Grand Duches Trietta Ricia

Rossana Thorn's page

396 posts. Alias of Silverstream.


Race

Bluff 11, Dip 14, Disg 8, Hist 5, Local 10, Noble 13, SeMo 10, SofH 10, Slth 11 | crossbow 7+1+pbs (1d8) |

Classes/Levels

Charm 1/1: +2 Dip or Bluff; Admirers 1/1: Artist, Merchants, Nobles start up

Gender

Aasimar NG Whimsy Oracle 5 | HP 33/33 | AC 18 | T 13 | FF 15 | Acid, Cold, Electricity 5 | CMD 16 | Fort +2 | Ref +4 | Will +5 | Init +3 | Perc +2, Darkvision| Spells 1-7/7; 2-5/5 |

About Rossana Thorn

Possessions:
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Inventory
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Weapons
punch knife, masterwork dagger, unidentified light crossbow, 20 bolts

Armor/Protection
masterwork chainshirt, buckler

Clothing/Wearable
noble's outfit, signet ring, spell component pouch

Consumables
smoke pellets (x1), alchemist's fire (x1), tanglefoot bag (x1), belladonna dust (x1)

Wands
cure light wounds (32/50), bless (50/50)

Scrolls
breadth of life (x1), cure light wounds (x1), summon monster II (x1)

Magic Items Slots
Hand - Apprentice's Cheating Gloves
Wrist - Sleeves of Many Garments

Miscellaneous
perfume kit, whistle, healer's kit

Wealth
6 pp 5 gp 2 sp 0 cp

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Important Items
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-Gold ring emblazoned with the Mercenian family crest given by Judge Dartist Mercenian

-Arcade Journal stolen for Lady Martella

-Documents indicating Rossana as the second cousin once removed of the late Lady Allis Betony

-A silver and rosewood smiling mask awarded for winning a rousing round of the Dance of the Phalanx at Lord Bartelby's ball

Character Background:
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History
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The second child of House Thorn, Rossana quite enjoyed her life. Though a minor house of Oppra, Rossana was spoiled for her heritage when she was born as an aasimar to a family of only humans. Her special appearance was a mark of pride for her parents, though her constant desire to get into trouble less was so.

Rossana spent her early life studying and learning the more refined way of life, from dancing to sewing. A magical tutor was soon brought in as well to try and help her harness her magical gifts, though most lessons were used as prank practice for the young girl. One trait that she was seemingly helpless to stop was reverting to growling and barking when stressed out or angry. As such, she was kept from the more important social events as one such moment during a small ball was too much for her parents.

While her older brother was heir to the household, Rossana much more enjoyed the freedom her position gave her. Outside of her daily lessons, she was free to do as she wished. Able to walk the town and gardens freely while covertly pranking passersby, Rossana never gave her freedom a second thought.

At least until her father announced that she was to be wed to the son of a more prestigious house. Unwilling to give her freedom up to someone she barely knew, Rossana rejected the notion. Since then, she has been constantly fighting and barking at her father on the subject even as the proposed date as drawn near. Her brother has been the only one on her side so far, usually intervening between the two before things got out of hand.

Knowing that she doesn’t have much time left, Rossana has begun to seek for enough influence and power to retain her relative freedom. During her search, Lady Martella contacted her, offering her help with her problem. Out of options, Rossana decides to trust the woman for now.

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Personality
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Rossana always enjoys a good-natured trick or jab. Always lively and smiling, Rossana’s small canines only show when she is thinking of a particular good prank. Though feisty, Rossana has learned to enjoy her antics while sticking to rules, while thinking herself extra clever when she pulls off a hoax within set limitations.

Rossana is easy to get along with as long as one is polite. Her noble pride still rises up from time to time when others aren’t as friendly, though she is quick to forget and move on after a prank or two later.

Rossana dislikes violence but has begrudging undergone basic training in the crossbow and dagger. She’d much prefer to find a more peaceful solution, or, barring that, to trick her opponent into surrendering without fighting. She has learned that she has limits to this, though, especially when her father announced his plans for her future.

