Merisiel

Merisiel, the Elven Rogue's page

46 posts. Alias of SinBlade06.


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Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56
DM OnelungBL wrote:

Hmm... I also need PFS ID-Char numbers and your faction. I'm surprised that there isn't a way for a DM to determine those from the character tab?

Merisiel, let me know which character/ID you would like your pregen credit to apply to.

Didn't we already give those in the discussion tab?

And can you apply this credit to Ellar Bannerhand, # 19598-4? I'm getting the character built right after I have the credit for this. Give her some extra starting gold, you know?


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

"I'm gonna enjoy a good meal, a warm bed, and a pouch full of gold. Then I'm leaving this Gods forsaken mountain. If I never saw this place, it'll have been too soon."

While the words of encouragement and thanks are welcome, getting warm from the cold and getting off the mountain are higher on Merisiel's list of priorities.


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Continuing to fight the fire, Merisiel hopes no one else got hurt too badly.

Can't really do too much else, you know?


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Unturned by the challenge before her, Merisiel continues to try and put out the fire, hoping the inferno will be sweltered soon.

Taking a look outside, she sees Sharna get much larger and move towards the water trough. "Good idea Sharna!"


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Since she's in the middle of the flames, Merisiel will quickly grab a bucket (if she can find one,), and attempt to help put out the fire.

Aid Another: 1d20 ⇒ 2 Don't know what modifiers would be used for this one...


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Action from previous post. Taking the spell, running in, being majestic and agile as a leaf on the wind.

-Posted with Wayfinder


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56
Sharna al-Subaiyyat wrote:
:) Niiiice acrobatics, btw!

I am agile as the wind on the river's surface. I flow like the stream, and strike like the waterfall![/sage mode]


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

"I'm on it!"

As soon as the spell is cast upon her, Merisiel will run into the burning building, looking for survivors and calling to them.

Acrobatics just in case: 1d20 + 20 ⇒ (20) + 20 = 40
Perception just in case: 1d20 + 12 ⇒ (8) + 12 = 20

"Hello!? Anyone in here!? We need to flee!! This building is gonna fall!!"


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Attack again! What else? To Hit: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Sneak if applicable: 4d6 ⇒ (6, 2, 2, 5) = 15

-Posted with Wayfinder


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Pulling her rapier as she moves, Merisiel rushes forward and attempts to take out the closest Beastman to her.

To Hit: 1d20 + 11 ⇒ (9) + 11 = 20 Thank the gods this is a powerful/magic weapon.

Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Sneak Attack if Applicable: 4d6 ⇒ (5, 2, 3, 4) = 14 and 4 points bleed damage from Bleeding Attack.

"Run! We'll take care of the beasts!"


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

"Quit the chit-chat! That sled had the bones on them!! We gotta find those things or our payday doesn't come!"

Still looking through the snow, Mericiel moves her attention to the crash site, thinking the bones might be there somewhere.

"Weren't those things magical? See if you spell casters can find it better!"

Perception: 1d20 + 12 ⇒ (1) + 12 = 13 If I don't get this roll, can we forget about it?


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Pulling herself out of the snow, Merisiel quickly dashes to her feet, running after the sled.

After the crash and ensuing carnage, Merisiel hopes Volk is ok.

Then she immediately realizes that her sled had the bones! Perception to find the bones: 1d20 + 12 ⇒ (11) + 12 = 23

-Posted with Wayfinder


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Still freaking out at the fact she's on an out of control sled, Merisiel tries to calm the dogs down so she can regain control and not end up an elf shaped hole in the snow.

Untrained Handle Animal: 1d20 + 1 ⇒ (6) + 1 = 7 Does the -4 from Cause Fear still come into play here? Cause it looks like I'm gonna be going for a tumble. D:


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Trying her best to stay on the sled before it tumbles with her on it, Merisiel attempts to put the sled right.

Untrained Handle Animal: 1d20 + 1 - 4 ⇒ (1) + 1 - 4 = -2

"Oh Gods! HELP ME!!"


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

83 damage!?!? How in the blood soaked Hells did you do that!?

I can see the Empowered effect with the x1.5 multiplier, but everything is is greek to me.

I stab kidneys, not cast spells!


