Harbormaster Permelia

Dora Asal's page

113 posts. Alias of noral.


Race

| HP 46/46 | Resistance 5 vs. Cold, Acid, Electr | Heavy horse HP 19/19 | Speed 30ft (50ft on horse) | AC 18 T 11 FF 17 | CMD 15 | F: +5*, R: +3*, W: +7* (* +1 vs. spells/spell-like ab./poison)

Classes/Levels

| Init: +1 | Spells: 1st 3/8, 2nd 4/6 | Perc: +1, SM: +9, Dipl.: +13, Bluff: +13 | Active conditions:

Gender

Female NG Oracle (Spirit Guide with Life Spirit, Lore Mystery) 5 | Looks human but is an Aasimar; Outsider (Native) & Humanoid (human) | Darkvision 60ft |

About Dora Asal

–– Oracle (Spirit Guide archetype with Bonded Shaman Life Spirit, Lore Mystery) 5 ––

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-- STATS --

Str: 13*, Dex: 12, Con: 16**, Int: 14, Wis: 12, Cha: 22***

* Carrying capacity Str 14 with MW backpack
** Initial stat 14 + 2 Racial; +4 bonus on Constitution checks to stabilize while dying
*** Initial stat 17 + 2 Racial + 1 Lvl 4th + 2 Headband

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–– SAVES ––

Fortitude: +5* (Con +3, Oracle +1, Cloak of Resistance +1)
Reflex: +3* (Dex +1, Oracle +1, Cloak of Resistance +1)
Will: +7* (Wis +1, Oracle +5, Cloak of Resistance +1)

* +1 trait bonus on saving throws against spells, spell-like abilities, and poison
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–– COMBAT ––

Ranged to hit: +4 / +0 with weapons* (BAB +3, Dex +1)
Melee to hit: +4 / +0 with weapons* (BAB +3, Str +1)
* -4 penalty on weapon attack rolls from 'Blackened' Oracle curse

Initiative +1: Dex +1

Speed: 30 ft

CMD 15 (BAB +3, Dex +1, Str +1)

AC 18, T 11, FF 17 (Lamellar steel +6, Buckler +1, Dex +1)

Armor Check Penalty -6: Armor [-5] + Buckler [-1]

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–– SKILLS ––

• Bluff +13 (Rank 4, Cha +6, Circlet of Persuasion +3)
• Diplomacy +13 (Rank 1, Class +3, Cha +6, Circlet of Persuasion +3)
• Heal +9 (Rank 5, Class +3, Wis +1)
• Knowledge Arcana +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
• Knowledge Dungeoneering +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
• Knowledge Local +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
• Knowledge Nature +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
• Knowledge Planes +15 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3, racial trait +2)
• Knowledge Religion +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
• Sense Motive +9 (Rank 5, Class +3, Wis +1)
• Spellcraft +10 (Rank 5, Class +3, Int +2)
• UMD +13 (Rank 4, Cha +6, Circlet of Persuasion +3)

30 skill points = 5 levels with 6 Skill Points per level (4 Oracle, Int + 2)

–– BACKGROUND SKILLS ––

• Craft Alchemy +6 (Rank 1, Class +3, Int +2)
• Knowledge: History +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
• Knowledge: Nobility +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
• Knowledge: Geography +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
• Knowledge: Engineering +13 (Rank 1, Class +3, Cha +6 ‘Lore Keeper’ revelation, Circlet of Persuasion +3)
• Linguistics +7 (Rank 5, Int +2)

10 skill points => 5 levels with 2 Background Skill Points per level

Languages:
• Racial: Common
• Intelligence: Celestial, Draconic
• Linguistics: Thassilonian, Dwarven, Sylvan, Infernal, Varisian

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–– ORACLE SPELLS KNOWN––

• 0 level [6]:
Detect magic, read magic, Stabilize, Guidance, grasp, light

• 1st level spells [9 = 4 + 1 Blackened Curse + 1 Lore mystery + 1 Bonded Spirit + 2 fav. Class bonus (human 4th/5th level )]:
identify (Lore), detect undead (Life spirit), Burning Hands (Curse), Bless, Air Bubble, Liberating command, Barbed Chains, Murderous Command, Fallback Strategy

