Katiyana

Nime's page

1,262 posts. Alias of Itzi.


About Nime

Basics:

Oracle 20 (follower of Shelyn)
NG Medium undine (humanoid, outsider, aquatic, native)

Init +0; Senses darkvision 60 ft.; Perception +2

Defense:

AC 13/23, touch 10, flat-footed 10/20 (+1 natural armor, +10 Air Barrier, +2 insight - sihedron)
hp 103 (20d8)
Fort +11 (+6 base, +4 ring, +1 Audrahni's friend), Ref +11 (+6 base, -1 Dex, +4 ring, -2 to avoid traps/hazards, +2 insight - sihedron), Will +19 (+12 base, +4 ring, +1 Wis, +2 untyped, +12 vs mind affecting)
Resist Cold 5
Immune to electricity

Fast Healing 5

All ranged attacks that require a to-hit roll have a 50% miss chance.

Runelord Zutha's Death: All creatures in this area of effect gain a +2 bonus on saving throws against attacks from undead creatures. This bonus persists until the creature is slain by a death effect — when this occurs, the +2 bonus is expended and the death effect that would have otherwise slain the creature is negated.

Pharasma's Gift: The gift allows each recipient to avoid the next effect, damage, or event that would otherwise kill him — once this effect is negated, that PC’s divine gift from Pharasma fades.

Offense:

Speed 20 ft., swim 30 ft.

Statistics:

Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 14 (+2), Wis 12 (+1), Cha 36 (+13)
Base Atk +15/+10/+5; CMB +15; CMD 24
Languages Common, Elven, Aquan, Auran

Feats:

Level 1

Armor Proficiency (Light):
Skilled at wearing light armor

Armor Proficiency (Medium):
Skilled at wearing medium armor

Simple Weapon Proficiencies - All:
Trained in the use of all basic weapons.

Shield Proficiency:
When you use a shield (except a tower shield), the shield’s armor check penalty only applies to Strength– and Dexterity-based skills.

Extra Revelation: Spark Skin

Level 3

Persuasive: +4
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Level 5

Craft Wonderous Item
You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Level 7

Extra Revelation: Gaseous Form

Level 9

Prophetic Visionary
Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you know whether a particular action in the immediate future will bring good or bad results, as an augury spell with a 70% chance of success.

Gift from Future Nime: +2 Charisma
Each PC gains a permanent +2 bonus to one of two ability scores. The two scores they can apply this bonus to are determined by the campaign trait the PC selected at character creation, as summarized on the table below.

Accidental Clone: +2 Charisma or +2 Constitution; Audrahni's Ally: +2 Strength or +2 Wisdom, Close Allies: +2 Charisma or +2 Strength; Intrigued by Thassilon: +2 Constitution or +2 Intelligence; Scion of Legend: +2 Dexterity or +2 Intelligence; Spirit Touched: +2 Dexterity or +2 Wisdom; Time Lost: +1 to any two ability scores

In addition, each PC can now use the “once per adventure” power granted by her Campaign Trait twice per adventure.

Level 11

Destructive Dispel
When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn.

Level 13

Steadfast Personality
Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.

Level 15

Iron Will
You get a +2 bonus on all Will saving throws.

Level 17

Elemental Jaunt: Air
Once per day, you can cast plane shift as a spell-like ability with a caster level equal to your level to transport yourself and willing targets to an elemental plane that is appropriate to your race (ifrits to the Plane of Fire, oreads to the Plane of Earth, sylphs to the Plane of Air, and undines to the Plane of Water). While on that plane, you (but not anyone transported with you) are treated as though under the effect of the spell planar adaptation.

Level 19

Persistent Spell
Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw.

Traits:

Sacred Touch:
You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer.

As a standard action, you may automatically stabilize a dying creature merely by touching it.

Audrahni's Ally
You have made a friend with Audrahni and have something in common with her past.
+ 1 Trait bonus to Knowledge (planes)
[strike]Once[/strike] Twice per adventure as a standard action, you may concentrate on the bond you and Audrahni share. The strong emotions brought on by these memories bolster your desire to forge ahead and remain alive, granting you the effects of one of the following spells at a caster level equal to your character level: calm emotions, cure moderate wounds, or lesser restoration.

Knows the answer to 'What happened to your parents?' which gives a +1 on Fortitude saves.

Close Allies: Rudrik
Whenever you are adjacent to your close ally, you gain a +1 trait bonus on all saving throws.

[strike]Once[/strike] Twice per adventure as an immediate action, you may grant your close ally a bonus equal to the result of 1d6 to a single d20 roll. You must have line of sight to your ally to use this ability. You may choose to grant this bonus after your ally has rolled, but must do so before the result of the roll is known.

Sentimental Drawback
You take a –2 penalty on Perception checks to avoid being surprised and on Reflex saving throws to avoid traps or hazards.

Undine Abilities:

Alternate Racial Trait: Amphibious replaces Hydraulic Push
Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.

Aquatic
These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill.

Amphibious
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.

