Ganyavesha

Elann Amuel's page

48 posts. Alias of snelss0.


Classes/Levels

| HP 21/21 | Perception +4 (Normal) | Fort: +4 Reflex: +3 Will: +6 (+4vsCurses)| Divine Spells cause random effects when cast at her.

Occupation

Oracle/Priestess/Seamstress

About Elann Amuel

Crunch:

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BASIC INFORMATION
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Name: Elann Amuel
Alignment: Lawful Good
Class: Stoic Caregiver Cleric (Luck) 1/Dual Cursed Oracle (Life) 1
Religion: Bes (Agathion, Caves, Community, Defense, Earth, Family, Good, Home, Households, Imagination, Luck, Marriage, Protection)
Other Religions: Abadar, Bastet, Irori, Khepri, Nethys, Pharasma
Homeland: Sothis, Osirion
Race: Human (Variant)
Size: Medium
Gender: Female
Age: Appears 20 yrs old
Bodily Features: Skinny, average height, with a curvy stunning body. 5'2", 32C-22-35
Hair: Silky black, curly, lower shoulder-length hair. Currently looks shorter in braids. Beautiful shine.
Eyes: Dark dark brown, upturned, round eyes with long lashes.
Skin: Garundi Bronzed creamy skin with an olive undertone.
Vision: Normal
Languages: Common, Osiriani
Bonus Languages: Dwarven, Halfling, Read Lips

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STATS
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STR 12
DEX 16
CON 12
INT 13
WIS 15
CHA 19 (+2 Racial)

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DEFENSES
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HP: 21 (8+7+2human+1fav+3toughness)
Initiative: +3
Speed: 30ft
AC: 19 (10+5armor+1shield+3dex)
Touch: 13 Flat Footed: 16

SAVES
Fort: 4 =2+2con *+4 vs curses, +2vs nausea/sickness
Ref: 3 =0+3dex
Will: 6 =4+2wis

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ATTACKS
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BAB: +0
CMB: +3 =0bab+3dex
CMD: 14 =0bab+1str+3dex+10

Melee
Cestus | +2 (0bab+3dex-1powerattack) | x3
S | - | - | 1d4+3 (+1str+2power) | Power Attack

Ranged
Crossbow, Light | +3 (0bab+3dex) | 19-20x2
P | 80ft | 20ammo | 1d8 |

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SKILLS (Total = Stat + Ranks + Modifiers)
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Acrobatics (Dex)
Appraise (Int)* 7 =1+1b+3+2tool
Artistry (Int)*
Bluff (Cha) -1
Climb (Str)
Craft Alchemy (Int)* 6 =1+1b+3+1tool
Craft Cooking (Int)* 7 =1+1b+3+2tool
Diplomacy (Cha)* 7 =3+1+3
Disable Device (Dex)
Disguise (Cha)
Escape Artist (Dex)
Fly (Dex)
Handle Animal (Cha) 5 =3+0+0+2tool
Heal (Wis)* 6 =2+1+3
Intimidate (Cha)
Knowledge (arcana) (Int)* 5 =1+1+3
Knowledge (dungeoneering) (Int)
Knowledge (engineering) (Int)
Knowledge (geography) (Int)
Knowledge (history) (Int)*
Knowledge (local) (Int)
Knowledge (nature) (Int) 3 =1+0+0+2book
Knowledge (nobility) (Int)
Knowledge (planes) (Int)* 5 =1+1+3
Knowledge (religion) (Int)* 5 =1+1+3
Linguistics (Int)* 5 =1+1+3
Lore (Int)
Perception (Wis) 4 =2+2
Perform Dance (Cha)
Perform Song (Cha)
Profession Seamstress (Wis)* 6 =2+1b+3
Ride (Dex)
Sense Motive (Wis)* 6 =2+1+3
Sleight of Hand (Dex) 4 =2+0+0+4item-2chkpl
Spellcraft (Int)* 5 =1+1+3
Stealth (Dex)
Survival (Wis)
Swim (Str)
Use Magic Device (Cha)

