Taiga Giant

Reginald Oswell's page

85 posts. Alias of rorek55.


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Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

reginald will glance over the items as well.

appraise: 1d20 + 9 ⇒ (3) + 9 = 12


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald mutters the words to a spell of protection in draconic before speaking.

Perhaps, it is to deceive us into thinking that the answer is not obvious.

casting mage armor, 2 hour duration.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

AH, well, as long as I get a new suit afterwards...

Reginald begrudgingly obliges.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

can we take 10 on knowledge checks?

Reginald glances up from a book he had been reading, looks around the room quickly, before returning his focus to the book until Thorn speaks.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald spends the next three days, more or less, following a similar pattern of smoking, eating, and sleeping. With the occasional dalliance of scrawling scrolls and going over the wardens spell book and copy any spells therein into his own. A magical quill jotting down his thoughts for him.

scribing 2 scrolls of infernal healing, 1 scroll of touch of the sea, 1 scroll of comprehend languages, 1 scroll of magic weapon, and saving the last scroll for now.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

stay safe!


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

hmmm... Reginald taps his pipe against his chin, thinking.

I suppose, a crossbow, preferably of the repeating variety. As well as a staff, preferably one usable as a cane as well. And maybe a pole-arm of sorts.

He takes a puff on his pipe.

AH! and some materials I can use to prepare some scrolls. If you could our gracious benefactor.

either a heavy, or heavy repeating crossbow, a quaterstaff, and a horsechopper variant weapon. IDK how much he plans to give, so if there is any left after that, some time and "money" to craft some scrolls.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald peers over the paper before shrugging.

quite a tight contract.. but, I detect weaknesses already.

I have never given much thought of the gods, but truly, if this Asmodeous is indeed the lord of ambition, then I doubt he is a bad one to follow. He gets a small dab of blood on a quill, before snapping his fingers and letting the quill sign his name for him in the most elegant of common cursive.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald taps his cane lightly on the floor as he thinks.
Finally, he speaks.

Well good man, while I've never truly wished for the lands to be scourged and incinerated, I had ever only wanted some general acceptance, it does appear that it is unequivocally clear that at the minimum this country requires a shake up. If, you truly will allow us to partake in the reconstruction of this land's laws and rules post destruction. Well, I can hardly decline such a generous offer can I?

He takes out a small wooden pipe as he finishes speaking and sets it smoking.

All I ask in addition to what has been stated, is the capital required to further my studies in arcane matters and creations. I request this not wholly as a selfish matter though. As any advances or creations that I acquire are surely to aid yours, and now assumingly our, end goal of total annihilation and reconstruction of this poor construed and confused locale.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald merely stands behind the three arguing in his velvet suit and cape while leaning on his new cane and sipping a cup of tea and watching the proceedings.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

hmmm. If you had planned to have different groups go to different areas, we could, and I am honestly a bit hesitant to suggest, have players play two separate PCs, if only for a time. (as there is no way aside from heavy magical manipulation for an Ogre, a drider, and a medusa to "blend" in with anything, even a traveling circus of freaks would give them a second glance haha).

obv the above would require steps from all involved, but in the likely event that it is out of the question, I would say we have to go north, as the second option just wouldn't make much sense haha.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

wizard 2
HP: 6+3=9
Saves:
+1 will

Skills: 6

+2 spells known
+1 spell per day

ABP boni:
+1 armor , +1 weapon,

what spells were in the warden spellbook? the scrolls were a scroll of magic missile, a scroll of Invisibility, and a scroll of sleep


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald dips his head.

I cannot express the gratitude I feel for your assistance in escaping that dreary and rather bleak abode. And, if you are offering clothes, I believe I'll have a bright red suit If possible my good sir. he adds to the slave before he takes a handkerchief and tries to wipe some of the muck off his feet.

Such a deplorable journey I must confess, the marsh is filthy and seems to cling to you in places hitherto unknown. Now, If I could however request a cup of hot chamomile honey tea and a sugar cube to settle my nerves, I would be utmost appreciative.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

I don't recall off hand what all was got, but I do know I got the wardens ring, spellbook, and scrolls


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

good day gents, I hope everyone has learned sometbing here! Never imprison an innocent man I say! regindald shouts as he trots as quickly as an ogre can through the door.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Maybe a small boost to several things?