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Knowledge Religion Untrained: 1d20 ⇒ 12
No Spellcraft

If not taken out by TNS:

"Hey! Get away from my sled!" Merisiel draws another dagger and throws it at the driver, hoping to throw them off course.

Dagger Ranged To Hit: 1d20 + 10 ⇒ (19) + 10 = 29
Dagger Crit Confirm: 1d20 + 10 ⇒ (14) + 10 = 24
Dagger Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Dagger Crit if confirmed: 1d4 + 2 ⇒ (1) + 2 = 3
Sneak Attack if applicable: 4d6 ⇒ (6, 6, 6, 3) = 21
Untrained Handle Animal if applicable: 1d20 + 1 ⇒ (4) + 1 = 5
All rolls with associated penalties.


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Preparing for the worst, Merisiel prepares to throw a dagger at the nearest enemy that shows aggression.

Prepared action, throwing a dagger at the nearest enemy should they show aggression towards us.

Dice Rolls:

Ranged Dagger To Hit: 1d20 + 10 ⇒ (17) + 10 = 27 Apply appropriate penalties.
Dagger Damage: 1d4 + 2 ⇒ (2) + 2 = 4 Apply 4d6 Sneak Attack damage and 4 points Bleed damage if attacking against Flatfooted AC.
Handle Animal Untrained (if needed): 1d20 + 1 ⇒ (16) + 1 = 17


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

"I will gladly get off this Gods forsaken mountain, Jory." Merisiel breathes a sigh of relief that the beastmen gave up the chase.

About time! We finally get to finish our mission.

-Posted with Wayfinder


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

"Mush!" Merisiel cracks the reigns and gets the dogs going as fast as she can. Getting the dogs to go faster.

"Keep them off us! They might eventually give up the chase!" If the bones are truely as valuable to the beastmen as they are acting, that may be longer than Merisiel thinks.


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Sorry sorry sorry!! I would have posted earlier, but Job Corps controls me.

Merisiel takes her chances, dashing for the sled and hopping aboard, tossing the bone package into the sled.

Glancing back, she sees the hoard of beastmen, and realizes this could be her last adventure.

With a crack of the reigns, she's off. Heading back down the pass at top speed.

[spoiler=Elven]"Bad day! Bad day! Bad day!"

-Posted with Wayfinder


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

How do you steer this thing!? There are six pedals but only four directions!!

No Ranks in Handle Animal. Besides, my hands are gonna be full, remember?


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

In a hushed whisper, Merisiel speaks to her allies, her voice a little shaky.

"Prepare yourselves. I'm going to grab the bones, then run back to the dog sled."

"Jory, give me cover with your bow if you can. Spell casters, try and distract them. If this works, we can all go home in one piece. Drinks are on me. If not..." She doesn't finish. Being outnumbered 3-1 were not good odds.

I'd like to not die, thank you! Oh gods I hope we make it D:

-Posted with Wayfinder


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Disable Device: 1d20 + 17 ⇒ (10) + 17 = 27 Since I couldn't get to it earlier.

After trying or not, Merisiel draws her rapier and a dagger, ready for whatever these beastmen are planning.

"Jory, don't fire until we know they're hostile, as amazing it would be if they weren't wanting our heads on pikes."

Full Defensive for +4 AC


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Our new GM has convinced me to stay.

I guess I was just impatient and wanting to slow things down. Things haven't been going my way in a lot of things, and I thought a new game would help me cope.

I'll stick through it. I was just wondering if I could attempt to disable the trap on the slab. If it's magical, I can still disable it due to Trapfinding.

Real-Life Scenario for a trap going off without a Disable Attempt.

GM: "Yep, it's trapped."
Me: "Ok, no one open that thing. I'll try to disable it after I get back." *goes to the restroom*

Moments later:

*Earth Elementals open coffin and take con drain*
Me: *returns from the restroom* "What did I miss? Wait, who opened that thing!? I was going to Disable it!"

Sound like a plan? Perhaps?


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Wow...I missed so much...

Listen, I haven't done jack squat since we started. I think now is a good time for this.

I feel like I should leave. Due to my schedule, I rarely have time to post, so when 10 different things happen and I just stood there and look iconic, it isn't all that fun.

