Ganyavesha

Diana Seamyst's page

714 posts. Alias of Skorn.


Full Name

Diana Seamyst

Race

Human claiming Azlanti and Chelaxian decent

Classes/Levels

Oracle of Waves (stargazer) of Besmara: 7 AC 24 (14 touch/20 ff) hp 54/54; saves: F 5 R 6 W 7; melee 8, ranged 9 (BAB 6); CMB 8, CMD 22/26 vs disarm, grapple, overrun; speed 20; init +3, Perception +12

Gender

F

Size

M

Age

26

Special Abilities

Waves

Alignment

NG

Deity

Besmara

Languages

Common

Occupation

Sailor, Navigator, Seige Weapons, First Mate

Strength 14
Dexterity 16
Constitution 14
Intelligence 11
Wisdom 12
Charisma 20

About Diana Seamyst

Backstory:
Ms. Seamyst was born in the docks district of Port Shaw with old noble colonial blood on her mother's side and a sailor’s heritage on her father’s. Diana was weaned on rum and pirate tales and some say the blood of Aldrin Shaw runs in her veins. Her father, Sean Seamyst, an infamous Free Captain of the Razor Coast in his younger days had retired with his wife to Port Shaw when she was found to be with child. There Sean was able to avoid the few overzealous do-gooders who still hunted him. And there he and his wife were able to purchase, with what is rumored was ill gotten gains, an upper middle class inn called the Thirsty Mermaid which catered to ship captains, fancy ladies, and trade princes. Always a fast talker and knowing how to stay neutral, Sean managed to stay out of the way of the Municipal Dragoons and other officials there and thrived while attracting little attention. This made his inn popular and as safe as any in the city. Lately even Gregory Bonedeuce himself has been known to stop by to quench his thirst and catch up on the local gossip.

Diana loved the idea of life on the sea. But of course she would, since she had heard it glorified all her life. She was a quick study and picked up ship handling at a young age, both fishing the waters all the way around to Port Shaw, and sometimes serving as a cook or pilot for larger ships when she could get the work. As she flowered into a young woman the men of the city started paying attention to her. She found she could often manipulate them and get them to do her favors. And her shifts serving at the inn became very popular with the young lads. And since she was sometimes known to be reckless she worked always under the watchful eye of her father. But she quickly grew board with the attention and longed to see foreign places.

On her 18th name day strange things begin to happen around her. Minor mishaps and strange occurrences became so common that it became hard for her to wait tables or help in the kitchens. Concerned, her father called in some favors and sent for help. Before a fortnight had passed it was determined that Diana was manifesting the powers of an oracle. Encouraged by the local priests of Besmara Diana soon learned she had some powers over the waves. But as her mastery grew her contentment with staying at home diminished. At 20, feeling she was ready for her life of adventure, she wanted to sign on to a merchant vessel as a ships hand and cook. But her father had other ideas and sent her off to a finishing school on the mainland.

Two years of that was more than any girl should have to put up with. she had done her time and soon she was reunited with the Thirsty Mermaid and her friends and even the Tullita servants that helped raise her in absence of her mother. And this time her father did not decide her fate. She found a fast ship to help crew and launched her life of adventure. Soon she was first mate. Her good looks and persuasive manner combined with her innate command of the waves and her loyalty to her crews made her popular. Her ability to heal the wounds of her comrades secured her place on the any ship. It was only her unwillingness to outright pirate that held her back. Something in her nature, in her devotion to Quell would not let her murder or torture with abandon. So, she had decided that she would either have to find a worthy captain or somehow get her own ship. Yes, her own ship had an appeal. She even had a name in mind: The Trident.

Appearance:
Diana is a black haired beauty. She stands 5'10" tall, is well muscled and weights in at 135 lbs. Her tan and wind blown skin is used to salt spray but somehow that has added to her appeal. Her piercing emerald green eyes have an heir of command to them. She dresses in the shades of the sea; foam greens and sky blues blues and the greys of waves. She prefers a tricone hat.

Motivation:
Diana wants her own ship. She wants to lead a crew and make a name for herself just like her father. She is somewhat reckless in her approach but is inspired to do this and may damn well succeed. While she is not totally ruthless (good alignment) she is willing to pirate and take spoils to achieve her goals.

Favorite Color:
Diana loves the colors of the sea in all its moods. She prefers to dress in foam green and has died her leather armor that shade.

Favorite Meal:
A simple meal of fresh fish with hard bread and root vegetables grilled over an open fire on a beach with a clear view of the ocean.

Theme Tune:
Sun of a Sun of a Sailor - Jimmy Buffet
As the son of a son of a sailor,
I went out on the sea for adventure,
Expanding their view of the captain and crew
Like a man just released from indenture.

As a dreamer of dreams and a travelin' man,
I have chalked up many a mile.
Read dozens of books about heroes and crooks,
And I've learned much from both of their styles.

Son of a son, son of a son, son of a son of a sailor.
Son of a gun; load the last ton
One step ahead of the jailer.

Now away in the near future, southeast of disorder,
You can shake the hand of the mango man
As he greets you at the border.

And the lady she hails from Trinidad,
Island of the spices.
Salt for your meat and cinnamon sweet,
And the rum is for all your good vices.

Haul the sheet in as we ride on the wind that our
Forefathers harnessed before us.
Hear the bells ring as the tide rigging sings.
It's a son of a gun of a chorus.

Where it all ends I can't fathom, my friends.
If I knew, I might toss out my anchor.
So I'll cruise along always searchin' for songs,
Not a lawyer, a thief or a banker.