Thoughts-
Constant/at will detect magic basically free up a cantrip for me? With a small bonus on spellcraft checks would be a favorite of mine. With eventual bonuses on most knowledge checks as it grows?

Another idea-

Maybe instead, or in addition, it gives vision enhancements? Like lowlight, additional dark vision, ability to see in magical darkness/fog etc.

Either or both sound really thematic and useful.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

For Reginald, there is only one answer, a monocle, the powers or abilities it gives don't matter much, but he definitely deserves a fabulous monocle, and or a matching cane. The clothing he can get separately.

Although, something along the lines of the machinesmith's
analyzer working as a base for the idea being nice. Though likely a weaker version obviously. The eventual ability of true seeing at its most powerful would be intriguing.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

sorry. Busy week.

Reginald steps closer to the guard and tries to slam his feet out from under him.

trip: 1d20 + 7 ⇒ (9) + 7 = 16


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald actually doesn't have a weapon yet, so no AoO really.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald takes a step back from the dogs, and tries to trip one near him.

trip: 1d20 + 7 ⇒ (12) + 7 = 19 actually forgot I could do this, since I out reach em, I don't provoke IIRC.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

reginald moves up dropping the act entirely and moves behind Aaagghhh, he tosses a bit of blood on him and finishes a small arcane incantation.
Dev irisiv

Last of my magic folks, casting Infernal healing on Aaaghh. (1hp/round for 1 minute, or 10 rounds.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald uses almost the last reserve of his magic to enlarge Mr. Unclean.

Casting enlarge person on Aggghhh.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

reginald plays his part as best he can, sulking and cowering.
also using total defense action every "round"


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Not sure if that answers that, but you could create another thread if you wanted, you wouldn't have to deal with trying to get control of this one if you did.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

still here.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald looks around, quite obviously, he won't be able to join in on the charade.

well, would you explain what exactly it is you would have me accomplish here?


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

I believe that ownership of a thread can be changed, I believe something similar occurred in my giantslayer game.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

so... what now?


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald sighs, relieved to find his spellbook, and picks up the wardens spellbook as well.

I'm positive this will be quite useful for me later.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

That sounds right well too me sir! Reginald says as he starts to head that way,


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald glances up from the scrolls.

Ah, well, these are scrolls of magic missile, sleep, hideous laughter, and... interesting, a scroll of invisibility. I dare say companions, that the final scroll could quite well be beneficial in our next forays, I'd like to keep the scroll of magic missile and sleep on my person, as I am nearly out of spells today. Though I cannot particularly use the remaining one. But you are correct, I would love to find his spellbook, or my own for that matter. It would be quite inconvenient without it. Though, I am unsure of what the glowing stone is, though it most certainly is magical in nature.

At tartarus's quip, Reginald turns.

Now now, there is no need to call that which you do not fully comprehend dumb. I assure you dear sir... or madame..., I am anything but at this point.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

*cracks fingers* Can I take 10 on spellcrafts? Gives me an 18 total.

Hmm, let me have a look here...

Reginald asks to look over the scrolls and items. As he looks over the ring, he seems to light up.

Ah, the old wizard I used to watch had one of these as well! It seemed to be regarded highly, I remember it being worth about 500 gold. As the others speak about the remaining guard, he looks over absentmindedly

We could always use him to lure others into a trap perhaps. In exchange for his own life.

appraisering: 1d20 + 8 ⇒ (14) + 8 = 22

appraisefinery: 1d20 + 8 ⇒ (9) + 8 = 17


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

frostbeam!: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2

Reginald can't get a good shot due to all the chaos of the melee.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald takes a step back and waggles his fingers and utters an arcane phrase.

xarzith Nar

and a deep blue beam erupts from his index finger towards the guard.

touchattack: 1d20 + 3 ⇒ (13) + 3 = 16 -4 if there are no guards not in melee combat.
damage: 1d3 ⇒ 3


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald uses his reach and power to slam at the warden.

attack: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
damage: 1d8 + 5 ⇒ (2) + 5 = 7


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Indeed!


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald moves around the guards right flank, taking advantage of the opening made by the guard falling and lashes out again, this time at the warden.

attack: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d8 + 5 ⇒ (2) + 5 = 7

4/7 uses today.

