Viaren the Apothecary

Riori Stargazer's page

266 posts. Alias of DeathQuaker (RPG Superstar 2015 Top 8).


Half-Elf Stargazer Oracle 9 | AC 24(22) T15(13) FF 20(18) | CMD 22(20) | F+5 R+6 W+8 Immune magic sleep, +2 vs ench |Perc +11 Clouded vision


| L1 6/7 L2 7/7 L3 7/7 L4 5/5 | Hero Points 0 | Shield of Faith 9 min

About Riori Stargazer

CG Half-elf Stargazer Oracle of Heavens (Desna) 9
Init +2; Senses Clouded vision, darkvision 60 ft, low-light vision; Perception +11



AC 22 (touch 13, FF 18) (Armor +6, Deflection 1, Dex +3, Shield +2); CMD 20
hp 81 (9d8+9)
Fort +5 (3 base +1 Con + 1 trait); Ref +6 (+3 base + 3 Dex); Will +8 (+6 base + 2 Wis)

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Oracle’s Curse: Clouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, you gain blindsense out to a range of 30 feet. At 15th level, you gain blindsight out to a range of 15 feet.


BAB +6/+1; CMB +6

Melee or ranged:
+1 adamantine returning starknife +10 (1d4+4/x3; 20 ft range; bypasses 10 hardness; Starry Grace)
Mwk starknife +10 (1d4+3/x3; 20 ft range; Starry Grace)

Heavens (Stargazer) Mystery and Revelations:

Class Skills: A stargazer adds Knowledge (nature), Perception, and Survival to her list of class skills.

Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still spell feat without increasing the spell's casting time or level.

Lure of the Heavens (Su): At 1st level, you no longer leave tracks. At 5th level, you can hover up to 6 inches above the ground or even above liquid surfaces, as if levitating. At 10th level, you gain the ability to fly, as per the spell, for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments.

Star Chart (Ex): Your copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you may spend 10 minutes contemplating your star chart to gain the benefit of the spell commune. You must be at least 7th level to select this revelation.

Oracle Spells:

Caster level 9, Concentration +14
Knows all cure spells as well as mystery spells in addition to number listed.

ORISONS (known 8+2 favored class, cast at will) (DC 15)
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize

LEVEL 1 (known 5+cure+mystery+2 favored class, cast per day: 7) (DC 16)
Air Bubble: Creates a small pocket of air around your head or an object.
Bless: Allies gain +1 morale bonus on attack rolls and saves against fear.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Divine Favor: You gain +1 luck bonus per three levels on attack and damage rolls.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Obscuring Mist: Fog surrounds you.
Ray of Sickening: Ray makes subject sickened.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.

LEVEL 2 (known 4+ cure+mystery+2 favored class, cast per day 7) (DC 17)
AuguryMF: Learns whether an action will be good or bad.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Glitterdust: Blinds creatures, outlines invisible creatures
Protection from Evil, Communal: As protection from evil, but you may divide the duration among creatures touched.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Remove Paralysis: Frees creatures from paralysis or slow effect.

LEVEL 3 (known 3+ cure+mystery+2 favored class, cast per day 7) (DC 18)
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Dispel Magic: Cancels one magical spell or effect.
Guiding Star: Know approximate distance from where you cast this spell.
Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage (more against undead).

LEVEL 4 (known 2+cure+mystery, caster per day 5) (DC 19)
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Wandering Star Motes: Outlines subject and produces light as a sunrod.

Str 10 Dex 16(14) Con 12 Int 14 Wis 14(12) Cha 20(18)
(20 point buy, half-elf bonus to Cha, 4th level raise to Cha, 8th to Con; equipment bonuses to Dex, Wis, and Cha)

Feats, Proficiencies, and Trats:

Weapon Finesse (L1): Use Dexterity when attacking with light melee weapons. A shield’s armor check penalty applies to attack rolls.

Point-Blank Shot (L3): +1 attack and damage on ranged attacks to targets within 30 feet.

Precise Shot (L5): Ignore penalty for shooting/throwing into melee.

Weapon Focus (Starknife) (L7): +1 to attacks with starknife.

Starry Grace (L9): When wielding a starknife, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The starknife must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.

Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Ancestral Arms (starknife): Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Resilient (combat): Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Truth's Agent: You are skilled at weeding out information. You gain a +1 trait bonus on all Diplomacy checks made to gather information and all Knowledge (local) checks. Knowledge (local) is always a class skill for you.

