| Full Name |
Myra Vanderale |
| Race |
Half-Elf |
| Classes/Levels |
Oracle of Fire 8 |
| Gender |
Female |
| Deity |
Sarenrae |
| Languages |
Common, Elven |
| Strength |
14 |
| Dexterity |
14 |
| Constitution |
10 |
| Intelligence |
14 |
| Wisdom |
10 |
| Charisma |
16 |
About Myra of Magnimar
Appearance: Myra is a raven haired beauty, with a noble bearing. Myra favors deep purples and blues and they are always found in her clothing. Her armor always seems to shine, as does the sickle hanging from her belt.
Personality: Myra is driven to show her father how capable she is, and that her path is for her to decide, not him. She is still well spoken, possessing the learning of a noble woman, but tempered by some real world experience. She has yet to see real battle outside of scaring off a few highway men on her way back to Magnimar. She is well aware of her looks and their effect on men, and is not against using that to her advantage if needed. Used to getting her way and possibly a bit spoiled as a child, Myra possesses a fierce temper when pushed. Though she doesn't know it, subconsciously she seeks friends, people to laugh and share with, all things missing from her life.
Background: Myra was born to lord Vanderale, one of Magnimar's wealthiest nobles. Schooled in many languages, numbers, and the intrigue of high society, it was assumed she would one day marry into one of the other great families, forging one of the most powerful alliances in Magnimar. The young noble she was to wed, was arrogant, pompous, and unconcerned with her feelings or happiness, only seeing her as a trophy and means to more wealth. Myra confronted her father and the massive argument was the talk or servants and gossipers across the city. In the end, Myra stormed out of the house, the plan was to wait out her father's anger thinking he would soon relent. That never happened and Myra soon learned she had been disowned by her father. Stricken with grief and filled with anger, Myra left Magnimar. She traveled with merchant friends to Absalom, quickly learning of life outside of the nobility. The journey also gave her time to indulge in talents her father deemed unbecoming of a noble lady such as how to cook and clean, and how to fight, especially how to fight dirty. The guard captain saw a likeness of his own daughter in her and trained her in basic combat "A pretty lass like you wont last a day without a means to defend yourself". In Absolom, Myra learned of the pathfinders and sought acceptance, eventually making her way back to Magnimar, with plans to make a name for herself, and show her father who was right that day so many years ago.
Mystery of Metal: Some claim to see the future in tea leaves, other read Harrow cards, gleam truth from the stars, or vision in a crystal ball; Myra reads metal, particularly the gleam of light on a blade or piece of armor, or from her metal harrow deck she purchased off a strange gypsy woman in Absalom. Was it the cards, the blessing/curse of the gypsy woman, or the hand of some god yet to reveal themselves, Myra may never know. But since that day, she has received troubled dreams, and strange visions. She has felt the pull of power within her, struggling to break free, and is slowly learning how to focus that power. The pathfinders could not tell her how she acquired her gifts, but were able to provide her a mentor. Now years later, Myra is a capable young woman, a rare Oracle of Metal, and has returned to her home city ready to confront her past.
Traits:
Alabaster Outcast
+1 intimidate and diplomacy while in Magnimar. The item is a set of metal Harrow cards (since they cost 100g normal, I'd hoped to have the other 100 count for them being metal. Perhaps silver if possible.
World Traveler (knowledge Local +1 and class skill)
Changed to fluff to fit her travel after she was disowned.
Initiative: +0
Movement 30:20
AC 18: 10+6+0+2
Touch 10:
FF 18:
BAB: +1
Melee: +3
Range: +1
CMB: +3
Trip: +5
CMD: 13.
Trip CMD: 15
Feats:
Human: Combat Expertise
1st: Improved trip
Skills 14 (7 per level = 4 class, 2 intelligence, 1 race)
Acrobatics +6 rank 1
Appraise +6 rank 1
Bluff +8 rank 2
Climb -4
Diplomacy +8(9) rank 1
Disguise +3
Escape Artist -6
Fly -6
Heal +5 rank 2
Intimidate +8(9) rank 2
Knowledge
Local +7 rank 1
Religion +6 rank 1
Perception 0
Ride -6
Sense Motive +5 rank 2
Spell craft +6 rank 1
Stealth -6
Survival 0
Swim -4
Spells per day
0:5
1:2
Spells Known
0:Create Water, Detect Magic, Light, Read Magic, Stabilize
1:Bless, Cure Light, Divine Favor, Lead Blades
Mystery: Metal
Revelation: Steel Scarf +3, 1d8+1 20/x2 6/day (+5 trip, +3 disarm)
gear:
Noble Outfit
Signet Ring
Silver Harrow Deck
Explorer's Outfit
Sickle
Breast Plate
Heavy Wooden Shield
Lovely purple scarf, with silver thread inlay
537 GP