• 2nd level spells [6 = 2 + 2 Blackened Curse + 1 Lore mystery + 1 Bonded Spirit]:
tongues (Lore), lesser restoration (Life spirit), scorching ray (Curse), flaming sphere (Curse), Burst of Radiance, Defending Bone

–– SPELLS PER DAY ––

• 1st level: 8 = 6 + 2 Cha
• 2nd level: 6 = 4 + 2 Cha

–– CONCENTRATION AND SPELL PENETRATION ––

• Concentration +14: Cha +6, Oracle CL, Circlet of persuasion +3
• CL check vs. Spell Resistance +7: Oracle CL, +2 Crusading Magic

–– HIT POINTS ––:

1st level - 12 Hit Points: 8 Oracle + Con +3 +1 Favored Class
2nd level - 9 Hit Points: 5 Oracle + Con +3 +1 Favored Class
3rd level - 9 Hit Points: 5 Oracle + Con +3 +1 Favored Class
4th level - 8 Hit Points: 5 Oracle + Con +3
5th level - 8 Hit Points: 5 Oracle + Con +3

TOTAL - 46 Hit Points

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–– GOLD –– :

TOTAL OVERVIEW:
* Currently: 6 gp

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–– GEAR ––

Buckler Shield
Circlet of persuasion Head
Lamellar (steel)
1 x Anti-plague + 1 x Antitoxin
Universal Solvent
Headband of alluring Charisma +2 Headband
Cloak of Resistance +1 Shoulder
Spiked Gauntlet
Dagger
Ioun Torch
Rope
Backpack
Compass
Air bladder
Snorkel masterwork
Animal glue
Drill
Earplugs
Bell string
Whistle signal
Oil of grease
Vermin repellent
Spell component pouch
Smelling Salts
10 x Trail rations
Air Crystals
Rations
2 x Acid
Universal Solvent
1st level scrolls, oils, potions, holy water
2 x Scroll of Obscuring Mist
5 x Scroll of Remove Fear
2 x holy water
2 x Scroll of Diagnose Disease
2 x Scroll of Entropic Shield
2 x Detect Secret Doors
4 x Scroll of Endure Elements
2 x Oil of Unwelcome Halo
2 x Potion Air Bubble with sponge
2 x Potion of Touch of Sea with sponge
Heavy War Horse, Military Saddle
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–– FEATS ––

• Lvl 1: PLANAR INFUSION (Positive Energy Plane, Basic): Benefit: You’ve been infused with raw life force, and whenever you’re healed by a positive energy effect (including all cure spells), you regain an additional number of hit points equal to your total Hit Dice. You gain a +4 bonus on Constitution checks to stabilize while dying.
• Lvl 3: CRAFT WONDROUS ITEM (Item Creation): Prerequisite: Caster level 3rd. Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item. See magic item creation rules for more information.
• Lvl 5: EXTRA REVELATION

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–– DRAWBACK ––

• Overprotective: In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

–– TRAITS ––

• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan) Your studies of Chaldira Zuzaristan’s exploits have given you a knack for avoiding trouble. Benefit: Once per day before the result of a saving throw is known, you can reroll that saving throw. You must take the second result even if it is worse.
• FATE’s FAVORED (Faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• GLORY OF THE OLD (Region: Five Kings Mountains): You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

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–– CLASS ABILITIES ––

Oracle - CLASS DETAILS

• Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
• Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
• Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must have a single curse.
Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. EFFECT You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.

FAQ Blackened Curse: The Blackened oracle curse is meant to only impose a penalty on attack rolls with manufactured weapons. Thus, rays, weapon-like spells, and natural weapons are not affected by this curse.

~

Oracle Mystery: Lore - CLASS DETAILS

Bonus Spells: identify (2nd), tongues (4th), locate object (6th), legend lore (8th), contact other plane (10th), mass owl's wisdom (12th), vision (14th), moment of prescience (16th), time stop (18th).

REVELATIONS: An oracle with the Lore mystery can choose from any of the following revelations.

• 1st level revelation: Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

• Extra Revelation feat: Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.

~

Spirit Guide - ARCHETYPE DETAILS

Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery.

