Irabeth Tirabade

Mara bint al-Katheeri's page

1,388 posts. Alias of PCScipio.


Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap:
  • Time Flicker: 1 min
  • Speed or Slow Time: Haste party


Half-Orc Heavens Shaman 8 (Speaker for the Past) | HP: 73/73 temp: 10 Backlash: 10 AC: 21 T:13 F:19 | Saves: F:8 R:7 W:16 (17 vs aberrations) | Init:2 (roll twice) | Per:18| CMB: +6 CMD: 19 | Speed 30ft | Aspect: crone

About Mara bint al-Katheeri

Mara bint al-Katheeri
Female half-orc shaman (speaker for the past) 8 (Pathfinder RPG Advanced Class Guide 35, 111)
CG Medium humanoid (human, orc)
Init +2; Senses see in darkness; Perception +18
AC 21, touch 13, flat-footed 19 (+5 armor, +1 deflection, +2 Dex, +3 natural)
hp 73 (8d8+30)
Fort +8, Ref +7, Will +16; +1 trait bonus vs. aberrations
Defensive Abilities sacred tattoo[APG]
Speed 30 ft.
Melee +1 greataxe +7/+2 (1d12+1/×3) or
. . dagger +6/+1 (1d4/19-20) or
. . light mace +7/+2 (1d6)
Ranged sling +8 (1d4)
Special Attacks hexes (chant, fortune[APG], guiding star[ACG], healing[APG], heaven's leap)
Shaman Spell-Like Abilities (CL 8th; concentration +15)
. . Constant—endure elements
. . 1/day—speed or slow time[UM]
Shaman (Speaker for the Past) Spells Prepared (CL 8th; concentration +15)
. . 4th—fear (DC 21), slowing mud[ACG] (DC 21), threefold aspect[APG]; rainbow pattern[S] (DC 21)
. . 3rd—fly, heroism, magic circle against evil, sleet storm; daylight[S]
. . 2nd—barkskin (3), calm emotions (DC 19), spiritual weapon; hypnotic pattern[S] (DC 19)
. . 1st—bless (2), cure light wounds (2), liberating command[UC], remove fear; color spray[S] (DC 18)
. . 0 (at will)—create water, detect magic, guidance, light
. . S spirit magic spell; Spirit Heavens
Str 10, Dex 14, Con 14, Int 14, Wis 24, Cha 8
Base Atk +6; CMB +6; CMD 19 (17 vs. dirty trick)
Feats Extra Hex[APG], Extra Hex[APG], Extra Revelation[APG], Toughness
Traits bastard, foe of the strange, resilient
Skills Diplomacy +12, Fly +6, Heal +22, Knowledge (dungeoneering) +3, Knowledge (history) +13, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +9, Perception +18, Profession (cook) +13, Sense Motive +14, Spellcraft +13, Survival +11; Racial Modifiers +2 Diplomacy
Languages Aklo, Common, Kelish, Necril, Orc, Sign
SQ naive, no breath, orc blood, revelations of the past (speed or slow time[UM], temporal celerity[UM], time flicker[UM]), stardust
Combat Gear pearl of power (2nd level), potion of cure light wounds, scroll of dismissal, scroll of false life, scroll of fly, scroll of monkey fish, scroll of protection from evil, scroll of remove fear, scroll of remove paralysis, wand of bless (7 charges), wand of cure light wounds (16 charges), wand of lesser restoration (2 charges), alchemist's fire (2); Other Gear mwk mithral chain shirt, greataxe, dagger, light mace, sling, sling bullets (2), phylactery of the shepherd (worth 7,000 gp, 1 lb), ancestor doll (worth 1 gp, 1 lb) (2), bedroll, blanket[APG], flint and steel, healer's gloves (worth 2,500 gp), masterwork backpack[APG], sanitarium shirt (worth 1,000 gp), trail rations (2), waterskin, 3 gp, 6 sp, 7 cp
Special Abilities
Chant (Su) As a move action, extend the duration of other hexes by 1 rd.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Guiding Star +7 (1/night) (Su) If outdoors at night, +7 to all CHA skills & activate to Empower, Extend, Silence, or Still a spell.
Healing (2d8+8) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Heaven's Leap (Su) As a standard action, ally in 30 ft moves as jester jaunt.
Naive -2 to AC vs. improvised weapons.
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Speed or Slow Time (1/day) (Sp) As std. action, use haste or slow{/} effect.
Stardust (2/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -3 to att & perception checks for 4 rds.
Temporal Celerity (Su) On intiative rolls, roll twice taking best result. Always act in surprise round.
Time Flicker (8 minutes/day) (Su) Flicker gaining concealment.