Oracle Abilities:

Level 1

Mystery: Wind
Class Skills: Acrobatics, Escape Artist, Fly, and Stealth

Curse: Lame
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

Revelation: Air Barrier (Ex): +10, 20 hours/day
You can create an invisible shell of air that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this barrier 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.

Revelation: Spark Skin (Ex): immunity
You gain resist electricity 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to electricity.

Level 2

Revelation Spell: Alter Winds

Level 3

Revelation: Invisibility (Su): 20 minutes/day
As a standard action, you can become invisible (as per the invisibility spell). You can remain invisible for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Starting at 9th level, each time you activate this ability you can treat it as greater invisibility, though each round spent this way counts as 1 minute of your normal invisibility duration. You must be at least 3rd level to select this revelation.

Level 4

Mystery Spell: Gust of Wind

Level 5

Lame: Immune to Fatigue
You are immune to the fatigued condition (but not exhaustion).

Level 6

Mystery Spell: Cloak of Winds

Level 7

Revelation: Wings of Air (Ex): 20 minutes/day
As a swift action, you can manifest a pair of translucent, cloud-like wings that grant you a fly speed of 60 feet with good maneuverability. At 10th level, your speed increases to 90 feet and your maneuverability increases to perfect. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Revelation: Gaseous Form (Ex): 20 minutes/day
As a standard action, you can assume gaseous form (as the spell). You can remain gaseous for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You can bring other creatures with you in gaseous form, but each passenger costs an additional minute per minute of travel.

Level 11
Revelation: Thunderburst (Ex) - 20d6 - 4/day - 35' radius - DC 32
As a standard action, you can create a blast of air accompanied by a loud peal of thunder. The blast has a range of 100 feet and has a 20-foot radius, increasing by 5 feet for every 4 oracle levels after 7th. Creatures in the area take 1d6 points of bludgeoning damage per oracle level and are deafened for 1 hour, with a Fortitude save resulting in half damage and no deafness. You must be at least 7th level to select this revelation. You can use this ability once per day, plus one additional time per day at 11th level and every four levels thereafter.

Level 12

Mystery Spell: Sirocco

Level 14

Mystery Spell: Control Weather

Level 15

Lame: Immune to Exhaustion
You are immune to the exhausted condition.

Revelation: Wind Sight (Ex) - 20 rounds/day
You ignore penalties on Perception checks based on wind and the first 100 feet of distance. As a standard action, you can see and hear into any area (as if using clairaudience and clairvoyance) within range as long as there is an unobstructed path for air to travel between you and the target area (this does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 inch in diameter). You can use this ability a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.

Level 16

Mystery Spell: Whirlwind

Level 19

Revelation: Lightning Breath (Su) - 4/day
As a standard action, you can breathe a 30-foot line of electricity. This line deals 1d4 points of electricity damage per oracle level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.

Level 20

Final Revelation
Upon reaching 20th level, you become a master of air and electricity. You can apply any one of the following feats to any air or electricity spell without increasing the level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell.

Campaign Abilities:

The presence of the Sihedron grants all of the PCs fast healing 5 and a +2 insight bonus to AC and on Reflex saves, and it prevents the PCs from ever being surprised or flat-footed, in addition to giving each PC a +4 untyped bonus to the ability score of her choice.

Spells:

Skills:

Adventuring Skills

Total skill ranks: 140 (80 oracle, +40 Int, +20 favored class)

Acrobatics +0 (+0 Dex)
Bluff +16 (+13 Cha, +3 circlet)
Climb +0
Diplomacy +43 (20 ranks, +3 class skill, +13 Cha, +4 Persuasive, +3 circlet)
Disable Device --
Disguise +16 (+13 Cha, +3 circlet)
Escape Artist +0 (+0 Dex)
Fly +4 (1 rank, +3 class skill, +0 Dex)
Heal +14 (10 ranks, +3 class skill, +1 Wis)
Intimidate +40 (20 ranks, +13 Cha, +4 Persuasive, +3 circlet)
Knowledge (nature) +22 (20 ranks, +2 Int)
Knowledge (planes) +26 (20 ranks, +3 class skill, +2 Int, +1 friend to Audrahni)
Knowledge (religion) +21 (16 ranks, +3 class skill, +2 Int)
Perception +2 (1 rank, +1 Wis) (-2 to avoid surprise)
Ride +0 (+0 Dex)
Sense Motive +24 (20 ranks, +3 class skill, +1 Wis)
Spellcraft +13 (8 ranks, +3 class skill, +2 Int)[/b]
Stealth +0 (+0 Dex)
Survival +1 (+1 Wis)
Swim +15 (4 rank, +3 class skill, +8 racial)
Use Magic Device --

Background Skills

Total skill ranks: 40

Appraise +2 (+2 Int)
Handle Animal --
Knowledge (history) +25 (+20 ranks, +3 class skill, +2 Int)
Linguistics --
Perform (sing) +36 (+20 ranks, +13 Cha, +3 circlet)

