About Larissa BrightfootOracle (Life mystery, favored) 6
BACKGROUND, or what brings you to Ravengo?:
Standing at the grave in the Restlands of Ravengo, the young raven-haired beauty thinks back on how she came to be here. Nine months ago? Has it only been nine months? It was my first late duty in the infirmary, caring for those in the recovery ward. I'm still surprised that Sister Beuvel trusted one so young as myself to stay up alone with the patients, but I noticed that she spent the night in the guest chambers - much closer to the ward than her quarters on the second floor. The thunderstorm that night was quite loud. Several of the patients had trouble sleeping with all the noise, especially when one of the shutters came loose and started banging against the outer wall. Larissa was able to catch the shutter and secure it closed for the time being. She was startled when the outer door in the hall slammed open in the wind - she'd just checked to make sure it was latched - and when she went to investigate, there stood two men. Well, the one wearing the hood stood holding the other one - he was either very ill or very drunk. Motioning to keep quiet, she waved the men toward her just as Father Kastigarr came out of his quarters, mace in hand. Sizing up the situation accurately, he got a shoulder under the slumping man and aided his rescuer. "Get the door," which Larissa did, latching it firmly. When she returned to the ward, Father Kastigarr and the hooded man had laid the sick man on an empty bed and were beginning to work the laces on his shoes. Larissa rushed over, "Shoo! You help this kind man dry out and I will take care of this man. Tonight, this is my ward, so he is my patient." Hands on her hips, she was not taking 'no' for an answer. Kastigarr chuckled and led the other man back to the hall. Shortly after that, Larissa heard the outside door closing and getting latched. By the time Father Kastigarr returned, Larissa had the man in nightclothes and under the covers. "This man is not ill, Father. He looks like he was beaten within an inch of his life! I'm not sure why he's still alive, truth be told. No papers or coin, I suppose that might be the answer, but it means we don't even know how to find his kin - if he has any." "Well, his 'friend' claimed to not know him. Said he found the wretch lying in the gutter just down the street and felt the least he could was bring him to Sarenrae's care, here." Smiling, the cleric patted the girl on the shoulder, "He's in good hands now. Good night, young lady. Don't bring in any more strays, ok?" Wrinkling her nose at the cleric - who was the closest thing she had to family other than the other orphans here - she returned to her rounds. In the morning, she explained the night's events to Sister Beuavel and indicated that she would like to take responsibility for the beaten man's recovery. The Sister thought it would be a good learning experience, so she agreed to oversee, but let the girl make the decisions. Thus it was, after considerable personal attention and prayer to Sarenrae and Pharasma, that the man finally opened his eyes almost 48 hours later. His bones were largely knit and the bruising was already starting to fade -- Larissa had found that her fervent prayers were being answered and she was able to almost 'push' the injuries from poor man's body. Father Kastigarr and Sister Beuavel found it interesting because she seemed to be channeling their patron's gifts, but she was far too young and did not have the proper schooling - she didn't even know the appropriate prayers! Sadly, her newfound blessings did nothing for the poor man's memory. He woke up without a notion of where he was, how he'd gotten there, or where he was headed to next. And his name was as big a mystery. However, he seemed to know just about everything else a person could know - and that, he remembered! Larissa spent many hours talking to the man, hearing of exotic places and strange creatures and learning that many of them were actually really real! Gradually, his memory came back and the temple was able to get word to his daughter in Ravengro. The thought of the Professor's home town brings the girl back to the present for a moment. Father Kastigarr nudges her and indicates one of the paths through the cemetery where a small group with a casket appears to be working how who will carry. Is that? Yes, Kendra, the Professor's daughter is among them, speaking to another woman. I wonder how Kendra is holding up. Her father obviously thought the world of her. Even when he could not remember his name or hers, he knew that he had a daughter and that he must get back to her. After the Professor was well enough to travel, a carriage came to pick him up and he was gone. It surprised Larissa how much she missed their talks. She'd never had a problem letting a patient go before, but she found herself looking for him time and again. Then one day, Sister Beuavel came to her with a letter in her hand. "The gentleman that you cared for, the learned man - he writes asking that you travel to his home in Ravengro. It is unusual, but I see no reason to deny the request - and I see you pining for his company. Would you wish to visit him?" Almost too eagerly and certainly too quickly, the girl replied, "May I?" With a smile, the matron replied, "I thought as much. I will contact him to make the arrangements. Father Kastigarr has offered to accompany you to assure your safety." A few short