Iramine

Durielle Omenstar's page

767 posts. Alias of pinvendor.


Race

| Perc +9 (LowL) -2 Perc (Surprise)

Classes/Levels

| Spells: 1st 7/7, 2nd 2/5 | Time Flkr 4/5| wand CLW CL1 37/50

Gender

Init +3 | HP 27/27 | AC 16 T 13 FF 13 | Fort +0 Ref +4 Will +5 [-2 Ref (trap/hazard)]

About Durielle Omenstar

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Approach of the Pale:

Being an account of Durielle Omenstar leading up to the last day of the year 47XX AR, traditionally called Night of the Pale.

21 Kuthona 47XX

The air was crisp and cold on Durielle's cheeks as Whisper carefully stepped through the snowfall. The morning sun was only just beginning to rise above the layer of mist and did not yet provide any warmth. The light stretched thin as the clouds above greedily kept pieces of it, selfishly refusing to share with those below. Fortunately the expanse of white reflected what light escaped the grasp of the gloom above providing the elf's silver eyes with enough to help guide her gentle mare across the landscape.

Up ahead and to the left, Balter frowned over Owlbear's head as he scrutinized the snow-covered ground seeing things only a ranger saw in the terrain even in this weather.

"Are you sure about this, Starshine?" Balter asked gruffly. "Perhaps your dream was just a dream. Even oracles have to have those, right?"

Durielle worried he might be right, but...it had felt like so much more.

"I-I'm sure," she hoped the tremor in her voice was mistaken for a shiver, "We'll find it." Perhaps Balter would not hear how much she was trying to convince herself...

"No, we will find it."

The half-elf grunted, but he did not reply aside from a couple of clicks at Owlbear. He gave a light tap of his heels on the stallion's flank to keep him moving.

Despite all the loneliness she had felt at the time, Durielle thanked her somewhat solitary existence in Plainsend for teaching her how to fend for herself for so many years. The desolate wilderness surrounding the former Stag Fort was slowly becoming recognizable as she and Balter continued to survey the area nearby. While she still did not quite observe the level of detail Balter did, Durielle was happy with the small victory of feeling more and more comfortable with the country which fate had determined would be her new home. Vladimir and Marisol certainly didn't need her help in overseeing the construction on the keep. They were both much more familiar with how such structures should look than a simple village woman.

The dream had started a couple of nights after the expedition had returned and been granted support to unite and govern the region.


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Durielle Omenstar: Anime-style image | Watercolor Image
Female Elf Seer Oracle (Time) 5 (Time Mystery - Advanced Player's Guide 42; Seer Archetype - Ultimate Magic 56)
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +9; -2 perception to avoid being surprised
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 27 (5d8-5)
Fort +0, Ref +4, Will +5; -2 Reflex to avoid traps or hazards, +4 Competence bonus vs. disease
Immune blindness and dazzled condition; Resist Save v. Disease +4 [oracle's curses (wasting)]
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Offense
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Speed 30 ft.
Ranged +6 Shortbow (1d6/x3) 51/60 Arrows
Ranged +7 Darkwood Longbow (1d8/x3) 51/60 Arrows
Melee +3 Aldori Dueling Sword(1d8/19-20×2)
Melee +3 Unarmed strike (1d3/x2 nonlethal)
Spell-Like Abilities
. . At will—light
Oracle (Seer) Spells Known (CL 5th; v. SR +5; Concentration +8)
Spell Save DC 13+SL | MT +3 | RT +6
2nd (5/day)—
  • cure moderate wounds
  • detect thoughts (DC 15)
  • early judgement (DC 15)
  • lesser restoration

    1st (7/day)—

  • cure light wounds
  • doom (DC 14)
  • memory lapse (DC 14)
  • moment of greatness[UC]
  • shield of faith
  • spirit share

    0 (at will)—

  • create water
  • enhanced diplomacy
  • guidance
  • mending
  • purify food and drink (DC 13)
  • spark (DC 13)
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    Statistics
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    Str 10, Dex 17, Con 9, Int 14, Wis 13, Cha 17
    Base Atk +3; CMB +3; CMD 16/13FF
    Languages Common, Draconic, Elven, Sylvan
    Racial Modifiers +2 Perception
    SQ lightbringer, oracle's curse (wasting), revelations (erase from time, natural divination), sentimental
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    Feats
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    Combat Advice, Extra Revelation[APG] (Erase from Time), Extra Revelation[APG] (Time Flicker)
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    Traits
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    Omen You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

