White Dragon

Sealith Dealesk's page

236 posts. Alias of Jazzai Moonbreaker.


Strength 16
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 15
Charisma 15

About Sealith Dealesk

Sealith Dealesk
LG Samuraian Tri Cursed Oracle L2
---===Statistics===---:

LG Samuraian Tri Cursed Oracle L3
Init +1; Senses Darkvision 60ft, Perception +0
-------------------------------=DEFENSE=-------------------------------

Defense:
AC [16] TAC[13] FF[13] 10+0 Armor +1 Dex +2 Dodge +3 Natural Armor+0 Items+0 other]
Resistance:
Immunity:
HP: 25/25 {+2d8+4,(8+2Con/lvl+3 toughness +2FCB)}
Fort: +3, {+1 Base,+2 Con}
Reflex: +3, {+1 Base,+2 Dex}
Will: +4,{+3 Base,+2 Wis}
CMD 18 {+2 Base +3 Str +1 Dex +0 size + 2 Def Training +0 misc}

-------------------------------=OFFENSE=-------------------------------
Offense:
Speed: 30 ft. [Fly]60'** [Climb] 20ft
CMB: +5; {+2 Base +3 Str +0 size +0 misc}
Base Atk: +2;
Melee:+5{+2Base,+3Str}
Ranged:+3{+2Base,+1Dex}

Bite Attack +5 1d4+3
2 Claw attack +5 DMG[1d4+3]
2 Talon +5 DMG[1d4+3] Can only be used in flight

--Ranged:+2

Gear:

[Items]

[Money]1000GP-180GP

-------------------------------=STATISTICS=-------------------------------

Statistics:

25 Point Buy
Str 16 [+3]-------------------[14][5p] [+2Race]
Dex 13 [+1]------------------[13][3p]
Con 14 [+2]------------------[14][5p]
Int 10 [+0]-------------------[12][2p] [-2Race]
Wis 15 [+2]------------------[13][3p] [+2Race]
Cha 15 [+3]------------------[15][7p]

-------------------------=Traits=----------------------

Traits:

Traits:
1: Hard to Kill
Your strong will to live and spread good combined with your pure physicality makes you a tough opponent to take down. You may have discovered this as a child after a tragic accident or during the course of your first battle.
Benefit(s): When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.

2:Devoted Healer
Raised in the company of skilled healers, you were always encouraged to devote your time and energy to the welfare of others.
Benefit(s): Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid.


----------------=Drawbacks=-----------------
Drawbacks:

Thrice Cursed

Wrecker
Source PPC:BoF
The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings thanks to the curse of the Black Scarred Man
Effect

Held objects gain the broken condition when you use or equip them. If a held item is restored to unbroken condition, it becomes broken again the following round. Disable Device becomes a class skill for you and you can make Disable Device checks to destroy non-magical traps as a move action without the need to use tools or take any action beyond simply touching it.

Tongues
Source PRG:APG
In times of stress or unease, you speak in tongues.
Effect
Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Haunted FAQ
Source PRG:APG
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).
Effect
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.

----------------=Race Traits=-------------------

Spoiler:
Darkvision 60 ft
Fly 60’ Perfect/Clumsy (70’ Sprinter)
Climb Speed 20’
--60 Speed with Perfect Maneuverability (+8) when gliding. For fly checks to take off, land, hover, or fly up at a greater than a 45 degree angle that requires flapping, their flying maneuverability is considered clumsy. (-8 to fly skill checks.} This does not apply to a take off from a height that they can jump from or when the flying upwards is assisted by thermals or other GM allowed things. When gliding gets the benefits of sprinter aka +10 to fly speed for charge, run, or withdraw actions.)

Expert Climber : Members of this race can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, members of this race are treated as being constantly under the effects of a nonmagical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down).