Skills and Skill Related Abilities:

(4 ranks+Int 2 = 6/level (54 total))
Craft (Int)
Diplomacy (8 ranks + Cha 5 + class 3) +16 (+1 to gather information)
Heal (6 ranks + 2 Wis + 3 class) +11
Knowledge (local) (9 ranks + 2 Int + 3 class + 1 trait) +14
Knowledge (history) (6 ranks + 2 Int + 3 class) +11
Knowledge (nature) (1 ranks + 2 Int + 3 class) +6
Knowledge (religion) (9 ranks + 2 Int + 3 class) +14
Perception (4 ranks + 2 Wis + 3 class + 2 race) +11
Profession (astrologer) (3 ranks + 2 Wis + 3 class) +8
Sense Motive (3 ranks + 2 Wis + 3 class) +8
Spellcraft (5 ranks + 2 Int + 3 class) +10
Survival (+ 2 Wis) +2

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Languages: Common, Elven, Varisian


Gear Carried:
(Starting Gold: 46,000 gp)

Belt of Incredible Dexterity +2 (4,000 gp, 1 lb) (belt slot)
Cassock of the Clergy (4,600 gp, 1 lb) (body slot) The wearer may command the cassock of the clergy to display the holy symbol of her deity or hide this symbol. At the most basic level, the garment functions as a divine focus. Additionally, the wearer gains a +3 competence bonus on Charisma-based checks to influence creatures that match her alignment or that of her patron deity. Also, the wearer may use [i]bless and sanctuary (DC 11) each once per day, and may prepare one additional orison each day. If the wearer is a spontaneous divine caster, once per day she may spend 1 hour in prayer to gain an orison of her choice as a spell known for the next 24 hours[/i]
Headband of mental prowess (Charisma and Wisdom) +2 (10,000 gp, 1 lb) (headband slot)
Muleback cords (Str is 18 for purposes of encumbrance only – 100 lbs light load) 1000 gp, 1/4 lb (shoulder slot)
Ring of protection +1 (2,000) gp
+2 mithral kikko armor (8,030 gp; 12.5 lbs; +6 armor, +6 Max Dex, 0 ACP; considered light armor)
Spectacles (10 gp, - )
Spell component pouch (5 gp, 2 lbs)
Traveler’s Clothes (free)

Handy haversack (2,000 gp, 5 lbs)

+1 returning adamantine starknife (11,324 gp; 3 lbs; 1d4 +1 damage)
+1 darkwood quickdraw shield (1,263 gp; 6 lbs; +2 armor, ACP 0)
Mwk starknife 324 gp, 3 lbs

=In Handy Haversack=
--Large Compartment (80 lbs)--
Coffee pot (3 gp, 4 lbs)
Hammock (1sp 3 lbs)
Chronicler's kit (Contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord.) 40 gp, 4.5 lbs (she uses this in part to make her astrological charts
Gear Maintenance Kit (5 gp, 2 lbs)
Grooming kit (1gp 2 lbs)
Mess kit (2 sp, 1 lb)
Silk Rope (50 feet) (10 gp; 5 lbs.)
Wandermeal (7 servings, 7 cp)
Waterproof bag (5 sp, ½ lb) containing 3 lbs coffee beans (2 sp)
Waterskin (1 gp, 4 lbs)

--Small Compartment 1 (20 lbs)--
Acid, flask x4 (10 gp each, 1 lb)
1 potion magic weapon (50 gp)
4 vials holy water (25 gp each)

--Small Compartment 2 (20 lbs)—
Traveler’s Any-Tool (250 gp, 2 lbs)
Chirurgeon's kit (400 gp, 4 lbs when full)
----contents: potion of cure light wounds, bottle of strong brandy, healer’s kit, alchemist's kindness (x2), antiplague (x2), antitoxin (x2), bloodblock (x2), smelling salts, soothe syrup (x2)
Traveler's dictionary 50 gp 2 lbs.

Money left: 492.93 gp
Weight (excluding contents of haversack)- 34.75 lbs
Max Light Load – 100 lbs (33 lbs without muleback cords)



Riori grew up in the Shingles of Korvosa, raised by her mother Lierna and her stepfather Verik. When Riori was a baby, Lierna had attempted to give the infant to Riori’s biological father, an elven noble, who had responded by grabbing Riori and throwing her at the wall with all his might. A traveling Desnan priestess took pity on Lierna and the severely wounded babe and healed her free of charge, but despite the divine intervention of curative magic, damage to Riori’s eyes never fully healed. The priestess assured Lierna that Riori had nonetheless been blessed by Desna, though a poverty-stricken Korvosan with a disabled child struggled to see it that way. Nonetheless, Lierna and Verik raised Riori and gave her all the love she could. Things became more difficult, however, once Riori’s fully human sister Siera came along. Her parents needed to devote time to raising the infant, but Riori with her limited sight also needed assistance. As the girls both grew, Siera often was expected to help look after Riori; the two girls loved each other as most sisters do, but also like many sisters, they bore resentments for one another—Siera was more accepted as a full human; Riori needed aid due to her limited eyesight but also resented being coddled. Once, bickering at the edge of the roof on which their hut was built, the girls began to shove one another. Suddenly, Riori saw her sister fall over the edge, and she reached to grab Siera. Siera had not actually fallen—not yet. Moments later, she stepped backward, and she indeed stumbled off the edge. But with Riori closer than she otherwise would have been, still was able to keep her sister from falling.

