Alahazra

Cwethan's Iconic's page

368 posts. Alias of Cwethan.


Full Name

Alahazra

Race

| HP 31/31 | AC 14, T 14, FF 11 | CMD 17| F +3 R +4 W +6; | Init +2 | Darkvision 30 ft; Perc: +1

Classes/Levels

| Speed 40ft | Fire Breath 1/1; Heat Aura 1/1; Spells: 1st 7/7, 2nd 4/4 | Active Conditions: None.

Gender

”Alahazra” | Female LG Human Oracle 4

Languages

Auran, Ignan

Strength 19
Dexterity 15
Constitution 19
Intelligence 8
Wisdom 10
Charisma 10

About Cwethan's Iconic

Alahazra
Human oracle 4 (Pathfinder RPG Advanced Player's Guide 42)
LG Medium humanoid (human)
Init +2; Senses darkvision 30 ft.; Perception +1
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Defense
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AC 14, touch 14, flat-footed 11 (+1 deflection, +2 Dex, +1 dodge)
hp 31 (4d8+8)
Fort +3, Ref +4, Will +6
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Offense
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Speed 40 ft.
Melee mwk quarterstaff +4 (1d6)
Ranged mwk light crossbow +6 (1d8/19-20)
Oracle Spells Known (CL 4th; concentration +8)
. . 2nd (4/day)—cure moderate wounds, resist energy, sound burst (DC 17)
. . 1st (7/day)—bless, burning hands (DC 16), command (DC 15), cure light wounds, obscuring mist
. . 0 (at will)—create water, detect magic, guidance, light, spark[APG] (DC 15), stabilize
. . Mystery Flame
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Statistics
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Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 19
Base Atk +3; CMB +3; CMD 17
Feats Dodge*, Extra Revelation*, Spell Focus (evocation)*
Traits Dangerously Curious, Tongue of Many Towns
Skills Acrobatics +7 (+11 to jump), Diplomacy +12, Heal +7, Knowledge (history) +4, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +2, Sense Motive +5, Spellcraft +7, Use Magic Device +12
Languages Common, Osiriani, Polyglot
SQ oracle's curse (clouded vision), revelations (cinder dance*, fire breath, heat aura)
Combat Gear potion of mage armor, scroll of daylight, scroll of invisibility purge, scroll of lesser restoration, wand of cure light wounds (15 charges), wand of mage armor (12 charges), wand of scorching ray (5 charges), alchemist's fire, antitoxin (2), healer's kit; Other Gear mwk light crossbow with 10 bolts, mwk quarterstaff, cloak of resistance +1, ring of protection +1, backpack, scroll case, spell component pouch, trail rations (4), waterskin, 78 gp
* The effects of this ability are included in Alahazra’s statistics.
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Special Abilities
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Clouded Vision Alahazra cannot see anything beyond 30 feet, but she has darkvision within 30 feet.

Fire Breath Once per day as a standard action, Alahazra can unleash a 15-foot cone of flame that deals 4d4 points of fire damage (Reflex DC 16 half).

Heat Aura Once per day as a swift action, Alahazra can surround herself in an aura of heat that deals 2d4 points of fire damage to all creatures within 10 feet (Reflex DC 16 half). The aura also grants her 20% concealment until the beginning of her next turn.

Spells and Gear Alahazra has access to the following spells and gear.

Bless Alahazra can give all allies in a 50-foot-radius burst a +1 morale bonus to attack rolls and saves against fear for 4 minutes.

Burning Hands Alahazra creates a 15-foot cone of fire that deals 4d4 points of fire damage to all creatures in the area (Reflex DC 16 half).

Command One creature within 30 feet must succeed at a DC 15 Will saving throw or perform Alahazra’s choice of the following actions: approach, drop an object, fall prone, run away, or stand in place.

Create Water Alahazra creates 8 gallons of water within 35 feet. It lasts a day if no one drinks it.

Cure Light Wounds Alahazra’s wand heals a touched target for 1d8+1 points of damage. If she casts the spell, it heals 1d8+4 points instead.

Cure Moderate Wounds Alahazra heals a touched target for 2d8+4 points of damage.Daylight Alahazra’s scroll creates bright light for 60 feet, increasing the light level by one for the next 60 feet for 50 minutes. If there is magic darkness in that area, the overlapping area is unaffected by either spell.

Detect Magic Alahazra can notice magic in a 60-foot cone. If she concentrates, she can determine how many magic auras there are on the next round. On the round after that, she can try to learn more about one aura.

Guidance Alahazra can give a touched target a +1 competence bonus that the target can use on any attack roll, saving throw, or skill check in the next minute.

Invisibility Purge Alahazra’s scroll negates all invisibility within 25 feet of the caster. The effect moves along with the caster for 5 minutes.

Lesser Restoration After 3 full rounds of casting, Alahazra’s scroll cures a touched target of 1d4 points of damage to any ability score or causes it to lose most magical effects reducing its ability scores. The target is no longer fatigued, and the scroll reduces exhausted to fatigued.Light An object Alahazra touches sheds light for 40 minutes. She can’t have more than one copy of this spell active at once.