As much as I respect your collection of tomes good sir, I must respectfully request you acquiesce to my demand of returning my tome to me. And as a symbol of apology, offer to me my pick of the books in your possession.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald moves up behind Agggghhh and punches at one of the guards. His fist morphing into a a hardened, clawed version of his hand.

attack: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d8 + 5 ⇒ (3) + 5 = 8

3/7 uses/day used.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald slows a bit as he enters the room and takes notes of the books.

My word, so much exquisite new material. I'll be making a mental note to return and acquire some of this before we make out escape. Can't let an opportunity such as this go to waste!

After noting the different sections, but not having time to determine the material itself, he follows the others.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald moves next to the door, but no further, as he couldn't get further in, and doesn't want to clog the others.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

strength,aid: 1d20 + 3 ⇒ (9) + 3 = 12 Reginald helps them out with a shrug.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

int: 1d20 + 4 ⇒ (15) + 4 = 19

Reginald pauses a moment before looking around after the minor explosion.

Hmmm.. perhaps it was the other group that caused that? Perhaps they fought, or are fighting, the warden? This could be a chance.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

hmmm... It would be a problem if they came out behind us while we were engaged with others. Do we have a way to make sure they do not? Does anyone have a torch, or a way to make a flame?


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

That, or a two pronged attack?


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Hey All, some things came up this past weekend that will likely keep a large portion of my attention for awhile. I will try to keep up a posting rate, but if I am away for a day please feel free to bot me in combats, I hopefully will find time to at least make a check-in post during RP spot but I cannot promise that. I apologize for any inconvenience in advance.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald takes the potion in his still rather meaty hands and quaffs it like a shot.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Ah, Many thanks good sir. This was quite a jolly good find. Let us be on our way! There is work yet to be done, and plenty of hands here to do something about it haha!


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Befoulment. Reginald curses as both the armored guards manage to keep their feet.

Reginald shakes his head.
If my inquiry from before still holds weight, I do not believe so.

He states showing the wound from the arrow. Before bringing his shield down in a defensive stance.

Full defense, AC is 23.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald will move up the ladder and move close to the door so he is able to see the archers Mei fled from. He glances to the shield in his hand and takes a risk. He utters another arcane phrase.

Vehafor dier Greiss

spellfailure not 15 plzzz: 1d100 ⇒ 41

Casting grease, made a box on roll20 for the area of it. DC 16 ref or fall prone. AC is 21 atm.


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Reginald will keep watch at the bottom of the stairs while defending himself.

total defense action


Ogre wizard 1 HP: 19/19 | AC: 15 (19) T: 12 FF: 13 (17)| Fort: +6 Ref: +3 Will:+5| Init:+3 | Perception: +4

Aggghhh, your sword is 3d6 atm ;)

Full Name

Deseri

Race

Aasimar (native outsider) Oracle (Seer) Lvl 4/ hp 32-38 Init +2/ Per +3/ darkvision 60ft/ CMB +4, CMD 16, Fort +3, Ref +3, Will +3; (+2 vs curses)/ hp 38/ 5 resist vs acid, cold, & electricity/

Classes/Levels

Active conditions:

Gender

Spells left 1st (6/6) 2nd (4/4)

Size

medium

Age

17

Alignment

CG

Strength 12
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 8
Charisma 17

About Deseri

Deseri Aasminar (Garundi) Oracle (Seer) 4 CG Medium Native Outsider
Init +2; Senses Perception +1

DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 Armor,)
Spirit Sheild AC 16, touch , flat-footed (+1 Dex, +4 Armor,)
hp 38 (1d8+2) 5 resistance vs acid, cold, & electricity
Fort +1 base +2 mod = +3,
Ref +1 base +2 mod = +3,
Will +4 base -1 mod = +3; (+2 vs curses)

