Aasimar

Corona Merrion's page

901 posts. Organized Play character for Lady Ladile.


Race

l Senses: Perception +2

Skills:
Diplomacy +10, Intimidate +15, Kn. History +8, Kn. Religion +7, Kn. Planes +13, Profession: Baker +12, Sense Motive +6, Spellcraft +7

Classes/Levels

Female Human Oracle (Dual-Cursed) 7 | Active Conditions:

Gender

HP: 52/52 l AC: 17, T 11, FF 16 l CMD 18 l F +5, R +4, W +8, +10 vs. madness/confusion l Aging Touch (2/2), Knowledge of the Ages (3/4), Speed/Slow Time (1/1), Time Flicker (7/7 min), Time Hop (70/70 ft.) l L1: 5/7, L2: 5/7, L3: 2/5 l Init +5

About Corona Merrion

Corona Merrion
PFS ID# 192133-7
Occupation: Baker, Doomsayer
Experience: 19
Fame: 34
Prestige: 28
Wealth: 21,785 gp, 5 sp, 8 cp

Human Oracle (Dual-Cursed) Oracle 7
CG Medium Humanoid (Human)
Init +5; Senses Perception +2
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Defense
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
HP 52
Fort +5, Ref +4, Will +8; +10 vs. madness and confusion effects
Defensive Abilities Uncanny Dodge
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee
Dagger +7 (1d4+2/19-20)
Cold Iron Longspear +7 (1d8+2/×3)
Silver Light Mace +7 (1d6+2/x2)
Ranged
Light Crossbow +6 (1d8/19-20)
Oracle Spells Known (CL 7th; concentration +11)
3rd (5/day) - Bestow Curse (DC 17), Cure Serious Wounds, Dispel Magic, Prayer
2nd (7/day) - Boneshaker (DC 16), Burst of Radiance (DC 16), Cure Moderate Wounds, Grace, Oracle's Burden (DC 16), Protection from Evil: Communal, Silence (DC 16)
1st (7/day) — Barbed Chains (DC 15), Burning Disarm (DC 15), Cure Light Wounds, Hedging Weapons, Ill Omen (DC 15), Liberating Command, Murderous Command (DC 15), Obscuring Mist, Shadow Trap (DC 15)
0 (at will) — Create Water, Detect Magic, Ghost Sound (DC 14), Guidance, Light, Mage Hand, Mending, Read Magic, Stabilize
Mystery Time
Oracle Curses
Haunted (Secondary Curse) - Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). 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. Add Mage Hand and Ghost Sound to your list of spells known. At 5th level, add Levitate and Minor Image to your list of spells known. At 10th level, add Telekinesis to your list of spells known. At 15th level, add Reverse Gravity to your list of spells known.

Powerless Prophecy (Primary Curse) - You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level. At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.

Revelations
Aging Touch (Su) - Your touch ages living creatures and objects. As a melee touch attack, you can deal 1 point of Strength damage for every two oracle levels you possess to living creatures. Against objects or constructs, you can deal 1d6 points of damage per oracle level. If used against an object in another creature's possession, treat this attack as a sunder combat maneuver. You can use this ability once per day, plus one additional time per day for every five oracle levels you possess.

Fortune (Ex) - At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

Misfortune (Ex) - At 1st level, as an immediate action, you can force a creature within 30 feet to reroll 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 reroll, even if it’s 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.

Knowledge of the Ages (Su) - You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability a number times per day equal to your Charisma modifier.

Speed or Slow Time (Sp) - As a standard action, you can speed up or slow down time, as either the haste or slow spell. You can use this ability once per day, plus one additional time per day at 12th level and 17th level. You must be at least 7th level before selecting this revelation.

Time Flicker (Su) - As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per oracle level that you possess per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 7th level, each time you activate this ability, you can treat it as the blink spell, though each round spent this way counts as 1 minute of your normal time flicker duration. You must be at least 3rd level to select this revelation.