Guys, good bye. It was nice knowing you guys.

-Posted with Wayfinder


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

"It appears we have company, then." Dropping the pickaxe, Merisiel draws her rapier, hoping the magic users of the party can get the door open.

"If we can open this stone door, we could escape inside."

Perception on the stone door for any indication of a mechanism for opening it. Like a handle, or the words "Pull."

Perception: 1d20 + 12 ⇒ (19) + 12 = 31
Stealth: 1d20 + 15 ⇒ (13) + 15 = 28


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

I wouldn't be able to use Roll20 due to restrictions I have where I live. Unless someone will move for me.

Otherwise, let us know when you're ready!

-Posted with Wayfinder


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

If we're able to get a new GM, be it someone from the forums or you, I'd be glad to stick around.

Keep us updated, ok?


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

I'd gladly wait, but if it's taken him this long to reply to us, we may as well quit.

I had fun while it lasted, though. Even though I couldn't post during the entire first encounter ;P


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

+20 on Knowledge Engi!?!? I have never seen a skill that high naturally!


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Picking up one of the pickaxes from the dog sled for herself and a couple others, Merisiel walks over to the frozen over door, dropping the other pickaxes into the snow.

"We shouldn't just rush in, we never know what may be on the other side of that door."

"I think we should attempt to break the ice around the door to get in. Whatever is in there, be it our objective or something else, we will need to be able to approach it quietly. A fireball would definately make a lot of noise." She grins, giving Markavious a wayward glance.

Putting her rapier away, she starts hacking at the door with the pickaxe, hoping she won't be the only one working on it.

Strength Check: 1d20 + 2 ⇒ (6) + 2 = 8

"Anyone want to join me?"


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

I have no idea how far away this thing is, so my daggers won't be that effective. It's my only ranged ability.

Keeping her stance, Merisiel draws her rapier, a dagger in her off hand as she prepares for whatever is going to happen.

"Gods that thing is big..."

Going full defensive. +4 to AC


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

We be waiting on GM Skipper, but he hasn't said anything for a few days.

I'll still wait for him at least.


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Uh, GM? You still there?

Your last post was on the 24th, four days ago.

We can't have a story without the narrator!


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

"We should be ready to flee should the beast recognise the ruse. Jory, if you can be of support back with the dog sleds, that would be best, since you and I can rush the dogs in for a rescue just in case."

Reaching into her backpack, Merisiel pulls out a few glass flasks.

"If it would be of any help, I have a few flasks of oil for my lantern. If this creature is weak to fire, these may be useful. Perhaps Sharna or her bird can drop them and the fire elemental can do what it does best."

Merasiel stations herself by one of the dogsleds, ready to flee or attempt rescue, whichever is needed.


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Merisiel gets out of the sled, slowing moving up to Markavious, trying not to have her footfalls be too hard.

"Let's hope this beast is a heavier sleeper than Valeros." She keeps a dagger in her hand, just in case she needs it.

She glances around to see if anything else may be threatening the party.
Perception: 1d20 + 12 ⇒ (16) + 12 = 28


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Staying on the sled to avoid treading snow, Merisiel draws a couple of daggers, ready for something from a distance. "Thank the gods they didn't get to the eggs. Another beast in this mess would have been just a bit much, don't you think?"

"Should we proceed with our climb?"

Sorry I haven't been posting, an explaination will be left in the discussion.


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

"I think my bed had a rock in it or something." Merasiel rubs her lower back.

She takes position as a passenger in the last sled. If something should go wrong, she can jump out and still be able to flank.

Hope everyone's ok with that.


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Think we should skip on to nightfall and then on to daybreak? There's nothing else to do in this tavern besides drink and sleep.

I vote we skip to the next morning. Anyone want to say something else?


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Sighing, Merisiel takes off her coat and approaches the bar. "I say we make for the peak at first light. We just got here, and I know a good drink will help me get some sleep."

Merisiel sits at the bar, ushering over the barkeeper. "Pint of your house brew. I'm thirsty."


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Merisiel shakes the snow off her coat as she enters the lodge, enjoying the warmth it brings. She passes on taking the wands. "If I am in danger, I will find a way out of it."

