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Sana, Oracle of Yog-Sothoth's page

140 posts. Alias of Rednal.


Full Name

Sana

Race

Aasimar

Classes/Levels

Oracle 2 | HP: 13 | AC: 11, T: 11, FF: 10 | Fort: +0, Ref: +1, Will: +5 | BAB: +1, CMB: +1, CMD: 11 | Init: +1 | Perception: +5 |

Gender

Female

Size

Medium

Age

64

Alignment

CN

Deity

Great Old Ones (esp. Yog-Sothoth)

Location

Kenabres

Languages

Aklo, Celestial, Common, Draconic

Occupation

Missionary (sort of)

Strength 8
Dexterity 12
Constitution 10
Intelligence 14
Wisdom 12
Charisma 19

About Sana, Oracle of Yog-Sothoth

Appearance

Sana
Female Aasimar Oracle 2
CN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +5
XP: 2000
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8)
Fort +0, Ref +1, Will +5 (+2 against enchantment spells or effects); +1 morale vs. fear, +2 circumstance vs. blinded or dazzled
Weakness oracle's curses (haunted)
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Offense
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Speed 30 ft.
Oracle Spells Known (CL 2nd; concentration +6):
Spell-like Abilities:
(1/day) feather fall (CL = Character Level)
(at will) halo (see below)
Spells:
1st (5/day)—cure light wounds, entropic shield, protection from evil, weapons against evil
0 (at will)—create water, detect magic, ghost sound (DC 14), light, mage hand, purify food and drink (DC 14), sign of discovery

House Rule: Out-of-combat healing is Max.

Spell-like Ability Descriptions:

Spoiler:
Feather Fall
Casting Time 1 immediate action
Components V
Range close (25 ft. + 5 ft./2 levels)
Targets one Medium or smaller free-falling object or creature/level, no two of which may be more than 20 ft. apart
Duration until landing or 1 round/level
Saving Throw Will negates (harmless) or Will negates (object); Spell Resistance yes (object)
Sana's Chant: Naflnglui ah. (Not Threshold of My Action, but actually means "Don't let me fall!")

Description:
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. When the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature's maximum load) or objects, or the equivalent in larger creatures: a Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as four Medium creatures or objects, and so forth.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item, the object does half normal damage based on its weight, with no bonus for the height of the drop.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

See Falling Damage if something bad happens!

Full Spell Descriptions

Spoiler:
Create Water Oracle 0
School: Conjuration (Creation) [Water]
Components: V, S
Casting Time: 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Save: None
Resistance: No
Sana's Chant: Uln ah. (Summon My Action, used in reference to the intent to drink something)

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large - possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.

Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Detect Magic Oracle 0
School: Divination
Components: V, S
Casting Time: 1 action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Save: None
Resistance: No
Sana's Chant: K'yarnak r'luh uaaah. (Share Hidden Finish [of] Spell)

You detect magical auras. The amount of information revealed
depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of
the most potent aura.
3rd Round: The strength and location of each aura. If the items or
creatures bearing the auras are in line of sight, you can make
Knowledge (arcana) skill checks to determine the school of magic
involved in each. (Make one check per aura: DC 15 + spell level, or
15 + 1/2 caster level for a nonspell effect.) If the aura eminates from
a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning
spell level or an item's caster level; see the accompanying table. If an
aura falls into more than one category, detect magic indicates the
stronger of the two.

Lingering Aura: A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a
magic item). If detect magic is cast and directed at such a location,
the spell indicates an aura strength of dim (even weaker than a faint
aura). How long the aura lingers at this dim level depends on its
original power:

Original Strength - Duration of Lingering Aura
Faint - 1d6 rounds
Moderate - 1d6 minutes
Strong - 1d6 x 10 minutes
Overwhelming - 1d6 days

Outsiders and elementals are not magical in themselves, but if they
are summoned, the conjuration spell registers. Each round, you can
turn to detect magic in a new area. The spell can penetrate barriers,
but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3
feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Ghost Sound Oracle 0
School: Illusion (Figment)
Components: V, S, M (a bit of wool or a small lump of wax)
Casting Time: 1 action
Range: Close (25 + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Save: DC 14 Will disbelief
Resistance: No
Sana's Chant: Lw'nafh'ai. (Transmit Noise)

Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve. Ghost sound can enhance the effectiveness of a silent image spell. Ghost sound can be made permanent with a permanency spell.

Light Oracle 0
School: Evocation / Wood Elemental [Light]
Components: V, M/DF (a firefly)
Casting Time: 1 action
Range: Touch
Target: Object touched
Duration: 10 min./level
Save: None
Resistance: No
Sana's Chant: Nafln'ghft. (Not Darkness)

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Mage Hand Oracle 0
School: Transmutation
Components: V, S
Casting Time: 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lbs.
Duration: Concentration
Save: None
Resistance: No
Sana's Chant: Lw'nafh ph'geb. (Transmit Beyond Here)

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.

