Shoanti Tribeswoman

Deseri's page

816 posts. Alias of Deaths Adorable Apprentice.


Full Name

Deseri

Race

Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/

Classes/Levels

Active conditions:

Gender

Spells left 1st (6/6) 2nd (4/4)

Size

medium

Age

17

Alignment

CG

Strength 12
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 8
Charisma 17

About Deseri

Deseri Aasminar (Garundi) Oracle (Seer) 4 CG Medium Native Outsider
Init +2; Senses Perception +1

DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Armor,)
Spirit Sheild AC 16, touch , flat-footed (+1 Dex, +4 Armor,)
hp 38 (1d8+2) 5 resistance vs acid, cold, & electricity
Fort +1 base +2 mod = +3,
Ref +1 base +2 mod = +3,
Will +4 base -1 mod = +3; (+2 vs curses)

OFFENSE
Spd 20ft
Melee morning star att+4 (1d8+1x2), short spear att43 (1d6+1x2),
Ranged +1 light Crossbow attack +6(1d8+1 19-20x2)120ft, x20 bolts
Special Attacks
MAGIC
(CL 1st; concentration +) knows 6,3,1 casts
2nd (4/day)spiritual weapon, detect thoughts
1st (6/day)—Cure Light Wounds, Deathwatch, Shield of Faith, Unseen Servant, shadow trap, protection from evil
0 (at will)—Create Water, Detect Magic, Mending, Read Magic, Guidance, Light
Wands = Protection from Evil 48 charges,
Potions =
Alchemical Items =Alchemist fire (1d8),
STATISTICS
Str12, Dex 14, Con 14, Int 16, Wis 8, Cha 17
Base Atk +3; CMB +4; CMD +16
FeatsExtra Revelation (spirit sheild), Extra Revelation (ancestral weapon)

Skills Skills4+Int modifier.=8 (* is not a class skill)
Appraise(Int) +2rank, +3mod, +3 class=8
*Bluff(cha)+3 rank, +3 mod =+6 (+11 on believable or unlikely lies)
Diplomacy(cha)+2rank, +3mod, +3class = +8
Disable Device(dex)+1rank,+2mod, +3class, +1trait = +7
*Handle Animal(cha)+1rank +1mod=4
Heal(wis) +1rank, -2mod, +3class= +2
Knowledge (Arcana(int)
Dungeoneering(int))+1rank, +3mod, +3 class=7
Engineering(int)+1rank, +3mod, +3 class=7
Geography(int))+1rank, +3mod, +3 class=7
History(int)+1rank, +3mod, +3 class=7
Local(int)+1rank, +3mod, +3 class=7
Nature(int)+1rank, +3mod, +3 class=7
Nobility(int)+1rank, +3mod, +3 class=7
Planes(int))+1rank, +3mod, +3 class=7
Religion(int))+2rank, +3mod, +3 class=8
Linguistics(int)+1 rank, +3 mod, +3 class= 7
*Perception(wis)+4rank, -1mod= 3
*Preform Song(cha) +1rank, +3mod =4
Ride(dex)+1rank, +2mod, +3class=6
Sense Motive(wis)=+2rank, -1mod=1
Spellcraft(int)+2rank, +3mod, +3class = +8

Languages Common, Celestial Orisirani, Draconic, Sylvan, Elven, Ancient Osirian
Combat Gear morning star(1d8x2), short spear(1d6x2), lt wooden sheild (+1AC, -1 penality), chain shirt,
Other Gear lt riding horse, riding saddle, saddle bags, backpack, flint&steel, silk rope, waterskin, hot weather clothing(+2fort), spell componet pouch, pot, sack, veil (+1vs dazzle&noleathal heat, -1perception), mess kit, chalk, x2soap, twine 50ft, heavy crossbow, handy haversack
Coin: 1767gp, 7sp, 6cp

TRAITS

Spoiler:
Trap Finder (Campagin) Benefit(s): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue
Antiquities Smuggler (Regional ) Benefit: Choose one of the following skills: Appraise, Bluff, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Picked Appraise
Innocent (Aasimar) No one can believe someone as pure as you could be deceptive in any way. You have an air of innocence about you, and people have a hard time believing you could ever do anyone harm. Benefit: When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely
Beast Bond (Social) You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you. Picked Ride.

CLASS ABILITIES

Spoiler:
Curse: Lame - Effect - One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
At 5th level, you are immune to the fatigued condition (but not exhaustion).
At 10th level, your speed is never reduced by armor.
At 15th level, you are immune to the exhausted condition.