* Class Skill
Check Penalty: -2

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LEVELS
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1st-Level Cleric 1: Aura, positive channeler 1d6, domain, midwife training, orisons, spontaneous casting
2nd-Level Oracle 1: Mystery, oracle’s curse, orisons, revelation

FEATS:
1. Toughness
1b. Selective Channeling
3. Craft Wondrous Item
5. Craft Wand
7. Brew Potion

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RACIAL ABILITIES
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Bonus Feat: You gain a bonus feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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TRAITS
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Blessed Beauty (Reskinned from Magical Knack): You were visited by Luck herself. When she touched you, empowering you to be her cleric, you found something opened up inside your spirit. Now, your faith grants the ability to shine brighter to those around you. This constant exposure to her divine magic and others has made mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Your caster level in oracle gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Blessed Touch (Faith): Being a child of the sands, the divine blessing of being touched by Bes has allowed you to be the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others, regardless of the source.
You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

Too Many Secrets: The voices to an oracle are constantly flowing. It can be difficult seeing what you see and keeping your head on straight. When there are actual illusions, it is almost impossible for you to discern between a divinely inspired vision and reality. Even your vision of yourself is skewed from reality to the point that when you lie, it almost can seem untrue at times just naturally.
You take a –2 penalty on Bluff checks and saving throws against illusions.

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CLASS ABILITIES
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Favored Class Bonus: Oracle - Add +1 HP (1).
Hero Points: 2/2
Weapon/Armor Proficiency: She is proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). She is also proficient with the favored weapon of her deity.

CLERIC

Domain Powers: You possess the domain of fate/luck from Bes.
---Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, they may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—true strike

Positive Channeler (Su): A stoic caregiver must choose to channel positive energy, even if she worships a deity who is neutral or if she is not devoted to a particular deity. A stoic caregiver cannot worship a deity who is evil.
This ability alters channel energy.

Domains: A stoic caregiver chooses only one domain.
This ability alters domains.

Midwife Training (Su): A stoic caregiver is an expert at caring for lives that are in the process of being formed as well as the bodies of those who expect to usher new life into the world. The stoic caregiver gains a +2 bonus on Heal checks to treat expectant mothers and children. Any Heal check by the stoic caregiver that deals damage to the patient always deals the minimum amount of damage.

Whenever a stoic caregiver stops bleeding with the Heal skill or magical healing, or restores hit points with a healing spell or channeled positive energy, the healed creature gains partial resistance to bleed damage and negative energy for a number of minutes equal to 1/2 the stoic caregiver’s cleric level. Any bleed damage a target takes during that time is halved. Additionally, when protected creatures take negative energy damage (such as from an evil cleric’s or an antipaladin’s negative channeled energy, or spells such as inflict light wounds), the amount of that damage is reduced by 5.

Fated Cures (Su): Creatures must roll twice and take the lower result when they make any saving throws against a stoic caregiver’s spells of the healing subschool.

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ORACLE
Bonus Spells: ill omen (2nd), oracle’s burden (4th)

Curses: A dual-cursed oracle must choose two curses at 1st level. One of these curses (accursed) never changes its abilities as the oracle gains levels.
---Accursed (NO ADVANCEMENT): You are cursed with misfortune and sorrow, and you cannot gain benefit from morale bonuses. You gain a +4 bonus to all saving throws against curse effects.
---God-Meddled: The gods’ interference in your life has left you with strange, unpredictable powers dependent on divine whim. Bizarre side effects occur whenever you are affected by a spell from a divine caster—for better or for worse. Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. This effect targets only you, even if other creatures were included as targets of the triggering spell.
At 5th level, you gain a +2 competence bonus on saving throws to resist divine spells.
At 10th level, you become immune to the confused condition.
At 15th level, you gain a +4 competence bonus on saving throws to resist mind-affecting effects.