Purify Food and Drink Oracle 0
School: Transmutation
Components: V, S
Casting Time: 1 action
Range: 10 ft.
Target: 1 cu. ft./level of contaminated food and water
Duration: Instantaneous
Save: DC 14 Will negates (object)
Resistance: Yes (object)
Sana's Chant: Nnn y'ah. ("Protect my action", used in reference to the food about to be eaten.)

This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Sign of Discovery Oracle 0
School: Divination (Creation)
Components: V, S, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round
Sana's Chant: Lw'nafh kadishtu. (Transmit Knowledge)

You gain a +2 insight bonus to your next Knowledge, Perception, or Sense Motive skill check (if it is made before the end of the next round).

Appears In: 1001 Spells

Cure Light Wounds Oracle 1
School: Conjuration (Healing)
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Save: Will half (harmless); see text
Resistance: Yes (harmless); see text
Sana's Chant: Ehye'bthnk. (Cohesion [of the] Body)

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Entropic Shield Oracle 1
School: Abjuration
Components: V, S
Casting Time 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Save: No
Resistance: No
Sana's Chant: Nafl-ehye ftaghu.(Not Cohesion Boundary)

A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.

Protection from Evil Oracle 1
School: Abjuration [Good]
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Save: Will negates (harmless)
Resistance: No; see text
Sana's Chant: Nnn'geb n'ghft. (Protect here [from] Darkness, used in reference to evil)

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person , command, and dominate person ). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar ), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Weapons against Evil Oracle 1
School: Transmutation
Components: V, DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon/level, no two of which can be more than 20 ft.
apart
Duration: 1 round/level
Save: DC 15 Fortitude negates (object)
Resistance: Yes (object)
Sana's Chant: Y'stell'bsna fm'latgh n'ghft. (I pray for [this object to] burn darkness, used in reference to evil.)

The weapons this spell affects each shine with pale light that dimly illuminates a 5-foot square. These weapons also ignore the DR of evil creatures that have DR 5 or lower as long as it is not DR/epic.

Appears In: Faiths of Purity

Str 8, Dex 12, Con 10, Int 14, Wis 12, Cha 19
Base Atk +1; CMB +1; CMD 11
Feats Extra Revelation
Traits Indomitable Faith, Touched by Divinity (Yog Sothoth, 1/day)
Skills Diplomacy +11, Fly -1, Heal +5, Intimidate +8 (+10 circumstance vs. evil creatures), Knowledge (nature) +3, Knowledge (planes) +6, Knowledge (religion) +7, Perception +5, Sense Motive +5, Stealth +2, Use Magic Device +5; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Aklo, Celestial, Common, Draconic
SQ exalted resistance, halo, mysteries (dark tapestry), revelations (pierce the veil, two minds [1/day])
Other Gear backpack, bedroll, belt pouch, flint and steel, silver holy symbol (Yog-Sothoth), holy text, mess kit, pot, rock (4 lb), soap, spell component pouch, trail rations (5), waterskin, 112 gp, 2 sp
Magical Gear Scroll of Fear (x1)
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Special Abilities
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Spoiler:
Darkvision (60 feet) You can see in the dark (black and white vision only).
Exalted Resistance (7) An aasimar with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance.
Extra Revelation You have discovered a new aspect of your mystery. Prerequisite: Revelation class feature. Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation. Special: You can gain Extra Revelation multiple times.
Halo Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait.
Haunted 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. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. Benefit: You gain a +1 trait bonus on Will saves.
Pierce the Veil (Su) Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a Deeper Darkness spell.
Touched by Divinity As long as you can remember, you've had an unexplainable interest in one deity in particular. One of your parents may have been a priest of this deity, or you may have been an orphan raised by the church, but these alone cannot explain your deep connection to the faith. You've always felt calm and at ease in places holy to the deity, and often have dreams about the god or goddess visiting you - most often in the form of a sacred animal or creature. Your faith is strong, even if you don't happen to be a divine spellcaster - if you are a divine spellcaster, you should be a worshiper of this deity. You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain's 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). Domain Chosen: Void. Associated Mythic Path: Hierophant. The PC can select a second domain granted by his affiliated deity. He can use the 1st-level spells of both domains as spell-like abilities a number of times per day each equal to his mythic tier. By expending one use of mythic power, he may use any of these two domains' spells as a spell-like ability, but may only use spells of a level equal to or less than his mythic tier. Multiple Characters: If other characters choose this trait, you should all work together to decide what deity you're associated with - it should be the same deity shared by all of you. You might even share the same dreams.
Two Minds (1/day) (Su) You gain a +2 bonus on Will saves against enchantment spells or effects. At 7th level, you may reroll a failed Will save once per day as an immediate action. You must take the second result, even if it is worse.

