Leira's page

1,309 posts. Alias of Balacertar.


Acro+10,Climb+2,Diplo+16,DisDevice+5,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+11 ,Kplanes+4,Kreligion+13,Ling+10,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,UMD +16,Conc+14


Female Orc blooded Human Oracle 10 | GS Doc | mv10h, gmw10h, db10h, sf10m, ep10m, iskn10m


HP 86/86 DR 5/Bludgeoning (50/50) AC 30 24 TAC 14 13 FF 27 21 | CMD 25 (26 grapple) | F +9 R +10 W +12 (+2 vs fear; +4 reroll) | L1: 5/7 L2: 4/7 L3: 6/7 L4: 5/6 L5: 3/3 | Ini +3 (rolls twice) Senses darkvision 60' +14 |

About Leira


Leira is a common Trunau girl. Just, in Trunau, no girl is truly common. She has endured 18 winters right now and learned to defend herself and the town from the recurrent orcish attacks. [Trunau native and Resilient traits]
She hates the orcs, not only by the trouble they cause, but because they killed her grandmother and father when she was still a child. All she knows about Olog's and Leira's death, she received her name after her grandmother, is the crime was perpetrated by the Twisted Nail tribe. Since then, she has been raised only by her mother. It has been a hard time, but she is now prepared to defend the town after she has recently taken part in the Hopeknife Festival, swearing the Standing Vow to defend the town and become a true adult.
Her mother, Aliana, is a shaman in the town and maintains a small healing and magical business there. She has some limited access to magic through tattoos Aliana learned from her father. Consequently, Trunau's folk sometimes seek her in order to solve diseases or find answers to common day questions about the weather or lost objects. After Leira’s father death, Aliana had to endure very difficult years, but eventually found the support of Erik, one of Trunau’s guards. Together they have built up a new family within which Leira feels comfortable and lives as a relevant member, in addition to her little half-sister Sarah.
Within her family she has strong bonds. All she and her mother have gone together have made them strong friends and confidants. They emotionally depend of each other. The relation with her new father is kind in nature, and Erik has taught her to use the bow efficiently and created bonds with Trunau's self-defense guard [light armor and weapon training. As for her sister, Leira and Sarah are good friends, although the age difference has made Leira a sort of second mother for Sarah.
Leira has always shown a special interest for magical objects and has experimented with all sorts of them. This was possible due to the considerable library found in her mother’s small business and the occasional object going through her hands. She often will study them after the common hard work every child has to do in Trunau. As if the knowledge of her mother was not a great enough source, she has also paid attention to every tale foreigners have taken to the village on their travels. That has just improved her understanding of magical objects and people has started to ask her for advice on how to use unknown ones. [magical training]
Looking for Leira's interest and observing certain magical talent on her, Aliana has recently accepted to transfer to Leira the knowledge and power of magic after she has made her Vow [first Leira’s spells]. Additionally she has shown her the art of tattoo, giving her the tattoo of Leira’s first spell, 3 dancing lights. This tattoo, written by her mother in Leira’s back, seems to have triggered some kind of inner lost power. She doesn’t understand the recent changes but magic is getting stronger within Leira’s blood.
In fact, what Leira doesn’t know is her grandmother and father were in truth killed by human orc-hating radicals, because… her father was a half-orc, which she doesn't remember due to her short age. Those orc-hating radicals are in fact one Lastwall Crusaders sect, the New Sun Avengers, a group of fanatics that seek to restore the original Sunwall line entirely. They have become fanatics, seeking to recover the lands lost to Belkzen by first scouring them free of all orcish taint, no matter how small info provided by last GM, feel free to modify. They will create this "righteous genocide" by any means possible, no matter the cost. They covertly foment raids and attacks on both villages and orc tribes alike, eager to see the bloodshed begin, then rally unwitting Lastwall soldiers into the fray as saviors and heroes. The case of Leira and Olog was relevant to the organization, as they were working hard for a peace treaty with the most civilised orc tribes. Some of the New Sun Avengers members influence has only helped to maintain the crime concealed until now.
In addition, the real nature of Leira's father remains a secret within her family, but her grandmother had in fact a relationship with an orc champion called Blork Thuul Name given by last GM, feel free to modify. Whether it was consented or forced, the orc’s blood flows now strong within Leira’s veins, and that blood is full of brutal magic. Brutal, bestial power that pushes to go out, and will place Leira's self-control under test as the events unfold and she starts to show clear signs of orcish magic. Blork was the great uncle and a previous tribal shaman to one Krun Thuul, current leader of the Black Sun Tribe of Belkzen. While Blork is no longer living, Krun Thuul is alive and well, a powerful and wealthy orc chieftain whose tribe lives a mercenary lifestyle, travelling and fighting anyone and everyone willing to pay their price previous GM info again, feel free to modify.
Will she be able to control her new power? How will she react to her new abilities? Once the truth of her bloodline is discovered, how that will affect her hate for the orc family?
First chapter update
Rodrik’s assassination and Trunau’s siege have deeply impacted on Leira’s life and character. First of all, the challenges have make Leira’s inner power to appear and mingle with the study of magic provided by her mother. The long and devastating siege, has place to prove the girl’s military training, improving her combat techniques by all means. Her group was placed into a great stress position, holding the lines of lower Trunau against the orcs and giants. But finally, the town prevailed with an explosion of happiness of those that see their enemy retreating.
But the happiness became quickly a deep sorrow when Leira discovered the extent of the town’s destruction and then the death of her mother Aliana. Fortunately, her little sister Sarah and her step-father Erik were all good. Leira could not recover from the shock, her already deep anger against the orcs because of his father’s death, now melted with current events. Unable to accept it, the girl swore revenge. As the events unfold I yet have to look at your thread to know she decided to go after the Twisted Nail that killed her father and now her mother. Taking just a few assets, including her father’s bow and her mother’s spellbook, she left Trunau looking to fulfill her vengeance.
Things started to go from bad to worst until she finally found a group of… And here Leira joins the new group!
Relevant background posts:
The orc magic is unleashed
Burning dreams
Leira's story on how she reached the Ghostlight Marsh
Droja reveals Leira's grandmother was the orc Sorceress, Shaynanti
Leira finds an infant whose parents where killed by Trolls and Ogres and instantly feels reflected and responsible on her (name is Abria)