She gives a bow to Rysam. "Greetings, and thank you for the equipment. I do hope it isn't too much trouble."

While listening to Rysam's instructions, Merisiel thinks back on what she has heard about Rysam and his association with the Grand Lodge.
Know. (Local): 1d20 + 10 ⇒ (7) + 10 = 17

After hearing the what the actual journey will entail, she turns to her travel companions to work on a plan for the trip.

"So how shall we do this? There are three sleds, and six of us, so two people per sled? Someone with ranged abilites in each sled should we need to make a run for it? We should have someone who is skilled in travel and navigation in the lead."

A thought crosses her mind. "When should we depart? I don't know about the rest of you, but I could use a hot meal and a place to rest my feet."


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

I'm in GMT-7 (US MST), but I don't usually post until later at night, since I've got strict rules at my current residence about computer access, and I don't have cell service for something like the Wayfinder.

If I don't post too often, I apologize.


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Merisiel chuckles a little as the two masters of the arcane arts show off their animals.

"If nothing else, those two will most definitely be entertaining to watch, even if this trip is all for nothing."

She then turns to Markavious and speaks to him in Elven.

Elven:
"I've seen spellcasters with creatures before. That scorpion is your Arcane Bond, no? Just don't let me find him in my bedroll in the middle of the night."


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

"There will always be a more pleasant place to reside, my companions. I just hate to think what would be more unpleasant."

Merisial thinks a little about a few rumors she may have heard regarding Galt or Osprey. It'll get her mind off of the cold nipping at her ears, even under her winter cloak. Know (Local): 1d20 + 10 ⇒ (14) + 10 = 24

Forgot to check if she had cold weather gear, and she didn't. Added to her gear and changed her gold remaining.


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

"I feel like I've been here before...well, onward and upward, shall we?" Merisiel is fairly well known around the lodge, so seeing her taking part in a quest such as this is fairly common place.

She insists on taking a slight lead, keeping hidden in the wind and fog.

Stealth+Fast Stealth: 1d20 + 15 ⇒ (13) + 15 = 28


Female Elf Rogue 7 | AC 23/17/17 | F+4, R+11, W+3 | Per +12, Init +9 | HP 48/56

Polka-dotting :D

Full Name

Dagvind 'Yodi" Feldenson

Race

Perception +5, Sense Motive +5 Initiative +5 Speed 20''

Classes/Levels

Saves F 4 R 3 W 4 AC normal, flat-foot, touch : 17, 16, 11 HP 24 of 24

Gender

Male Human (Linorm)

Strength 11
Dexterity 13
Constitution 15
Intelligence 12
Wisdom 10
Charisma 17

About Yodi Feldenson

Dagvind 'Yodi" Feldenson

Description:Tall, gaunt, almost stringy. Dark-haired Yodi always dresses so that his body is covered and he is usually veiled. His awkwardly hanging breastplate was built for a larger man. His visible skin is spotted with white scaly patches, broken scabs, and sores.

Male Human Oracle 3 (Wasting curse, Heavens Mystery)

S 11(+0), D 13(+1), Co 15(+2), I 12(+1), W 10(+0), Ch 17(+3) Racial Modifier to Charisma

Combat
BAB +2 CMB +2 CMD 13 , Initiative +5 Speed 30'

Defense:
Saves F (4 = +1 +2Co +1 Cloak) R (3 =+1 +1D +1 Cloak) W (4 =+3 +0W +1 Cloak) ()
AC normal, flat-foot, touch : 17, 16, 11 (+6 armour, +1 dex)
HP Total {24}

Attacks and Weapons:
Melee:
dice= MW Spear] 1d20+3[/dice] ... dice= damage] 1d8[/dice] x3, 20'
dice= Dagger] 1d20+2[/dice] ... dice= damage] 1d4[/dice] 19-20, x2, 10'
dice= Club] 1d20+2[/dice] ... dice= damage] 1d6[/dice] x2, 10'

Ranged:
dice= MW Light Crossbow] 1d20+3, 1d8, 19-20, x2, 10' [/dice] 20 Bolts
dice= MW Spear] 1d20+4, 1d8, x3, 20'[/dice]
dice= Dagger] 1d20+3, 1d4, 19-20, x2, 10' [/dice]
dice= Club] 1d20+2, 1d6, x2, 10' [/dice]

Spells Remaining: 1st: 6 of 6

Spells:

Spells/day Unlimited orisons, 1st level 5 + 1 Ch,

Spells Known(5 Orisons/3 First )
Orisons (5) Create Water: Creates 2 gallons/level of pure water. __ Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object. __ Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.

