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About Orania SerapioBasics:
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
Finesse
Nonlethal
Unarmed
grapple
~~~~~
Statistics:
Str 12 (+1), Dex 10 (+0), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 18 (+4) ~~~~~
Ancestry - Human (Changeling):
Ethnicity: Taldan
Level 1 Hit Points: 8 Size: Medium Movement: 25' Ability Boosts
Languages: Common + Int modifier Heritage: Changeling (Slag May)
Low-Light Vision
~~~~~
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
Skills
Offense
Defense
Mystery: Flames
Mystery Benefit
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
Minor Curse
Moderate Curse
Major Curse (11th)
~~~~~
Spells:
Spell DC: 17
Cantrips
1st Level - 2/day
Focus Spells
Feats:
Level 1 Forager (General, Skill)
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)
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
Awakening
~~~~~
~~~~~
Skills:
T L+2, E L+4, M L+6, L L+8 Acrobatics +3 (Dex +0 - T)
~~~~~
Gear:
dagger belt pouch
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 - Cold Iron Claws]1d20+3[/dice]
[dice={A}{A} Disrupt Undead - Pos]1d6+4[/dice]
[dice={A}{A} Produce Flame Attack]1d20+7[/dice]
[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]
[dice={A}{A} Harm]1d8[/dice]
[dice={A}{A}{A} Harm]1d8[/dice]
[dice={A}{A} Fire Ray Attack]1d20+7[/dice]
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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]Spell DC: 17[/ooc]
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