Speaker for the Past Archetype:
Mysteries of the Past: A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. Also, she adds the spells from the ancestor and time oracle mysteries to her class spell list (at the cleric level for those spells).

This ability replaces the shaman's familiar. The speaker for the past must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells, but does not need to commune with a familiar during this time. Because she has no familiar, she does not gain a spirit familiar feature from any spirit she bonds with.

Revelations of the Past: At 4th, 6th, 12th, 14th, and 20th levels, the speaker for the past can select a revelation from the ancestor mystery or the time mystery. She uses her shaman level as her oracle level for these revelations, and uses her Wisdom modifier in place of her Charisma modifier for the purposes of the revelation. This ability replaces wandering spirit and wandering hex.

Weight:175 lbs
Hair: brown, short
Eyes: amber, sparkle with starlight
Skin: brown
Build: stocky
Other: Mara has a tattoo of the constellation The Stargazer (birth sign) on her back.

Mara’s father, Zahir al-Katheeri, was a human Qadiran merchant; her mother, Tevaga, was an orcish domestic slave. After Zahir’s first wife died, local gossips began whispering that Tevaga didn’t work as hard as the other slaves, and seemed unusually well dressed considering her position. In truth, Zahir had secretly taken Tevaga as his concubine. Some time later, Mara was born.

As a child, Mara’s mother often told her orcish folk-stories, and tales of her orcish ancestors. Her father doted on her, and ensured that she received an education at a school run by the Church of Sarenrae. Ever since she was a little girl, Mara has been fascinated with the night sky. She loved stories about the different stars and constellations. She learned as much as her teachers could tell her about astronomy.

Mara was 12 when her father died. Zahir’s will provided enough money for Mara and her mother to purchase a modest cottage, with some living expenses left over. One of Mara’s teachers interceded and convinced a priest to help facilitate the arrangements, since Mara was a minor and her mother was an Orc, and legally a slave. The rest of her father’s estate went to his children from his first wife, who had always viewed Mara with disdain, and were not at all friendly towards Tevaga.

Tevega grew increasingly frail, being of fairly advanced age for an Orc. Mara took care of her mother, and worked a series of short-term laborer jobs to make ends meet. She continued her studies at the church school unofficially as best she could; there was no money to pay the fees, but several of the teachers were fond of Mara and tutored her after hours.

One night when she lay outside gazing up at the stars, she thought she could hear them whispering to her, but she couldn’t make out what they were saying. A few nights later, she dreamt that the stars clearly addressed her by name, and then showed her a vision of a meteor streaking though the night sky. Her point of view moved closer, and she could see that chunks separated from the main fireball and smashed into the earth. Later Mara discovered the stories of the Rain of Stars, and identified some of the things in her dream as landmarks in Numeria. Other dreams featured strange creatures that she somehow knew had come from other worlds.

Eventually, Mara’s mother died of old age. Mara sold the cottage, and after paying off debts had enough money to buy herself some adventuring gear. She set off for Numeria to investigate the events in her dreams. This is where her memories end.

Mara carries two ancestor dolls, representing her mother and father. She communes with them at the same time that she communes with the heavens spirits to memorize spells. When faced with a difficult decision, she will take them out and talk to them.

Mara grew up with loving parents and supportive teachers, so she doesn't have the chip on her shoulder that many other Half-Orcs do. She is aware that many people have a negative view of her heritage, so she is a bit guarded with people she doesn't know.

Mara is afraid of spiders.

Mara calls out to one of her parents when casting a spell. Which one depends on the type of spell:

Mommy (Orc) Spells: Enchantment (compulsion) combat buffs, Conjuration (healing), Evocation (except light), Necromancy, Transmution (Bull's Strength and Righteous Might)

Daddy (Human) Spells: Abjuration, Conjuration (non-healing), Enchantment (all other), Divination, Evocation(light), Illusion, Transmution (all other), Universal