But a son of a son, son of a son, son of a son of a sailor.
Son of a gun, load the last ton
One step ahead of the jailer
I'm just a son of a son, son of a son, son of a son of a sailor
The sea's in my veins, my tradition remains.
I'm just glad I don't live in a trailer.

Diana Seamist
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Race Human
Gender Female
Age 26
Class Oracle of Waves (stargazer) 6
Init +3; Senses Perception +11, Survival +7, Sense Motive +7
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BUFFS AND CONSUMABLES
None Active
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DEFENSE
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AC 24, touch 14, flat-footed 20 (+7 armor, +3 Dex, Shield 3, Dodge 1)
Hp 54, Temp hp [0]
Fort +5, Ref[/b\] +6, [b]Will +7,

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OFFENSE
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Speed 30 ft. (20 ft. in armor)
Melee +1 morningstar +9 (1d8+3)
mwk cold iron Boarding Pike +9 (1d8+3)
Zul (+1 Human Bane Trident) +9 (1d8+4), vs Humans +11 (1d8+6), plus 1d4 dex drain and DC 16 slow effect for 1 round.
Ranged mwk underwater heavy crossbow +10 (1d10/19-20) Point Blank Shot
Space 5 ft.; Reach 5 ft. (10 ft. with boarding pike)
Oracle Spell-Like Abilities (CL 7th; concentration +12)
1/day—star chart

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Spells
--------------------
3rd (5/day)—cure serious wounds, free swim, guiding starAPG, magic circle against evil
2nd (7/day)—aboleth's lungARG (DC 17), admonishing ray, cure moderate wounds, defending bone, delay
poison, glitterdust (DC 17), levitate, minor image (DC 17), resist energy, lesser restoration, silence (DC 17),
sound burst (DC 17), summon monster II
1st (8/day)—air bubbleUC, bless, cure light wounds, divine favor, faerie fire, murderous commandUM (DC 16),
obscuring mist, protection from evil, read weather
0 (at will)—create water, detect magic, enhanced diplomacy, ghost sound (DC 15), guidance, light, mage
hand, read magic, stabilize

Spellslots used"
3 (4) 4
2 (6) 6
1 (8) 4

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STATISTICS
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Str 14, Dex 16, Con 14, Int 11, Wis 12, Cha 20
Base Atk 6; CMB +8 CMD 22/26 vs disarm, grapple, and overrun
FeatsExtra RevelationX3, Point-Blank Shot,
TraitsBesmara's Blessing, Inspired, Reckless

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SKILLS
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Acrobatics +10
Bluff, +4
Climb +1
Diplomacy +12
Disguise +5
Escape Artist +3
Fly -1
Heal +7
Intimidate +5
Knowledge (history) +4
Knowledge (nature) +4
Knowledge (planes) +4
Knowledge (religion) +4
Perception +12
Profession Cook +5
Profession Sailor +11
Profession Seige Engineer +10
Sense Motive +7
Spellcraft +4
Survival +5
Swim +2

Languages
Common

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SQ
SQ oracle's curse (haunted), power-hungry
Revelations (fluid nature, fluid travel, guiding star, punitive transformation, star chart, water sight)
versatile human

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Special Abilities
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Fluid Nature (Ex) Enemies suffer -4 to confirm critical hits against you. Plus Dodge at 5th level
Besmara's Blessing - Reroll a Prof. Sailor check once a week
Inspired - Once a day as a free action roll twice for a skill or ability check and take the better.
Fluid Travel (Walking, 7 hours/day) (Su) Walk on liquid as if was solid.
Fluid Travel Underwater (7 hours/day) (Su) You gain swim speed 60' and the ability to breathe water.
Guiding Star +5 (1/night) (Su) If outdoors at night, add Wis to all CHA skills & activate to Empower, Extend, Silence, or Still a single spell for free each night.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power.
Punitive Transformation (7 rounds, 5/day, DC 18) (Su) Baleful Polymorph
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Water Sight (7 rounds/day) (Su) See through fog and mist. Can use a calm pool of water for scrying.

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EQUIPMENT AND GOLD
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Armor and Shield
+1 agile breastplate
+1 heavy wooden shield

Weapons
mwk cold iron Longspear
+1 morningstar
mwk underwater heavy crossbow
Cold iron crossbow bolts (50)
Blunt crossbow bolts (10)
Silver Crossbow Bolts (10)

Zul:

Zul is a +1 human bane trident that has been passed down from chieftain to chieftain in Krelloort’s tribe for generations. Zul’s three-pronged head is crafted of magically strengthened seashells, and its haft is composed of rough, twisted coral that deals 1 point of damage each time it is grasped, unless the wielder has a natural armor bonus or is wearing gauntlets.

As an immediate action after a successful melee attack with the trident, Zul’s wielder can transmute the substance of the target creature into rigid coral. This attack deals 1d4 points of Dexterity damage and slows the target (as the spell) for 1 round as its flesh calcifies. A DC 16 Fortitude save negates the slow effect but not the ability damage. A target reduced to 0 Dexterity is permanently petrified, transformed into inert, mindless coral. Break enchantment or restoration reverses all of the effects of this calcification. This ability can be used up to 7 times per day.

Other Gear
cloak of resistance +1
Headband of Alluring Charisma +2
backpack
bedroll
belt pouch
Fancy Pirate Clothes
Astrolabe
Healer's kit & Surgeon's tools
flint and steel
nautical chart for area
silk rope (50 ft.)
candle (10)
mess kit
trail rations (5)
waterskin
Set of marked bones worth 25 gp

Coin on hand : 628gp, 7sp, 3cp