Katiyana

Nalara's page

4 posts. Alias of TaliaKirana.


Race

Zora

Classes/Levels

Oracle 1

Gender

Female

Size

Medium

Age

20

Alignment

Neutral Good

Deity

Nayru

Languages

Hylian, Zora, Gerudo

Strength 10
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 8
Charisma 17

About Nalara

Nalara:
Nalara
Female NG Zora (Medium Monstrous Humanoid) Oracle, [Level 1, Init 2, HP 8/8, Speed
AC 14, Touch 12, Flat-footed 12, CMD 12, Fort 1, Ref 2, Will -1, CMB 0, Base Attack Bonus 0
Dagger (1d4, 19-20/x2)
Sling (1d4, x2)
Leather (+2 Armor, +2 Dex)
Abilities Str 10, Dex 14, Con 12, Int 12, Wis 8, Cha 17

Speed 30 ft land 40 ft swim

Feats:

Traits:

Dangerously Curious - Benefits: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Student of Faith - While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Seven Maidens recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edifice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Skills:
*Denotes Class Skill
(Skill bonus=rank+ability+class+misc)I listed her class skills and noted which she put points in, plus Swim since she has a significant racial bonus.
*Acrobatics 6=1+2+3
*Craft (painting) 5=1+2+3
*Diplomacy 7=1+3+3
*Escape Artist
*Heal
*Knowledge (History)
*Knowledge (Nature)
*Knowledge (Planes) 5=1+2+3
*Knowledge (Religion) 5=1+2+3
*Profession
*Sense Motive
*Spellcraft
*Swim 8= (+8 bonus from racial)
*Use Magic Device 7=1+3+3

Languages
Hylian, Zora, Gerudo

Consumables (potions, poisons, etc.):

Special qualities:

Racial
Darkvision 60 feet
Swim - Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Powerful Swimmer - Members of this race receive a +10 foot bonus to their swim speed.
Claws - Members of this race receive two 1d4 claw attacks. These are primary natural attacks.
Water Sense - Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
Amphibious - Members of this race are amphibious and can breathe both air and water.

Feat and Skill Racial Traits
Weapon Familiarity (Trident & Harpoon)

Class
Class Skills - 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). An oracle with the waves mystery adds Acrobatics, Escape Artist, Knowledge (nature), and Swim to her list of class skills.
Cure or Inflict?Cure

Curse
Haunted
Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Effect

Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

At 5th level, add levitate and minor image to your list of spells known.

At 10th level, add telekinesis to your list of spells known.

At 15th level, add reverse gravity to your list of spells known.

Mystery
Waves - Bonus Spells: touch of the sea (2nd), slipstream (4th), water breathing (6th), wall of ice (8th), geyser (10th), fluid form (12th), vortex (14th), seamantle (16th), tsunami (18th).

Revelations
Water Sight (Su): You can see through fog and mist without penalty as long as there is enough light to allow you to see normally. At 7th level, you can use any calm pool of water at least 1 foot in diameter as a scrying device, as if using the scrying spell. At 15th level, this functions like greater scrying. You can use the scrying abilities for a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.

Weapon and Armor Proficiency
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Spells Known
Orisons - mage hand, ghost sound, stabilize, light, create water, guidance
1st - cure light wounds, obscuring mist, bless

Spells per Day
1st- 4

Gear:
Wooden Holy Symbol of Nayru

Monk's Outfit 2 lbs

Leather armor 15 lbs

Dagger 1 lb

Sling

Sling Bullets (10) 5 lbs

Oracle's Kit 29 lbs.

This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin

Personality:
Nalara is a quiet, friendly, studious young Zora. She is curious about the world, and always enjoys learning new things.

Appearance:
A small adult Zora of the Ocean tribe, with pale blue scales. Her face, arms, and legs are adorned with dark blue wavy lines. Her eyes are silvery gray.

Background:
Nalara grew up in Zora's Domain. Her father was an artist, her mother a priestess who served Jabu Jabu. Her father taught her to paint, and it's something she enjoys doing. Her striking markings had Nalara's mother convinced she would follow Jabu Jabu someday. When Nalara was 14 she was recognized as having potential, she initially joined her mother as one of Jabu Jabu's priestesses. But she did not remain there long, because it never felt right to her. Nalara eventually joined a smaller group that followed Nayru, realizing she valued knowledge and art more. Her mother was disappointed and they spent a couple of years not talking, but are working out their differences. Her father was just proud to see her strong enough to follow her heart, even if it did bring conflict.