d20---Effect
1---You provoke an attack of opportunity from one enemy adjacent to you. If no enemy is adjacent, the closest enemy can move its full movement speed in your direction as a free action. If multiple enemies qualify, the GM determines which creature attacks or moves. This movement does not trigger attacks of opportunity.
2, 3---Your movement speed is halved for 1 round.
4, 5---You are deafened for 1 round.
6, 7---You are knocked prone.
8, 9, 10---You shrink by one size category for 1 round, as reduce person.
11, 12, 13---You grow by one size category for 1 round, as enlarge person.
14, 15---Your caster level is treated as 1 higher for the purpose of spell durations for 1 round.
16, 17---Creatures in squares adjacent to you are pushed 10 feet away from the space you occupy.
18, 19---You are able to understand all languages for 1 round.
20---You gain the benefits of haste for 1 round.

Revelations:
---Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

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SPELLS
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Caster Level Check/Spell Resistance: 1d20+2level
Concentration: 1d20+spell level
Spell DC: 10 + spell level + charisma modifier + 1 alchemical

Domain Spells
1st-Level: true strike

Cleric Spells Prepared
0-Level: 4 bleed, create water, detect magic, guidance
1st-Level: (2+1) liberating command (2/2)
Domain: true strike

Oracle Spells Known
0-Level: light, mending, purify food and drink, read magic
1st-Level: 4/day cure light wounds, detect undead, ill omen (Will DC15), sanctuary (Will DC15), shield of faith

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EQUIPMENT
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Gold 0pp 21gp 7sp 5cp
Carrying Capacity lbs. Light Load
Weight lbs.

Items *Discounted Price (Full Price) (F=Found)
Alpaca Robe (F)
Alchemist Lab, Portable 70gp
Alchemist Supplies
--Acid Flask x2 6gp 6sp (20gp)
--Alchemist's Kindness x3 1sp (3gp)
--Bladeguard 13gp (40gp) *Immune to oozes/rust for 24hrs*
--Bloody Mandrake 4gp 5sp (15gp) *Good for remove curse*
--Cold Iron x5 1sp 5cp (5sp) *+1 Abjuration CL and dispel*
--Congealer Spray 4gp 5sp (15gp) *15ft cone. Ooze/plants are staggered 1d4rds FortDC15, can't split*
--Desiccating Lubricant 9gp (30gp) *1d4 nonlethal, -2 grapple, bullrush, disarm; -cmd vs grapple. Against oozes/water 2d4 lethal and -4 penalties*
--Gold x10 15gp (50gp) *+1 healing HP*
--Holy Water 8gp (25gp) *2d4 vs undead/evil outsider*
--Holy Weapon Balm 9gp (30gp) *2d4 vs undead/evil outsiders. RefDC10 or take 1d4 next round. Affects incorporeal undead as ghost touch. Coats 10 ammo.*
--Myrrh x4 (F) *+1 Abjuration CLC and dispel*
--Pomander 3gp 6sp (12gp) *+2 nausea/sickness* (Alliums, Basil, Catmint, Citronella Grass, Mint, Lavender, Lemon Thyme, Lemongrass, Marigold, Rosemary)
--Slime Slow 4gp 5sp (15gp) *FortDC20 vs slime/amorphous, loses amporphous ability 1d4rds. Indirect dmg is 1 round*
--Smokestick 6gp 6sp (20gp) *10ft cube of smoke as fog cloud for 1 min*
--Wolfsbane (F) *Cancels lycanthropy*
--Bloating Solution 8gp (25gp) *Reduces DC to constrict, engulf, entrap by 2. Reduces 5ft of reach. Lasts 1 min. Intelligent oozes get DC15 fortitude to end.*
--Tanglefoot Bag 15gp (50gp) *-2 attack, -4 dex. RefDC15 or stuck. If successful, half speed. If failed, DC17 str to free or deal 15hp damage with slashing. DC15+spell to cast. Lasts 2d4 rounds*
--Blackfinger's Salt (300gp) *ingested, FortDC19, onset 10 minutes, 1/rd for 6rds, 1d2 con dmg and 1d3 bleed, 2 saves*
--Diplopic Serum (250gp) *injury, FortDC17, 1/rd for 6rds, 1d2 wis and have 50% miss chance vision, 1 save*
--Smokestick, Greater (40gp) - 20ft cube of smoke as fog cloud for 1 min
--Weapon Blanche Ghost Salt (200gp) *deals full damage to incorporeal undead*

