Leaf Leshy

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17 posts. Organized Play character for Ralph Ross.


Full Name

Aurora Warin

Race

spells 1st (7/7) 2nd (4/4), conc +7 / wand cure lt wounds x1 charges, magic missile x10 charges/

Classes/Levels

feats: Summon Monster, Summon Good Monster

Gender

Female NG Oracle of Life lvl 4 / Init +1; S Per +7 (+2 gems, coins, jewelry, valuable trade goods, auto checkin 10ft) HP:33/33 / AC 14 / T 10 / FF 14 F+2 / R+1 / W+4 / CMB +5; CMD 15 / Channel (4/4)/per day 2d6 in 30ft.

Age

23

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

About Aurora Warin

Aurora Warin is a short human woman standing at just over 5 ft tall. Her skin is a pale that refuses to darken even with time spent in the sun, more likely to burn than develop a tan. Shaggy copper colored hair reaches just past her chin. Dark blue eyes are in constant movement, taking the world around her.

She has scuffed leather boots on her feet. A green long sleeved blouse with a dark brown vest that is partially buttoned. Brown breeches wrap her legs with a bright green scarf worn around her waist and left to hang to her mid thigh. A dagger and a belt pouch hang from a leather belt resting on her hips over the scarf. A thick brown hooded cloak with fur on the edge of the hood rests on her shoulders. She wears well fitted gloves that cover her hands leaving only her face, neck, and a hint of chest visible, unless the hood of her cloak is up.

Aurora Deverin Female NG Oracle of Life level 4 Init +1; Senses
DEFENSE
AC 14, touch 10, flat-footed 14 (4 armor, +0 Dex)
hp 33(d8 =4+1+con each lvl)
Fort +1 class, +1 mod = +2, Ref +1 class, +0 mod = +1, Will +4 class, +0 mod =+4
OFFENSE
Speed 30ft
Melee +1 cold iron returning dagger +1 (1d4+3 19-20 x2, 10ft), silver dagger-1 (1d4+2 19-20 x2), short spear -1 (1d6+2 x2)
Ranged
SQ = Channel Energy : 2d6 positive energy in 30ft, DC 15, hurt undead or heal living, 4/per day.
Spells Prepared (CL th; concentration +7)
lvl 2 (4 per day) = lesser restoration, Hold Person, Cure Moderate Wounds
lvl 1(7 per day) = Cure Light Wounds, Shield of Faith, burning hands, detect undead, summon monster 1, Deathwatch
lvl 0 = Detect Magic, Read Magic, Stabilize, Light, Guidance, Stabilize
Scroll of flaming sphere (CL 5th)
STATISTICS
Str 14, Dex 10, Con 12, Int 14, Wis 10, Cha 16
Base Atk +3; CMB +5; CMD 15
Feats Eschew Materials, Skill Focus (perception), Summon Good Monster
Traits = Merchant: You lived your life as a merchant, buying and selling goods.
Benefits: You gain a +1 trait bonus on any Appraise and Sense Motivechecks you attempt while bargaining for the price of goods. Appraise is always a class skill for you
Coincunning: Whether from working with dwarven merchants or being one yourself, you've developed a distinctly dwarven business sense. Benefit: You receive a +2 trait bonus on Perception checks to notice coins, gems, jewelry, and valuable trade goods. You gain a chance to notice such goods whenever you pass within 10 feet of them, whether or not you are actively looking
Merchant Family: You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure

Skills = 4 class +1 human + 2 Int = 7 per level (*is not a class skill) (^ is where the background skill goes)
going to lose a skill point at level 4 for extra spells
Appraise(Int) +4^ ranks, +2 mod, +3 class =9 (+1 while bargaining for goods)
Craft (Int) (cooking) +2 rank, +2 mod, +3 class = 7
Diplomacy (Cha) +4 ranks, +3 mod, +3 class =10
Handle Animal(Cha) +1 ranks, +3 mod, +3 class =7
Heal (Wis) +1 rank, +0 mod, +3 class = 4
Knowledge (history) (Int) +1, +1^ ranks, +1^ rank, +2 mod, +3 class =8
Knowledge (planes) (Int) +3 ranks, +2 mod, +3 class =8
Knowledge(nature) (Int) +3 ranks, +2 mod, +3 class =8
Knowledge (religion) (Int) +3 ranks, +2 mod, +3 class =8
Linguistics (Int) +1^ rank, +3 mod = 4
*Perception(Wis) +4 ranks, +0 mod, +3 skill focus =7 (+2 to notice gems, coins, jewelry, and valuable trade goods, auto check if in 10ft)
Profession (Wis) (Merchant) +1^ ranks, +0 mod, +3 class =4
Sense Motive (Wis) +4 ranks, +0 mod, +3 class =7 (+1 while bargaining for goods)
Spellcraft (Int) +3 ranks, +2 mod, +3 class =8
Survival (Wis) +3 ranks, +0 mod, +3 class =6 (+2 vs getting lost)