Gear:

Total Gear Value (including cash):

[head] circlet of persuasion (4,500 gp)
[headband] headband of alluring charisma +6 (36000 gp)
[eyes]
[shoulders]
[neck] amulet of natural armor +1 (1000 gp)
[chest]
[body]
[armor]
[belt]
[wrists] sleeves of many garments (200 gp)
[hands]
[ring1] ring of resistance +4 (24,000 gp)
[ring2]
[feet]

linen shorts and vest
bone necklace carved into a songbird (5 gp)
glaive (8 gp, 10 lbs)
necklace of pearl and jade (120 gp)
rod of thunder and lightning (33,000 )

bag of holding I (2,500 gp, 15 lbs) [tied to her glaive] (volume: 30 cubic feet, weight: 250 lbs.)

[
dagger (2 gp, 1 lb)
wand of cure light wounds (420 gp) 12 charges
wand of cure light wounds () 40 charges
wand of cure light wounds () 40 charges
wand of cure critical wounds () 11 charges
the fluttered wing - an artifact of Desna

776.7 gp
]

Background:

Nime was born on the last day of Neth, 4650, to a small Undine family in the city of Magnimar. Her family saw immediately that she was marked by the gods - one leg was lame and it was clear that she was amphibious. She was destined to follow the revelation of water and spend her life interpreting the divine signs of the sea.

Nime disagreed at her first opportunity and every opportunity after that. Upon reaching the age of speech, she revealed that she could hear a voice on the wind. As she grew older, she realized that Shelyn was speaking to her. Her parents began to get used to her vanishing and being found up on some bluff or clifftop overlooking the ocean enjoying the wind on her face.

At the scant age of 30, Shelyn's voice told her to leave Magnimar. For the next year she wandered the Lost Coast, finally settling down in Sandpoint. She met a man by the name of Marcus Miln and, to her eventual heartbreak, she fell in love. He was a simple baker and ten years her senior, but she was entranced. She spent the next twenty two years ignoring the whispers of the wind - telling herself that she was happy and denying the inevitable.

As the creeping effects of age slowly began to take hold of her love, Nime continued to deny it. Eventually the day came when she could no longer lie to herself - the day she buried him. To ease her broken heart, she surrendered herself to the words spoken on the wind. Words that said to go farther north.

She arrived in Roderick's Cove on the same night the winds screamed at her. For the first time in her life, she took to the water to avoid the wind's touch.

By the time the screaming stopped the next morning, Nime was certain that despite the painful experience, this was where she was supposed to be. To her confusion, she discovered that during the night, one of the village women had died in childbirth. She was sure this wasn't a coincidence, but the voice on the wind remained silent on the meaning. The voice still told her many other things, but she kept most of them to herself.

She has been in Roderic's Cove ever since. Many take pity on her, seeing her as touched in the head and not quite sane. Ship captains no longer find it unusual to find her on board their boats in the morning as they prepare to head out for a day of fishing. "I'm supposed to be on your boat today," she says to them and they simply smile and nod. The fact that she has a divine gift of healing has turned her into something that some people see as a good-luck charm.

She continued to make time in her daily wanderings for the child that she felt an undefined attachment to, Cariad. Creating a minor scandal, she actually moved in to his house after his father's death.

Appearance:

Nime is tall for an Undine, standing 6' and a smidge. She's slender for her height and looks a little stretched and awkward. This is enhanced by her mismatched knees that give her a stumbling gait. Her skin is the blue of warm shallow seas and her eyes are the gray of storm clouds. Unlike many of her kind, she keeps her hair loose. The deep blue locks fall past her shoulders when they aren't flying about in the breeze.

One of her greatest pleasures is feeling the wind on her skin so she rarely wears more clothes then what her current environment (physical or social) requires. Making do with as little as linen shorts and vest if possible.

Personality:

Macros - Spell Effects:

[ooc][i]Blessing of Fervor[/i][/ooc]
[ooc][smaller]Each recipient chooses one effect each round:[/smaller][/ooc]
[ooc]• Increase its speed by 30 feet.[/ooc]
[ooc]• Stand up as a swift action without provoking an attack of opportunity.[/ooc]
[ooc]• Make one extra attack as part of a full attack action, using its highest base attack bonus.[/ooc]
[ooc]• Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.[/ooc]
[ooc]• Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.[/ooc]

[ooc][i]Nine Lives[/i][/ooc]
[ooc][smaller]Recipient can use each ability once:[/smaller][/ooc]
[ooc]• Reroll a failed save.[/ooc]
[ooc]• Turn a Critical or Sneak attack against them into a normal attack.[/ooc]
[ooc]• Intantly heal 3d6 when reduced to 0 or below HP.[/ooc]
[ooc]• Can remove one of these conditions: blinded, confused, cowering, dazed, dazzled, entangled, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, or staggered[/ooc]
[ooc]• Escape being grappled or pinned.[/ooc]
[ooc]• Can avoid being tripped or knocked prone.[/ooc]