Leira is a pride Trunau villager. She believes in the sheer superiority of her people over other folks. They have shown the world the stoutness of their resistance and she acts as if she had something to do with that wonder. [Pride drawback]
Aside from that pride, she is an empathic girl that easily mingles with others. She is very energetic and prefers action rather than observation. In fact, there is something brutal growing inside her. The way she is marvelled by the power of nature, and her empathy has made her work well together with beasts.
As for orcs she hates them for what happened with her grandmother and his father. She will have a hard time to work with them or even half-orcs and due to her pride, she will have trouble to accept their help. Things will certainly change once she discovers the truth about his ancestors death and the orcish power in her blood grow more powerful and clear. Even if she will end accepting this fact, it will remain as a great internal fight inside herself and will pose difficulties at times until she reaches full maturity.
Within her family, Leira has a good friendship with all the members. She is emotionally dependant of her mother, which comes in both directions, and acts as a second mother for Sarah. This last bond has developed in Leira a strong protective instinct towards the little girl.


Leira is a thin blond girl, yet even her pale face might give a different impression, she is a stout one, even if that recklessness comes more from an inside power rather than sheer external strength. Her facial traits are those of a mixture between Varisian and Skald, but there is something more brutal on her that ends her cheeks and mouth with a blunt, some will say orcish, style.
She likes to dress comfortable closed cloths, appropriate for the life at the fields, including a strong leather shirt that protects all her chest, a crossbow and her Vows dagger, as you never know when Trunau will call you for its defense.

Character summary:

Leira will start the game as a commoner of Trunau. She has been trained to defend the city with her crossbow and she is not bad at it. She is also taken by the knowledge of artifacts and magic items and takes every single opportunity to investigate and broaden that knowledge. But there is a latent power within her that will trigger at the start of the adventure, it is her orc bloodline, a power that will take her to the sorcerer life. That power will be triggered by the magical tattoos in her skin, the archetype that will further define her sorcerer class. On the game, she will contribute in the social part being a strong link to Trunau and the artifacts research. On combat she will play a party support role, making her companions more powerful, and will actively contribute as a blaster and a crowd controller specialized in evocation.