Languages Common, Varisian, sign language, Dwarven
Combat Gear dagger 2gp, short spear 1gp, potion of bull strength, cure light wand x3, wand of magic missile x10, silver dagger,

Gear: Explorer's outfit 9gp, 8sp, 3cp, Chain shirt
With the cart = Donkey, but and bridle, barrel filled with water(10 cubic ft. or 650 lb. of materials or 75 gallons), x2 jugs (1 gallon each), x2 baskets (2 cubic ft), x4 waterproof sacks (1 cubic ft. or 60 lbs) [two are filled with 4 days worth of animal feed], small tent, bed roll, mess kit, iron pot, cooking kit, Gear Maintenance Kit, Fishing Kit, 8 torches, hemp rope 50ft,
In the chest on the cart = x10 candles, soap, grooming kit, merchants scale
In the backpack usually on the cart unless said otherwise = hemp rope (50ft), 2 torches, rations (5days)
In the belt pouch on Aurora = journal, ink, inkpen, twine 50ft, flint and steel

Stuff I spent money on that is listed above:
cart 15gp, donkey 8gp, dandy brush 2sp, bit and bridle 2gp, x4/day animal feed 2sp, small chest 2gp (2 cubic ft), barrel 2gp (10 cubic ft. or 650 lb. of materials or 75 gallons), x2 jug (1 gallon)6cp, x2 basket 8sp (2 cubic ft), x4 waterproof sack 2gp (1 cubic ft. or 60 lbs), small tent 10gp, compass 10gp, hemp rope 50ft 1gp, twine 50ft 1cp, journal 10gp, ink 8gp, ink pen 5sp, Merchants scale 2gp (+2 appraise to anything with weight including precious metals)
Oracle's Kit: Price 9 gp; Weight 29 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.), rope, soap, torches (10), trail rations (5 days), and a waterskin.
Cooking Kit: Price 3 gp; Weight 16 lbs.
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for thepot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Gear Maintenance Kit :Price 5 gp; Weight 2 lbs.
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Grooming Kit: Price 1 gp; Weight 2 lbs.
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Fishing Kit: Price 5 sp; Weight 3 lbs.
This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).

feat plan:

1-Eschew Materials, Skill Focus (perception)
3- Summon Good Monster
5- Selective Channeling
7- Spell Focus (conjuration).
8- Skill Focus
9- Augment Summoning
11- Expanded Summon Monster
13-Summon Defenders
15- Consecrate Spell
16- Skill Focus
17-
19-

Background:
Step 1: Write at least 5 concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind.
1) When she was a child she died in a house fire. While running through a room Aurora crashed into a lantern and with the oil spilling out she caught on fire as did the couch next to her. Within a day her family was paying the temple Sarenrae to return their child to them. This was paid for by her uncle, Hobart Deverin, the head of the Deverin family. She was returned to them but she still had burned arms when she was returned. For years her parents hoarded gold and tried to figure out why the burns could not be healed. This ate though the saving her parents had and it is only recently that Aurora refused to continue going to healers to try and have the burns removed.
2)Aurora grew up with her parents working in the sales department of the Fancy Reefclaw, a brewery in Magnimar owned by House Deverin. While not a heavy drinker she has always found the smell of ale, good ale, to be soothing. Knowing that her family sells good quality ale she can be a bit of an elitist and a picky drinker.
3) Much of Aurora's freetime is spent in the Bazaar of Sails just taking in the constant movement and noise of merchants selling their wares. She has numerous friends in the Bazaar who she will help unload their carts and even help sell their items when she is able to get there early enough. In return for this she is usually given a few coins but what actually matters to her is the stories they tell. These people are real merchants. They travel the land and find what they sell. Wiether they get their gems and weapons from dungeon divers, smiths, or for find it themselves.
4) It was those tails she heard in the Bazaar of Sails and the occasionally an fortune seeker come to collect the bounty on the golden raspberries for Golliver Haskinswurth that grew a desire to travel in Aurora. The deciding factor though was an argument with her parents. They called her foolish for thinking that she would be able to become a traveling merchant. Claiming that she had been fed lies and there is no fortune to be found down that path. Indignant at the blatant refusal to even entertain the idea she went to her uncle Hobart. While he agreed with her parents he knew better than to flat out refuse which might cause the young girl to rebel. Instead he proposed she try it out traveling from Magnimar to Sandpoint. It is not far and there is family in Sandpoint so she would not be alone in there. But that is not the way the Deverins make their money so she has to figure it out on her own.
5) Her family assumed that she would collect food stuff from farmers along the way and grow bored with the idea quickly. But Aurora's goal is to find a group of travelers to join up with. Those are the kind of people she wants to travel with. The big money is in the selling of magical and ancient items. Something with a story sells so much better than a biscuit.
6)Aurora has known for years that she has some magical abilities but never bothered to look to deeply into them, her family has spent enough money on her over the years. To her knowledge she is able to notice magic's in items but nothing further than that.
Step 2: List at least 2 goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1)Aurora wants to travel the land and eventually be well known as a traveling merchant.
2) I have never played a merchant before and I would honestly like to explore that aspect of the character. I want to have her grow from a childish and fairly selfish desire to become famous to a well rounded and caring person.