Her parents wondered at the sudden foresight Riori had demonstrated, based on the story both girls told them later. “If only you could see the stars,” Lierna lamented, “I could teach you to read them. Maybe you could find more shape to your gift.”

“But mother,” Riori said. “The stars are all I do see.” Riori’s partial blindness did not come in the form of darkness or dimness. Rather, she saw constant sparkles and bright lights everywhere. Beyond anything up close, everything just seemed like vague shapes amid points of light sparkling out of a void. At night, even if she could not see much in the distance, the darkness of the sky allowed her to see the stars in contrast, and it was only then that the flashing lights and points of light she always saw made any sense. Lierna realized the priestess many years ago had not deceived her.

Lierna taught Riori a long tradition in her family: astrology. Using both calculations and trying to observe the strange lights in her mind’s eye as well as following the movements of the heavens, Riori became obsessed with following the Cosmic Caravan. Her stepfather suggested she become an acolyte at the Desnan shrine. But, now a teen, Riori herself suggested that she travel instead. While she and Siera got along better than they used to, she felt they got in each other’s way—Siera needed room to grow, and Riori needed to learn to care for herself on her own. Her parents, moreover, could not afford to feed them all forever, either. Travel, and faith in Desna, would help her. Her parents asked her if she saw this solution in the stars, and she said no. She saw it in her heart. After some debate, they agreed to let her go.

Verik connected Riori to a traveling tinker called Touchstone—seemingly a daft vagabond, Touchstone was in fact a devotee of Desna as well, and knew more of the ways of the world, especially Varisia, than he let on to most strangers. As they traveled together, he taught her about not just serving Desna, but of all the gods and the harmonies—and destruction—they create, and to appreciate what those in service of the gods can do from a broader perspective. He also taught her to fight with a starknife, and to trust her instincts and other senses when her limited sight could not help her. In time, not only did Riori’s skills and knowledge grow, but so did her gifts of foresight and divine magic. She still practices astrology as a discipline—the mathematical components help keep the mind sharp—but her gifts manifest in far more powerful ways. She was indeed touched by Desna. She and Touchstone eventually parted ways, as those drawn to other horizons are wont to do, but Riori still sends missives to Touchstone on occasion, as well as to her family back in Varisia.

Riori’s travels took her to the southern coast and eventually onto a ship, when a misunderstanding about her skills with star-reading led her to be mistakenly hired on as a navigator. Fortunately her divine skills kept her useful aboard the ship, and her ability to read portents kept the ship out of danger. Going from one ship to another, and following various auguries to lead her to new adventures, she eventually ended up in the Shackles. Suddenly, she was unclear on what she was to do next. The stars grew dim, the auguries came up “reply hazy, ask again later.” She decided to seek out more powerful seers than herself: Keeba’s Eyes in Plumetown. While she waited for an audience, she heard the boasts of the crew of Besmara’s Whim and was impressed with the pirates’ tales, but still waiting for her audience, she had decided to wait and see what they had to say, in case they had insights on how she might further grow her capabilities. By the time she had her audience, the cyclopean seers chuckled at her, “You fools, they’ve already left for the Devil’s Arches. Why on earth didn’t you join them when they were here?”

So, deciding Desna’s strands of fate indeed are leading her to serve Besmara’s whims, she’s decided to seek out the famous new Free Captains and see if indeed their destinies are intertwined.

Appearance and Personality:

Riori is a little taller than average, willowy, and pale, the last two features particularly coming from her elven heritage. She has long, black hair that she normally braids purple and green ribbons into, and pale violet eyes that one would not know were impaired by looking at them. Her ears are slightly tapered. Her long, slender fingers always seem to be moving—touching, twitching, or tracing some shape no one else can make out. She wears purple robes embroidered with butterflies over a tunic of protective lightweight metal plates—sadly a necessity for travel. Her robe has a grey lining and is reversible, if she decides she needs to lay low. She carries a favorite starknife among a handful looped on her belt she keeps for throwing.

Riori usually seems quiet and reserved at first until she gets a read on the area she is in—different places and peoples have embraced her as often as shunned her, depending on how they feel about half-elves, priests, fortune-tellers, and so forth. Once she feels comfortable in an area she grows more talkative—and deeply curious. She tries not to annoy with too many questions, but loves to learn from the people and places around her. Her education was piecemeal in her youth, and she has largely picked up what she could as she has traveled, always hungry to learn more. If people in a particular area seem unfriendly, she will turn to books and historical buildings as sources of learning—and refuge. The flip side to her quiet nature is an ever smouldering temper that can flare at a moment’s notice, especially when she feels underestimated, coddled, or looked down on. She has a wry sense of humor and is happy to trade wit with those willing to see and treat her as an equal. Her chosen surname-epithet, “Stargazer,” is after the constellation, depicted often as either a prophet or a fool. She knows she’s mainly the latter, seeking to become the former, and most often is both at the same time.