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Appearance
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Rossana is a beautiful woman, her appearance accentuated by her aasimar nature. With brown hair and golden eyes, Rossana often wears blacks and reds in public. She sports a large, brown wolf tail and ears, and likes them out in the open to be seen, though she has learned that she can change her appearance at will to better prank others. She prefers to avoid violence, but she does always keep a hidden push blade on her person, just in case.

Reference Image 1 - While in traveling clothes
Reference Image 2 - In a standard social dress

Rossane Thorn
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Female Aasimar Oracle 5
Age 24; Skin White; Follower of Shelyn
NG Medium Outsider (native)
Init +3; Senses Darkvision 60ft; Perception +2 (2 from Familiar)

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Defense
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AC 18, touch 13, flat-footed 15 (+4 Armor, +3 Dex, +1 Shield)
HP 33
Fort +2, Ref +4, Will +5 (1 from Familiar)
Resistances Acid 5, Cold 5, Electricity 5

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Offense
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Speed 30 ft
Melee spring blade +3 (1d4) P/S
----masterwork dagger +4 (1d4/19-20) P/S
Ranged masterwork light crossbow +7 (1d8/19-20)

Special Options

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Statistics
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Str 11 (+0), Dex 16 (+3), Con 12 (+1), Int +12 (+1), Wis 10 (+0), Cha 19 (+4)
Base Atk +3; CMB +3; CMD 16

Traits
Child of Oppara - Campaign - +1 to Appraise and Knowledge (Nobility); one (Nobility) is class skill; free noble's outfit, signet ring, and another item (chainmail)
Civilized - Social - +1 to Knowledge (Nobility) and (Local); Knowledge (Local) is class skill.

Feats
Alertness (Familiar) - +2 to Perception and Sense Motive; +4 if 10 ranks in one of them
Eldritch Heritage (Arcane) - Gain the first ability of a sorcerer bloodline with -2 character level as your sorcerer level
Point Blank Shot - +1 to Atk and Dam with ranged attacks within 30ft
Skill Focus (Knowledge (Nobility)) - +3 to skill; +6 if 10 ranks or more

Skills (32 ranks - 16 Class, 4 Int, 4 FCB, 8 Background Skills)
Appraise (Untrained) +2 (1 Int, 1 Trait)
Bluff +11 (4 rank, 3 class, 4 Cha)
Craft (Fine Clothes) +6 (2 rank, 3 class, 1 Int)
Diplomacy +14 (5 rank, 3 class, 4 Cha, 2 racial)
Disguise +8 (1 rank, 3 class, 4 Cha)
Handle Animal +0 (+4 if wolf)
Heal +5 (2 rank, 3 class)
Knowledge (History) +5 (1 rank, 3 class, 1 Int)
Knowledge (Local) +10 (5 rank, 3 class, 1 Int, 1 Trait)
Knowledge (Nobility) +13 (5 rank, 3 class, 1 Int, 3 Feat, 1 Trait)
Perception +2 (2 Alertness)
Perform (Dance) +13 (1 rank, 3 class, 4 Cha, 2 racial, 3 Familiar)
Sense Motive +10 (5 rank, 3 class, 2 Alertness)
Sleight of Hand +10 (4 rank, 3 class, 3 Dex)
Stealth +11 (5 rank, 3 class, 3 Dex)

Favored Class Bonuses
Oracle - +1 skill point (x4)

Languages
Common, Celestial, Slyvan

Alternate Racial Traits
Heritage: Azata-Blooded

Class & Racial Abilities:
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Racial Abilities
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Celestial Resistance - Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled - Azata Aasimar have a +2 racial bonus on Diplomacy and Perform checks.

Spell-Like Ability (Sp) - Azata Aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar’s class level).

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Class Abilities
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Proficiencies - Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spellcasting -

Spoiler:
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 (see FAQ at right).

