Wen Histani

Orania Serapio's page

29 posts. Alias of Itzi.


Race

Female Human (changeling) Oracle (flame) 1 | HP 19 | AC 13 | Fort +6 Ref +5 Will +6 | Perc +4

Classes/Levels

| Focus: 2 | Hero Point: 1/3

About Orania Serapio

Basics:

Female Oracle 1
NG Medium humanoid (changeling, human, humanoid) - 19 years old, 5'2", 103 lbs, long, wavy black hair, hazel/steel gray eyes
Senses normal vision, low-light vision
Perception +4 (trained prof +2, level +1, Wis +1)
Languages common, elven

~~~~~

Defense:

HP 19
AC 13 (base 10, trained prof +2, level +1, Dex +0 )
Fort +6 (T +2, level +1, Con +3) Ref +5 (E +4, level +1, Dex +0) Will +6 (E +4, level +1, Wis +1)

~~~~~

Offense:

Speed 25'

{A} Unarmed - Claw +3/-2/-7 (1d6+1 S) grapple, unarmed, cold iron

{A} Unarmed - Fist +3/-1/-5 (1d4+1 B) agile, finesse, unarmed, nonlethal

Agile
Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).

Finesse
Can use your Dex modifier to calculate attacks with this weapon.

Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed
Not a weapon, and can't be Disarmed.

grapple
Use this weapon to Grapple with the Athletics skill even if you don't have a free hand.

~~~~~

Statistics:

Str 12 (+1), Dex 10 (+0), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 18 (+4)

~~~~~

Ancestry - Human (Changeling):

Ethnicity: Taldan
Taldans come from the eastern part of Avistan, and at their empire’s height they ruled over half the continent. Today Taldor is much diminished, but Taldans’ art, literature, and scholarship still set the standard for the Inner Sea region, and the Taldane language is so widespread as to be the language known as “Common” in Avistan. Their accomplishments are matched only by their egos—the Taldans of Taldor in particular tend to believe their land is the center of civilization in Avistan.

Level 1

Hit Points: 8

Size: Medium

Movement: 25'

Ability Boosts
Two free.

Languages: Common + Int modifier

Heritage: Changeling (Slag May)
Your mother was an annis hag, known for physical prowess, and you have one violet or steel-gray eye. You have thick, sturdy claws made of cold iron that grow naturally from your body. You gain a claw unarmed attack that deals 1d6 slashing damage. Your claws are in the brawling group, have the unarmed and grapple traits, and are cold iron.

Low-Light Vision
See in dim light as if it were normal light.

~~~~~

Background - Sense of Belonging:

Home is all you’ve ever wanted. But home, whatever that means to you, has always been a step out of reach. On the night of the Missing Moment, you saw loving figures with outstretched arms, beckoning you toward a warm hearth just inside a glowing archway. On the other side of the portal, though, you found only missing memories and lost time, your feet back at the very spot where you started. Perhaps your heart was broken that night, or perhaps you met your mission to find a suitable community with renewed zeal. Either way, you haven’t felt quite “whole” since your gatewalker experience. Your new ability to momentarily disappear onto another plane of existence only reinforces this feeling of emptiness.

Your deviant abilities are of the wraith classification. You gain the Eerie Flicker deviant feat. As a quirk, whenever you use a deviant ability, plants around you spontaneously bloom and then wilt, as if rapidly aging.

Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.

You’re trained in the Survival skill and the Scouting Lore skill. You gain the Forager skill feat.