days later, she was leaving the only home she'd known for eight years in a carriage sent by the Professor. His daughter was every bit as kind and beautiful as she expected, but they spoke little. Kendra greeted them at the door and showed Larissa where to freshen up, but she'd into town when Larissa emerged. The Professor soon had Larissa and the good father in the study to interview them almost immediately and they stayed there until supper. Afterwards, the travel and the day of being studied had worn the poor girl out and she excused herself to her room early. The next day, the Professor made it clear why he had asked her to come to Ravengro. "Dear child, your talents are amazing for one so young, but frankly they are not noteworthy enough to have you come all this way. I wish to discuss something that I suspect is closer to your heart. What do you know of your father and mother? Your real parents?" Larissa remembered the question taking her aback - she hadn't really thought of parents for so long. "I.. I know nothing of my birth mother. If she knew who my father was, she left no indication when she abandoned me. The couple that I called Mother and Father found me in a common basket on their doorstep. They told me my hungry wailing brought them to the door despite the late hour. They were childless and their prayers to Pharasma went unanswered. Finally, they asked a Pharasmin cleric to pray for them. He told them that he'd seen that they would be blessed with a child in an unusual manner - and they found me within the week." "What I remember of my time in their home was wonderful. It was not to last, but they certainly raised me with love for many years. It came to an end when Mother became pregnant. Everyone said she was too old to bear a child, that the child would be born deformed, a monster, but he was perfect. I loved him at first sight, but Mother became very protective of him and would not let me touch him. I think she feared that I would become jealous and harm him." As she spoke, tears welled up in the girl's eyes, "Mother had noticed that my fingernails were growing longer and harder, like claws, really. You commented on them while you were still healing in the ward. One day, Jameson - my brother - scratched himself on the face and began to cry. I looked in on him and was turning his head to look at the scratch when Mother came in. She saw the scratch - and I was touching him - and assumed the worst. She dragged me out of the only home I'd ever known and to the street. She said she'd always suspected I was 'demon spawn' and now she knew for certain and that I was never to come back. 'Go to the orphanage, you devil - they know what to do with monsters like you!'" The tears flowed freely for a moment until she regained her composure. "And there I lived for the next eight years, where you met me." The Professor offered Larissa a handkerchief to dab her eyes and waited until she nodded. He started, "That is much what I expected. Tell me, have you begun to hear whispers? A voice in your dreams telling you to go somewhere you don't know?" Her eyes wide, she whispered, "Yes - how did you know? I haven't even told Father Kastigarr of those dreams because I feared I was going crazy. I don't want to be committed to some asylum - I feel fine!" "Rest easy, child. This is why I asked you to come here. You are an unusual young woman. A few of the unusual characteristics that I noticed while you cared for me - unusual strength for a woman of your age and size; your lovely, but mismatched eyes; the talons that you mentioned - these features reminded me of something I needed to investigate further before I shared my suspicions with you. You see, while I am certain that you are no monster, I am equally sure that your mother - your birth mother - is." He stopped, watching her reaction, letting it soak in before he continued. "There is a type of what most men would call monsters that are exclusively female. They are called hags. They seduce and mate with males of the standard races, often through trickery, and leave their children - always female - with members of the father's race to raise. When the child, known as a changeling, reaches a certain age, the mother begins to call her home. Little is known of what happens next, but the girl that was is no more - she either becomes a new hag - or she is never seen again." Taking the girl's right hand in both of his, he says, "You must resist the call. Nothing good will come of following that siren and eventually they will stop calling. Be ready - they might come to you, but my research indicates that's unlikely to happen." The rest of the visit to Ravengro was a blur. The revelation of the source of her physical nature stunned the young woman, but, truth be told, it did not truly surprise her. Father Kastigarr never mentioned what he heard that day and has not turned his back on her, monstrous origins or not, and that has given her the strength to resist her mother's - her true mother's call thus far. When she got the summons to come back to Ravengro for the Professor's funeral, it made her heart ache. She would never be able to repay the man for the gift he'd given her. By explaining what she was, who she was, he had given her a chance at life that she didn't even know she needed. With a start, the sound of angry voice and Father Grimburrow rushing away brought Larissa back to the present where a group of locals were accosting the pallbearers and Kendra.
