Oriana

Quellina Esstanov's page

98 posts. Alias of TerminalArtiste.


Full Name

Quellina Esstanov

Race

Human

Classes/Levels

Oracle 2 | HP: 11/12 | AC: 15, 11, 14 | CMB +3: , CMD: 13 | F: +2, R: +1, W: +4 (+6 against divine spells of non-Baphomet worshippers) | Init: +2 | Perc: +6

Gender

Female

Size

Medium (5')

Age

21

Special Abilities

Revelations (resilient, skill at arms)

Alignment

Chaotic neutral

Deity

Baphomet

Languages

Abyssal, Common

Occupation

Mercenary

Strength 14
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 12
Charisma 18

About Quellina Esstanov

Skills:

Heal +6,
Handle Animal +8 (background),
Intimidate +10,
Knowledge (religion) +4,
Perception +6,
Profession (soldier) +5 (background),
Sense Motive +6;
Armor Check Penalty -2

Gear:

Bodybalm (1 dose), chain shirt, common backpack, light crossbow with 10 bolts, longsword, spell component pouch, sunrod (2), trail rations (2), waterskin; 3 gp

Offense:

Initiative +2
Speed 30 ft.
Melee glaive +2 (1d10+2/x3) or longsword +2 (1d8+2/19-20)
Ranged light crossbow +1 (1d8/19-20)

Oracle Spells Known (CL 1st; concentration +5)
1st (4/day) -bleeding strike, cure light wounds, entropic shield
0th (at will) -bleed, detect magic, guidance, light, spark
vigor

Mystery battle
CMB +2

Defense:

AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 12 (1d8+4)
Fort +2, Ref +1, Will +4 (+6 against divine spells of non-Baphomet worshippers)
Weaknesses oracle's curse (tongues)
CMD 13

Description:

Quellina stands 5' tall, and has a powerfully muscled build. Though naturally pale, her years of traveling with caravans has given her a healthy tan. She has copper red hair which she wears short, and has light brown eyes; when she uses her magic, her eyes take on a noticeable red cast. She is usually found in her work clothes, which consist of a sturdy linen outfit with a chain shirt for armor and a brown cloak with a red interior. She carries her spell component pouch at the front of her belt, her longsword sheathed to her left hip, and her glaive strapped across her back.

Special Abilities:

Skilled:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

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 given on Table 2–6. They cannot be exchanged for different spells at higher levels.

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 a single curse.
->Tongues (Advanced Player's Guide pg. 44): In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

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.
->Resiliency (Ex): You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat.
->Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

Backstory:

Quellina was born to a family of traders in the town of Olfden, a trading center in Andoran's Darkmoon Vale. The Esstanovs were old money of the town, among the first to invest in it after its founding. They harbored a dark secret, however: they were Templars of the Ivory Labyrinth, cultists of Baphomet. For generations, they carved a web of economic dominance, with many of the family also taking positions of public service. Quellina, the tempermental third daughter to the family's current heads, was expected to enter the city's guard, and as such she received combat training from her youth alongside indoctrination into Baphomet's faith. During her training with the guard, she discovered her strange curse: she can only speak and understand Abyssal in combat. She was almost apprehended by a Diamond Regimenter who was overseeing the training, but was released into her family's custody. The Templars examined her, discovering her magical powers that they concluded were a boon from Baphomet. Her unsubtle curse was a problem, and the family knew that it threatened to undo their subtle schemes. As such, they gave Quellina a stipend and sent her away.
That was 3 years ago, and Quellina has since managed to harness her magic in a more consistent way. Seeking to improve her skills and find an outlet for her violent temper, she has taken up mercenary work, and finds her way to Daggor as a caravan guard.

Personality:

Quellina is normally aloof, though she gravitates to those with obvious martial talent. She proves boisterous if spoken to, though some find her arrogant. She is keenly aware of her skills and limitations, and can be competitive if others put her down. She relishes any chance to engage in combat, which she regards as her true calling. Though she respects those who pay her and others who are obviously superior, she chafes at those who attempt to wield too much authority over her. Though not malicious, she can nonetheless be aggressive, and those who cross her find no mercy.
In combat, Quellina prefers to be on the frontlines, in the best position to use her strength to punish foes and her magic to support allies. She prefers using her glaive to compensate for her short stature, though she switches to her longsword in close quarters and her crossbow against ranged foes. She keeps her curse a secret as much as possible, not speaking in combat. As such, she prefers to strategize in advance, though her innate aggression can sometimes get the best of her. Her aggression is craven rather than reckless, preferring to strike against easy targets first.