Race: Human
Class: Arcanist
Magic: Support magic

Female Orc blooded Human Oracle 10
CG Medium humanoid (human, orc)
Init +3 (rolls twice, always acts on surprise round); Senses darkvision 60’ Perception +14

AC 24, touch 13, flat-footed 21 (+11 armor, +2 Dex, +1 dodge)
HP 86 (10d8+20+10+3)
Fort +9 (2 Con, 3 class, 2 item, 2 luck), Ref +10 (2 Dex, 3 class, 1 trait, 2 item, 2 luck), Will +12 (1 Wis, 7 class, 2 item, 2 luck) [+2 vs fear, +4 reroll vs blind, deaf, frightened, panicked, paralyzed, shaken, or stunned]

Speed 30 ft. (40 ft. without armor)
Melee +2 adamantine falchion +15/+10 (2d4+9) 15/x2 slashing
Ranged sling +9 (1d4+5) 20/x3 50’ bludgeoning
ray +9

Attack templates:

[dice=+2 adamantine falchion]1d20+15[/dice]
[dice=Adamantine/Magical/Slashing damage]2d4+9[/dice]
[dice=Adamantine/Magical/Slashing damage+enlarged]2d6+9+2[/dice]]
[dice=Adamantine/Magical/Slashing damage+VS]4d4+9[/dice]
[dice=Adamantine/Magical/Slashing damage+VS+enlarged]4d6+9+2[/dice]

[dice=+2 adamantine falchion-PA]1d20+15-2[/dice]
[dice=Adamantine/Magical/Slashing damage+PA]2d4+9+6[/dice]
[dice=Adamantine/Magical/Slashing damage+PA+enlarged]2d6+9+6+2[/dice]
[dice=Adamantine/Magical/Slashing damage+PA+VS]4d4+9+6[/dice]
[dice=Adamantine/Magical/Slashing damage+PA+VS+enlarged]4d6+9+6+2[/dice]

Str 21, Dex 14, Con 14, Int 10, Wis 13, Cha 18
Ability increases +2 Str (racial), +1 Str (4th), +2 Str (item), +1 Str (8th), +4 Cha (item)
Base Atk +7/+2; CMB +12; CMD 25 (26 vs grappled)
Feats Toughness, Dodge, Power Attack, Vital Strike, Weapon Focus (falchion)*, Improved Critical (falchion)*, Eldritch Heritage (Orc Bloodline)

Roll with It (campaign) You’ve trained with some of the best giantslayers out there, and have learned how to avoid the worst effects of a giant’s powerful attacks. You gain a +1 trait bonus on Reflex saves. In addition, once per day, when a creature with the giant subtype successfully confirms a critical hit against you with a weapon or a slam attack (not a spell or special ability), you can roll with the attack. You take normal damage from the blow, as if the critical had not been confirmed. You must be aware of the attack and able to react to it—if you are denied your Dexterity bonus to AC, you can’t use this ability. If you are a dwarf or a gnome, you can use this ability twice per day.
Fate’s Favored (faith) The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Skills (5x10 = 50, -3 ACP) Acrobatics +10 (2 Dex, 3 rank, 3 class, 5 item, -3 ACP), Climb +2 (5 Str, -3 ACP), Diplomacy +16 (4 Cha, 9 rank, 3 class), Disable Device +5/+2 (2 Dex, 3 rank; -3 ACP), Heal +5 (1 Wis, 1 rank, 3 class), Intimidate +8 (4 Cha, 1 rank, 3 class), K. planes +4 (0 Int, 1 rank, 3 class), K. religion +13 (0 Int, 10 rank, 3 class), Ride +3 (2 Dex, 1 rank, 3 class, -3 ACP), Sense Motive +5 (1 Wis, 1 rank, 3 class), Spellcraft +5 (0 Int, 2 rank, 3 class), Stealth -1 (2 Dex, -3 ACP), Perception +14 (1 Wis, 10 rank, 3 class), Use Magic Device +16 (4 Cha, 9 rank, 3 class)
Background Skills (2x9 = 18) Craft (class), Handle Animal +5 (4 Cha, 1 rank), K. history +11 (0 Int, 8 rank, 3 class), Profession (class), K. engineering +4 (0 Int, 1 rank, 3 class), Linguistics +10 (0 Int, 10 rank)
Languages Common, Orc, Giant, Draconic, Dwarven, Sylvan, Aquan, Ignean, Auran, Terran, Infernal, Celestial
Favoured class (oracle): HPx3, Humanx7: L1, L1, L2, L2, L3, L3, L4

