Quinn

Samarat Araka Rajara's page

1 post. Alias of 7thGate.


Full Name

Samarat Araka Rajara

Race

Human (Vudrani)

Classes/Levels

Oracle 1 (Lore)

Gender

M

Size

M

Age

29

Alignment

LN

Deity

Irori

Languages

Common, Vudrani, Taldane, Cyclops, Aklo, Necril

Strength 9
Dexterity 8
Constitution 12
Intelligence 19
Wisdom 8
Charisma 16

About Samarat Araka Rajara

Samarat Araka Rajara

Crunch:

Favored Class: Oracle

Age 29
Height 5’1”
Weight 134 lbs

Male Human Oracle 1
LN Medium Humanoid (Human)
Mystery: Lore
Curse: Haunted

Init -1; Senses; Perception -1
-------
AC 13 (Touch 13, Flat Footed 10)
Hp 9
Fort +1, Ref +3, Will +1
-------
Speed 30 ft (20 Armor/Encumbrance)
Melee -1
-------
Str 9, Dex 8 Con 12, Int 19, Wis 8, Cha 16
BAB +0, CMB -1, CMD 8

Feats Noble Scion (Lore), Extra Revelation (Sidestep Secret)
Oracle Revelations Focused Trance, Sidestep Secret

Skills (12 - 4[Base]+4[Int]+1[Human]+1[Favored Class]+2[Background])

Armor Check Penalty -4

Knowledge:Arcana: +9 (+1 Rank, +3 Class Skill, +4 Int, +1 Feat)
Knowledge: Dungeoneering: +9 (+1 Rank, +3 Class Skill, +4 Int, +1 Feat)
Knowledge: Religion: +9 (+1 Rank, +3 Class Skill, +4 Int, +1 Feat)
Knowledge: Local: +9 (+1 Rank, +3 Class Skill, +4 Int, +1 Feat)
Knowledge: Nature: +9 (+1 Rank, +3 Class Skill, +4 Int, +1 Feat)
Knowledge: Geography: +9 (+1 Rank, +3 Class Skill, +4 Int, +1 Feat)
Knowledge: History: +9 (+1 Rank, +3 Class Skill, +4 Int, +1 Feat)
Knowledge: Nobility: +9 (+1 Rank, +3 Class Skill, +4 Int, +1 Feat)
Spellcraft: +8 (+1 Rank, +3 Class Skill, +4 Int)
Diplomacy: +7 (+1 Rank, +3 Class Skill, +3 Cha)
Intimidate: +7 (+1 Rank, +3 Class Skill, +3 Cha)
Linguistics: +8 (+1 Rank, +3 Class Skill, +4 Int)

Languages Common, Vudrani, Taldane, Cyclops, Aklo, Necril
Traits Formerly Mind-Swapped, Tireless Logic
Racial Bonus Feat, Skilled
Special Abilities

Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.

Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of yourDexterity modifier) to your Armor Class and all Reflexsaving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity

Tireless Logic: Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.

Formerly Mind-Swapped: Once per day, you can reroll one Knowledge check that you have just failed.

Haunted Curse: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

Spells Known
0th: Guidance, Detect Magic, Virtue, Light, Ghost Sound, Mage Hand
1st: Command, Obscuring Mist, Cure Light Wounds
-------

=================================================

Carrying Capacity:
Light (0-30); Medium (31-60); Heavy (61-90);

Current Load: 54.98 lbs

Combat Gear: (46 lbs)
-----------------------------------------------------------------------
Scale Mail [50 gold] (30 lbs)
Heavy Wooden Shield [7 gold] (10 lbs)
Morning Star [8 gold] (6 lbs)

Clothing: (5 lbs)
-----------------------------------------------------------------------
Traveler's Outfit (5 lbs)

Other: (3.5 lbs)
-----------------------------------------------------------------------
Belt Pouch [1 gp](0.5 lbs)
Spell Component Pouch [5 gp](2 lbs)
Ink [8 gp]
Journal [10 gp] [1 lb]
Inkpen [0.1 gp]

Wealth: (.48)
-----------------------------------------------
15 gp
9 sp

Total Coins: 24 (--)

Physical Description:

Samarat is a short, handsome Vudrani man. He has smooth dark brown skin and short, stubbly black hair and beard. He has clearly done very little physical labor, with his hands free of calluses and lack of muscle definition. His eyes are dark brown, and burn with a fierce, darting intensity. Staring too long into them gives the viewer an uncomfortable feeling that there is more than just a man staring back at them.

Background:
Samarat is of Vudrani ethnicity. He was born into a noble family far across the sea on the Isle of Jalmeray, the fourth son of his family. His family was well known as a patrons of the arts and scholarship, and Samarat was well schooled in a large variety of subjects and spent much of his time reading or playing intellectual games with his friends. Despite his pampered upbringing on his family's estate, Samarat wanted to see more of the world and apply himself more directly. Despite misgivings from his parents who did not believe such behavior would be appropriate for someone of his station, he arranged to attend a renowned university, training his intellect to solve crimes and uncover mysteries. The night he set out to travel to the university with his guards and servants, he had particularly dark and disturbing nightmares, dreams of falling through infinite darkness while his mind was broken into pieces and reforged, surrounded by maddening fragments of memory. He eventually stopped falling, landing in an alien world, in the alien body of a Yithian. He awoke screaming in an asylum, nearly a decade older and far, far from home.

Personality:

Samarat did train as an investigator at an appropriate university, although his memory has been erased starting at the beginning of his journey to attend. He was successful and a bit of a minor celebrity as part of a group of monster hunters six or seven years ago. His mind is damaged by something, but he still has a very analytical personality, and inexplicably remembers a lot of information from his training, just nothing about what happened to him since he left his family, and not a lot about what happened before that. He is devoutly religious, and a worshipper of Irori. He tends to enjoy reading or playing strategic board games for relaxation, but is also comfortable socializing with his peers, and is generally personable. He avoids alcohol and other intoxicating substances, but enjoys tea and coffee. He has a tendency to try and take command in situations, a legacy of growing up in an environment where most people deferred to him automatically.

Powers and Plans:

Something happened to Samarat, and as part of that his mind has been touched by something ancient, immeasurably powerful and too alien for him to comprehend. Regardless, Samarat can now feel a silent presence in his mind, a presence that, when his mind tries to bring it to the surface of his thoughts, whispers truths he could not possibly know and gives him powers he doesn’t understand. All of Samarat’s oracle revelations and powers are flavored as interacting with this connection in his mind that now opens into some place he dares not contemplate for long, lest he be driven mad.

For now, he finds that he somehow knows, without being able to discern how or why, where he needs to be to avoid being struck in combat (fluff for Sidestep Secret). If he dwells for long on a topic, he can recall memories that are not his. These are often clearly from an alien being, a time that has not yet come to pass, or some other bizarre and incomprehensible source, but are almost always incredibly accurate and relevant (fluff for Focused Trance). As his powers grow, the presence in his mind will leak out into paper as he writes in his nightly journal, waking to pages covered in scrawled text warning of the future in cryptic prophecy or mad ravings (fluff for Automatic Writing, when Samarat gets it).

Samarat will recover some of his training as an investigator over time, trying to shield his fragile mind in a cage of logic and reason while he tries to piece together what happened to him and recover. He will take at least two, possibly three or four levels of Investigator (Empiricist)--this will be flavored as recovering skills lost to the trauma of whatever caused the memory loss.