Worshipper of Cayden Cailean

Destany Marr's page

76 posts. Alias of JAF0.


Full Name

Destany Marr

Race

human

Classes/Levels

oracle (metal)/1

Gender

HP 10; AC 17 (T 13, FF 14); saves fort 2, refl 2, will 2; bab 0 melee 2, ranged 2, CMB 2, CMD 15, init +2, perc +5

Size

M 5'4" 125 lbs

Age

18

Alignment

LN

Languages

Common

Strength 14
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 8
Charisma 16

About Destany Marr

background:
It was never easy to be born on the wrong side of the sheets. Yet it saved young Destany's life. She was born just a scant 16 years ago, her mother, Alora, a young and somewhat wanton housemaid in the royal household. When she discovered her condition, Alora fled, with nothing more than her few belongings and her uniform. She ran for her home deep in the woods, outside the borders of Brevoy, in the River Kingdoms, where her family took her in without question. Lowly woodcutters and lumberers, they were kindly folk, but they were disappointed in Alora when they discovered her condition.

When Destany was born, her grandmother was shaken by the omens she saw - a murder of crows on the tree outside the family home, the fire in the hearth going out. Still, she allowed her daughter and the bastard child to stay in her home.

Destany quickly proved to be as wild as her mother, hard to control and harder to train. When she was four, something strange began to happen... It was as if she were suddenly cursed, and her whole family, even her laconic uncles, were spooked by her oddness. Strange sounds and coloured lights would sometimes swirl around her, and she would talk to the air around her as if she were surrounded by invisible folk.

As she grew, she frequently spoke to no one in particular and would play with practice weapons, sparring against invisible foes. While this wouldn't seem odd for a child, such flights of fantasy were the norm for Destany and she insisted her imaginary friends were quite real.

As she grew, she continued to show no interest in 'womanly pursuits' like cooking or sewing. Her grandmother gave up on her, perhaps a bit too easily, and condemned her as 'unmarriage-able', and declined to try to find her a husband, which was fine with Destany.

Destany was determined to make her own way in life. With her family's encouragement, she did what her mother had done 17 years earlier, and walked out of the family home. She never looked back.

Her first foray out of the forests and she had nothing to her name except a few essentials for survival and a piece of her swaddling cloth - the white and gold tattered remains of a uniform depicting part of a red dragon wielding a sword.

Less than a month away from home, she found herself in a back alley in the city of New Stetven, and hard pressed by a gang of three toughs after just one thing. Cornered, Destany led them on slightly, with every intention of beating them senseless once they got close enough for her to attack their most vulnerable spots.

To her surprise, when she went to grab one of them by the cojones and twist, a knife manifested from her hand out of seemingly nowhere, and she actually severed his testicles from his body. At the terrifying sight, his two companions, who had only wanted a bit of fun and pleasure, fled into the night. Terrified of the sudden appearance of the knife, she dropped it, whereupon it disappeared. She grabbed her small pack and fled as well.

When she stopped running, Destany curled up in an unused corner of a stable and wept in fear and horror at what she'd done. But it wasn't long before the voices came and reassured her that all was well and she wasn't alone. The voices told her they were her long-lost ancestors and would never leave her. They informed her of her gifts with metal and how she could manifest any weapon she wanted by just thinking it into her hand.

Finally, the panic left her and she relaxed, and fell into a deep sleep. She was found in the morning by Jehan, the owner of the stable, a weapon smith in service to House Surtova of New Stetven. He took her in and taught her his craft, and she trained alongside his own two sons for a year, learning everything she could of weapons and their manufacture and use.

When she was 17, Destan was working at the forge one day, when a young man came into the forge. He was good-looking and personable, and she fell almost instantly in love with him. He was taken by her fine looks and pleasant demeanor, something she had learned from the smith and his sons in the past year - how to hide her 'voices' and strange behaviors.

She had no idea that the man, Regan, was a young scion of House Surtova. She knew only that he was a customer of the shop and deliciously handsome. The two of them became quite good friends before long and one thing led to another and he asked her to marry him. But his family would have none of the relationship. She wasn't highborn enough for him, and they put a stop to it. She had had no idea he was nobility at all, no less, the second son of King Noleski himself. The King secretly had her locked away. All Regan ever knew was that she was gone.

Destany had nothing in her cell but her voices and a few belongings she had on her when she was taken. Held for no reason she was ever told, she was a nameless, faceless prisoner for almost 3 months. Then they came with their offer of freedom...

(Essentially, she is a lone survivor of House Rogarvia, born and raised outside Brevoy and spared the 'disappearance' of the entire clan. Of course she's still a bastard child and has no claim to anything, and her only sign she has of her inheritance is the remains of her mother's maid's uniform and her mother's word, which she's never told to anyone - not even Destany would know of it, except the spirits haunting her are those of some of her lost ancestors)

crunch:

HP 10; AC 17 (T 13, FF 14); saves fort 2, refl 2, will 2; bab 0
melee 2, ranged 2, CMB 2, CMD 15, init +2, perc +5

specials:

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. 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.
mystery: metalClass Skills: An oracle with the metal mystery adds Appraise, Bluff, Disable Device, and Intimidate to her list of class skills.
Bonus Spells: lead blades (2nd), heat metal (4th), keen edge (6th), versatile weapon (8th), major creation (metal items only) (10th), wall of iron (12th), statue (metal statue instead of iron) (14th), repel metal or stone (16th), iron body (18th).
revelations:
Iron Weapon (Su): You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear’s shaft) but functions as if it were a normal weapon of its type. You are considered proficient with this weapon. The weapon disappears after 1 round if it leaves your grasp. At 3rd level, the blade is made of cold iron. At 7th level, 15th level, and 19th level, the blade gains a +1 enhancement bonus. At 11th level, the blade is made of adamantine. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 7x/day

skills:
craft: weapons 5 diplomacy 7, disable 6, intimidate 7, perception 5

languages:
Common

feats:

Abundant revelation +1 use of iron weapon/day
dodge +1 AC

weapons:

lucerne hammer, +2 to hit, 1d12+2 dmg (3d6+2 w/ lead blades), x2, P/B, reach, brace
earthbreaker, +2 to hit, 2d6+2 dmg (3d6+2 w/ lead blades), x3, B
great sword, +2 to hit, 2d6+2 dmg (3d6+2 w/ lead blades), 19-20/x2, S

(no lead blades til 2nd lvl though)

equipment:

backpack
bedroll
rope 50' silk
flint/steel/tinderbox
belt pouch
chain shirt

spells:

0 - det magic, stabilize, purify food/drink, spark, create water, mage hand, ghost sound
1 (5/day) - CLW, liberating command, sun metal, shield of faith

(at 2nd lvl, gains lead blades spell)

traits:

bastard: Benefit You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

eyes and ears of the city(forest): Benefit You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.