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Background
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Spoiler:

General

Sana is a (relatively) young Aasimar, and like many of her kind, she's managed to retain a surprisingly high amount of holy power that she can tap into at need. Unlike most Aasimar, however, Sana isn't actively good - or, at least, her actions may have beneficial effects for those around her, but that's not the only reason she does them.

Sana primarily worships the pantheon of the Great Old Ones, who turned her into an Oracle and more-or-less ordered her to make herself useful. Or not make herself useful. Or do nothing at all. They're usually self-contradictory in their orders anyway, and Sana's often as confused as everybody else is about what exactly they're trying to accomplish - doing whatever she wants seems to have worked fairly well so far, though she doesn't usually try very hard on anything that would represent a moral extreme.

Of course, simply knowing that she has placed her faith in eldritch monstrosities tends to worry others, which is why she doesn't shout it from the rooftops - indeed, her holy heritage often makes it somewhat easier to lie by omission about how she feels, and she rarely hesitates to deploy her halo as a way of convincing people of what she wants them to believe.

More relevantly, Sana doesn't particularly care for the so-called "evil" members of her pantheon, believing them to be lesser existences that aren't as worthy of her praise. She's most attached to Azathoth and (especially) Yog-Sothoth, who are largely above conventional concepts of morality... and like many neutral people she'd rather have decent neighbors whenever possible. In keeping with her ideals and the source of her power, Sana typically uses verbal incantations in the language of eldritch monstrosities.

While she understands and accepts that societies often need a form of structure, Sana tends to try and avoid the law as much as she can. Those who love rules and regulations usually don't understand what she's trying to say, and her fascination with the unknown (and potentially unknowable) has caused the occasional awkward conversation. She is, however, VERY loyal to anybody who she sees as a friend, regardless of their own beliefs, and she'll go very far out of her way to help them.

In other words, she's neutral, but leans good.

History

Sana has spent most of her life in Kenabres, though how she's lived in the city has changed over time. When she was younger (and the witch hunts were much worse), she often found herself stopped and questioned by the zealous followers of Iomedae. That was probably to be expected, since she more-or-less lived with her hood up as a way of deflecting attention. Both her hair and her eyes are somewhat inhuman, a reflection of her celestial heritage, and she'll easily stick out in any crowd of normal humans.

However, as a member of a long-lived race, Sana has lived through many of the worst acts of the witch hunts - and it's these things, done in the name of "good", that ultimately drove her away. Of course, it didn't hurt that she'd been called by the Great Old Ones since birth, and had always found their frank honesty to be rather refreshing. They could be entirely incomprehensible, yes, but they didn't really need to lie.

As the Witch Hunts eased, Sana eventually changed her approach to the city. She'd already made friends in the shadier elements, which allowed her to get a small number of religious supplies - including a precious holy book of Yog-Sothoth, which a well-meaning but incorrect witch hunter would almost certainly assume was evil. Yog-Sothoth, like Azathoth, had never been evil - only misunderstood, and Sana was far too familiar with what people who thought they followed could do when believing that others were evil.

When things began to ease, she started doing volunteer work - providing healing magic for soldiers, giving light to help others mine for materials, or otherwise doing charitable acts that helped to get on people's good side and make them think highly of her. Most of the officers and guardsmen in the city know her by description and reputation or actually having met her at some point, and she's used her reputation and heritage as a way of helping her get where she wants to be. Her hope is to slowly change the ideas that are held within the city and get to the point where people will be willing to accept what she has to say without a knee-jerk reaction and an assumption that she's evil.

Most things Sana does are ultimately selfish - her acts are often good, and she approves of goodness in the general sense, but she finds it hard to accept anyone who's trying to force it on others (which, for much of her life, she's seen others doing). Her faith has never been popular, but she's stuck with it regardless, and works in ways great and small to try and get others to accept it. She's not really trying to evangelize, though - Sana doesn't want more people to worship the Great Old Ones (and as far as she can tell, they don't care if people worship them or not). All she really wants is understanding and a little more tolerance for people who are different (but not harmful to society).

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Motivation
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Spoiler:
Sana acts primarily in the interests of her faith - she hopes to get people to understand the difference between what they don't understand and what's actually wrong or evil, and she takes morality very seriously. As a direct result of her faith, however, she's willing to work hard in order to overcome problems and setbacks - like an attack by a host of demons. Sana doesn't think good is always as righteous as it claims to be, but she's far more personally opposed to evil, with its twin sins of wanting to kill the people she's trying to explain things to and making others confused about her faith. She doesn't need very much prompting to try and find a way to act against them (indeed, that's part of why she's often volunteered her time to help the city), and she needs even less encouragement if any of her friends or companions are working to fight evil.