APPEARANCE:
Larissa is an attractive sixteen-year-old girl, approximately 5' 6'', probably around 115 pounds. She commonly wears her long black hair held back in a simple ribbon, but she will sometimes let it fall unhindered, where it reaches about halfway down her back. Least likely, because she doesn't like to take the time, is when she braids it, but she will do so if she's going to be working and needs to keep it out of her eyes. Which brings us to her most unusual feature, her eyes. Her left eye is a brilliant emerald green, but her right eye is a robin's egg blue. The combined effect is unnerving.
Her attire is generally functional and always conservative. As a gift prior to her original 'adventure' to Ravengro, she received an traveler's outfit from the other children at the orphanage as a parting gift. Her armored coat was a gift from the Sarenrae clergy - "Young lady, we've protected you as long as we could, so we are giving you this gift so our protection of you can follow you in your travels. Be safe." DAILY ABILITIES:
Energy Body (5/6 rounds remaining) Channel Energy (5/7 remaining) Lesser Metamagic Rod of Reach (3/3 remaining) DEFENSE:
AC 19, touch 11, flat-footed 18 (Armor +7, Dex +1, Natural +1) CMD 16 (10, BAB +4, Str +1, Dex +1) hp 32 (6d8 [oracle]+0 [Con]+0 [favored]) Save
OFFENSE:
Base Atk +4; CMB +5 Melee quarterstaff +5 (1d6+2, 20/x2) Melee +1 heavy mace +6 (1d8+3, 20/x2) Melee 2 claws +6 (1d4+3, 20/x2) includes +1 to attack and damage from Mother's Gift feat Melee +1 shapechanger bane dagger +6 (1d4+3,19-20/x2) Melee Adamantine halberd +6-4 (1d10+3, x3) nonproficient Ranged light crossbow +5 (1d8, 19-20/x2), 80' range Ranged Sarenrae's Spiritual Scimitar +6 (1d8+2, 18-20/x2) STATS, FEATS & SKILLS:
Statistics STR 13, DEX 13, CON 10, INT 15, WIS 15, CHA 18 Feats Extra Revelation (1st), Extra Channel (3rd), Mother's Gift (Hag Claws) (5th) Traits Chance Savior - +2 trait bonus to Initiative; Resilient - +1 trait bonus to Fortitude Skills 42 skill points: 36 [6*(4+Int Mod(2)) ORA + 6 Favored bonus] Acrobatics -2: [+0 ORA ranks, +1 Ability, -3 ACP]
Languages Common, Draconic, Giant
SQ:
: Favored Class (Oracle), Hulking Changeling (+1 trait bonus to melee damage), Claws (2 attacks, 1d4 damage), Natural Armor (+1), Darkvision 60', Healing Hands (oracle revelation), Energy Body (oracle revelation), Bonus Spells (Detect Undead), Channel positive energy (7/day, 3d6, Will DC 15, oracle revelation)
GEAR:
Combat Gear: Wand of Cure Light Wounds (39 charges), Lesser Metamagic Rod (Reach) Other Gear (carried): +1 Agile Breastplate, Cloak of Resistance +1, Backpack, Crossbow Bolts (10), Silver Crossbow Bolts (6), Light Crossbow, Silver Weapon Blanch (2x), Flint and Steel, Common Lamp (15' bright, 30' shadowy, 6 hr/pint), Oil (1 pint), Traveler's Outfit, Quarterstaff, Trail Rations (5 days'), Spell Component Pouch, Waterskin, +1 Shapechanger Bane Dagger, +1 Heavy Mace, Silver Ring (20 gp), 421 gp, Borrowed adamantine halberd healer's kit, antitoxin, antiplague (3), bloodblock (2), smelling salts, soothe syrup, potion of cure light wounds (2), scroll of lesser restoration, vial of holy water (2), potion of cure moderate wounds, potion of lesser restoration, potion of remove disease (3) Encumbrance 40.32 lb
SPELLS:
Caster level: 6 Close Range: 25' + 5' per 2 levels = 40' Medium Range: 100' + 10' per level = 160' Long Range: 400' + 40' per level = 640' ORACLE
ORACLE
2 2nd-level + Mystery spell + Cure spell + 2 Curse bonus spells, 5+1/day (CL 6), base DC 16 - 4 cast today (SW, MI, Lev vs trolls, CMW vs construct)
