Ephemeral Echo

Risa Whitby's page

37 posts. Organized Play character for Kris Vanhoyland.

Full Name

Risa Whitby


halfling dual-cursed oracle 3 || hp 26/27 || AC 17, touch 13, flatfooted 15 ||


Perception +2, Sense Motive +6 || Fort +4, Ref +3, Will +3; +2 vs. fear || CMB -1, CMD 11 || Init +2 || Picture || lifelink: Nectanebo, Kitajo, Night Hunter




2'5"; 21 lb








Common, Goblin, Halfling

Strength 6
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 19

About Risa Whitby

Risa Whitby
Female halfling oracle (dual-cursed oracle) 3
LG small humanoid (halfling)
Size 2'5", 21 lb.; Age 38
Init +2; Senses oracle's curse (clouded vision), darkvision 30 ft.; Perception +2
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 27 (3d8+9)
Fort +4, Ref +3, Will +3; +2 vs. fear
Speed 30 ft.
Melee dagger -3 (1d3-2/19-20)
Ranged sling +1 (1d3-2)
Special Attacks channel positive energy 7/day (DC 15, 2d6+1)
Oracle Spells Known (CL 3rd; concentration +7)
1st (6/day)—bless, burning hands (DC 15), cure light wounds, ill omen, protection from evil, sanctuary (DC 15)
0 (at will)—detect magic, enhanced diplomacy, guidance, purify food and drink (DC 14), read magic
Mystery Life
Str 6, Dex 14, Con 14, Int 12, Wis 10, Cha 19
Base Atk +2; CMB -1; CMD 11
Feats Extra Channel, Extra Revelation
Traits Blessed Touch, Freed Slave (Katapesh)
Skills Diplomacy +10, Heal +6, Knowledge (planes) +7, Knowledge (religion) +7, Perception +2, Sense Motive +6; Racial Modifiers +2 Perception
Languages Common, Goblin, Halfling
SQ adaptable luck +2/+1 (3/day), fearless, oracle's curses (blackened, clouded vision), revelations (life link, channel, safe curing)
Combat Gear shining wayfinder, smelling salts, wand of cure light wounds (39 charges), wand of honeyed tongue (44 charges)
Other Gear darkleaf cloth lamellar armor, dagger, sling, sling bullets (10), gloves of reconnaissance, sleeves of many garments, belt pouch, gold holy symbol of Vildeis, spring loaded wrist sheath (2), spell component pouch
Adaptable Luck +2/+1 (3/day) Risa has greater control over her innate luck. This ability gives her more options for how she can apply her good fortune from day to day, but also narrows its scope. Three times per day, she can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If she chooses to use the ability before she makes the roll or check, she gains the full +2 bonus; if she chooses to do so afterward, she only gains a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.
Blackened Risa's hands and forearms are shriveled and blackened, as if she had plunged her arms into a blazing fire, and her thin, papery skin is sensitive to the touch. She takes a –4 penalty on weapon attack rolls, but she adds burning hands to her list of spells known.
Clouded Vision Risa's eyes are obscured, making it difficult for her to see. She cannot see anything beyond 30 feet, but she can see as if she had darkvision. At 5th level, this distance increases to 60 feet. At 10th level, she gains blindsense out to a range of 30 feet.
At 15th level, she gains blindsight out to a range of 15 feet.
Blessed Touch Risa may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, she has focused herself into being the perfect vessel for her deity. Divine power flows through her like a mountain stream, making her healing touch more potent than that of others. She heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Darkvision (30 feet) Risa can see in the dark (black and white vision only).
Fearless +2 racial bonus vs Fear saves.
Fleet of Foot Risa is quicker than her kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Gloves of reconnaissance (1/day) Wondrous Item Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 5 feet thick by placing both hands on that material. The wearer can use the gloves once per day for up to 1 minute. The wearer must wear the gloves continuously for 24 hours before activating this ability.
Life Link (3 max bonds, 130 feet) (Su) As a standard action, Risa may create a bond between herself and another creature. Each round at the start of her turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and Risa take 5 hit points of damage. She may have one bond active per oracle level. This bond continues until the bonded creature dies, she dies, the distance between her and the other creature exceeds medium range, or she ends it as an immediate action (if she has multiple bonds active, she may end as many as she wants as part of the same immediate action).
Safe Curing (Su) Whenever Risa casts a spell that cures the target of hit point damage, she does not provoke attacks of opportunity for spellcasting.
Shining wayfinder A small magical device patterned off ancient Azlanti relics, a wayfinder is a compact compass typically made from silver and bearing gold accents. A badge of office for agents of the Pathfinder Society, a wayfinder is as much a handy tool as a status symbol. With a command word, you can cause a wayfinder to shine (as the light spell). A wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits as if it were orbiting your head; some ioun stones can grant additional powers once they are fitted into a wayfinder, at the GM’s discretion.
A shining wayfinder is a polished silver compass favored by members of the Shining Crusade. In addition to the usual functions of a wayfinder (including the ability to create light), a shining wayfinder can be used to cast detect evil—when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder's bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder's needle spins in a frantic circle. When held by any creature that is both nonevil and nongood, the needle simply hangs limply, not pointing to anything at all (not even to true north).
Sleeves of many garments These translucent cloth tubes easily fit over their wearer's arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other nonmagical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
Smelling salts These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action), you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left open.
Gift of the Ghaele Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle Sheet.
Subtier 1-2: You may cast aid, detect thoughts, lesser restoration, or see invisibility.
Horn of Aroden You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari's minions. This instrument is powerless now, but the Pathfinder Society is certain it may be useful in the upcoming expedition to Jormurdun and in Mendev's fight against the Worldwound.