(CL 10; Concentration +14)
0 (-, 9 known) create water, detect magic, grasp, guidance, light, mending, read magic, spark, detect poison
1 (7/day, 9 known) enlarge person, cure light wounds, shield of faith, burning disarm (Ref 15), divine favor, shadow trap, fallback strategy, sun metal
2 (7/day, 8 known) fog cloud, cure moderate wounds, shatter (Will 16), defending bone, ashen path, ironskin, searing light, silence (Will 16)
3 (7/day, 7 known) magic vestment, cure serious wounds, channel vigor, shield of wings, bestow curse (Will 17), dispel magic, second wind
4 (6/day, 5 known) wall of fire, cure critical wounds, greater magic weapon, purify body, shadow conjuration, blade of light
5 (3/day, 3 known) righteous might, mass cure light wounds, shadow evocation, true seeing

Other interesting spells:

L1 brightest night, face of the devourer, know the enemy, tap inner beauty, blend with surrounding, protection from evil
L2 divine trident, grace, ashen path, surmount affliction, mortal terror, instrument of agony, lesser restoration, burst of radiance, hold person, protective penumbra, recentering drone, pilfering hand
L3 second wind, shield of darkness, mind maze, resist energy communal
L4 spit venom, greater path of glory (heal everyone 5 hp/level)
air walk/aura of doom


As Leira grows and faces challenges her innate magic evolves in the form of new spells. Those new spells sometimes manifest themselves in the form of tattoos after troubling dreams that reveal the true nature of her ancestors.
Left arm
Enlarge person: A giant orc breaking his chains.
Right arm
Dancing lights Description: A group of three spheres that seems to project strong energy rays that extent all around the girl's arm with a light blue colour.
Left hand
Burning hands: Charcoal-like marks resembling the shape of furious fire.
Right foot
Spider climb: A black spider all over a net of strings.

Ability Score: +2 Str
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings (for Leira, fierce tattoos have been appearing in her body while her orcish blood has been manifesting). Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage (Leira thought she was a pure Human until short). Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.
Unflinching Valor: Many fearsome arctic predators consider young frostkin easy prey, but some frostkin manage to overcome their fear and fight off these beasts while they wait for help to arrive. Winter half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled. This replaces intimidating.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device (UMD & Acrobatics). The selected skills are always class skills for the character. A half-orc can take this trait in place of racial weapon familiarity.
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 (in Leira’s case her Battle mystery is a representation of the orcish blood of her ancestors). 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 curse (shadowbound).
Shadowbound: Your pigmentation is oddly colorless, and your eyes are highly sensitive to light. You are blinded for 1 round when exposed to normal or bright light and dazzled while in such a lit area. You gain darkvision to a range of 30 feet. At 5th level, the range of your darkvision increases by 30 feet. At 10th level, add shadow conjuration to your list of 4th-level oracle spells known and shadow evocation to your list of 5th-level oracle spells known. At 15th level, add shadow walk to your list of 6th-level oracle spells known.
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.
Weapon Mastery (Ex): Select one weapon with which you are proficient (falchion). You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.
Skill at arms (Ex): You gain proficiency in all martial weapons and heavy armor.
War Sight (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.
Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (oracle level-2 = 3) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier (6).


