Harrower

Halcyon Harrowind's page

7 posts. Organized Play character for Clebsch73.


Full Name

Halcyon Harrowind

Race

Human

Classes/Levels

Cleric 5 / Bard 2 / Harrower 2

Gender

Female

Size

Medium

Age

25

Special Abilities

revelation (ancestral weapon, spirit shield), Harrowed

Alignment

LG

Deity

Kroina

Location

Varisia

Languages

Common, Varisian

Occupation

Fortune Teller

Strength 14
Dexterity 12
Constitution 10
Intelligence 12
Wisdom 11
Charisma 18

About Halcyon Harrowind

# 105836-4
Halcyon Oracle 1
Female Human Oracle 1
LG Medium humanoid (human)
Init +1; Senses Perception +0

Defense
AC 19, touch 13, flat-footed 18 (+4 armor, +2 shield, +1 dex, +2 deflect)
hp 9 (1d8+1)
Fort +0, Ref +1, Will +2
Weaknesses oracle's curse (haunted)

Offense
Speed 30 ft.
Melee Bardiche (reach) +2 (1d10+3/19-20), Dagger +2 (1d4+2)
Ranged Dagger +1 (1d4+2/19-20) (10') or Dart +1 (1d4+2) (20')

Oracle Spells Known (CL 1st; concentration +5)
0th (at will) - Detect Magic, Detect Poison, Ghost Sound (DC 14), Guidance, Mage Hand
1st (4/day) - Cure Light Wounds, Detect Evil, Magic Weapon, Shield of Faith
Mystery Ancestor

Tactics
Before Combat Halcyon will raise Spirit Shield and cast Shield of Faith before combat.
During Combat Halcyon fights while keeping an eye on allies who might need healing.

Statistics
Str 14, Dex 12, Con 10, Int 12, Wis 11, Cha 18
Base Atk +0; CMB +2; CMD 15
Feats Extra Revelation, Harrowed
Traits Fast Talker, Tattooed Wanderer
Skills Bluff +9, Diplomacy +8, Knowledge (Religion) +5, Perform (Act) +5, Profession (Fortune Teller) +5, Spellcraft +5
Language Common, Varisian
SQ revelation (Ancestral Weapon, Spirit Shield)
Other Gear heavy wooden shield, light mace, darts (4), Harrow deck, large tent

Oracle Class Features:

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). In addition, oracles receive additional class skills depending upon their oracle mystery.
An oracle with the ancestor mystery adds Linguistics, and all Knowledge skills to her list of class skills.
Skill Ranks per Level: 4 + Int modifier.
Level 1: BAB +0 Fort +0 Ref +0 Will +2
Weapon and Armor Proficiency Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Spells
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier (see FAQ at right).

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.

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 choose one of the following curses.

Orisons
Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.


Ancestor Mystery:

Class Skills: An oracle with the ancestor mystery adds Linguistics, and all Knowledge skills to her list of class skills.

Bonus Spells: unseen servant (2nd), spiritual weapon (4th), heroism (6th), spiritual ally (8th), telekinesis (10th), greater heroism (12th), ethereal jaunt (14th), vision (16th), astral projection (18th).


Revelations:

Ancestral Weapon (Su): You can summon a simple or martial weapon from your family’s history that is appropriate for your current size. You are considered proficient with this weapon. At 3rd level, the weapon is considered masterwork. At 7th level, 15th level, and 19th level, the weapon gains a cumulative +1 enhancement bonus. At 11th level, the weapon gains the ghost touch weapon property. You can use this ability for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.

Weapon = bardiche: The crescent axeblade of this polearm is attached to the haft at two points: the center of the blade attaches to a socket at the top of the haft, and the lower point of the blade attaches to a secondary mount point. The blade is often very long, sometimes almost as long as the haft.
Special: You gain a +2 bonus to your CMD to resist sunder attempts against a bardiche.
Traits: brace, reach
1d10, 19-20/x2, 12 lb. S

Spirit Shield (Su): You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.


Feats:

Extra Revelation You have discovered a new aspect of your mystery. You gain one additional revelation. You must meet all of the prerequisites for this revelation. Special: You can gain Extra Revelation multiple times.

Harrowed Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life.
Benefit: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.


Traits:

Fast-Talker You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Tattooed Wanderer You were raised among the nomads and have learned their ways.
Benefit: Choose one of the following skills: Perform (choose one type), Profession (fortuneteller), or Sleight of Hand.
You gain a +1 trait bonus on this skill, and it is always a class skill for you.

Oracle Curse:

Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Effect Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.


Appearance and Background:

Appearance Tall and slender, Halcyon is a very attractive young woman with Varisian features. She has flowing straight black hair past her shoulders, a pretty face, olive complexion and a full figure. Her most striking feature, however is her eyes: one green, one blue, making some think she is of Aasimar extraction.

Religion
Kroina Lady All-Sight can read a person’s history with but a glance into his eyes, and teaches that instincts are the precursors to truth. Kroina is a LG archon empyreal lord. Portfolio: Divination, eyes, instincts.

Halcyon believes that fate determines the road that lies before each of us. It does not force us to walk the road, however. Choosing to walk a different path may be difficult, but may be the difference between salvation and damnation. Halcyon uses her fortune telling skills to encourage people to tread the path of good, even when doing so takes them off the easy path that fate sets before them.

Background: Halcyon grew up traveling with a Varisian caravan. Her parents were entertainers. The master Harrower of the group recognized spirits hovering around Halcyon, who was always dropping things and losing things. The Harrower taught Halcyon to interact with her spirits and put her on the path to becoming an oracle.

When Halcyon was 21, the caravan traveled into Cheliax. When the group ran afoul of some Cheliax inquisitors of Asmodeus, they were going to execute her for heresy. A group of Pathfinders of the Silver Crusade rescued her and she decided that this was an invitation from fate to become a Pathfinder.

Faction:

The Silver Crusade Pathfinder
Pathfinders who support the efforts of the Silver Crusade are often priests of Golarion's good-aligned deities, such as Cayden Cailean, Desna, Erastil, Iomedae, Sarenrae, Shelyn, and Torag. Though each faith has its own methodologies and philosophies on how to go about helping the disadvantaged and destroying evil, they all share the same primary goal of making the world a better place. As such, any Pathfinders who share the same paramount tenets are welcome in the Silver Crusade, whether they are law-abiding paladins or tyranny-defying freedom fighters. Most Silver Crusade Pathfinders are good-aligned.

Halcyon has lived long enough to see the good in most people and to see what suffering evil can cause in those dear to her. Never one to shrink from a fight, when her troupe encountered a Hellknight in Cheliax abusing a peasant woman, meaning to take advantage of her, Halcyon attacked him, allowing the woman to escape and shaming the Hellknight. This act won her a visit from the local inquisitor who tried to use complex and self-serving laws to convict her of heresy and serve her over to the Hellknight she had attacked. Before this could happen, some Pathfinders broke her out of the local jail and allowed her to leave the country with them. She decided she would use her skills for good and joined the Silver Crusade, wanting to help wherever she could.

Halcyon's favorite story from the tales associated with the Empyreal Lord Kroina involves a pompous cleric who encountered the Lady All-sight and asked her the most important law. She answered, "Do what is good and avoid what is evil." The man replied, "Any child knows this!" Kroina replied, "Any child may know it, but how many adults can practice it?" To Halcyon, ethics is simple. Do good and avoid evil. Any child can tell the difference between the two.