Heir Apparent

Kim Snow's page

111 posts. Alias of Edward Sobel.


Full Name

Kimberly Snow

Race

Human image

Classes/Levels

Oracle (life) 4

Gender

F

Size

Small

Alignment

NG

Strength 9
Dexterity 12
Constitution 9
Intelligence 15
Wisdom 16
Charisma 20

About Kim Snow

KIMBERLY SNOW
Female human oracle (reincarnated oracle) 4
NG Small humanoid (human)
Init +3; Senses Perception +6

picture:

DEFENSE:

AC: 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 size)
hp 19 (4d8-4)
Fort +0, Ref +2, Will +7

OFFENSE:

Speed 30 ft.
Melee +1 cold iron dagger +6 (1d3/19-20) or
. . unarmed strike +5 (1d2-1 nonlethal)
Special Attacks channel positive energy 8/day (DC 18, 2d6)
Oracle (Reincarnated Oracle) Spells Known (CL 4; concentration +9, +5 melee touch, +5 ranged touch)
. . 2nd (4/day) (0/4)—cure moderate wounds, detect thoughts (DC 17), lesser restoration
. . 1st (8/day) (0/8)—bless, cure light wounds, detect evil, magic stone, sanctuary (DC 16), see alignment [UC]
. . 0 (at will)—create water, detect magic, detect poison, enhanced diplomacy, ghost sound (DC 15), guidance, light, mage hand, read magic, resistance, stabilize
. . Mystery Life

STATISTICS:

Str 9, Dex 12, Con 9, Int 15, Wis 16, Cha 20
Base Atk +3; CMB +3; CMD 12
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Extra Channel, Extra Revelation [APG], Power Attack, Racial Heritage (Samsarian) [APG]
Traits chance savior, sacred conduit
Skills
Acrobatics +1
*Appraise +2
Bluff +5
Climb -1
Diplomacy +12 (+4 ranks, +5 CHA, +3 Class skill)
Disguise +5
Escape Artist +1
*Handle Animal +10 (+2 ranks, +5 CHA, +3 Class skill)
Heal +12 (+4 ranks, +3 WIS, +3 Class skill, +2 healer’s kit)
Intimidate +5
*Knowledge (history) +9 (+4 ranks, +2 INT, +3 Class skill)
Knowledge (nature) +9 (+4 ranks, +2 INT, +3 Class skill)
Knowledge (planes) +9 (+4 ranks, +2 INT, +3 Class skill)
Knowledge (religion) +9 (+4 ranks, +2 INT, +3 Class skill)
*Lore (lesser undead) +7 (+2 ranks, +2 INT, +3 Class skill)
Perception +6 (+3 ranks, +3 WIS)
Ride +1
Sense Motive +10 (+4 ranks, +3 WIS, +3 Class skill)
Spellcraft +6 (+1 ranks, +2 INT, +3 Class skill)
Stealth +5
Survival +3
Swim -1
*=Background Skill

Languages Celestial, Common, Samsaran
SQ finesse weapon attack attribute, oracle's curse (haunted), revelations (enhanced cures, location memories [ARG], channel)
Gear ghost-vision gloves[UE], potion of hide from undead (4), potion of lesser restoration, antiplague[APG], antitoxin, healer's kit, holy water (2), holy weapon balm[ACG] (2), soul stimulant[UE], twitch tonic[UE] (2); mithral chain shirt, +1 cold iron dagger, backpack, bedroll, belt pouch, candle (10), candle lamp[UE], flint and steel, silver holy symbol of Pharasma, soap, tindertwig (10), waterskin, 1 gp, 6 sp

magic items list:

+1 cold iron dagger
Mithral Chain Shirt
Ghost-vision Gloves : These gloves are made of pale gray silk; each is adorned with an embroidered silver eye on the back. Once per day the wearer may activate them, as a standard action, by bowing her head and pressing her hands to her eyes. The embroidered silver eyes flare and open, and when the wearer lowers her hands, deep pools of swirling gray mist hide her own eyes and allow her to see the restless dead more clearly for the next 10 rounds. While active, ghostvision gloves grant the following effects.
The wearer can see all undead within 60 feet clearly, including ethereal undead and incorporeal undead hiding in objects or walls to a depth of 5 feet.
If the wearer has the channel positive energy class ability, she may expend one use of channeled positive energy to make a ranged touch attack against one undead creature within channel range. If the ranged touch attack hits, she rolls channel energy damage against that target (affecting no other creatures), except she rolls d12s instead of d6s.
While the gloves are active, constructs and living opponents treat the wearer as blind.
Potion (Hide from Undead) x4
Potion Lesser Restoration

