The horses were screaming in panic as Ranna sprinted toward the camp. Flames licked at their hooves, flames raced up the sides of tents, flames covered the ground. She raced toward her family’s tent, hoping, almost praying, that the emberstorm had somehow missed it. As she made her way through the chaos, she saw friends badly burned, caught in the storm’s path. The figures loomed up against the edge of her vision, and then the figure was her father, wreathed in flames of a different kind. As he chanted the Sun Shaman’s rites to steer the storm away, Ranna chanced a glance toward their tent. The fire had not spared her family’s home.
Ranna Feels-the-Embers woke up covered in sweat again. Every night since she’d left the camp three weeks ago, she’d had the same nightmare, and it was worse because everything in it had happened. Even when she’d stopped in Kaer Maga and drank herself silly, she’d had it, and she’d had a hangover the next day too. She winced, both in memory of the headache and in response to the dream she’d had.
It all fairness, though, her sentence had been light. The clan had disowned her that very night, her father speaking only as the Sun Shaman. She’d been given one week to cross the Cinderlands, and at the end of that week, she would be Tshamek, no, less than Tshamek, to the Shoanti. She’d made the border with a day to spare. She’d traded her Shoanti clothing for traveler’s ones, purchased some simple armor and weapons to keep her safe, and looked for somewhere to go. Magnimar came up, both as a place to start again, and as a place it was rumored she could find someone to fix her eyes, and she set out.
Her arrival in Sandpoint placed her on the last leg of her journey, but despite the short distance, she found herself unwilling to press on. The town seemed festive, and it had been far too long since she'd stared at the celebratory bonfires. The ones that had gotten her her name. The ones that wouldn’t leave her alone. The ones she’d grown to hate. She stepped into a tavern, the Rusty Dragon, to plot her next move…
Appearance:
Ranna Feels-the-Embers stands tall for a woman, almost as tall as most men. She's thin, almost starved-looking, from her journey across the Cinderlands and Varisia. Those looking at her face overwhelmingly notice that her left eye is the color of a dying fire. This, of course, distracts them from her poorly-defined irises, which limit her own sight to perhaps thirty feet. Her hair hasn't been cut in years, and it flows down her back in long ebon curls.
Dressed as a Varisian for her journey to Magnimar, her name, tattoos, and mannerisms are the only things that really give her Shoanti heritage away. Her consessions to her past include a claw necklace and her tattoos, which cover her arms and back, depicting flames racing across the deserts. Originally, she recieved that tattoo as a mark of her name and her role in the clan, but today, she bears it as a mark of shame.
Personality:
Only three weeks removed from her disgrace and exile, Ranna Feels-the-Embers has grown to hate who she is. She's grown up obsessed with fire, seeing its power, its quick temper, and its speed, and believing that she had some control over it. Recent events have convinced her otherwise, and she sees the gift of fire as more of a curse now. Despite this, her training as the Sun Shaman's daughter and her dreams over the last several weeks have convinced her that even her curse can be managed, with care and discipline, and that she'd be a fool to throw them away.
Forsaken by the life she'd known for 25 years, Ranna is eager to make friends with whoever she can. Her journey across The Cinderlands and Varisia being what it was, it may be her only chance of surviving to make up for her mistake during the Emberstorm. She'll quickly grow loyal to anyone who gives her a chance, although she'll likely not grow less gruff and upfront. She considers herself an optimist with an incredible burden, but one she thinks she can carry.
Character Sheet:
Ranna Feels-the-Embers
Female Human (Shoan-ti) Oracle of Flames 1 (Spirit Guide Archetype)
N Medium Humanoid
Initiative +2; Perception +2
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Defense
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AC 14, Touch 11, Flat-Footed 13 (+1 Dex, +3 Studded Leather)
HP 10 (1d8+2)
Fort +1, Ref +2, Will +4
Speed 40 ft
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Offense
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Melee
Dagger +0 (1d4+1/19-20)
Ranged
Heavy Crossbow +2 (1d10/19-20, 120 ft.)
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Statistics
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Str 10 Dex 14 Con 12 Int 11 Wis 14 Cha 17
BAB 0, CMB 0, CMD 12
Feats: Flaring Spell: The electricity, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the spell. A flare spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell. A flaring spell only affects spells with a fire, light, or electricity descriptor. Level Increase: +1 (a flaring spell uses up a spell slot one level higher than the spell’s actual level.)
{Human Bonus}Extra Revelation: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Traits: Blessed Touch (Faith): You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Outlander-Missionary (Campaign): You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Skills (Format is name: total (explanation for total)
Diplomacy: 8 (1 rank, 4 ability, 3 CS)
Spellcraft: 5 (2 ranks, 3 CS)
Languages: Common
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Equipment
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Will be calculated
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Spells Known/Per Day /Class Features
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0th: (DC 14) Detect Magic, Guidance, Light, Daze (Trait DC 15)
1st:5/day (DC 15) Doom (Trait DC 16), Burning Disarm, Cure Light Wounds
First Revelation:
Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this revelation.
Extra Revelation:
Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.