Bolt, Durable Adamantine Crossbow (61gp)
Bolts, Crossbow x20 (2gp) 2 lbs.
Book, Flora of Druma (10gp)
Buckler (5gp) 5 lbs.
Cestus (5gp) 4 lbs.
Crossbow, Light (35gp) 4 lbs.
Food
--Coffee (Powdered Milk, Sugar, Frother)
--Dried Fish
--Dried Fruits
--Potatoes
--Spices
Henna (F)
Holy Symbol, Silver (F)
Jewelry, Gold 200gp (Laced into her hair, spun around her clothes, decorative tiara, and bangles)
Lamellar (Leather), Masterwork + Armored Skirt (250gp) 35 lbs.
Pack Animal, Trained (25gp+10sp hireling training service) *trained in heavy labor and heel*
Pouch, Spell Component (5gp) 2 lbs.
Reinforced Scarf 1sp (8sp) - *+4 to sleight of hand, +1 to charisma checks
Sack (F)
Springloaded Wrist Sheath (Wands: Cure Light Wounds)
Training Harness (2gp)
Wands
--Cure Light Wounds 10Charges (150gp)

Stored Items 90.01
Bedroll (5sp)
Canvas x2 (2sp)
Case, Map (1gp)
Chalk (1cp)
Chalkboard (1gp)
Ink (8gp)
Inkpen x3 (3sp)
Kit, Cooking (3gp) 16 lbs.
Kit, Grooming (1gp)
-Chewable Candied Pons (fresh breath candy made of parsley, mint, cinnamon, frankincense, cashews, pine seed, and honey)
-Deodorant Wax (herbs, flowers, and oil paste mixed with nuts, tortoiseshell, and resin)
-Eyeliner (malachite and galena with cream)
-Eyeshadow
-Facemasks (Honey and Aloe)
-Henna
-Lotions
-Mascara
-Nail file and manicurist polish
-Oils
-Perfume (oil base, cardamon, mint, juniper, roots, and cones)
-Pregnancy Testers (Ember and Barley)
-Sunscreen (tallow, linseed/caster oil and honey)
-Toothpaste (salt, flowers, mint paste)
Kit, Healing (50gp)
Outfit, Cold Weather (8gp)
Piton, Silent x2 (1gp)
Paper, Rice x20 (2gp)
Shovel, Foldable Mini (10gp)
Tent, Medium (15gp)
Various Osirion Knickknacks (F)


Character Details:
Background:
Elann was a beautiful child born to a desert tribe. Her father was the tribal chief, and she was slated to inherit many riches. Her father's father's father's trade was in goats originally, but when trade with Absalom opened up more in the region, their family expanded into wares. Chotchkies. Knicknacks that bear a unique Osirion look and little function.

From a young age, Elann traveled the world with her father, mother, and two brothers. It was here that she learned about life in the north country; even as far as Varisia before eventually returning to the desert cities. When she became of age and was slated to marry, the fact that she was a Bes follower was seen as a good thing in her community, and she was set to marry a nobleman's son. Together, their family's joint reach would be even more expansive throughout the world. However, fate had other plans.

