celarouba was always headstrong and adventurous, and sees no reason that she should no longer be those things just because she's "special". She most commonly jumps first and thinks later, but when she can be dissuaded from being impetuous, does have the measure of thinking things through thoroughly and clearly. Part of the danger is that she is so open and honest, she is magnetic to the point that when she jumps the cliff, others do indeed want to jump with her.
Appearance
Celarouba has the typical darker skin and red hair of the Gerudo. Her features are not as elongated as is typical of her race; this helps her to stand out from the typical Gerudo, as well as making her more attractive to many other races of Hyrule. While impetuous, she's not foolish, and dresses appropriately for the terrain and weather. When resting, she prefers green, cerulean, and purple in soft fabrics; when active, she switches to more business like attire, matching her armor with sturdy clothing.
Female Human (Gerudo) Oracle 1
CG Medium humanoid (human)
Init +1; Senses low-light vision, Perception -1
DEFENSE
AC 15, touch 11, flat-footed 14 (+3 armor, +1 shield, +1 Dex)
hp 10 (1d8+2)
Fort +2, Ref +1, Will +3; +2 vs fear, despair
Weaknesses oracle's curse (haunted)
OFFENSE
Speed 30 ft.
Melee scimitar +1 (1d6+1/18-20)
Ranged sling +1 (1d4+1)
Oracle Spells Known (CL 1st; concentration +5)
0th (at will) - create water, detect magic, ghost sound, guidance, mage hand, stabilize
1st (4/day) - cure light wounds, magic weapon, shield of faith
Mystery Ancestor
STATISTICS
Str 13, Dex 12, Con 14, Int 12, Wis 9, Cha 18
Base Atk +0; CMB +1; CMD 12
Feats: Extra Revelation, Iron Will
Traits: Scholar of Lore, Spirit Sense
Skills (+1 favored class): Bluff +5, Knowledge (geography +5, history +6, local +5, religion +5), Linguistics +5, Spellcraft +5
Languages Ancient Gerudo, Ancient Hylian, Blin, Common (Hylian), Gerudo
SQ revelations (blood of heroes, wisdom of the ancestors)
Combat Gear scrolls of cure light wounds (2), thunderstone; Other Gear studded leather armor, scimitar, light wooden shield, sling with 10 bullets, backpack, hot weather outfit, rations (6), silver holy symbol, spell component pouch, 10 gp
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.
Desert Runner: Gerudo thrive in the deepest deserts, forever roaming across burned and parched lands. You receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Eternal Hope Gerudo rarely lose hope and are always confident that even hopeless situations will work out. You receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the Gerudo may reroll and use the second result.
Haunted: Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.
Scholar of Lore: You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Ancient Gerudo.
Spirit Sense: You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
Wisdom of the Ancestors (Su): Once per day, you can enter a trance in which you commune with the spirits of your ancestors. This trance lasts for 10 minutes, which must be uninterrupted and during which you can take no other actions. When you come out of this trance, you have gained mystical insight into the future. At 1st level, this insight acts as an augury spell with 80% effectiveness. At 5th level, the insight takes the form of a divination with 90% effectiveness. At 8th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components.