Mystery: Ancestor
Spells
unseen servant (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).
1-Natural Divination: You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
Spirit Shield You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Gift of Prophecy: Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.
Ancestral Weapon : You can summon a simple or martial weapon from your family’s history that is appropriate for your current size. You are considered proficient with this weapon. At 3rd level, the weapon is considered masterwork. At 7th level, 15th level, and 19th level, the weapon gains a cumulative +1 enhancement bonus. At 11th level, the weapon gains the ghost touch weapon property. You can use this ability for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.

RACIAL ABILITIES

Spoiler:
Peri-Blooded (Emberkin)
Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.
Ancestry Peri
Emberkin reveal their divine heritage through their skill with fire-based magic and their desire to repent for others’ sins. Many emberkin suffer from frequent nightmares and strange impulses to commit spontaneous acts of evil. They typically have igneous features such as wispy auburn hair and bright yellow eyes, and a rare few are born with albino skin. emberkin often feel an insatiable need to continually perform acts of good. Some are content to perform small acts of kindness at home, though they may feel driven to travel regularly in order to find pockets of true evil that they can eradicate.
Like all aasimars, emberkin are not necessarily compelled to embrace good and justice. Perhaps more so than most of their celestial kith, emberkin have a propensity to revolt against their benevolent predisposition and instead follow a darker path. Perhaps these emberkin are evil by nature, or perhaps it is a remnant of their fallen angel ancestry. Either way, such wicked individuals are often dangerous, and are both pitied and hunted down by their aasimar brethren.
Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Int, +2 Cha .
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
You gain a +2 racial bonus on saving throws made against curses.
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Background:
Deseri is a child of the Yerbira, Garundi nomads of the Osirian Desert. The massive desert with its hidden oasis's and buried temples were her playground until recently. Born with the dark skin and dark red hair of her Garundi ancestors Deseri was a beauty of her tribe. Slight of frame and with high cheek bones the only odd part of her appearance was the wide bright sky blue eyes not common of her tribe.She has always had a melodic voice and was encouraged to sing, just nothing of her own creation.
A quick minded and quick fingered girl Deseri was a menace to her tribe. Constantly wondering off to explore some new wonder wither it was a ancient temple, a pretty lizard that needed to be followed, or someone else's belongings. Prone to night terrors and an over active imagination Deseri has been a problem for her parents since she born.
Deseri is a patience and kind woman. While inclined towards mischief she is also capable of great compassion. Willing to tend to the sick, distracting poisonous snakes and getting bit herself, or spend hours entertains children. She loves children though and watching many of the tribes young is the only way to guarantee her location.
It was this calmness with children that her parents figured out how to tame Deseri. She was to marry Osa, a much older warrior of the tribe. Having already buried one wife due to labor complications Deseri was reluctant and tried to argue the point with her parents who ignored her pleas. Only a two days before she was to wed Osa Deseri's mind was assaulted by visions. The oasis the tribe was heading to was going to be attacked by Susurex the Crystal King, a blue Dragon who rules the Glazen Sheets with his Yerbira slaves. When she brought her fears to her family they dismissed it as another of her nightmares and fear of her bridal bed.
The visions kept assailing her mind growing more and more frequent and increasingly confusing. She spent a day like this growing more and more confused and fearful. Her parents kept her in the tent for much of the day claiming she was ill. In her panicked state Deseri set fire to the tent and in the panic she stole a horse and fled. While trying to keep a grip on the beast and flee the fire another horse in a panic kicked and landed a solid blow on Deseri's left leg, breaking bone. Luck or the visions gifted her with a horse packed with supplies. She raced into the desert. For weeks she traveled tormented by pain in her leg and visions of past and future events that make little sense. The bone mended but she has a slight limp on the left side now.
Despite the damage to her mind the visions and wondering the desert have done Deseri has retained much of who she is. Still prone to mischief, though with a little more caution now. She still cares for people and is ruled by her curiosity and heart. Though the visions have left a little disconnected from the world and she is prone absentmindedness and she gets confused fairly easily. With the visions her sense of self and time are distorted.
Until this point Deseri appeared human but with the awakening of her Divine abilities her Divine heritage crawled out as well. She did not notice any the changes for weeks as she was more focused in her mending leg, survival, and maintaining control of her mind. Though having had time to rest in home of Sehhosep and Bentu Naahn she has noticed the physical changes.
The Changes to her are that in the her dark alburn hair has taken on a golden hue which with a strong breeze resembles fire, her ears has developed a slight point, her body temperature has risen, and her once blue eyes have changed to a fiery orange.
Her visions confuse her and currently she is not sure if they are real or just a byproduct of the frequent night terrors she has been prone to her whole life.

Contact:

Sehhosep & Bentu Naahn. Sehhosep is "instructor at the Hall of Blessed Rebirth, the city's medical academy and embalmer's guild"