Bonded Spirit (Su): At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature (see page 37). She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion). A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects. At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.
This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

~

• Chosen Bonded Spirit: Shaman LIFE SPIRIT
• Chosen Bonded Spirit Hex: Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Spirit Magic Spells: detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th)

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— AASIMAR Agathion-Blooded (Idyllkin) RACIAL TRAITS --
• Con: +2, Cha: +2
• TYPE: Humanoid (Human), Outsider (Native)
• SIZE: Medium
• SPEED: 30 feet
• DARK-VISION
• SCION OF HUMANITY: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
• CRUSADING MAGIC: Many aasimars feel obligated to train to defend the world against fiends such as the invaders from the Worldwound. These aasimars gain a +2 racial bonus on caster level checks to overcome spell resistance and on Knowledge (planes) checks. This racial trait replaces the skilled and spell-like ability racial traits.
• CELESTIAL RESISTANCE: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
• Automatic Languages: Common

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Dora's background:

Dora was born in the capital of Cheliax, the City of Thorns Egorian, as the unfortunate child of a Varisian Half-Elf slave.

Her mother had been forced to mate with summoned and controlled celestials from the planes of Nirvana just as an experiment - her mother and many, many other slaves were used as the toys of an Asmodean sorceress that regularly experimented by cross-breeding her tortured slaves with the planar creatures that the sorceress summoned to the material plane.

Dora’s mother was a broken woman and although she gave her daughters true love and tried to secretly teach them about their roots in Sandpoint, she died too soon to prevent the Asmodean indoctrination that Dora and her sisters faced day to day.

As Egorian is the heart of the faith of Asmodeus, and the largest concentration of worshipers can be found there, the allegiance of the sorceress to the church of Asmodeus was not surprising, and this led to the young slaves of the sorceress to be tortured and ‘educated’ in the The Midnight Temple in Egorian.

Dora can still remember the Black Altar in the Temple of Asmodeus that resembled a devil with large wings and horns and which was the place where many of the slaves had to prove their ultimate loyalty by volunteering! The sacrifice of nine slaves were made to the deity at midnight on the first day of every ninth week. The wings closed around the sacrifices to hide the killing blow, and no corpse remained when they opened.

Although Dora was once clearly a worshiper of Asmodeus, seeing her ‘family members’ die week after week made her slowly lose the only faith she knew. Being asked to give up something dear as a sacrifice was too much to bear. It was during this time that one of the experiments that was conducted with her went wrong and left her arms and soul completely burnt. But it was also this incident that flooded her mind with memories and experiences that she had never experienced – almost as if a force grander than life had connected to Dora’s very being and made her see the history and lore of this world through the eyes of people long dead.

Maybe it was fate or maybe divine intervention but one day a concerted strike on the evil sorceress’ hideout led to the freedom of all slaves! The slaves were liberated and Dora and her sisters were able to see the world outside of the hell that they called life. It was initially hard for Dora and her sisters to reclaim their freedom but it was a dwarven follower of Chaldira Zuzaristan, Gundar Kargar, that was part of the group that liberated them that really took Dora and her sisters under his wing. Gundar over time became almost like a father because the sisters had simply never met anyone who opened their eyes and showed them the truth — that Asmodeus does not care for his followers, and that there are other deities, organizations and communities that do. This also led to Dora opening her eyes to the lessons of Chaldira that Gundar taught her.

In the years since their escape the sisters stayed together with Gundar in The Five Kings Mountains, the tall and imposing peaks that are the largest center of dwarven culture on or beneath Golarion. Although there were several occasions that separated the sisters, Dora was always very protective and wanted her sisters to remain near her.

In her youth, Dora saw so many younger friends suffer a grievous injury or die, and she blamed yourself for not having been there to help, even if there was nothing that she could have done. She definitely did not want to loose her sisters or Gundar! Only recently her sisters had a heartfelt desire to also seek their own paths and decided to separate which is still hard for Dora.

Dora does not know why but somehow her mind lately has been flooded with visions of her mother. Memories about her mother that she could not associate to anything that she knew. Dora is uncertain about what is going on, but she knows one thing: everything is pointing at Sandpoint, the birthplace of her mother, and this is her destination!