First Level (3) + bonus spells
Bless: Allies gain +1 on attack rolls and saves against fear.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Protection from Evil: +2 to AC and saves, plus additional protection against evil.

Bonus Spells: Color Spray* (Will DC 15), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).
* HD limits boosted by Awesome Display

Languages: Common, Skald, Ancient Osirian

Skills:
(21 total) (4/oracle level + 1/level Int + 1/level human + 1/level favored class oracle)
ACP 2 = 4 -1 MW -1 Trait

Appraise __________ 4 = 1 +1 I + 2 Trait
Diplomacy _________ 0 = 1 +3 Ch -4 Wasting
Fly (someday) ____ -1 = 0 + 1 D - 2 Armor
Heal ______________ 5 = 2 +0 W +3 oracle
Intimidate ________ 4 = 1 +3 Ch
Know (Arcana)______ 8 = 1 +1 I +3 oracle +3 (DM's bonus +1/level)
Know (History)______ 6 = 2 +1 I +3 oracle
Know (Religion)_____ 6 = 2 +1 I +3 oracle
Know (Planes)______ 5 = 1 +1 I +3 oracle
Linguistics _______ 2 = 1 + 1 I
Perception_________ 5 = 2 +0 w +3 heavens
Perform(sing)______ 0 = 0 +3 Ch -4 Wasting +1 (DM's free craft, perform, or profession point)
Ride ______________ 4 = 1 + 1 D - 2 Armor
Sense Motive ______ 5 = 1 + 0 W +3 oracle
Spellcraft _________ 6 = 2 +1 I +3 oracle
Stealth ___________ 3 = 2 + 1 D - Armor
Survival___________ 4 = 1 + 0 W +3 heavens

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). In addition, oracles receive additional class skills depending upon their oracle mystery. An oracle with the heavens mystery adds Fly, Knowledge (arcana), Perception, and Survival to her list of class skills.

Untrained:
Acrobatics 0 + D - ArmorCP
Appraise 0 + I
Bluff 0 + Ch
Climb 0 + S - ArmorCP
Craft 0 + I
Diplomacy 0 + Ch
Disguise 0 + Ch
Escape Artist 0 + D - ArmorCP
Forgery 0 + I
Heal 0 + W
Intimidate 0 + Ch
Know (any) 0 + I
Perception 0 + W
Ride 0 + D - 1 ArmorCP
Sense Motive 0 + W
Spellcraft 0 + I
Stealth 0 + D - 1 ArmorCP
Survival 0 + W
Swim 0 + S

Traits, Feats, Class Features:

Traits
Foreign Opportunist: ... +2 trait bonus on Appraise checks, ... always a class skill. ... sell relics of Ancient Osirion for 60% of their listed price, rather than the normal 50% value. What is considered a relic of Ancient Osirion is left to the GM’s discretion.

Armor Expert: You have worn armor as long as you can remember, .... When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Feats
Human Bonus: Improved Initiative
1st Level: Spell Focus Conjuration
3rd Level: Spell Focus Illusion

Revelations:
1st Level: Awesome display.
3rd Level: Moonlight Bridge

Oracle Class Features

Equipment:

MW Breast Plate, AC +6, ACP -3, Max Dex +3 (Trait takes ACP down 1 more)
Long Sword
Dagger
MW Spear
MW Light Crossbow
20 Bolts

Traveller's outfit
Waterskin

Pouch, belt
Tindertwig 5x
Wand CLW (35/50)
2 Oil Magic Weapon
Cloak of Resistance +1

MW Backpack
Blanket
Bedroll
Rations, trail x10
Soap
Flint and Steel
Whetstone
Lantern Hooded
Oil, x5

Travois
Iron Pot
Crowbar
Miner's Pick
Piton's x10
Rope, Hemp, 50'
Spade

Background :

Nick-named 'Furious' in his boyhood for his temper, Yodi is calmer in early manhood, but the nickname has stuck. He's even come to like it.

