Nelaxria Lirium

Nathrae the Ruby-Chosen's page

18 posts. Alias of Dragoncat.


Full Name

Nathrae Khalazza

Race

Drow

Classes/Levels

Oracle of Bones 1|HP: 9/9|AC: 14(18)/14/10(14)|Saves: +1 Fort, +4 Ref, +2 Will|Init: +4|Perc: +3

Gender

Female

Size

6'2", 165 lbs (Medium)

Age

117

Special Abilities

Being Wee Jas' Conduit

Alignment

Lawful Evil

Deity

Wee Jas, the Ruby Sorceress

Location

Sasserine

Languages

Elven, Undercommon, Common

Occupation

Jasidian Soldier

Strength 12
Dexterity 18
Constitution 12
Intelligence 9
Wisdom 10
Charisma 19

About Nathrae the Ruby-Chosen

---------------------
Statblock
---------------------
Nathrae Khalazza, Chosen of Wee Jas
Female drow oracle of bones 1
LE Medium humanoid (elf, drow)
Init +4; Senses Darkvision 120 ft; Perception +3
--------------------
Defense
--------------------
AC 14 (18), touch 14, flat-footed 10 (14) (+4 DEX, potential +4 Armor)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +2
Defensive Abilities +2 to saves vs. enchantments
--------------------
Offense
--------------------
Speed 30 ft
Melee +4 Gladius (1d6+1/19-20/x2, P or S)
Ranged
Special Attacks Spell-Like Abilities, each 1/day
--Dancing Lights
--Darkness
--Faerie Fire
Spells Known
0-Create Water, Resistance, Detect Magic, Read Magic
1-Cure Light Wounds, Bless, Command (DC 15) (2/4)

--------------------
Statistics
--------------------
STR 12, DEX 18, CON 12, INT 9, WIS 10, CHA 19
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Traits Academy Graduate, Called, Suspicious
Skills +8 Bluff, +8 Diplomacy, +3 Perception, +8 Stealth; Linguistics +0 (Common), Profession (Soldier) +4
Languages Elven, Undercommon, Common
SQ Poison Use, Keen Senses, Drow Immunities, Weapon Familiarity, Revelations (Armor of Bones), Covetous, Daylight Adaptation, Spell-like Abilities
Combat Gear
--------------------
Special Abilities
--------------------

Racial Traits:
Darkvision: Drow can see in the dark up to 120 feet.

Drow Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses: Drow gain a +2 racial bonus on Perception checks.

Poison Use: Drow are skilled in the use of poison and never risk accidentally poisoning themselves.

Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire, each once per day, using her total character level as her caster level.

Daylight Adaptation: Some drow with a hint of other racial heritages spend significant time on the surface and maintain their darkvision, but no longer have the light blindness trait. This racial trait replaces spell resistance.

Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.

Class Features:
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells they learn for their level. They cannot be exchanged for different spells at higher levels.

Mystery: Bones

Oracle's Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle's curse cannot be removed or dispelled without the aid of a deity. An oracle's curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose a single curse.

Curse: Covetous!

Covetous: You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp x your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you. At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic items, and Use Magic Device checks. At 10th level, you add fabricate to your list of spells known. At 15th level, you add half your oracle level to your CMD against steal combat maneuvers and to the DC of Sleight of Hand checks to take items from you.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Oracle Revelations:
Armor of Bones (Su): You can conjure armor made of bones 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/bludgeoning. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

---------------------
Background
---------------------
Nathrae's past is not a long one by the standards of the drow—nor is it especially noteworthy. She was born a commoner in the subterranean city of Erelhei-Cinlu, an unremarkable child of unremarkable parents. Lacking too much in the way of proper education (but still taught how to read, write and fear the Spider Queen), Nathrae was seemingly fated to spend her days as another nameless soldier for one drow noble house or another.

Until one day, she was conscripted into an expedition to the surface world in order to hunt down and slay a particular illithid mage.

The expedition was a disaster—those who didn’t have their brains devoured wholesale were enthralled to serve as the illithid’s slave retinue, including the expedition’s leader: a priestess of Lolth who greatly overestimated her power and strength of will. Nathrae was cursed to a fate of mindless thralldom… not unlike the monotony she suffered before, but without even the illusion of choice to comfort her.