~~~~~

Class - Oracle:

Your conduit to divine power eschews the traditional channels of prayer and servitude — you instead glean divine truths that extend beyond any single deity. You understand the great mysteries of the universe embodied in overarching concepts that transcend good and evil or chaos and law, whether because you perceive the common ground across multiple deities or circumvent their power entirely. You explore one of these mysteries and draw upon its power to cast miraculous spells, but that power comes with a terrible price: a curse that grows stronger the more you draw upon it. Your abilities are a double-edged sword, which you might uphold as an instrument of the divine or view as a curse from the gods

Level 1

Hit Points: 8 + Con modifier

Primary Ability: Charisma

Basics
Perception: Trained: Fortitude: Trained, Reflex: Trained, Will: Expert

Skills
Trained in 3 skills + Int Modifier

Offense
Trained in simple weapons, Trained in unarmed attacks

Defense
Trained in light armor. Trained in unarmored defense

Mystery: Flames
Fire lives at the center of the world, the center of the sun, and the center of civilization. You might revere this elemental force, siphon power from the Elemental Plane of Fire, or venerate a collection of deities such as Asmodeus, Sarenrae, the Tian goddess of disasters and volcanoes Lady Nanbyo, or the elemental lord of fire Ymeri.

Mystery Benefit
Like fire itself, you flicker and dance, avoiding effects that would quench your vitality. You have expert proficiency in Reflex saves. At 13th level, if you gain the lightning reflexes class feature, your proficiency rank for Reflex saves increases to master, and when you roll a success on a Reflex save, you get a critical success instead.

Trained Skill: Acrobatics

Granted Cantrip: produce flame

Revelation Spells: initial: incendiary aura, advanced: whirling flames, greater: flaming fusillade

Related Domain: fire

Curse: Engulfing Flames

Inactive
You see flames and smoke wherever you look. These flames might be imagined, or they might be a preternatural glimpse of the metaphorical fires that empower the entire multiverse—but you always see them. Fires flare noticeably (though not dangerously) in your presence, you occasionally smoke slightly, and your body is almost painfully hot to the touch.

Minor Curse
The smoke, heat, and crackling flames of your curse fill your vision and all your other senses. Creatures further than 30 feet are concealed from you. You can’t benefit from effects that would allow you to ignore or mitigate this concealment, as normal for effects of an oracular curse.

Moderate Curse
Smoke and flickering visions of flame fill your senses more completely, and harmless flickers of obscuring flames also fill your space. You are concealed from other creatures, though as the other creatures aren’t cursed themselves, they can benefit from effects that would allow them to ignore or mitigate the concealed condition, as normal. All other creatures and objects are concealed from you regardless of distance; however, when casting a fire spell, you automatically succeed at the flat check for this concealed condition for targets within 30 feet. All your senses become imprecise beyond 30 feet, meaning everything past 30 feet that you’d normally be able to see is hidden from you.

Major Curse (11th)
The flames surrounding you are no longer simply visions. An aura of fire surrounds you in a 10-foot emanation, dealing 4d6 fire damage (basic Reflex save) to all other creatures in the aura at the end of each of your turns. You lose 1d6 Hit Points at the end of your turn each round, with no save; if you have a weakness to fire, increase the number of HP you lose by that weakness. You can suppress your aura until the start of your next turn by spending a single action, which has the concentrate trait, to diminish the flames, causing neither you nor anyone in the aura to take damage. While Refocusing to reduce your curse, you are continually diminishing the flames, so you don’t lose HP. The flames subside if you fall unconscious, but they resume when you wake up unless you rested for long enough to reset your curse. As usual for oracular curses, you can’t mitigate or reduce the lost Hit Points in any way, though you can still heal the lost HP normally after the fact.

~~~~~

Spells:

Spell DC: 17
Spell Attack Roll: +7/+2/-3
Focus Points: 2

Cantrips
Detect Magic {A}{A} (H3,H4)
Disrupt Undead {A}{A} (H+1)
Know Direction {A}{A} (H7)
Prestigitation {A}{A}
Produce Flame {A}{A} (H+1)
Shield {A} (H3,H5,H7,H9)

1st Level - 2/day
Harm {A}/{A}{A}/{A}{A}{A} (H+1)
Heal {A}/{A}{A}/{A}{A}{A} (H+1)

Focus Spells
Fire Ray {A}{A} (H+1)
Incendiary Aura {A}{A} (H+2)

Feats:

Level 1

Forager (General, Skill)
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.

Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.

Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.

{R} Eerie Flicker (General, Deviant)
Trigger A enemy's Strike would hit you and you weren't already concealed, hidden, or undetected by that enemy.

Your body flickers momentarily into the Ethereal Plane. You become concealed for 1 round, and the flat check for concealment applies to the Strike that would have hit you. If the flat check fails, the Strike misses you.

Awakening
When your body flickers, you momentarily assume a terrifying form. If a creature fails the flat check against concealment from your Eerie Flicker, it becomes frightened 1, and it doesn't reduce the frightened condition from this effect at the end of the same turn it gained the condition.

Awakening
You can choose to compress your flickering movement into a single moment, increasing your chance to avoid the triggering attack in exchange for a shorter-lived effect. If you choose to do so, the flat check for concealment against the triggering attack increases to DC 9, but the concealment affects only the triggering Strike.

