Almah Rovshki

Corynne's page

559 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Corynne

Race

Human

Classes/Levels

Oracle (Occult/Haunted) 3 |HP: 18/18 | AC:15, T 12, FF 13 | Fort: +0 Ref:+2 Will:+5 |CMB +2, CMD 14 | Init+2 | Perc +6 | Spell points: 9/9

Gender

Female

Age

24

Languages

Common

About Corynne

Corynne Durande
Female Human Age :23
Oracle 3 ( Occult Haunted Oracle)
Diety:
NG Medium humanoid
5'4" 123 lbs
Initiative: +2; Senses: Perception +5

STR 10(+) DEX 14(+2) CON 10(+0) INT 14(+2) WIS 14(+2) CHA 16(+3)
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Combat/Skills :

DEFENSE
AC:15 (10+2 Dex +3 armor )
Touch 12 Flat footed 13
CMD 14
HP: 18 (3d8) Current HP: 18
Fortitude +0 (0 Base+0 Con)
Reflex +2 (0 Base +2 Dex)
Will +5 (3 Base+2 Wis)
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OFFENSE
Speed 30 ft
Combat:
Melee: Light Mace +4 1d6 x2
Melee: Dagger +4 1d4 19-20 x2
Melee: Cold Iron Dagger +4 1d4 19-20 x2
Melee: Phantom Touch +4 Shaken for 1 round

Ranged: Light Crossbow +3 1d8 19-20 x2 30 bolts 10 Cold Iron bolts

Ghost strikes:
Ranged(touch): Exhausting strike +4 Fatigue (1 round/2 levels DC 15 Fort: 1 Rnd)
Ranged(touch): Bleeding Wounds strike +4 Fatigue (1 bleed/2 levels no save. lasts until healed)
Ranged(touch): Manipulate Undeath (ghost strike) +4 1d8 damage per 2 caster levels vs undead (minimum: 1d8, Will half). You may spend a spell point to instead heal the undead for this amount
CMB +2 BAB +2
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Skills (Primary): 4+2 Int+1 bonus per level
Acrobatics +3, Appraise + , *Bluff +3 , *Diplomacy +8, *Disguise +3, Escape Artist +2 , *Heal +8
*Knowledge Arcana +8, *Knowledge Local +7 , *Knowledge Planes +8, *Knowledge Religion +8, *Linguistics +, Perception +7 , *Sense motive +6, *Spellcraft +7, Stealth +2, Swim +1, * UMD +

Skills (Background) 2 per level:Lore (Bosum) +6, Profession (Law Enforcement) +7, *Knowledge Geography +,*Knowledge History +8, *Knowledge Nobility +, Perform Dance+ +7
Class Skills: An oracle with the occult mystery adds Bluff, Disguise, Knowledge (arcana), and Use Magic Device to her list of class skills.

Languages: Common, Primordial, Elven, Dwarven


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Feats: :

Extra revelation, Bludgeoner (campaign bonus), Weapon finesse, Extra Magic Talent
(Catch Shield)

Theme Feat: Unfinished Business
Benefit: Once per day you may use speak with dead as a spell-like ability with a caster level equal to your character level. When using the spell in this manner, you must use it in the area where your target died and it must be used within a day of the creature’s death. You do not require a complete body as the ability speaks with the spirit and needs no corporeal connection.

Once per combat, as a standard action that provokes attacks of opportunity, you conjure forth a spirit from a creature that died within the last five minutes and within three miles of your current location. The spirit appears in a space you choose within 25 ft. of you, and performs a standard action of your choice. Any attack it makes count as having the ghost touch weapon property.


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Special abilities::

Mystery (Occult):You have an innate connection to the spirits of the dead.

Revelations:

Voice of the Grave (Su) DC 15: (3 rounds per day) You can use speak with dead, as the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level and every 5 levels thereafter, the dead creature takes a cumulative –2 penalty on its Will save to resist this effect.

Brain Drain (Su): (1/day) DC 15 You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, and take 1d4 points of damage per oracle level you possess.( 3d4) After successfully attacking with this ability, you can use a full-round action to sort through the jumble of stolen thoughts and memories and then attempt a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus 1 use per day at 5th level, and 1 use for every 5 levels beyond 5th.