Were it not for a band of adventurers carving their way through the illithid’s slaves and forcing it to retreat to another plane, this would have been the way things were for her until her domitor grew tired of her and cast her aside. Unfortunately, Nathrae was a casualty of the battle, crawling away from the field, mortally wounded and bereft of even the most token of armaments to defend herself.

The drow lingered for many days on the threshold of death, staving it off through dogged persistence until she could neither walk nor crawl any further. She collapsed in a dark and rocky corner of the earth and broke down in tears at the injustice of her plight, cursing Lolth with every last ounce of strength left in her until consciousness failed her.

But that would not be the end for Nathrae.

In her comatose state, she found herself in some mad blend of a dream and a vision. Before her was a drow female of impressive height, with eyes of ruby and hair of the bloodiest crimson; in her hand she bore a dagger of exquisite red steel and around her neck was a skull studded with the finest gems Nathrae had ever seen. The drow introduced herself as Wee Jas: a greater deity than Lolth could ever be. She offered Nathrae a choice: to accept death and suffer whatever judgement the Spider Queen had in store for her, or embrace the Jasidian faith instead and become her agent on Oerth.

It was hardly a choice for the dying drow.

When Nathrae awoke next, she was being tended to in the quarters of a fine temple dedicated to the Ruby Sorceress, in the Oerdian city of Sasserine. It was explained to her that she was now one of their faith, but her power stemmed from a direct link to the Taker instead of her having to pray for miracles. In exchange, she would have to embody Wee Jas in her three foremost aspects: Her stewardship over Death, Her mastery of magic, and Her vanity.

Nathrae swore she wouldn’t let Her down.

---------------------
Description & Personality
---------------------
Before you stands a tall drow with dark blue skin, silvery-white hair and crimson eyes, dressed in a finely-made surface gown of deep red silk. She glares at you with a focused intensity. In her hand is a dagger and on her back is a finely-crafted backpack of black leather.

Nathrae is usually a quiet and terse woman, but one who makes an effort to not do anything half-heartedly. Her time spent in the temple of Wee Jas has given her the education she lacked in childhood, teaching her the tenets of the Ruby Sorceress and how to present herself in the surface world. Her eyes were once stark white, but her pact with Wee Jas turned them into the brilliant shade of red she looks upon the world with today.

As part of her pact with Wee Jas, she must always dress in the finest clothing and jewelry--though she visibly chafes within them.

---------------------
Traits & Drawback
---------------------
(Campaign) Academy Graduate (Noble District): Part of Nathrae's education in the ways of Wee Jas involved her being enrolled in one of Sasserine's academies: specifically, Cloudcrystal Academy. As a result, Nathrae is more integrated into Sasserine's polite society and the faith of Wee Jas as a whole. Three Intelligence or Charisma-based skills of her choice are class skills for her, she gains a +2 trait bonus on Knowledge (History) and Knowledge (Nobility) checks and can make those checks untrained.

Skills Chosen: Knowledge (Arcana), Knowledge (Local), Knowledge (Geography)

(Faith) Called: Wee Jas spoke to Nathrae in a dying dream, offering her a second chance at life in exchange for becoming her agent on Oerth. Nathrae accepted her offer, and will sooner suffer a second death than fail the Ruby Sorceress. Once per day upon rolling a natural 1 on an attack roll, she may reroll the die and take the second result instead.

(Social) Suspicious: Nathrae was raised in drow society first, and even though she is of common birth, the habit of being suspicious of all who would greet her is simply a practical one for her. She gains a +1 trait bonus to Sense Motive checks, and Sense Motive is always a class skill for her.
---------------------
Skill Breakdown
---------------------
--1 Bluff
--1 Diplomacy
--1 Perception
--1 Stealth

Background Skills
--1 Linguistics (Common)
--1 Profession (Soldier)

---------------------
Gear
---------------------
--1 Gladius (15 GP)
--1 Noble's Outfit (75 GP + 100 GP of accessories = 175 GP)
--1 Signet Ring (Bears Wee Jas' symbol) (5 GP)
--1 Traveller's Outfit (Free)
--1 Silver Holy Symbol of Wee Jas (25 GP)
--1 Masterwork Backpack (50 GP)
--1 Oracle's Kit minus backpack (7 GP)

Money: 8 GP

Carrying Capacity:

Current Load:

---------------------
Magical Items
---------------------

------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
------------------------ (Shoulder Slot)
------------------------ (Wrist Slot)
------------------------ (Ring Slot 1)
------------------------ (Ring Slot 2)