Time Hop (Su) - As a move action, you can teleport up to 10 feet per oracle level that you possess per day. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. You must be at least 7th level to select this revelation.
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Statistics
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Str 14, Dex 12, Con 14, Int 10, Wis 14, Cha 18
Base Atk +5; CMB +7; CMD 18
Feats
Skill Focus: Knowledge Planes
Eldritch Heritage - Arcane
Extra Revelation x3
Traits
Broken Mind
Omen
Skills
Diplomacy +10 - (3 rank, 3 class, 4 Cha)
Intimidate +15 - (7 rank, 3 class, 4 Cha, 1 Trait)
Knowledge: History +8 - (5 rank, 3 class)
Knowledge: Planes +13 - (7 rank, 3 class, 3 Skill Focus)
Knowledge: Religion +7 - (4 rank, 3 class)
Profession: Baker +12 - (7 rank, 3 class, 2 Wis)
Sense Motive +6 - (1 rank, 3 class, 2 Wis)
Spellcraft +7 - (4 rank, 3 class)
Languages Common, Orcish
Magical Gear
Cloak of Resistance +1
Handy Haversack
Headband of Alluring Charisma +2
Masterwork Agile Breastplate
Other Gear Crossbow Bolts (20), MW Backpack, Bedroll, Belt Pouch, Canteen, Flint and Steel, Hemp Rope (50 ft.), Trail Rations (5), Wrist Sheath (spring-loaded - Wand of Cure Light Wounds), Wrist Sheath (spring-loaded - Wand of Bless)
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Special Abilities
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Alertness (Ex) - While a familiar is within arm's reach, the master gains the Alertness feat.

Deliver Touch Spells (Su) - If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Empathic Link (Su) - The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Share Spells - The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Speak with Master (Ex) - If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Uncanny Dodge (Ex) - At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Introduction & Background:

"Oh, hello new friend! Do you know that the end of times is approaching? No??? Yes, it's sad but true - one day this world will collapse into the void, leaving not a trace. But don't be sad, new friend. Even though our final days approach, there's still time to put our affairs in order and brighten this dreary world by doing what we can to take care of each other."

Appearance:

Corona is a young woman in her earlier twenties with short, dirty-blonde hair and pale green eyes that almost seem translucent. Her smile is sincere, if a bit vacant at times and her general appearance is always slightly rumpled-looking.

Personality:

Although at first glance it would be easy to simply write Corona and her ramblings off as the raving of a madwoman, there's more underneath the surface than simple madness. In fact, there seems an odd duality - although firmly convinced that the end is nigh Corona maintains a surprisingly cheerful, if resigned, outlook. Rather than wallow in apathy she considers it her mission to both spread the message of the end times as well as do what she can to make those last days brighter for herself and her fellows. Though many of her fellow Pathfinders find her strange, they can see that she means well and most welcome her among the Silver Crusade - with a bit of caution, of course.

Favored Class Bonuses:

1st: + 1 Skill Point
2nd: + 1 Skill Point
3rd: + 1 Skill Point
4th: + 1 Spell Known (1st Level)
5th: + 1 Spell Known (1st Level)
6th: + 1 Spell Known (2nd Level)
7th: + 1 Spell Known (2nd Level)

Consumables:

Alchemist's Fire x4
Alkali Flask x2
Antiplague
Holy Water x2
Sunrod x3
Thunderstone x2
Twitch Tonic
Oil of Daylight
Wand of Cure Light Wounds (31 charges)
Wand of Bless (21 charges)
Wand of Protection from Evil (15 charges)
Wand of Lesser Restoration (4 charges)

Purchases:

Wand of Cure Light Wounds (2 PP) - Prior to starting Blood Under Absalom

Wand of Bless (2 PP) - Prior to starting Master of the Fallen Fortress

Bot Me:

Corona's combat actions are pretty simple:

(1) Under most circumstances she'll pre-buff (if possible) with her wand of Bless or do so as her first-round action.

(2) She'll make use of her magic if the specific situation calls for it, such as forcing someone to drop a weapon (Burning Disarm) or get free from a grapple (Liberating Command).

(3) To make things easier on the GM, she won't 'hoard' use of her Misfortune ability. She'll use it the first time that a hostile makes what looks to be a successful attack or casts a detrimental spell on an ally. *Note* - Although I know some GMs will allow the use of Misfortune on allies, I kinda feel that it goes against the intended spirit of the ability so Corona will not use it on allies. Not unless she wants to make someone suffer an epic pratfall as a joke out of combat or something, hehe.

(4) If all else fails, she'll use her longspear to attack from reach or to Aid Another a more martially-oriented ally.