Phantom Touch (Su)(6/day: Used: ). As a standard action, you can perform a melee touch attack that causes a living creature to become shaken. This ability lasts for a number of rounds equal to 1/2 your oracle level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 5th level, the target instead becomes frightened, and at 7th level, the target becomes panicked.

Casting:
The sphere oracle may combine spheres and talents to create magical effects. The sphere oracle is considered a High-Caster and uses Charisma as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool: 9 The sphere oracle gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Oracle’s Strength (Su): A sphere oracle gains +1 spell point at 2nd level and every 2 levels thereafter. This replaces mystery spells.

Oracle’s Curse: Haunted

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).

Effect: 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.


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Magic:

MSB:3 MSD:14 Spell points: 9 (6+2 bonus+1 Oracle’s strength) Used: 1 Concentration:+4

Custom Tradition: Ghost Whisperer
Drawbacks:
* result in a boon

Magical Signs (Reaching across the veil)* (+1 spell point, +1 per 6 levels in casting classes)

Your magic is accompanied by a tell-tale sign; feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.

Focus Casting (Soulstone pendant)*

Your magic requires you to use an item (Soulstone pendant worn on choker around her neck) to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.

Wild Magic (Mischievous spirits)

Your magic is not entirely stable and can result in a variety of unwanted effects. Whenever you spend a spell point, there is a 10% chance an unexpected event happens alongside your magic. Roll as if you had activated a rod of wonder. Add that effect to those you produce with your magic. At the GM’s discretion, wild magic tables, or even tables of his own creation, may be added to the possible effects your magic can create.

Necromantic Limit (Requires Death) (+1 talent)

Reanimate -You cannot use this ability, nor take talents which augment this ability.

Hidden Magic (Requires Divination) (+1 talent)

You do not gain the base divine ability to detect magic, nor the base sense ability to decipher magical text. You may still gain other senses through magic talents and gain the ability to detect other things (undead, charms, etc.) through the divine ability. Bought off with 2nd level talent

Boons:
Deathful Magic

The closer you are to death, the more powerful your magic. When you are at half hit points or less, you gain a +1 temporary bonus to your caster level. When you are at 1/4th your total hit points or less, this temporary bonus increases to +2.


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Spheres &Talents:

Divination Sphere 1st base talent
You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining.

When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.
Table: Aura Strength
Caster Level Aura Strength
1-5 Faint
6-11 Moderate
12-20 Strong
20+ Overwhelming
A magical aura lingers after its original source dissipates (in the case of a spells and sphere effects) or is destroyed (in the case of a magic item). In such a case, divining reveals an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Table: Lingering Aura
Original Strength Duration of Lingering Aura
Faint 1d6 Rounds
Moderate 1d6 Minutes
Strong 1d6 x 10 Minutes
Overwhelming 1d6 Days
When using Spellcraft to identify the properties of a magic item, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers. Divining can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Divine Undead

If you possess the Death sphere, you may divine for undead creatures. The strength of an undead aura is determined according to Chart: Undead.

Chart: Undead
HD Strength Lingering Aura Duration
1 or lower Faint 1d6 Rounds
2-4 Moderate 1d6 Minutes
5-10 Strong 1d6 x 10 Minutes
11 or higher Overwhelming 1d6 Days

Divine Force

If you possess the Telekinesis sphere, you may divine the presence or absence of creatures with the incorporeal subtype. For the purpose of this ability, creatures such as unseen servant and other similar creatures of force are considered to have the incorporeal subtype. This ability will not not reveal the general location or direction in which the incorporeal creatures are, it will however give you knowledge of the incorporeal creature’s aura utilizing the same table as chart: animals and plants.

Emanation: The divine ability is an emanation, meaning the divination will gather information on targets within the area at the completion of casting, as well as targets who enter the area while the effect is still active.

Overwhelming Auras: Whenever an individual divines or senses an aura whose strength is overwhelming, from a source whose HD or CL is equal to or greater than the caster’s character level + 10, that individual become stunned for 1 round.

Sense

As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense.

Read Magic
You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + 1/2 caster level).
Some talents are marked (sense). These talents grant you additional senses you may bestow upon yourself. There is no limit to the number of different senses you may have active at a time.