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: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

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: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known 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.

Magic:
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Spell-Like Abilities
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Spellcaster Level 4th (character level)
1/day - Glitterdust DC 16

Apprentice's Cheating Gloves
At Will - Mage Hand, Prestidigitation

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Oracle Spellcasting
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Spellcaster Level 3rd
DC 10 + spell level + Cha

Spells per day
1 - 7
2 - 5

Spells Known
0 - Detect Magic, Light, Mending, Purify Food and Drink, Scrivener's Chant, Stabilize
1 - Bless, Charm Animal, Cloak of Secrets, Cure Light Wounds, Faerie Fire, Hideous Laughter, Positive Pulse, Remove Sickness
2 - Cure Moderate Wounds, Hold Person, Lesser Restoration

Mystery and Curse:
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Mystery
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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: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.

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Whimsy
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Class Skills - An oracle with the whimsy mystery adds Bluff, Disguise, Perform, Sleight of Hand, and Stealth to her list of class skills.

Bonus Spells - faerie fire (2nd), hideous laughter (4th), shamefully overdressed (6th), major image (8th), lesser entice fey (10th), mislead (12th), entice fey (14th), irresistible dance (16th), greater entice fey (18th).

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Revelations
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Assumed Form (Sp) - You can change your appearance at will, as disguise self with a caster level equal to your oracle level. At 7th level, you can instead physically transform, as alter self. At 11th level, this ability lasts until you dismiss it or use it again, allowing you to keep it active while you sleep.

Flicker (Sp) - You can flicker from sight for a short time, allowing you to escape or set up a prank. As a swift action, you can disappear for 1 round per oracle level. This ability functions as invisibility. You can use this revelation a number of times per day equal to half your oracle level (minimum 1).

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Curse
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Lycanthropy (Curse of Corruption) (Wolf)
In times of stress or unease, you cannot speak?only growl and snarl like an animal. This ability works similarly to the tongues curse, but whenever you are in combat, you cannot speak at all. This does not interfere with spellcasting but does apply to spells that are language dependent. A character under the effects of speak with animals can understand you, and you can communicate with such characters normally. You can speak with animals when in this condition. Choose one type of animal commonly associated with lycanthropy (wolves); you gain a +4 bonus on Handle Animal checks with these creatures.

At 5th level, add charm animal to your list of 1st-level oracle spells known and animal messenger to your list of 2nd-level oracle spells known

At 10th level, add beast shape I to your list of 3rd-level oracle spells known and beast shape II to your list of 5th-level oracle spells known

At 15th level, you gain damage reduction 5/silver, and if you already have this type of damage reduction, it increases in value by 5 (to a maximum of DR 15/silver).

Petal:
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Petal
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Petal is a large, blue monarch that appeared one day as Rossana's Familiar. Despite its constant presence, it carries many secrets from its master.

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Stats
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CG Diminutive Magical Beast
Init same as Rossana or +1 alone; Senses darkvision 60 ft, scent; Perception +1

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Defense
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AC 17, touch 15, flat-footed 16 (+2 Natural Armor, +1 Dex, +4 size)
hp 16 (5d8–3)
Fort +1, Ref +3, Will +5

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Offense
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Speed 5 ft., fly 30 ft. (average)
Space 1 ft.; Reach 0 ft.

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Statistics
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Str 1 (-5), Dex 13 (+1), Con 4 (-3), Int 7 (-2), Wis 12 (+1), Cha 7 (-2)
Base Atk +0; CMB –3; CMD 2 (10 vs. trip)

Skills Fly +7

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Familiar Abilities
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Natural Armor - Gains natural armor as master gains power.

Int - Gains Int as master gains power.

Alertness (Ex) - While a familiar is within arm’s reach, the master gains the Alertness feat.

Deliver Touch Spells (Su) - The familiar can act as a conduit to deliver touch spells.

Improved Evasion (Ex) - When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells - The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Empathic Link (Su) - The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.