1 3rd-level + Mystery spell + Cure spell, 3+1/day (CL 6), base DC 17 - 1 cast today
REWARDS:
Medium XP track, Goal: 23000 Experience Points: 25754 225 Tussle at the graveyard 100 Research at the mansion 050 More research 190 Zombie Smackdown! 200 Mausoleum Centipedes 650 George's army 100 Library research 050 Larissa's research at the Temple 050 Rohlf's research at the Temple 500 DM's catch-up gift 050 Castiel's Graveyard Negotiations 600 The Squeaking Tower 050 Haunt in the prison entry 300 Ectoplasmic assailants in the hallway 100 Coldspot Haunt 400 Flaming Skulls 780 Headless Flaming Skeletons 150 Infirmary Poltergeist 500 Spiders 120 Branding Irons 350 Straitjackets 1140 Piper and Skeleton army 500 Splatterman's proxy(?) 320 Father Charlatan's ghost(?) 800 Ghoulies in the kitchen 500 The LOPPER!!! 350 Iron Maiden 1000 Splatterman / Mosswood Marauder 500 Returned the badge 400 Phase spider at the moor 720 Bugbears on the swamp road 850 Manticore/Gator at swamp camp 500 Wolves and Highwaymen 600 Dogolem 500 Skin Stealer 800 Boxing Zombies 600 creeper & homonculi 325 troll 250 wraithspawn 1 250 wraithspawn 2 700 wraith leader 320 Edwin's dialogue 1200 Ghoul wolves 1100 Basement vampires 2514 A little mishap with a boat 1400 The mob in the street 600 Dispersing another mob 1500 mob at the jail Changling Racial Traits:
Changelings are defined by their class levels—they do not possess racial Hit Dice. All changelings have the following racial traits.
–2 Constitution, +2 Wisdom, +2 Charisma: Changelings are frail, but possess a sharp wit and unnatural beauty. Hag Trait: A changeling possesses one of the following traits, depending on the type of hag her mother is.
Claws: A changeling’s hands and fingernails tend to harden and become sharp as she reaches adolescence. This gives her the claw (1d4) natural attack. Natural Armor: Hags and their offspring have uncommonly tough skin. A changeling begins play with a natural armor bonus of +1. Darkvision: Changelings can see in the dark up to 60 feet. Languages: Changelings begin play speaking the primary language of their host society and Common. Changelings who have high Intelligence scores can choose from among the following bonus languages: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc. Oracle Class Abilities:
Role: Oracles do not usually associate with any one church or temple, instead preferring to strike out on their own, or with a small group of like-minded individuals. Oracles typically use their spells and revelations to further their understanding of their mystery, be it through fighting mighty battles or tending to the poor and sick.
Alignment: Any. Hit Dice: d8. Class Skills The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills. Skill Ranks per Level: 4 + Int modifier. Class Features The following are the class features of the oracle. Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Spells: An oracle casts divine spells drawn from the cleric spell lists (see pages 226–229 of the Pathfinder RPG Core Rulebook). 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.
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.
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 2–6 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. 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. Final Revelation: At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle’s mystery. Mysteries
Final Revelation: 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.
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