Ghost Sight (sense) (Bonus talent acquired from drawback)

You may spend a spell point to gain a sense that adds your caster level to Perception checks made to notice invisible or ethereal creatures. If you succeed at this check, the creature’s outline becomes visible to you. This negates both the usual penalties you would suffer attacking an invisible creature, and the bonuses the creature would normally gain against you. This continues until you lose line of sight to the creature, in which case you must succeed at a new Perception check to see them.

Death sphere (1st Bonus spellcaster talent)

Ghost Strike

As a standard action, you may make a ghost strike, summoning negative energy and throwing it at a target within Medium range as a ranged touch attack. A ghost strike is considered a negative energy death effect, and as such has no effect on undead, constructs, elementals, and other creatures immune to such things (although some talents provide exceptions). Ghost strike effects do not stack with themselves.

Some Death talents are designated (ghost strike), which provide you with additional types of ghost strikes. You gain the following ghost strike when you gain the Death sphere:

Exhausting strike

The subject of your ghost strike becomes fatigued for 1 round per caster level (Fortitude negates). You may spend a spell point to increases this effect to making the target exhausted for 1 minute per caster level (Fortitude negates). On a successful save, the target is still fatigued for 1 round. Unlike regular fatigue and exhaustion, these conditions end as soon as the duration expires.

Bleeding Wounds (ghost strike) (Bonus talent earned by drawback)

You may make a ghost strike that deals 1 bleed damage per 2 caster levels (minimum: 1; no save). Targets take damage on the round they are hit, plus each additional round until the bleed effect stops (usually through the Heal skill or an application of magical healing). You may spend a spell point before making this ghost strike to improve this effect to 1 bleed damage per caster level (minimum: 2).

(Manipulate Undeath (ghost strike) [Core])
You may make a ghost strike that harms undead, dealing 1d8 damage per 2 caster levels (minimum: 1d8, Will half). You may spend a spell point to instead heal the undead for this amount.

Telekinesis sphere (2nd Bonus spellcaster talent)
As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.

The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose.

Table: Object Size
Caster Level Object Size Sample Object
1st Diminutive Dagger
3rd Tiny Candelabra
5th Small Heavy Shield
8th Medium Cage
11th Large Statue
15th Huge Wagon
20th Gargantuan Catapult
25th Colossal Ship

Your telekinesis is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.). Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier.

You gain the following special uses of telekinesis when you gain this sphere:

Sustained Force
You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).

Hostile Lift
You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained.
If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air.

Bludgeon
Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon.

Table: Object Damage
Object Size Damage Dealt
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6

Catch
If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis.

Catch Shield
By spending a spell point as a standard action, for one round plus one round per three caster levels you may use Catch on projectiles once per round without readying an action. Any objects you catch in this way drop to the ground at the beginning of your next turn if you do not concentrate on them normally or spend a spell point to maintain telekinesis with Sustained Force. You cannot have more than one catch shield active at any one time.

Haunted Curse Bonus talents:

Call to Hand: As a swift action, you can call a single unattended object that you can see within 20 ft + 5 ft per 5 caster levels instantly to your hand. The object must fall within your telekinesis size limit, and the object must be no more than a light load for you


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Gear/Wealth::
Adventurer's outfit, backpack, a bedroll, a belt pouch, candles (10), a flint and steel, mess kit, rope, soap, , trail rations (9 days), and a waterskin, small steel mirror, perfume, Ioun torch
Healer’s kit
You also begin play with a gold ring and a set of mage cuffs
Studded leather armor.

3 scroll cases containing:
Touch of Truth telling X4
Detect Charm
Know Enemy
Sanctuary
Deathwatch

Potion belt:
3 Cure Light Wounds
1 potion of lesser restoration

Waterproof bag:
Insomnia powder
2 thunderstones
Inkpen
Ink
Journal
6 sunrods
1 acid flask
2 flasks of holy water
5 sticks chalk
5 tindertwigs
10 candles,

Undeath aid kit :This small leather satchel contains various alchemical remedies that treat common maladies caused by exposure to undead. An undeath aid kit contains 1 dose of each of the following alchemical remedies: antiplague, antitoxin, padzahr, soul stimulant, and twitch tonic.