~~~~~
Terms

~~~~~

Skills:

T L+2, E L+4, M L+6, L L+8

Acrobatics +3 (Dex +0 - T)
Arcana +0 (Int +0 - U)
Athletics +1 (Str +3 - U)
Crafting +3 (Int +0 - T)
Deception +4 (Cha +4 - U)
Diplomacy +4 (Cha +4 - U)
Intimidation +4 (Cha +4 - U)
Medicine +4 (Wis +2 - T)
Nature +1 (Wis +2 - U)
Occultism +3 (Int +0 - T)
Performance +4 (Cha +4 - U)
Religion +4 (Wis +2 - T)
Scouting Lore +3 (Int +0 - T)
Society +0 (Int +0 - U)
Stealth +0 (Dex +0 - U)
Survival +4 (Wis +2 - T)
Thievery +0 (Dex +0 - U)

~~~~~

Gear:

dagger

belt pouch
{
flint and steel
}
backpack
{
bedroll
waterskin
}

Appearance:

Orania stands just a bit over 5' tall. On first glance, the only feature that draws the observer's eye is her luxurious mane of black hair. While bound back by a leather tie, the hair still remains thick and long. On second glance, one notices the small tracing of small cuts around her neck and face. The tiny white lines stand out against her sun-browned skin.

She gazes out at the world through one eye of hazel and the other the gray of forged steel. As she raises one hand to brush back a stray strand of midnight-black hair once notices something else, instead of fingernails, her fingers end in slightly curved nails of cold iron. The sharpened ends are demonstrated when she flinches and draws her hand back revealing where one of them has drawn a new wound - a tiny red line that leaks a single droplet of blood.

~~~~~

History:

The path that brought Orania to the presence of Dr Ritalson was a convoluted one.

As a child, her father was a mid-level priest in the temple of Abadar in the great city of Egorian. She was a properly demure daughter and when, after bringing up the question of her mother, she was told that that was a subject that wasn't to be broached, she acceded to propriety. That isn't to say that she didn't dig into what records she could find, but that produced a conclusion that her twelve-year-old self couldn't accept. Her father would never be with a woman like that. So she ignored it.

She had always been fascinated by the secrets concealed in flames of any sort and when her curiosity led her to spend too much time in the presence of the temple forges (and the young apprentice working them), her father interceded and arranged a placement in a private school for young ladies. This didn't stop her from paying periodic visits to the Abadarian temple, the forge, and Quent - the apprentice learning the blacksmith's trade.

This proceeded until the change happened. Not that change - which had happened two years prior. No, this change was not the one that every young woman faces. Most women don't have to deal with their fingernails transforming into iron claws or the betraying heterochromia, putting her origins on display to anyone.

The scandal of her discovered dalliance with Quent along with the revelation of her heritage was enough to force the church elders to relocate both her and her father to the small village of Breachill - nominally tasked with establishing a small temple in the remote village.

Her father lasted less than a year. Never having had a strong constitution and unaccustomed to the harsher life away from the heart of civilization, Martius Serapio succumbed to the ravages of village life, leaving Orania alone in a village of almost strangers who were clearly not comfortable with who she was.

She found sanctuary in the forges of the nearby Citadel Altaerein. Putting to use what she knew of flames as well as what she'd learned watching young Quent, she found a place, uncomfortable as it was, in the Citadel.

Discovering that was a ring of elf gates under the Citadel didn't mean a lot to her. That is, until the fateful day when one of them activated. The image of the handsome, young apprentice beckoning to her from the other side, while almost unbelievable, was compelling enough to draw her through the gate.

Her only memories of the other side of the gate are of prevalent greenery, heat, humidity, and trees. Nothing else remains in her mind of her missing moment. But when she returned things had changed. More accurately, she had changed. While Breachill had never felt like home, it had, at least, felt like somewhere she could stay. Now she was left with a nagging emptiness inside her. The knowledge that she belonged somewhere else. The trouble being she had no idea where 'somewhere else' was actually located.

So Orania set out. Where she was going, she didn't know, but the draw was legitimate and it drew her north. Through strange lands and cities. She questioned others as she travelled to discover that others had experienced their own 'missing moments'. But the gates were the only commonality. Eventually she was contacted while working in a tiny, nameless village in the River Kingdoms by Dr. Etward Ritalson.
~~~~~