He keeps a warrior's rough honor. His word is his bond and he pays his debts. Once a person has earned his friendship, he will back that person at risk of his own life. Once someone has earned his enmity, he will offer them only the edge of his sword.

Yodi came south with a group of friends seeking to make their fortune in the warm southern lands, but they are all dead now and Yodi needs to make some quick cash.

**

A few things you'll know about Yodi even though he doesn't talk much. The Grim Propectors (or something else if you like) are Yodi's second team. The first team died badly and he contracted an apparently incurable wasting disease while exploring tombs with them.

His breastplate is oversized, but he claims it fit well once and that his father made it. The armor and a longsword are all that's left of the gear that brought with him when he and his friends came south from the Land of the Linnorm Kings. He doesn't use the sword at all, but sharpens it at least three times a week.

Occasionally you could hear him singing in his rough raspy voice when he thought he was alone on watch. It was not pleasant.

He has a limited number of magical tricks. He claims he had better ones before the gods stole his voice and his strength in the tombs.

Other Information:

Lots of hand washing. Sings (badly) when he's alone. Careless of his gear, except the breastplate and sword. Refuses physical help.

Was a chaotic good follower of Cayden, Gorum, and to a lesser extent, Desna. Currently neutral, occasionally tending kind. He angry at the gods, and tries worshipping different ones to find or appease the one who cursed him, if one did. Fears his new magical powers were some kind of cosmic payment for his proud, old attributes. Knows that he would be worm food without them, and despite reviling them, fears they too will be snatched away.

Current Adventure Loot:

Heavens Mystery:

Class Skills: An oracle with the heavens mystery adds Fly, Knowledge (arcana), Perception, and Survival to her list of class skills.

Bonus Spells: color spray (2nd), hypnotic pattern (4th), daylight (6th), rainbow pattern (8th), overland flight (10th), chain lightning (12th), prismatic spray (14th), sunburst (16th), meteor swarm (18th).

Revelations: An oracle with the heavens mystery can choose from any of the following revelations.

Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).

Coat of Many Stars (Su): You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Dweller in Darkness (Sp): Once per day, you cast your psyche into the void of space to attract the attention of a terrible otherworldly being. The dweller in darkness behaves in all ways as if you had cast phantasmal killer. At 17th level, the dweller in darkness can be perceived by more than one creature, as if you had cast weird. You must be at least 11th level to choose this revelation.

Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still spell feat without increasing the spell's casting time or level.

Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage per level. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that enemies who fail their saving throw are fatigued. At 15th level, creatures who fail their save are exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.

Lure of the Heavens (Su): Your connection to the skies above is so strong that your feet barely touch the ground. At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Mantle of Moonlight (Su): Your innate understanding of the moon renders you immune to lycanthropy. Additionally, you may disrupt a lycanthrope's connection to the moon with a successful touch attack. This action automatically forces the lycanthrope into its humanoid form, which it must remain in for a number of rounds equal to your oracle level. Upon reaching 5th level, you can use this ability to force others into a rage, as per the spell. Using this ability is a melee touch attack. You can use this ability once per day at 5th level plus one additional time per day for every 5 levels above 5th.

Moonlight Bridge (Su): You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.

Spray of Shooting Stars (Su): As a standard action, you can unleash a ball of energy that explodes in a 5-foot-radius burst dealing 1d4 points of fire damage per level. A successful Reflex save halves this damage. This attack has a range of 60 feet. You can fire one explosive ball per day, plus one additional ball per day at 5th level and for every 5 levels thereafter. You can fire more than one ball at a time, but creatures caught inside more than one simultaneous explosions only take damage once.

Star Chart (Ex): Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation.

Final Revelation: Upon achieving 20th level, your rapport with the heavens grants you perfect harmony with the universe. You receive a bonus on all saving throws equal to your Charisma modifier. You automatically stabilize if you are below 0 hit points, are immune to fear effects, and automatically confirm all critical hits. Should you die, you are reborn 3 days later in the form of a star child, who matures over the course of 7 days (treat as the reincarnate spell).

Current Adventure Loot: