Mirhana's page

1 post. Alias of andreww.


About Mirhana

Mirhana is a short dark haiired Ossiriani woman in her mind thirties. She dresses in loose fitting, flowing silk robes in black and silver. She is rarely still, always flitting from one project to another. Her eyes are a deep, penetrating blue and, on closer examination, are filled with tiny silver stars.

Concept:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

Mirhana is a young woman of Ossiriani background. She was born the daughter of a powerful merchant and developed her love of travel from the many trips she took with her father, criss-crossing the desert between Rahadoum, Thuvia and Ossirion.

Mirhana became lost in the ancient ruins surrounding an oasis on one such trip when she was 14. She stumbled into an ancient shrine where she attracted the attention of "something". She does not know what it is but her mind has never been right since then.

As Mirhana recovered from her experience she began to exhibit strange, divine abilities. Her parents did not know it but she was being granted powers as an Oracle of the creature she had unwittingly met. The contact however had broken her mind. Her parents tried to find a cure for her condition without success and eventually they sent her to be cared for in an isolated monastery. A cynical person might think that her father did so to avoid damaging his business in Rahadoum.

Mirhana enjoyed her time in the Monastery at Tar Kuata and got on well with the Irorian monks there. She learned much but would often wander off into the desert on her own. Somehow the various beasts of the desert would not harm her and she would sometimes return with an inconvenient friend such as a massive desert lion or pack of hyenas in tow.

Evntually Mirhana left the Monastery and returned to her family to find that they had moved on without her, there was no place for her. As such she left, heading into the desert and then south into the Mwangi Expanse. She has travelled far and wide throughout Golarion. She became certain that the entity which contacted her came from beyond the stars and has established several observatory's in the Ghol-Gan ruins of the Mwangi expanse. She very much wishes to meet the creature which has so dominated her fate to date.

Goals:

2) Two goals that you'd like the character to accomplish in-game.

Mirhana's primary goal is to uncover the identity of her mysterious divine patron. She is no fool, she recognises that it may have little interest in her or be some sort of sanity rending creature of madness but as her mind is already shattered that holds little fear for her.

Her second goal is to begin to explore the stars. She has travelled widely across Golarion and now she wants to go further. She sees a trip to the Moon as simply the first step in a longer Journey out into the vastness of space.

Secrets:

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

Mirhana did not take the abandonement of her by her family quite as well as she likes to tell herself. On returning to her family home in Sothis she demolished the building, killing her parents and badly injuring her siblings. She has largely blanked this incident from her memory.

The secret that she does not know is that the entity which contacted her is trapped. The ruins were an ancient temple through which it managed to exert a whisper of its power. It desperately wants to be released but requires mortal agents to do so. Mirhana is its most capable agent currently active on Golarion.

Connections:

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.

Solomeda: Her sister, trained as a sorceress and badly injured in the attack by Mirhana. Solomeda is a Genie blooded sorceress whose bloodline calls back to the ancient Ossiriani pacts which geniekind. She knows Mirhana attacked their home and seeks revenge for the crazy sister that tried to kill her.

Zekia: Her brother. he was away from home when the attack occurred. He does not believe Mirhana intended to kill them and wants to try and help her. He is much older than Mirhana and used to take an overly protective role which she never liked, being an independant soul.

Anwar Ibn Jad: A young druid who was raised at the Monastery of Tar Kuata at the same time she was there. The two of them would often run off into the desert together to explore. She cares for him deeply but only as a friend, he might have wanted thee to be more to it.

Aeotsep: A monk at the Monastery who took on many of the duties of teaching her. Mirhana loves him dearly and would do almost anything for him. She returns to the Monastery on a regular basis to share the tales of her travels.

Caleban Gallonica: Also known as the floating fat man. A Magnimarian bloatmage and member of the Pathfinder Society. The two met when Mirhana was young and the society helped to provide provisions to the Monastery during a period of drought. Caleban is a scholar of the Great Beyond, the Stars and outsiders and aberrations of all kinds and the two often meet to swap lore, secrets and stories.

Memories:

5) Three key memories that define your character as the person they are at the time of submission.

The day that everything changed: The heat was oppresive but in the oasis thee was shade and cool water. I saw something up in a crack in one of the walls but as I tried to reach it the wall gave way and I tumbled into stifling darkness. There was dust and pain and silence in the gloom. As my eyes adjusted to the darkness I started to see carvings on the walls of an ancient temple. There were strange, tentacles, ruinc inscriptions, people writhing, then came the VOICE and everything went dark. When I awoke I was in the oasis with father and his guards standing over me.