Macros:

[dice={A} Unarmed Attack - Fist]1d20+3[/dice]
[dice={A} Unarmed Attack - Fist]1d20-1[/dice]
[dice={A} Unarmed Attack - Fist]1d20-5[/dice]
[dice=Unarmed Damage - B - non-lethal]1d4+1[/dice]

[dice={A} Unarmed Attack - Cold Iron Claws]1d20+3[/dice]
[dice={A} Unarmed Attack - Cold Iron Claws]1d20-2[/dice]
[dice={A} Unarmed Attack - Cold Iron Claws]1d20-7[/dice]
[dice=Unarmed Damage - S]1d6+1[/dice]

[dice={A}{A} Disrupt Undead - Pos]1d6+4[/dice]
[ooc]DC 17 Basic Fortitude Save[/ooc]

[dice={A}{A} Produce Flame Attack]1d20+7[/dice]
[dice=Produce Flame Damage - F]1d4+4[/dice]
[ooc]1d4 persistent fire damage on critical[/ooc]

[ooc]Incendiary Aura - 2d4 persistent fire damage[/ooc]

[dice={A} Heal]1d8[/dice]

[dice={A}{A} Heal]1d8+8[/dice]

[dice={A}{A}{A} Heal]1d8[/dice]

[dice={A} Harm]1d8[/dice]
[ooc]DC 17 Basic Fortitude Save[/ooc]

[dice={A}{A} Harm]1d8[/dice]
[ooc]DC 17 Basic Fortitude Save[/ooc]

[dice={A}{A}{A} Harm]1d8[/dice]
[ooc]DC 17 Basic Fortitude Save[/ooc]

[dice={A}{A} Fire Ray Attack]1d20+7[/dice]
[dice=Produce Flame Damage - F]2d6[/dice]
[ooc]1d4 persistent fire damage on critical[/ooc]

~~~~~

Status Macro:

[ooc]Eerie Flicker: On a successful strike that would hit Orania, she becomes concealed requiring a DC 5 flat check to hit.[/ooc]

[spoiler=Current Status/Spells]
[ooc]Current HP: [i]19/19[/i][/ooc]
[ooc]Current Focus: [i]2/2[/i][/ooc]
[ooc]Current Effects: n/a[/ooc]

[ooc]Spell DC: 17[/ooc]
[ooc]Spell Slots: 1:2/2[/ooc]
[/spoiler]