mithral full plate, 10500 gp (+9 AC, max Dex 3, -3 ACP, 25% spell failure) (enchanted to +2 with magic vestment)
cloak of resistance +2, 4000 gp
boots of striding and springing, 5500 gp
belt of incredible Strength +2, 4000 gp
headband of alluring Charisma +4, 16000 gp
scroll case [x2], 1 gp (draw scroll as move action)
Bandolier [x2], 5 sp (8 flasks or small objects, no AoO on retrieve object)
spell component pouch, 5 gp
Waterproof bag, 5 sp (even 10r of immersion)
Waterskin, 1 gp
mwk Backpack, 50 gp (+1 Str to carrying capacity)
Abria's silver cloak clasp
Dusty rose prism (+1 initiative), 500 gp

hopeknife (mwk dagger), 302 gp
adamantine falchion, 3375 gp (enchanted to +2 by greater magic weapon)
+1 warhammer [p]
sling, - gp

Waterproof bag
Soap, 1cp
Smelling salts, 25 gp (12 11 uses; removes unconsciousness and staggered)

Spell Component Pouch
Signal whistle, 8 sp
Sewing needle, 5 sp

Components pouch

Bandolier 1 (7/8)
Oil of bless weapon, 50 gp
Potion of enlarge person [x2], 50 gp
Powder, 1 cp (flour, AC 5 to momentarily reveal invis in one square)
Sooth syrup, 25 gp (+5 alchemical vs sickened/nauseated 1h)
Antiplague, 50 gp (bonuses vs disease)
Alchemical grease, 5 gp (+5 alchemical vs grapple and to escape artist)

Bandolier 2 (2/8)
Tanglefoot bag, 50 gp
Potion of gaseous form (CL 5), 750 gp

Scroll case 1 (4/4)
scroll of magic weapon, 25 gp
scroll of obscuring mist, 25 gp
scroll of protection vs evil, 25 gp
scroll of remove fear, 25 gp

Scroll case 2 (4/4)
scroll of entropic shield, 25 gp
scroll of remove sickness [x2], 25 gp
scroll of blade barrier [p]

scroll of comprehend language, 25 gp
scroll of air bubble, 25 gp
Crowbar, 2 gp (+2 to open Str checks)
Flint and Steel, 1 gp
Grappling arrow, 1 gp (hook for bow and silk rope reach 30')
Silk rope, 10 gp (50' break 24 DC)

Gold earned: 33000 (initial gold) + 14000 (Cathedral)
Gold spent: 10500(armor)+4000(cloak)+4000(belt)+4000(headband)+302(hopeknife)+3375(falc hion)+5500(boots)+69.8(minor equipment)+155(alchemicals)+150(minor potions)+225(minor scrolls)+12000(headband->+4)+750(gas pot)+500(dusty ioun) = 46155
Gold remaining: 845 gp


eval(a.split("").filter(s=>!isNaN(parseInt(s,10)) || s==="+").join(""))

Progress ideas:

Healer’s kit, 50 gp (+2 Heal)
Climber's kit, 80 gp (+2 Climb)
mwk Ocarina, 100 gp (+2 Perform)
Lesser rod of extend metamagic, 3000 gp
scroll of delay poison, 150 gp
scroll of remove paralysis, 150 gp
Potion of gaseous form (CL 5), 750 gp
scroll of align weapon, 150 gp
ring of spell knowledge I, 1500 gp with the penumbra cantrip on it
Pale green prism: +1 competence to attack or saving throws, 4000 gp
Dusty rose prism: +1 initiative, 500 gp

Level advancement reports:

Origin at Darkblade's Giantslayer (Sorcerer)
A blaster obtaining raw power from her tattoos
Level 2 - Sorcerer
Level 3 - Sorcerer

Rebuild for Mazra's Giantslayer (Arcane Trickster)
A skillmonkey was required
Level 4 - Rogue (+restated Sorcerer to Arcanist)
Level 5 - Rogue
Level 6 - Arcanist
Level 7 - Arcane trickster
Level 8 - Arcane trickster
Level 9 - Arcane trickster
Level 10 - Arcane trickster

Rebuild for Daniel's Giantslayer (Oracle)
A healer was required
Adjusted back to Level 8 (plus changed all the levels to Oracle coming back closer to the original Orc blood magic concept and embracing this with change to half-orc race)
Level 9
Level 10