Harrow Reading

Marisan Katanga's page

6 posts. Alias of rdknight.


Full Name

Marisan Katanga

Race

Oracle (Cyclopian Seer) 1| HP: 11/11 | AC: 16 (T: 12, F: 14 | CMB: 2, CMD: 14 | F: +3, R: +2, W: +3 | Init: +2 | Perc: +5, SM: -1 | Speed 30'

Gender

Female

Size

Medium

Age

22

Alignment

CG

Deity

Shimye-Magalla

Location

The Shackles

Languages

Taldane, Polyglot, Elven

Occupation

Sailor

Strength 15
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 9
Charisma 17

About Marisan Katanga

Marisan Image

Statistics:
Female Half Elf Oracle (Cyclopian Seer) 1
CG Medium Humanoid

Init +2; Senses Perception +5
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dex)
hp 11
Fort +3, Ref +2, Will +4
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OFFENSE
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Speed 30 ft.

Melee +2

Ranged +2
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STATISTICS
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Str 15, Dex 14, Con 14, Int 12, Wis 9, Cha 17
Base Atk +0; CMB +2; CMD 14
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Traits

Touched by the Sea (Campaign):
You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

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.

Life of Toil (Social):
You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves.

Slippery (Combat):
You have escaped from so many dangerous situations in your life that you’ve gotten quite good at not getting caught. You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.

Drawback

Foul Brand (Hand):
You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting.

Feats

Extra Revelation (Fluid Nature):
You have discovered a new aspect of your mystery.
Prerequisite: Revelation class feature.
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.

Skills
(7 points; 4 class, 1 INT, 2 Background)
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Acrobatics* +2 = DEX 2+0+0 (In Class - Half Elf)
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Appraise +1 = INT 1+0+0
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Bluff +3 = CHA 3+0+0
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Climb* +3 = STR 2+1+0
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Craft +1 = INT 1+0+0
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Diplomacy +7 = CHA 3+1+3
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Disable Device*† +2 = DEX 2+0+0
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Disguise +3 = CHA 3+0+0
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Escape Artist* +2 = DEX 2+0+0
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Fly* +3 = DEX 2+0+0
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Handle Animal† +3 = CHA 3+0+0
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Heal -0 = WIS -0+0+0
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Intimidate +3 = CHA 3+0+0
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K (Arcana)† +1 = INT 1+0+0
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K (Dungeoneering)† +1 = INT 1+0+0
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K (Engineering)† +1 = INT 1+0+0
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K (Geography)† +5 = INT 1+1+3 (+1 Background)
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K (History)† +1 = INT 1+0+0
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K (Local)† +5 = INT 1+1+3
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K (Nature)† +1 = INT 1+0+0
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +1 = INT 1+0+0
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K (Religion)† +1 = INT 1+0+0
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Linguistics† +1 = INT 1+0+0
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Perception +5 = WIS -1+1+3+2 (+2 & In Class - Half Elf)
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Perform +3 = CHA 3+0+0
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Profession† (Sailor) +3 = WIS -1+1+3 (+1 Background)
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Ride +2 = DEX 2+0+0
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Sense Motive -1 = WIS -1+0+0
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Sleight of Hand*† +2 = DEX 2+0+0
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Spellcraft† +5 = INT 1+1+3
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Stealth* +3 = DEX 2+0+0+1 (+1 & In Class - Trait)
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Survival +0 = WIS 0+0+0
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Swim* +7 = STR 2+1+3+1 (+1 & In Class - Trait)
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Use Magic Device† +3 = CHA 3+0+0
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Polyglot, Elven

Special Abilities:

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SPECIAL ABILITIES
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HALF ELF (SHOREBORN):

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Elven Immunities:
Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

Duel Minded:
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

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. The selected skills are always class skills for the character.

ORACLE (CYCLOPEAN SEER):

Mystery (Waves):

Class Skills:
A cyclopean seer adds Linguistics and all Knowledge skills to her list of class skills. These replace the additional class skills granted by her mystery.

Bonus Spells:
Each time a cyclopean seer would gain a bonus spell from her mystery, she instead selects a divination spell from any class’s spell list. If the spell is not on the cleric spell list, it must be at least 1 level lower than the highest-level oracle spell the cyclopean seer can cast. This ability alters the bonus spells granted by the oracle’s mystery.

Oracle’s Curse:
A cyclopean seer must choose the haunted, hunger (see above), powerless prophecy (see above), or tongues curse at 1st level.

Curse (Powerless Prophesy):
You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level. At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.

Uncanny Dodge (Ex):
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Revelations:

Assume Fate (Su):
As an immediate action when targeted by an effect that requires a saving throw, you can choose another creature within line of sight that is attempting a save against the same effect. The target takes a penalty on its saving throw equal to 1d4 + 1 for every 4 levels you possess. You gain the value of their penalty as a luck bonus on your saving throw. You can use this ability a number of times per day equal to your Charisma bonus. This replaces the revelation gained at 1st level.

Fluid Nature (Ex):
You receive a +4 bonus to your Combat Maneuver Defense against bull rush, drag, grapple, reposition, and trip attempts. A creature trying to confirm a critical hit against you has a –4 penalty on its confirmation roll. At 5th level, you gain Dodge as a bonus feat. You do not need to meet the prerequisite to gain this feat.