Wand of CLW 30 charges left
Wand of Protection from Evil 50 charges

Money:Coin 0p 92g s 0c
Gems
0

Background:

It would seem that for Corinne Durande, membership in the Royal Homeland Constabulary was more destiny than an active choice. At the age of 14, the young girl became both an orphan, and the only person to survive the Bosum Strangler, the demented serial killer that took her mother from her, and almost her life. Those who see the scar, a narrow line around her throat almost always covered by a velvet and lace choker with a dazzling eerie pendant, and ask about it hear the tale freely.

After the last ten years she no longer balks at the dubious fame of being “that girl”…..The Strangler’s last……the one who lived. What she doesn’t speak about is the fact that the maniac succeeded……the fact that she died that night, for a few minutes at least. Or the fact the as she straddled the worlds of the living and the dead, that her mother's spirit performed her final act of love, summoning up the will to physically manifest, drawing the dagger from her body that she never got the opportunity to use before her death, placing it in the hand of her daughter's dying body, giving her the strength to strike. The blood she drew that night, the blood that fell on her dress was the same that agents of the Royal Homeland Constabulary would use to track the Strangler, ending his reign of terror. Her brief taste of Death's kiss would change her in three fundamental ways. She would forever exist partially on the other side of the veil of life and death, touched by a power that would frighten most, she would see the Royal Homeland Constabulary as the ultimate protectors of the innocent, and she would be forever filled with an overwhelming need to make tose who beleieved they could walk away from murder pay for thier crimes.

Corinne is a woman who straddles the world of the living and the dead, able to perceive, and at times communicate with those whose bodies no longer draw breath. Aware of the fact that one is almost never alone, surrounded by both benevolent and malevolent spirits, her eyes and mannerisms carry a weight far beyond her years. In some ways it is this connection to the dead, even more than her own loss and suffering at the hands of a monster, that drives her.

She is possessed by a burning desire to see justice for the dead. In a city of hundreds of thousands, dozens of people die every day, many with unfinished business, forgotten, ignored, simply swept under the rug. The spirits who are unable to move on for one reason or another, speak to her, tell her their stories. For many she is a last hope that their lives being snuffed out will not go without note. Driven by that need, and a desire to rid the city of monsters like the man that took her mother, finding those demons that hide in plain sight, pretending to be ordinary citizens, drove her to study and apply herself, the only child from the orphanage in which she was placed until adulthood to graduate with honors. She applied to join the local police force, excelling at detective-work. Her uncanny ability to obtain details from a crime scene (often whispered by the victim) and a rare ability to avoid the mis-steps common to most young officers, (a gift from the spirit world where time is far less relevant) drew the attention to her rise among the rank and file. With the recommendation of her superiors, she applied to the RHC, becoming one of the youngest graduates and a genuine asset to the organization.

Description:

Height: 5'4 Weight: 122lbs Hair:Dark silvery grey Eyes:Misty grey

Undeniably attractive, Corynne draws attention despite not actively seeking it. Her lithe figure and relatively small stature seem barely capable of containing her presence, a quality made even more notable by the fact that she speaks in a soft, somewhat raspy voice (think Robin Tunney). Her eyes, the color of early morning mist, carry a depth and gravity far beyond her age, her seemingly constantly parted attention giving the sense that she is at once in the moment, and a million miles away, yet she radiates a sense of deep compassion as well serving to enhance her overall appeal.

Sadie Delfine – One of the most pricey and sought after prostitutes in all of Bosum Strand, Sadie is also one of Corinne’s closest friends. Bonding through tragedy, Sadie’s mother was the Bosum Strangler’s first victim, where Corinne’s was his last, a fact that Corinne always found to be a deep connection. In fact as she grew older to understand that had the murder of a Bosum prostitute been treated as something other than routine, the monster may well have been stopped far earlier on.

Growing up in the same orphanage, the two girls shared a solid bond, despite their paths going in what one would consider very different directions. Akin to sisters in their companionship, Corinne’s brilliant career in law enforcement actually benefited quite a bit from the information that Sadie often came by in the course of an evening’s work, while Corinne’s friends and allies in the police force indulged her soft spot for the city’s working girls by helping to keep the area a touch safer that it would be otherwise.

Though they do not get to see each other as often as they’d like, the two women always make time to get together, not only to share stories or information but to spend time with someone who understands them in a way most others couldn’t.

Sphere Oracle

2,500gp

Wand of Protection from Evil 750 gp