Female aasimar oracle 1
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +3
Resist acid 5, cold 5, electricity 5
Weakness oracle's curse (haunted)
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Offense
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Speed 30 ft.
Oracle Spells Known (CL 1st; concentration +6):
. . 1st (5/day)—cause fear (DC 16), cure light wounds, obscuring mist
. . 0 (at will)—create water, detect magic, ghost sound (DC 15), light, mage hand, read magic
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Statistics
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Str 13, Dex 12, Con 12, Int 14, Wis 12, Cha 21
Base Atk +0; CMB +1; CMD 12
Feats Extra Revelation
Traits sacred touch, stargazer
Skills Diplomacy +11, Knowledge (geography) +7 (+9 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +6 (+8 to identify alien monsters' abilities and weaknesses), Knowledge (religion) +6 (+8 to identify alien monsters' abilities and weaknesses), Linguistics +3, Perception +7; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Elven, Hallit, Sylvan
SQ mystery (mystery [time]), revelation (aging touch, temporal celerity)
Other Gear leather armor, oracle's kit, 161 gp
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Special Abilities
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Aging Touch (0 STR to creatures or 1d6 HP to objects, 1/day) (Su) Your touch ages living creatures and objects. As a melee touch attack, you can deal 1 point of Strength damage for every two oracle levels you possess to living creatures. Against objects or constructs, you can deal 1d6 points of damage per oracle level. If used against an object in another creature's possession, treat this attack as a sunder combat maneuver. You can use this ability once per day, plus an additional time per day for every five oracle levels you possess.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Gain Sustenance from Sunlight Standing in the sun for half an hour is equivalent to a meal.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.
Stargazer Disable Device or Knowledge (engineering) +1 and is a class skill.
Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
Background:
Magic is one of the most fundamental forces of Golarion. There are many ways of acquiring mystical power - intensive study, a magical heritage, or even just worshiping a friendly deity. However, at times, people find themselves given power whether they like it or not... and such is the case of Harumi, a distant descendant of a powerful celestial being that once strode across the land. As an Aasimar, Harumi has a natural inclination towards good... but more importantly, she has a focus on faith and religion that's not very common in the technology-inclined land of Numeria. The gods aren't willing to let go of their allies so easily, and that was the start of Harumi's troubles...
When she was younger, Harumi found herself fascinated with the technological might of Numeria. She'd never been able to experience more than a few fragments of the powers it possessed, but that certainly didn't stop her from focusing on them. Well, there are plenty of people who are happy to take advantage of any opportunity - and the girl was lured out with the promise of information on strange alien beings and the wonders of their technology. Even in Numeria, Aasimar are relatively rare, and a certain individual wanted to see what effects technology would have on beings who were a little less than mundane. Fortunately or unfortunately, he never got the chance - Harumi had finally realized that something was going badly wrong, and without thought or reason, she cursed the gods.
They didn't take that too well - it was her own fault for not paying attention. Still, the gods of good are nothing if not willing to give people another chance... and that's particularly true of Korada, who promptly cursed Harumi. Right in front of her captors, divine power surged into the girl, starting with the transformation of her left eye into the face of a clock. The terrified girl broke free, and every time she passed by a guard, time seemed to waver in front of her eyes, showing her the different options she could take. Without hesitation, she plunged into the most advantageous route and escaped, her very touch proving enough to destroy the last lock that barred her way.
A lone girl, far from home, pursued by apparent slavers... not a good situation. All the girl could do was rely on her strangely altered sight and attempt to escape as best she could - a newfound ability to call up mists and terrify others helped even more, as did the fact that she didn't need food as long as she could find sunlight. Water flowed almost endlessly from her hands, providing enough to drink, and that was enough to help her survive. After much longer than she really wanted to think about, Harumi finally managed to stagger into a settlement, where she's resided ever since. However, she doesn't want to stay there forever... and it could very well be time to move on.