    Orphaned You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

    Pioneer You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
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    Drawbacks
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    Sentimental You are sentimental, and your thoughts often stray to the past at inappropriate times. You take a —2 penalty on Perception checks to avoid being surprised and on Reflex saving throws to avoid traps or hazards.
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    Skills
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    Acrobatics +3
    Appraise +2
    Bluff -1
    Climb +0
    Craft (any) /
    Diplomacy +4[2]
    Disguise -1
    Disable Device /
    Escape Artist +3
    Fly +0
    Handle Animal +3[3]
    Heal +9[5]
    Intimidate +9[2]
    Knowledge (Arcana) +6[1]
    Knowledge (History) +6[1]
    Knowledge (Local) +3[1]
    Knowledge (Planes) +6[1]
    Knowledge (Religion) +6[1]
    Linguistics /
    Perception +9[3]
    Profession (Any) /
    Ride +6[3]
    Sense Motive +6[2]
    Sleight of Hand /
    Spellcraft +6[1]
    Stealth +4[1]
    Survival +7[2]
    Swim +0
    Use Magic Device +4[2]
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    Gear
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    Light Horse (Whisper)
    -Bit and Bridle
    -Riding Saddle
    -Saddlebags
    *-Hemp Rope (50 ft.)
    *-Feed x5
    *-Torch x10
    *-Empty Sack x1
    -Tent (small)

    Mwk Studded Leather
    Shortbow
    Darkwood Longbow
    Lesser metamagic rod of Reach
    Arrow x51
    Arrow (Alchemical Silver) x50 (20 in minor Bag of holding, 30 stowed on Whisper)
    Arrow (Cold Iron) x50 (20 in minor Bag of holding, 30 stowed on Whisper)
    Aldori Dueling Sword
    Wand of cure light wounds CL 1: 45/50
    Waterskin (filled)

    Belt Pouch
    -Flint & Steel

    Backpack
    -Bag of Minor Holding, minor
    --Arrows x20
    --Arrows (Alchemical Silver) x20
    --Arrows (Cold Iron) x50
    --Bedroll
    --Candle lamp
    --Pot
    --Sack of money
    ---998 gp, 1 sp, 8 cp
    ---Shortbow
    --Trail Rations x5
    -Blanket
    -Candle x10
    -Canteen (filled)
    -Healer's Kit
    -Mess kit
    -Soap
    -Surgeon's Tools

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    Special Abilities
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    Erase from Time (2 rds, 1/day, DC 15 Fort) (Su): As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability once per day, plus one additional time per day at 11th level.

    Gift of Prophecy (1/day) (Su): 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.

    Immunity to Blindness: You are immune to blindness.

    Immunity to Dazzled: You are immune to the dazzled condition.

    Lightbringer: +1 effective level for [Light] spells and light-based abilities (including spell-like and supernatural abilities).

    Low-Light Vision: See twice as far as a human in low light, distinguishing color and detail.

    Natural Divination (2/day) (Ex): 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.

    Omen (1/day): As a swift action, Demoralize an opponent.

    Sentimental: -2 perception to avoid being surprised. -2 Reflex to avoid traps or hazards

    Time Flicker (5 minutes/day) (Su): As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per oracle level that you possess per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 7th level, each time you activate this ability, you can treat it as the blink spell, though each round spent this way counts as 1 minute of your normal time flicker duration.

    Wasting: +4 competence bonus to save vs. Disease
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    Backstory
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    Description:
    Many would say Durielle is pretty, but mostly "the many" are humans who always see beauty in elvenkind. Durielle is tall and waifish. Her complexion has always been fair, and her hair is like golden gossamer thread. Her features are delicate like porcelain, and no few are the village women who regard Durielle with jealous eyes as she never seems to age or gain the tanned and toughened skin of a peasant. It was if time itself has simply stopped for her...

    Background:
    Durielle Omenstar was born in a human village called Plainsend. As one would expect of such a village, the majority of its population are humans with a smattering of halfling and gnomish farms in the surrounding countryside and a single dwarven merchant ensconced firmly in the heart of the few buildings at the village center.

    Her birth was unusual. An elven woman stumbled into the village late one night; her belly swollen with child. Wounded and feverish, she mumbled of some great calamity to come and that only her daughter would save those afflicted. The kind villagers put her to bed and attempted to nurse her, yet it was too late. A midwife was summoned and with her last strength, the unnamed elven woman gave birth to her pale daughter, and named her Durielle with her dying breath. Now this night was no ordinary night as it was the observance of the Omenstar Vigil, celebrated with meditation and reflection of the times to come. With no other family name, Durielle was bestowed the surname Omenstar, and she was raised amongst the villagers as one of them.

    Of course, never was she fully one of them even as she showed naught but kindness and diligent work. The superstition of her birth led the village elders to believe that a time would come when Durielle would save them all as prophesied by the girl's own mother. For three generations has Durielle lived in Plainsend surrounded by those who believe they need her, yet she is forever alone amongst the only family she has ever known.

    Durielle has always known there is something waiting for her to leave the village. A mysterious power which sings a siren's call and seems to become more impatient as the years pass into memory. Her dreams show her visions of places far distant the like of which she has never seen in life. She feels the pull of years to come and memories yet made. It's almost as if Durielle can see her own footsteps on the road when she stares down its length fading into the distance. But she turns her back. Hasn't she been told Plainsend needs her here? No, to stay and ensure the village lives is her purpose. It must be...