OFFENSE
Spd 20ft
Melee morning star att+4 (1d8+1x2), short spear att43 (1d6+1x2),
Ranged +1 light Crossbow attack +6(1d8+1 19-20x2)120ft, x20 bolts
Special Attacks
MAGIC
(CL 1st; concentration +) knows 6,3,1 casts
2nd (4/day)spiritual weapon, detect thoughts
1st (6/day)—Cure Light Wounds, Deathwatch, Shield of Faith, Unseen Servant, shadow trap, protection from evil
0 (at will)—Create Water, Detect Magic, Mending, Read Magic, Guidance, Light
Wands = Protection from Evil 48 charges,
Potions =
Alchemical Items =Alchemist fire (1d8),
STATISTICS
Str12, Dex 14, Con 14, Int 16, Wis 8, Cha 17
Base Atk +3; CMB +4; CMD +16
FeatsExtra Revelation (spirit sheild), Extra Revelation (ancestral weapon)

Skills Skills4+Int modifier.=8 (* is not a class skill)
Appraise(Int) +2rank, +3mod, +3 class=8
*Bluff(cha)+3 rank, +3 mod =+6 (+11 on believable or unlikely lies)
Diplomacy(cha)+2rank, +3mod, +3class = +8
Disable Device(dex)+1rank,+2mod, +3class, +1trait = +7
*Handle Animal(cha)+1rank +1mod=4
Heal(wis) +1rank, -2mod, +3class= +2
Knowledge (Arcana(int)
Dungeoneering(int))+1rank, +3mod, +3 class=7
Engineering(int)+1rank, +3mod, +3 class=7
Geography(int))+1rank, +3mod, +3 class=7
History(int)+1rank, +3mod, +3 class=7
Local(int)+1rank, +3mod, +3 class=7
Nature(int)+1rank, +3mod, +3 class=7
Nobility(int)+1rank, +3mod, +3 class=7
Planes(int))+1rank, +3mod, +3 class=7
Religion(int))+2rank, +3mod, +3 class=8
Linguistics(int)+1 rank, +3 mod, +3 class= 7
*Perception(wis)+4rank, -1mod= 3
*Preform Song(cha) +1rank, +3mod =4
Ride(dex)+1rank, +2mod, +3class=6
Sense Motive(wis)=+2rank, -1mod=1
Spellcraft(int)+2rank, +3mod, +3class = +8

Languages Common, Celestial Orisirani, Draconic, Sylvan, Elven, Ancient Osirian
Combat Gear morning star(1d8x2), short spear(1d6x2), lt wooden sheild (+1AC, -1 penality), chain shirt,
Other Gear lt riding horse, riding saddle, saddle bags, backpack, flint&steel, silk rope, waterskin, hot weather clothing(+2fort), spell componet pouch, pot, sack, veil (+1vs dazzle&noleathal heat, -1perception), mess kit, chalk, x2soap, twine 50ft, heavy crossbow, handy haversack
Coin: 1767gp, 7sp, 6cp

TRAITS

Spoiler:
Trap Finder (Campagin) Benefit(s): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue
Antiquities Smuggler (Regional ) Benefit: Choose one of the following skills: Appraise, Bluff, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. Picked Appraise
Innocent (Aasimar) No one can believe someone as pure as you could be deceptive in any way. You have an air of innocence about you, and people have a hard time believing you could ever do anyone harm. Benefit: When you make a Bluff check to tell a lie, your target always wants to believe you, granting you the standard +5 bonus on your Bluff check. This bonus only applies if the lie you tell is either believable or unlikely
Beast Bond (Social) You share a close bond with animals. You gain a +1 bonus on Handle Animal checks and Ride checks. One of these skills (your choice) is always a class skill for you. Picked Ride.

CLASS ABILITIES

Spoiler:
Curse: Lame - Effect - 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.
At 5th level, you are immune to the fatigued condition (but not exhaustion).
At 10th level, your speed is never reduced by armor.
At 15th level, you are immune to the exhausted condition.

Mystery: Ancestor
Spells
unseen servant (2nd), detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).
1-Natural Divination: You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
Spirit Shield You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield 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.
Gift of Prophecy: Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.
Ancestral Weapon : You can summon a simple or martial weapon from your family’s history that is appropriate for your current size. You are considered proficient with this weapon. At 3rd level, the weapon is considered masterwork. At 7th level, 15th level, and 19th level, the weapon gains a cumulative +1 enhancement bonus. At 11th level, the weapon gains the ghost touch weapon property. You can use this ability for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.