Or more accurately Luck, which once blessed her, turned sour. What at first seemed like a blessing in her younger years, for all appearances soon became a curse. From her youngest days, Elann was a prophetess and treasured as such. She just understood the realm of the gods better than most and had even been touched by Bes in blessing. Upon the night before her wedding, slews of voices cascaded upon her, speaking of the evils of the man she would marry and began pushing her to confront him publically. It was as if Bes had stepped aside and let them control her; for what purpose, she still doesn't know.

Upon submitting to doing so, so great was the wrath of the other family, Elann was forced to flee into the north, far out of the reaches of these other tribes. Regardless of the truth of her words, she has forever been removed from being able to see her family (to keep her safe), and now she remains in this land of foreigners.

While these other gods and powers influence her, Bes is still there, and faithfully, Elann follows her. In this new land, Elann seeks to share the kindness of the god, and to help those she can. She has been surviving as a seamstress for a few years now, but by chance, an opportunity fell into her lap, she was able to show her healing prowess, and was offered a chance for recruitment with the Silver Shields.

Adventuring never appealed to her, and she is not a combatant outside of the days learning to fight to survive the desert, but she will do her best.

Campaign Hooks:
-Elann is a rare jewel in a world of rough stone-hardy people. She catches many eyes. Perhaps one of the leaders of the Silver Shields thought she'd be a good fit for his own purposes?
-Elann is a sweet girl, often helping her community. She works with Abadarians and others who focus on such aspects to promote well-being. It is possible that she has shared her faith of Bes with people of other faiths and they have thought that with her divine blessing, the ravaged forces of the Silver Shields could use another healer.
-During her time in the north, Elann was eventually married to a man named Noah. He was a Silver Shield and an impressive fighter. He suddenly went missing in action with no indication of what could have happened to him. Elann was devastated. While sweet and gentle, she does have that desert fire in her spirit and potentially joined the Silver Shields to take his place and to do her best to honor him.

Conflicts:
--Sort of an inner conflict is why is she in Druma? Being a land glutting itself on the wealth of trade, she is reminded of her family. While she knows she may never see them again, being in Druma has the highest chance short of living in Absalom to see them again. Daily she goes to the market to see if obscure, out-of-towner Osirians are in the region. To some degree, she wonders if her family would even recognize their daughter now? Would they have to ignore her presence to keep her hidden from those who seek to kill her?
--Elann is a gentle soul. She will most definitely struggle to see blood spilled, horrors of combat, and the evils of the world. It may break her mind, as it should any normal commoner. In fact, she is a commoner. She has no hardship training or survival instincts beyond what the desert taught her. That doesn't mean she isn't without strength or faith.
--Before leaving Osirion, she had to survive the wilds, people hunting her, and the long journey up the river on a small craft. She is hardy and capable of defending herself. That said, she has people after her still. The family of her betrothed wish her head after accusing her son of speaking against the Pharaohs. It was true, but it has cost the family much wealth. They are strongly based in Absalom in trade, but have tried to branch out. It is possible one day someone may have heard of an Osirion woman up in the north and they may suspect it is her.

Personality Features:
--While she may not verbally gush, assume that when there is a halfling in sight, she is about three degrees more pleased to see them. Osirians from Sothis considers them good luck.
--Any dwarf she runs across will get a gentle curtsy from the fine young lady. She believes her god is favorable of dwarves, and she is as well, despite how others may treat them.
--Elann loves animals. She owns and travels with a donkey and a white-speckled cat with orange fur on its forehead in the shape of a flame (Egyptian Mau breed). She owns chickens, a couple of cows, and a dozen goats. While she understands the value of companionship with animals, she also understands their monetary value and use as a food source. She is not beyond doing what must be done, even if she has names for all of her animals.
--She learned desert cooking from her mother. In Kellid territory, things are different, but she has brought seeds for spices with her when she left and has grown them herself. She carries on the traditions of her mother but even makes new dishes in this foreign land. Some come by her home just to experience good-tasting food.