The desert: I dont know what I have done wrong. Mother and Father told me that I must go away, to be looked after, to help deal with the "episodes". i didn't want to leave and this old Monastery is deathly dull. I escape when I can, travel the cool paths of the deset at night. Tonight was different, the air was so still, no animals called across the rolling dunes. I soon learned why, the hot breath or the great lion struck my neck from where it lurked on top of the rocks. I turned, slowly, and our eyes met. It prepared to pounce, my mind met its and we both stopped, transfixed. We stayed like that for a long time. Aeotsep was very panicked when I brought him home, I could not understand why.

Homecoming: Chaos and confusion, there is shouting, fires lick all around me, I see an arm poking out of the rubble. I don't know what has happened, someone has attacked us. Why would they do that. I must flee, quickly!

Stat Block:

Mirhana
Female human (Garundi) oracle (spirit guide) 6/stargazer 10
NG Medium humanoid (human)
Init +18; Senses darkvision 30 ft.; Perception +32

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Defense
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AC 37, touch 21, flat-footed 26 (+10 armor, +11 Dex, +6 shield)
hp 153 (16 HD; 10d6+6d8+80) plus Heroes' Feast temp HP
Fort +19, Ref +25, Will +22; +2 insight bonus vs. mind-affecting, +4 competence bonus vs. mind-affecting effects, +4 bonus vs. death, negative energy effects, and negative levels created by demons, +2 racial bonus vs. illusions, +4 vs. enchantment, +3 morale vs. poison and fear
Defensive Abilities evasion; DR 5/slashing; Immune charm, compulsion, poison; Resist cold 5

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Offense
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Speed 30 ft., fly 40 ft. (good)

Spell-Like Abilities (CL 16th; concentration +28)
. . 1/day—star chart (as commune)

Oracle (Spirit Guide) Spells Known (CL 16th; concentration +28)

8th (4/day)—mass cure critical wounds, nine lives[ARG], greater planar binding (DC 29), stormbolts[APG] (DC 31)
7th (7/day)—archon’s trumpet (DC 30), mass cure serious wounds, maddening oubliette (DC 28), particulate form, sunbeam (DC 30)
6th (8/day)—blade barrier (DC 29), mass cure moderate wounds, greater dispel magic, heal, planar binding (DC 27), wind walk
5th (8/day)—breath of life (DC 26), mass cure light wounds, flame strike (DC 28), life bubble[APG] (DC 26), overland flight, plane shift (DC 26), true seeing
4th (8/day)—blessing of fervor[APG] (DC 25), cure critical wounds, death ward, dismissal (DC 25), freedom of movement, holy smite (DC 29), lesser planar binding (DC 25)
3rd (9/day)—borrow fortune[APG], cure serious wounds, fly, invisibility purge, locate object, magic vestment, paragon surge[ARG], communal resist energy[UC], speak with plants, stone shape
2nd (9/day)—barkskin, burst of radiance (DC 25), cleromancy, cure moderate wounds, delay poison, grace[APG], hypnotic pattern (DC 23), light prison (DC 25), sound burst (DC 25), tears to wine (DC 23), tongues, web shelter[UM]
1st (9/day)—ant haul[APG] (DC 22), bless, burning disarm (DC 22), charm animal (DC 22), command (DC 22), comprehend languages, cure light wounds, deadeye's lore[UC], deathwatch, ears of the city, feather fall, identify, liberating command[UC], murderous command[UM] (DC 22), obscuring mist, remove fear, remove sickness[UM] (DC 22), shield of faith, stone shield[ARG], unbreakable heart[ISWG]
0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 21), spark[APG] (DC 23), stabilize
Mystery Lore
S spirit magic spell; Spirit Nature

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Statistics
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Str 7, Dex 10, Con 20, Int 18, Wis 18, Cha 32
Base Atk +11; CMB +9; CMD 19

Feats Alertness, Blind-fight, Craft Wondrous Item, Extend Spell, Extra Revelation[APG], Greater Spell Focus (evocation), Noble Scion of War[ISWG], Persistent Spell[APG], Quicken Spell, Spell Focus (evocation), Spell Penetration, Spell Perfection (holy smite)[APG]
Traits dangerously curious, fate's favored

Skills Bluff +32, Diplomacy +35, Disguise +32, Fly +15, Handle Animal +29, Intimidate +16, Knowledge (nobility) +26, Knowledge (planes) +29, Knowledge (all others) +24, Linguistics +5, Perception +32, Sense Motive +27, Spellcraft +27, Survival +29 (+31 to avoid becoming lost), Use Magic Device +21
Languages Aklo, Ancient Osiriani, Common, Jistka, Osiriani, Polyglot, Tien