Step 3: List at least 2 secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1) There is a group of merchants who are very well off. They tend to sell high end magical items. This group works with bandits who steal these items and they sell the items.
2)While she knows that she died and the burns on her arms from that she does not know why they are there. I would like to have her explore that further.

Step 4: Describe at least 3 people that are tied to the character. Two of them are friendly to the character, one is hostile.
1) Hobart Deverin, the head of the Deverin family, is the man who paid to have her brought back from the dead and she feels deeply indebted to him for that. She also has a deep respect for him for not avoiding the peasants. He is what she thinks a man should be. Kind and patient.
2) Azdurg Budrell is an older Dwarven man who frequently let Aurora work with him in the Bazaar. He has always loved her enthusiasm and energy. She is always happy to listen to his tales of time long since passed that his children no longer care for, even if she has heard the story a dozen times already.
3) Sylvia Ashore is a young woman Aurora met on her way out of the city. The two decided to travel together since there is safety in numbers and as Sylvia put it, Us ladies got to look out for each other. That night she woke up with a lump on her head and much of her gold gone. Most of the foods that she brought with to sell was missing. Luckily the donkey never took a liking to Sylvia or she would most likely have nothing but the few coins hidden in her clothing.

Step 5: Describe at least 3 mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1)Aurora s embarrassed of the burns on her arms, primarily due to her families obsession with getting rid of them. She always keeps her arms and hands covered. She never willingly shows her arms to anyone, even her family unless she has too.
2) Despite dying in a fire, or perhaps because of it, Aurora has a deep fascination with fire. It does not matter that the majority of her nightmares are made of flames licking at her she is still fascinated, in a morbid fear based way.
4) Even though it is the way it has been done for ages she has a hatred for the class system that is in place. It keeps those in power where they are and it makes it very difficult for anyone to escape their lot in life.
3) Aurora is not a deeply religious person, even though it was the devote who brought her back from the dead and claimed it was the will of the Dawnflower. Sarenrae may have let her come back to life but Aurora is a little bitter about the burns that seems to refuse healing.
The clerics that she has spoken to about it claim it is the will of Sarenrae that she keep a reminder of her actions. Devotees of various Gods have told her this. Her hands always hurt and this tends to make her angry and bitter when she tries to do anything and fails due to the pain in her hands.
While she has taken parts of the Dawnflowers dogma and instituted into her day to day life it is more out of habit than veneration. Both of her parents are devotees of the Healing Flame. They got their child back after all.
5)If she were to claim to worship any Deity it would probably be a mixture of Desna, Cayden Cailean, and Shelyn. They embody all the things that she likes out of life. She loves to travel and believes everyone should be free to do what they want with their lives. Freedom is the most beautiful and precious thing in life.
6)Aurora genuinely tries to see the best in people even to her own disadvantage. She is more than willing to give almost anyone a second chance and if they make a good case she will give them a third chance.

Racial Info:
Standard Racial Traits
• Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
• Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Donkey:
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5

DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
OFFENSE
Speed 40 ft.
Melee 2 hooves –3 (1d3)
STATISTICS
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, RunB
Skills Perception +5
SQ docile

SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill) a pony's hooves are treated as secondary attacks.

Life Mystery:

Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge(nature), and Survival to her list of class skills.
Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison(6th), restoration (8th), breath of life (10th), heal (12th), greater restoration(14th), mass heal (16th), true resurrection (18th).
Revelations
lvl 1 = Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
lvl 3 = 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).
lvl 7 = Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.
lvl 11= Energy Body (Su)FAQ: As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.
lvl 15 = Lifesense (Su): You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation.
lvl 19 =
Final lvl 20 = Upon reaching 20th level, you become a perfect channel for life energy. You become immune to bleed, death attacks,exhaustion, fatigue, nausea effects, negative levels, and sickened effects. Ability damage and drain cannot reduce you below 1 in any ability score. You automatically make saving throws against massive damage. When you are below 0 hit points, you do not die until your negative total is in excess of twice your Constitution score.

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.