TRACKED RESOURCES:

Dagger - 0/1
Oracle Channel Positive Energy 2d6 (8/day) (DC 18) (Su) – 0/8
Location Memories (8/day) (Su) - 0/8
Spirit Memories (Su) (7/day) (DC 18) - 0/7
Holy Weapon Balm – 0/2
Healer’s Kit – 0/10
remaining coin: 1 gp, 6 sp

SPECIAL ABILITIES:

Chance Savior Fate smiled on you and Professor Lorrimor one day in the not-so-distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise.
Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Sacred Conduit Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Enhanced Cures (+4 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Location Memories (8/day) (Su) For 1 minute, gain +2 insight bonus on Perception & Survival, plus Scent and Low-light Vision.
Oracle Channel Positive Energy 2d6 (8/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Racial Heritage (Samsaran) You count as another race for the purpose of prerequisites.

Backstory:

Kimberly Snow, or at least that is the name she likes to be called, never knew where she came from. In her earliest memories she wandered the misty moors lost in a daze. Her only comfort was the voice she would hear in her head.

Believing it was her doll that she carried, she began to converse with it. She remembers meeting gypsies that took her in and fed her and clothed her. It was the gypsies that gave Kimberly her name.

She remained a recluse, many times talking to herself, or to her doll. This made the gypsies uneasy, and they left Kimberly with the church of Pharasma in Ravengro.

She would always find a place to sleep, and food to eat with the church of Pharasma, never realizing the power she held inside. She would often walk the streets of the small town watching the people go about their business, she even found herself the butt of pranks or snide remarks from other children; but Kimberly was always comforted by her “friend”, and her doll.

Even her “friend” would play jokes with Kimberly, moving objects from where she put them last, sometimes playing jokes on the other kids and leaving Kimberly to take the blame. But despite all this, the spirit was her friend.

One evening, while wandering the town, Kimberly saw a man heading by the cemetery, she noticed that he forgot to make the sign with his hand before passing cemetery gate. This did not bode well. There was something about him that piqued her curiosity, so Kimberly followed.

Soon creatures from beyond the grave attacked the man, clawing and biting into his flesh. The horror of what was happening shocked Kimberly and she screamed. She wanted to flee but, she heard the voice of her friend once more urging her to go to the man.

Unsure what to do, she obeyed her friend and ran to him. In such a confused state she also forgot to make the sign when she entered the cemetery, and when she reached him, the monsters went after her as well. Kimberly quickly remembered what she had forgotten to do. Quickly she stood over the battered man and made the sign of a spiral with her finger over her heart.

It was at that moment a wave of divine energy emanated from her, driving back the monsters; Kimberly’s “friend” revealed itself as a spirit of Pharasma, and declared Kimberly her oracle. She saved the man’s life that night; a deed that she never thought about again… until now.
Additional Notes:
1, Kimberly was born from the mists of the Southwest of Canterwall. The villages consumed and left desolate reside there. All her life, before finding the gypsies was gone from her, or perhaps they never existed.
2. The “sign” mentioned represents the old superstition of making the sign of Pharasma “A spiral shape with the finger” across your heart before passing or entering the cemetery.
3. Kimberly knows several of the other children in town but she would not be considered “friends’ with them since she is recluse and seldom conversed with them, but she would know them by name and some she would know where they lived.
4. The man rescued was of course Professor Lorrimor the events of that night were within a year of the funeral. During that time Kimberly spent more time at the church. 1] Because she was scared from what happened and what her “friend” told her. 2] To secretly practice her new talents guided by her “friend”
5. Kimberly’s “Friend” is just fluff and has no game mechanic other than serving as an explanation for the Haunted curse. To those that do not know any better, Kimberly could be considered to have Schizophrenia.
6. Kimberly is reincarnated and sometimes has have visions of her past lives. She retains the maturity of an adult yet is trapped in the body of a young girl. her ancestry seems to be Samsarian but for some reason she was reincarnated in a human body this time – Perhaps it was Pharasma’s will.
7. Kimberly radiates an aura of positive energy that inflicts 1d4 damage to undead that are within 5’ of her she also can channel that energy into her ability to channel adding 1d6 to her channel dice (either healing or damaging)
8. The spirit inside her doll is her mother that guides her and protects her. I had thought of having the doll be a Soulbound Doll