Mage Armor Alahazra’s wand and potion grant a touched target a +4 armor bonus to AC for 1 hour. She must succeed at a DC 20 Use Magic Device check to activate her wand.

Obscuring Mist Alahazra calls forth a mist in a 20-foot-radius spread centered on her for 4 minutes or until a moderate or strong wind blows it away or a fire spell burns it away. Until then, the mist blocks vision (even darkvision). Attacks against adjacent creatures in the mist suffer a 20% miss chance from concealment, and creatures farther into the mist have total concealment (50% miss chance, and they can’t be targeted by sight).

Resist Energy For 40 minutes, a target Alahazra touches gains 10 resistance to her choice of acid, cold, electricity, fre, or sonic.Scorching Ray Alahazra’s wand can blast an enemy with a searing beam of fire that deals 4d6 points of fire damage. She can fire the ray up to 30 feet (+5 ranged touch to hit). She must succeed at a DC 20 Use Magic Device check to activate her wand.

Sound Burst Alahazra sends a 10-foot-radius blast of sound to a location within 35 feet. All creatures in the area take 1d8 points of sonic damage and must succeed a DC 17 Fortitude save or be stunned for 1 round.

Spark Alahazra can catch an unattended object within 35 feet on fre. The object must be Fine (roughly the size of a coin).Stabilize Alahazra can stabilize any target within 35 feet. The target stops dying but remains unconscious.

Background:
Alahazra was born in a small Rahadoumi town east of Manaket. Her hometown is one of the many way stations on the caravan route known as the Path of Salt, which leads from Azir to distant Sothis and takes its name from the waves of the Inner Sea and the dried tears of the slave chains that march along it. The daughter of a wealthy and widowed wainwright, Alahazra wanted for nothing growing up. She had the best tutors money could buy, all the time being groomed for a lucrative marriage or, potentially, induction into the Occularium, Manaket’s prestigious wizard’s college.

All of that changed the day when 16-year-old Alahazra woke to find herself suddenly and inexplicably blind, her eyes clouded by a white mist that gave her only vague outlines of her surroundings. Her father called in the best healers in the godless land, only to discover that the situation was worse than he could have imagined. For when the bards with the healing touch reached out to the fevered child, they were suddenly cast back by a blast of flames that burned the girl’s sickbed but left her unharmed. Yet, even this might have been bearable had the fleeing bards not revealed the rest of their discovery: the girl’s fames bore no hint of sorcery or arcana. Though Alahazra’s staunchly atheist father could scarcely believe it, his proper Rahadoumi household harbored a burgeoning cleric.

Confronted by her enraged father and frightened by the new abilities that she felt burning inside her skin, Alahazra protested her innocence loud and long, but to no avail. Sickened by what he saw as a betrayal of both his trust and his national pride, Alahazra’s father did his daughter a final kindness and cast her out with no more than the clothes on her back, instructing her to run before the Pure Legion arrived to take her into custody—and let her gods be her new family, for she no longer had one in Rahadoum.

Blind, weak, and weeping with frustration and rage, Alahazra stumbled southeast into the desert, seeking what meager shade and water the badlands had to offer. For days she wandered, desiring only to put distance between herself and any pursuers who might still want revenge for her presumed heresy until at last she collapsed in the lee of a dune, dehydrated and dying.

Staring up through milky cataracts at the burning ball of the sun and letting the wind slowly bury her in the hot sand of the dunes, Alahazra had her first revelation. Behind her ruined eyes, a vision of debilitating color suddenly exploded. In it, Alahazra saw herself not as she was, but as she one day would be—strong, proud, and fierce. In that moment, Alahazra understood that she was more than just a girl. She was a force of the desert—a voice of sun, sand, and fame—and she would bring its truth to the people, whether they were ready for it or not. Baking slowly in the hot coals of the great Garundi desert, Alahazra came to know herself, and in doing so harnessed the magical flames that had been building inside her.

With the aid of her newfound abilities, Alahazra moved steadily east, crossing into Thuvia and following the Path of Salt until she finally came to Osirion. There she roamed as she willed through the great cities and barren plains, offering wisdom and healing to the righteous and cleansing fre to the wicked. In time, her notoriety grew, affording her access to higher social circles, and it’s whispered that she made consorts and admirers of powerful men, possibly even among the court of the Ruby Prince. Alahazra herself, however, speaks little of her past. Only the future concerns her, and her duty is to defend it with a clarity of vision that disdains sight.

Now a grown woman of arresting beauty, Alahazra is kind but distant, often letting conversation drop in favor of taking in the sounds and smells of her environment. When she does speak, in her low, throaty voice, her words have the weight of command. Though she maintains that she has never worshiped a god—the cornerstone of her bitterness toward both her father and her homeland—she has come to respect a wide variety of deities, whom she refers to as “powerful and strategic allies.” Alahazra has little patience for fools, but has a soft spot for orphans and victims of injustice and in her own stern way, considers herself a mother figure to her adventuring companions.