    Roleplay Example:
    Veros' deathrattle was the most terrible thing Durielle had ever heard. She wouldn't have been able to stop the tears if she tried, but she had no reason to do so. She sobbed onto the still warm chest of his wasted form, merely a shell of the strong half-elven man he had been in life.

    What a fool she had been to think she would have found love and been able to live her long life with another. The dreams had been telling her all along she must leave Plainsend, but she hadn't listened. So many now, so many had fallen ill from the unknown plague which had swept through town. A plague from which she is immune. Wasting away, the villagers cried out for her to save them as it was foretold. The calamitous plague had come. The Omenstar's Promise had finally been kept.

    Veros had been a herald come from Restov to announce the desire of the Swordlords for an expedition into the Stolen Lands. Durielle's heart had skipped a beat from the moment they said hello. She had smiled at him more than she had ever found herself doing in decades. Following a wonderful walk at sunset, Durielle had returned home to the dreams. The dreams which had never been this clear before. Dreams of Plainsend dead to the last animal, and only the broken form of an unaged elf wandering the cursed ruins.

    Durielle woke with a start. Her tears long since dried, her head and arms still lay upon the corpse of the comely Veros whom she had known for only a few blissful months. She finally understood what she had to do. Inside her heart raged and pleaded that this could not be the answer, but as she packed her few meager belongings, she could feel...something...holding its breath as if a moment it had long awaited had finally arrived. Durielle saddled her beautiful mare Whisper and slowly began the trek out of the town.

    What few villagers had the strength to stand called out to her in disbelief as she abandoned them, their cries despairing and cutting her heart to ribbons. Durielle forced herself to ignore them as fresh tears began to make new tracks down her pale cheeks. Instead she forced herself to look ahead...no, she looked ahead and saw herself miles and miles from here, surrounded by people she didn't know...but in fact she did know.

    "I will know..." she said as realization finally came to her of just what the strange feelings she experienced through her life had been trying to tell her.

    Her voice was a hoarse whisper in her own ears. Saying it out loud broke something in her. As Whisper moved forward, Durielle suddenly felt all the years of her past crash into her from behind even as the future collided in the front. She screamed as the answers to life and knowledge swirled across her vision only to fade into the haze of half-forgotten memories like early childhood. Once again she saw herself wandering the desolate ruins of a Plainsend to which she had tried so desperately to cling. But now she also saw a Plainsend larger than ever, flourishing and full of contented people...without her. Because she left.

    For the first time Durielle intentionally looked forward for herself. For the Durielle of a different moment. And she succeeded. She saw a wasted and wan elven woman being handed a piece of paper giving authority to explore (or die) in the names of the Swordlords. Durielle gasped even as she recognized herself and that there she was taking the charter her now lost love Veros had come to proclaim.

    The gasp turned into a wet cough, and Durielle was happy she was not mounted. She was on her hands and knees in the road. When...? Durielle felt dizzy and disoriented and looked around wildly. None of the terrain was familiar. Judging by the stars above she had traveled many miles from home. Looking into the past, she could feel the strength of the villagers returning. For every step she had taken, they healed their ailment. The prophecy had come true. A plague had come from which only she could save them. A plague that had only come because she had failed to listen.

    Whisper nuzzled her head, and the touch on her feverish skin was like fire. Durielle spat bloody phlegm of The Omenstar's Promise into the dust. Dazed, she looked down upon the pattern the blood had made. In a language she couldn't explain she knew how to read, the blood spelled:

    BECAUSE YOU WAITED

    Durielle looked back into the dust of the road towards her former home. The past was unforgiving in its mute accusation. She struggled to her feet with the help of Whisper's stirrup and saddlery. Her sickly breathing was labored, but she knew it would pass. The marks of the Omenstar's Promise would not fade but neither would she be counted among its victims.

    "I will not fail you," Durielle promised the future. "I will not again attempt to stem the tide of destiny. Instead, I shall call it to me, and Fate will be my champion."

    The road to the Stolen Lands was long, but no longer than the past that haunted her, nor the years of future Durielle now saw ahead.

    Whisper, (Horse from Pioneer trait):
    Whisper
    Horse
    N Large animal
    Init +2; Senses low-light vision, scent; Perception +6
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    Defense
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    AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
    hp 15 (2d8+6)
    Fort +6, Ref +5, Will +1
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    Offense
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    Speed 50 ft.
    Melee 2 hooves -2 (1d4+1) and
    . . unarmed strike +3 (1d4+3 nonlethal)
    Space 10 ft.; Reach 5 ft.
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    Statistics
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    Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
    Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
    Feats Endurance, Run
    Tricks Come, Heel, Riding, Stay
    Skills Acrobatics +2 (+6 to jump with a running start), Perception +6
    SQ riding
    Other Gear backpack, bedroll, bit and bridle, blanket, candle (10), feed (per day) (5), flint and steel, mess kit, pot, riding saddle, hemp rope (50 ft.), saddlebags, soap, tent, small, trail rations (5), waterskin
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    Special Abilities
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    Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Riding [Trick] The animal has been trained to bear a rider.
    Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.

    Elven translator

    Winter coat