About Kelendra Shae
Racial Modifiers +2 Perception
Her mother wasted away, depressed and heart broken, passing three winters ago. Her younger sister sought solace in drugs and vanished into the underbelly of crime that thrived in Riddleport. Kelendra looked to the stars for guidance, as her mother often did during their flight from Fangwood, and found comfort in a small temple to Desna. Her devotion did not go unnoticed, the goddess visited the lost woman in her dreams and granted her the gifts of an oracle.
Still, food fills the belly and Riddleport had limited use for non-material visions. At the urging of her growling stomach, Kelendra sought work at a popular gambling hall after most of the staff left. Despite her trepidations and dislike of the silly succubus outfits the waitresses had to wear, she accepted the job and enjoyed the satisfaction of a full belly and a room to call her own.
But even those comforts could not hold her for long. A growing sense of urgency pushed at her, prompted by the black splotch that had appeared in the sky over Riddleport, and the goddess visited her dreams full of concern for the very heavens themselves...
Moonlight Bridge (110') (5/day) (DC 20) (Su): You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.
Spray of Shooting Stars (60 feet, 5' burst, 11d4 fire dmg, 3/day, DC 20 reflex for half)(Su): As a standard action, you can unleash a ball of energy that explodes in a 5-foot-radius burst dealing 1d4 points of fire damage per level. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.
Interstellar Void (30', 11d6 cold dmg, 2/day, DC 20 Fort for half )(Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage per level. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.