Beacon of Good (2 PP): The Shining Crusade gives you a shining wayfinder emblazoned with the emblem of a silver dragon. If you lose your shining wayfinder, you can purchase a new one for an additional 2 PP. Members of the Silver Crusade who are caught selling shining wayfinders for their own profit are exiled, and must switch factions.
Temple (1/session)(4 PP) Regardless of your class, you are an active member of your local temple or place of worship. Your commitment to seeing your faith prosper and grow has ingratiated you with the local clergy, and you may even hold a spot among them when not out adventuring. You can use Heal to make Day Job rolls. Once per game session, if you have access to an operating temple of your faith, you can have a cleric cast either cure moderate wounds or lesser restoration on yourself or one of your allies, free of charge. You must visit the temple to receive this attention.
Background: Risa Whitby spent the majority of her life in servitude. As a babe, she was sold on the slavemarkets of Sedeq in Qadira, ultimately ending up in the employ of a cult dedicated to Moloch, one of the archdevils and the ruler of Malebolge, the sixth layer of Hell. For many years, they kept her imprisoned in their stronghold, until the day came when the cultists were destroyed by a crusade of Sarenite dervishes. The cult's leader fled after activating the steam vents, which would have scalded a large portion of the Sarenite forces, were it not for Risa's intervention. The fearless little halfling slave nearly sacrificed herself, as she single-handedly closed the scalding hot vents, burning her entire arms, as well as the vision from her eyes.

As she lay there, feeling the life gush out of her little body, she saw a vision of a pale angel covered in bloodstained bandages, with wings the color of dark cardinal red, reach out to her. Vildeis, the Cardinal Martyr, saw this little one's plight, and she was moved that someone so small and insignificant could find the strength to make such a sacrifice. And so Vildeis rewarded Risa's sacrifice with the strength to survive. And survive Risa would, as the Sarenite crusaders found her and healed her, and took her away from that place. It wasn't until much later that Risa realized she had been gifted with a semblance of divine power from the heavens, and from that day forward, she has worshipped Vildeis, the empyreal angel of devotion, sacrifice, and scars.

Physical description: Risa is small and skinny, even for a halfling. She dresses in a dark robe of heavy cloth, with faded gold trim. Between the folds of her robe, you can see a golden symbol hanging from her neck, depicting a scarred breastplate. Her hood is pulled up, concealing much of her facial appearance. When she does lower her hood, it's painly obvious this little halfling has had a difficult life; her pale face has several deep scars across it, that appear very old. Her eyes are heavily clouded, appearing as milky white orbs. Worse even are her hands and arms, which are shriveled and blackened, and charred with eschar. Her appearance does not match her outlook on life though, as she seems quite optimistic and cheerful.


PFS#: 23847-7
Faction: Silver Crusade
Starting XP: 8
Initial Fame: 15
Initial Prestige: 5
Starting wealth: 3195 gp, 9 sp

hp 27/27
Adaptable luck 3/3
Spells 1st—2/6
Channel Energy 2/7
Sling bullets 10/10
Wand of cure light wounds 39/50
Wand of honeyed tongue 44/50