Spells:

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Spells
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0th (4 Known | (At Will)

Detect Magic
Guidance
Light
Mending
Read Magic

1st (4+1 / Day)

Bless
Cure Light Wounds
Divine Favor

Gear/Possessions:

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GEAR/POSSESSIONS
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Consumables:

Acid Flask x2

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Boarding Pike
Dagger
Brass Knife
Sling & 10 Bullets
Leather Lameller Armore
Backpack
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Notebook
Pen & Ink
Flint & Steel
Mess Kit
Soap
Spell Component Pouch
Rope, Hemp 50'
Rations (5 Days)
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 13 GP 2 SP 1 CP

Background:

Marisan is originally (and fairly recently) from Jula, a tiny settlement on the southernmost edge of The Sodden Lands. Her mother Nasifi is a fisherwoman of both Bonuwat and Lirgeni descent. One of her grandfathers was a holdout who refused to leave with the vast majority of his people before the Eye of Abendego formed and devastated the region. Her father is an aquatic elf who Marisan faintly recalls seeing once when she was very young.

As related to her by her mother years later, when her father realized Marisan could not go to live with him under the sea, he had no further interest in her and did not return anymore afterward. This was just fine with Nasifi, who resented him for leaving.

When she was old enough, six or seven years of age, Marisan began to help her mother when she went fishing. It was hard work, and success was never guaranteed. Further, the coastline was dangerous both on land and on the water. The most persistent threats were sharks and demon worshipping cultists who practiced cannibalism. Marisan learned to always remain alert and quiet when away from Jula.

For years Jula had been under the thumb of the Knights of Abendego, a local gang of thugs and scavengers. Jula was treated like a fief by the Knights, including the regular collection of ‘taxes’ in return for their ‘protection’. Jula was already an impoverished place, and extortion insured it remained just barely on the right side of ruin and starvation. Nasifi was careful to keep Marisan out of sight whenever any of the Knights of Abendego came around. Marisan was pretty and she stood out, it wasn’t hard to since the settlement’s entire population was less than 300 people.

Eventually (and recently) Marisan was noticed though. She was immediately added to the tax being collected and taken from the town. Heveril Dagambi, Jula’s leader, was almost miraculously able to negotiate her return, but the cost was steep. In the time it took to for Father Dagambi to persuade the Knights to exchange her, Marisan had been branded on the hand in preparation for her delivery to a Shackles slave market. She still has the image of Norgorber’s one-eyed mask burned into her left hand.

After her return it was clear Marisan could not remain in Jula. If she wasn’t simply taken again by the Knights of Abendego at a later date, she would continue to be a source of leverage the Knights could use to demand more from the village. For her own part, Marisan was more than ready to leave Jula for somewhere new. While she was grateful, she was also embarrassed at how much the village had given up for her. She was now a burden on everyone who lived there. But she would not acquiesce to being made a slave either. Besides, Marisan had other, more personal reasons to leave. She needed to pursue answers for why she was so persistently plagued by strange dreams, and she knew in her bones she must go to sea to find them.

Marisan packed her few things, said her goodbyes, and made the long and dangerous journey to Greenblood on foot. She passed through the town as quickly as she could, volunteering to join the crew of a ship ready to sail. She learned a little about sailing on the trip to Port Peril. Marisan stopped there to adjust and try to figure out what to do next. The city was stunningly huge and crowded, and she hoped that somewhere among it’s throngs of people there might be someone she could find who might have some clue to give her about what to do next.


Appearance and Personality:

Height: 5'9" | Weight: 135 | Hair: Dark Brown | Eyes: Bright Blue

Appearance

Marisan is fairly tall, with the slender build typical of half elves. She most resembles her Bonuwat ancestry, with her straight, dark brown hair, lighter, dusky complexion, and especially her bright blue eyes. Marisan fingers and toes have a small amount of webbing. Her neck bears a single gill slit on either side of it, but there are no actual gills underneath and Marisan cannot breathe underwater.

She has worked hard ever since she was old enough to do so, which has made her fit and hardy. Marisan’s clothing is in the style typically favored by Bonuwat, a vest and loose pantaloons in bright colors. If the weather is cooler, she adds a shirt under the vest. Her family was always poor, and things have changed little for Marisan since she left home. Her clothes are of inexpensive cotton, and shows wear and patching.

Personality

Party Role and Progression:

Marisan’s two strengths will be in battlefield control due to her mystery, and divination due to her archetype. While she will not be so squishy that she can’t enter melee, I don’t intend to invest heavily in her combat capabilities. She’ll have her boarding pike for reach attacks, supporting in melee, but beyond power attack and/or combat reflexes perhaps, she’ll mostly be devoted to using magic.

Divination spells tend to be more flexible and wide ranging than they’re usually given credit for, and I want to mix her choices of mystery spells so some are devoted to recon (for example I’ll probably take Read Weather for her 2nd level spell, but also some debuffing, buffing, and utility. It can be difficult to keep Oracles flexible in the roles they can fill, but I’m going to do my best to keep Marisan able to contribute something in most any situation.

I intend to have Marisan develop dramatically over time. Given her background in a tiny town, lack of experience with the wider world, young age, and rudimentary education, she’s fairly ignorant and impressionable at the beginning. She could very well be the most idealistic and ethical character in the party at first, sometimes acting as the party’s conscience. But she is malleable rather than rigid in the face of new experiences and developments. She is starting as CG, but as time goes on her alignment could shift to Cg or even CN. Marisan is above all a survivor, so if she needs to adapt she will. Shimye-Magalla, the Bonuwat hybrid of Desna and Gozreh, has never been formalized as a deity by Paizo, but in discussion threads James Jacobs has indicated the deity’s alignment to most likely be CN, so Marisan has some room to maneuver without breaking with her religion.

I’m still thinking through the details of why Marisan was the Waves Mystery and Cyclopean Seer archetype. I would like to have at least a vague outline of its origin and possible purpose. Cyclopean Seer is a cool and flavorful archetype and this seems the like the perfect time to use it since most of the ocean we’d be sailing around on is directly atop the ruins of Ghol-Gan. But, although I figure the connection is probably through her father, I haven’t quite figured out the linkage yet.