RACIAL ABILITIES

Spoiler:
Peri-Blooded (Emberkin)
Masters of fire magic, emberkin feel the dual pull of their peri forebear as well as that of a fallen angel further down their ancestry, and wrestle with their urges to do both good and evil.
Ancestry Peri
Emberkin reveal their divine heritage through their skill with fire-based magic and their desire to repent for others’ sins. Many emberkin suffer from frequent nightmares and strange impulses to commit spontaneous acts of evil. They typically have igneous features such as wispy auburn hair and bright yellow eyes, and a rare few are born with albino skin. emberkin often feel an insatiable need to continually perform acts of good. Some are content to perform small acts of kindness at home, though they may feel driven to travel regularly in order to find pockets of true evil that they can eradicate.
Like all aasimars, emberkin are not necessarily compelled to embrace good and justice. Perhaps more so than most of their celestial kith, emberkin have a propensity to revolt against their benevolent predisposition and instead follow a darker path. Perhaps these emberkin are evil by nature, or perhaps it is a remnant of their fallen angel ancestry. Either way, such wicked individuals are often dangerous, and are both pitied and hunted down by their aasimar brethren.
Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Int, +2 Cha .
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
You gain a +2 racial bonus on saving throws made against curses.
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Background:
Deseri is a child of the Yerbira, Garundi nomads of the Osirian Desert. The massive desert with its hidden oasis's and buried temples were her playground until recently. Born with the dark skin and dark red hair of her Garundi ancestors Deseri was a beauty of her tribe. Slight of frame and with high cheek bones the only odd part of her appearance was the wide bright sky blue eyes not common of her tribe.She has always had a melodic voice and was encouraged to sing, just nothing of her own creation.
A quick minded and quick fingered girl Deseri was a menace to her tribe. Constantly wondering off to explore some new wonder wither it was a ancient temple, a pretty lizard that needed to be followed, or someone else's belongings. Prone to night terrors and an over active imagination Deseri has been a problem for her parents since she born.
Deseri is a patience and kind woman. While inclined towards mischief she is also capable of great compassion. Willing to tend to the sick, distracting poisonous snakes and getting bit herself, or spend hours entertains children. She loves children though and watching many of the tribes young is the only way to guarantee her location.
It was this calmness with children that her parents figured out how to tame Deseri. She was to marry Osa, a much older warrior of the tribe. Having already buried one wife due to labor complications Deseri was reluctant and tried to argue the point with her parents who ignored her pleas. Only a two days before she was to wed Osa Deseri's mind was assaulted by visions. The oasis the tribe was heading to was going to be attacked by Susurex the Crystal King, a blue Dragon who rules the Glazen Sheets with his Yerbira slaves. When she brought her fears to her family they dismissed it as another of her nightmares and fear of her bridal bed.
The visions kept assailing her mind growing more and more frequent and increasingly confusing. She spent a day like this growing more and more confused and fearful. Her parents kept her in the tent for much of the day claiming she was ill. In her panicked state Deseri set fire to the tent and in the panic she stole a horse and fled. While trying to keep a grip on the beast and flee the fire another horse in a panic kicked and landed a solid blow on Deseri's left leg, breaking bone. Luck or the visions gifted her with a horse packed with supplies. She raced into the desert. For weeks she traveled tormented by pain in her leg and visions of past and future events that make little sense. The bone mended but she has a slight limp on the left side now.
Despite the damage to her mind the visions and wondering the desert have done Deseri has retained much of who she is. Still prone to mischief, though with a little more caution now. She still cares for people and is ruled by her curiosity and heart. Though the visions have left a little disconnected from the world and she is prone absentmindedness and she gets confused fairly easily. With the visions her sense of self and time are distorted.
Until this point Deseri appeared human but with the awakening of her Divine abilities her Divine heritage crawled out as well. She did not notice any the changes for weeks as she was more focused in her mending leg, survival, and maintaining control of her mind. Though having had time to rest in home of Sehhosep and Bentu Naahn she has noticed the physical changes.
The Changes to her are that in the her dark alburn hair has taken on a golden hue which with a strong breeze resembles fire, her ears has developed a slight point, her body temperature has risen, and her once blue eyes have changed to a fiery orange.
Her visions confuse her and currently she is not sure if they are real or just a byproduct of the frequent night terrors she has been prone to her whole life.

Contact:

Sehhosep & Bentu Naahn. Sehhosep is "instructor at the Hall of Blessed Rebirth, the city's medical academy and embalmer's guild"