SQ bonded spirit, bonded spirit hex (friend to the animals [30 ft.]), guiding light (horned lizard familiar), imposter-wary, oracle's curse (shattered psyche), revelations (lore keeper, sidestep secret), sidereal arcana (The Bridge, The Follower, The Mother, The Pack, The Stargazer), star's dance, the stars are right, hexes (secret, heavens leap)

Buffs:

At the start of each day Mirhana casts nine lives and activates her Coat of Many Stars, both last 16 hours. At the end of each day if she is travelling she creates a living space using web shelter and conceals it in the surrounding landscape with her survival skill. She casts a number of long duration buffs, provided she has the spell slots available. These are all extended and include: ant haul, deadeye's lore, delay poison, magic vestment (on her shield), life bubble and overland flight. She also uses Paragon Surge to gain Expanded Arcana giving her access to two additional spells. These are usually enchantment foil and heroes' feast. The effect of these spells are included in her stat block.

Equipment:

Wands wand of heightened awareness (50 charges), wand of heroism (50 charges), wand of mage armor (50 charges), wand of mirror image (50 charges), wand of shield (50 charges),

Magic Items belt of mighty constitution +6, circlet of persuasion, cracked magenta prism ioun stone x3 (spellcraft, survival, fly), cracked pale green prism ioun stone (saves), eyes of the eagle, gloves of elvenkind[ARG], handy haversack, headband of mental sueriority +6 (Int, Cha - diplomacy, bluff, disguise), incandescent blue sphere ioun stone (slotted into wayfnder), lesser talisman of freedom[OA], lesser talisman of warrior's courage[OA], otherworldly kimono, pages of spell knowledge (bless, comprehend languages, dadeye's lore, deathwatch, delay poison, obscuring mist, remove fear, remove sickness, stone shape, unshakeable heart)[UE], ring of evasion, ring of inner fortitude (greater)[UE], stone of good luck (luckstone), tome of leadership and influence +2 (used), wayfinder[ISWG]

MundaneEquipment reagent, cold iron (100), mwk heavy steel shield, bedroll, belt pouch (x2), blanket[APG], coffee (per cup)[UE] (100), coffee pot[UE], familiar satchel[UE], ink, inkpen, journal[UE], pot, silk rope (50 ft.), silver holy symbol of Pulura, small tent, smoked goggles[APG], spell component pouch (3 in haversack), spell component pouch, trail rations (10), true seeing components (x4) (worth 1,000 gp), waterskin, 3,848gp

Special Abilities:

Blind-Fight Re-roll misses because of concealment, other benefits.
Bonded Spirit Gain a wandering spirit each day.
Coat of Many Stars +10 (DR 5/Slashing, 16 hours/day) (Ex) +10 AC. DR 5/Slashing.
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (30 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +2 bonus on Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fly (40 feet, Good) You can fly!
Friend to the Animals +10 (Su) Animals in 30 ft gain +10 to saves. May spontaeously cast summon nature's ally
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Guarded Mind (Ex) +2 insight vs. mind-affecting effects.
Guiding Light (horned lizard) (Su) The stargazer gains a familiar, treating his stargazer level as his wizard level.
Heaven's Leap (Su) As a standard action, ally in 30 ft moves as jester jaunt.
Immunity to Charm You are immune to charm effects.
Immunity to Compulsion You are immune to compulsion.
Imposter-Wary +2 racial bonus vs. illusions plus 1 free rank in Sense Motive per level
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Noble Scion of War You are a member of a proud noble family.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shattered Psyche Your mind is crowded with dozens of voices, fragmented snippets of your past lives. You take a -2 penalty on all Intelligence-based skill checks, Wisdom-based skill checks, and concentration checks. You gain a +4 competence bonus on saving throws against mind affecting effects
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Holy Smite) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Star Chart (1/day) (Ex) Commune 1/day.
Star's Dance (1/day) (Ex) At 10th level, the stargazer’s mastery of the Cosmic Caravan reaches its zenith. Once per day, the stargazer can replace one of his sidereal arcana with any other one. The new sidereal arcana can also be replaced using this ability, but the change
Stargazer Domain (Stars) The firmament provides you inspiration, and you draw power from the stars' distant light.
The Stars are Right (Su) If you prepare spells while you can see the stars, you may spontaneously cast any Stars subdomain spells, and casting them while the stars are visible also heals you for HP = spell level.
The Bridge (Su) Cold resistance 5, darkvision 30', see through darkness created by demons.
The Follower (Su) +4 save vs. death, immune to death, neg energy, neg levels from demons.
The Mother (Su) +20 hp healed w/healing spells, breath of life, and healing hex.
The Pack (Su) Summon spell that summons multiple Animals: +1 animal of that type, +2 to handle animal
The Stargazer (Su) Not flat-footed before you act in combat (except that you can't act unless you normally could) and +2 initiative.