Natural Armor +3
Natural Attacks: Bite, 2 Claw, 2 Talon
Advanced Defensive Training +2 Dodge to AC

--------------=Feats=-----------------
Level Feats: Toughness, Extra Revelation
Race Feats: None
GM Feats:Skill Focus: Sense Motive

Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields)
-------------------------------=ORACLE CLASS ABILITIES=-------------------------------

Mystery: Battle
Curse: (Dual Cursed) Haunted, Tongues
Revelation Lv 1:Misfortune
Revelation Lv 3: Spirit Shield -- Resieliency
Revelation Lv 5:
Revelation Lv 7:
Revelation Lv 11:
Revelation Lv 13:
Revelation Lv 15:
Revelation Lv 19:

--Spells Per Day--

1-lvl-4

--Spells Known--
0-lvl--Stabilize, Create Water, Purify food and Drink, Resistance, Mage Hand, Detect Poison, Detect Magic
1-lvl-- Cure Light Wounds, Shield of Faith, Bless, Ill Omen

---------------=Skills=- (6 points; 4 class, 0 FCB )---------------

Skills:

Acrobatics*(Dex)____+1{+0rank,+1 Dex}
Appraise(Int)____+0{+0 rank,+0 Int}
Bluff(Cha)____+1{+0 rank,+1 Cha}
Climb*(Str)____+19{+0 rank,+3 Str+16 Racial}
^Craft(construct) (Int)____+0{+0 rank,+0 Int}
^Diplomacy(Cha)____+8{+2rank,+2 Cha} **
^Disable Device____+1{+0rank,+1 Dex}
Disguise (Cha)____+0{+0rank,+2 Cha}
Escape Artist*(Dex)____+1{+0rank,+1 Dex}
Fly*(Dex)____+10{+0rank,+2 Dex+8}
Handle Animal (Wis)____+2{+0rank,+2 Wis}
^Heal(Wis)____+7{+2 rank,+2 Wis}
Intimidate(Cha)____+2{+0rank,+2 Cha}
Knowledge (Arcana)(Int)____+0{+0rank,+0 Int}
Knowledge (Dungeoneering)(Int)____+0{+0rank,+0 Int}
Knowledge (Engineering)(Int)____+0{+0rank,+0 Int}
Knowledge (Geography)(Int)____+0{+0rank,+0 Int}
^Knowledge (History)(Int)____+0{+0rank,+0 Int}
Knowledge (Local)(Int)____+0{+0rank,+0 Int}
Knowledge (Nature)(Int)____+0{+0rank,+0 Int}
Knowledge (Nobility)(Int)____+0{+0rank,+0 Int}
^Knowledge (Planes) (Int)____+0{+0rank,+0 Int}
^Knowledge (Religion) (Int)____+0{+0rank,+0 Int}
Linguistics(Int)____+3{+0rank,+0 Int}
Perception(Wis)____+5{+2rank,+2 Wis} *
Perform(Cha)____+2{+0rank,+2 Cha}
^Profession: Horticulturist(Wis)____+8{+3rank,+2 Wis}
^Profession: Herbalist(Wis)____+8{+2rank,+2 Wis}
Ride*(Dex)____+1{+0rank,+1 Dex}
^Sense Motive(Wis)____+10{+3rank,+2 Wis} +3 (Skill focus) **
Sleight of Hand*(Dex)____+1{+0rank,+1 Dex}
^Spellcraft(Int)____+0{+0 rank,+0 Int}
Stealth* (Dex)____+1{+0rank,+1 Dex}
Survival(Wis)____+2{+0rank,+2 Wis}
Swim*(Str)____+3{+0rank,+3 Str}^
Use Magic Device(Cha)____+1{+0rank,+2 Cha}
concentration [+5][+0 Int+ML/CL-3]
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
Race Skills
+ 16 Climb
+8 Fly

-=Languages=- Common

Languages Common, Samuraian, Auran

-------------------=ORACLE CLASS ABILITY DESCRIPTION=----------------------

What is bolded I have

Class abilities:

Mystery: 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 2–6. They cannot be exchanged for different spells at higher levels

Battle

Class Skills: An oracle with the battle mystery adds Intimidate, Knowledge (engineering), Perception, and Ride to her list of class skills. ** Taken away by Archtype

Bonus Spells: ill omen (2nd), oracle's burden (4th), bestow curse (6th), wall of fire (8th), righteous might (10th), mass bull's strength (12th), control weather (14th), earthquake(16th), storm of vengeance (18th).

Spirit Shield(Su) Ancestor You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Resiliency Battle You are not disabled and you do not gain thestaggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehardfeat.

Dual-Cursed Oracle (Archetype):

All oracles are cursed to some degree, but some oracles bear an even heavier burden. Though doubly afflicted with supernatural or physical hindrances, a dual-cursed oracle can manipulate fortune and gains greater insights into her mystery.
Recommended Mysteries: Any.

Oracle's Curse: A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle's choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.

Class Skills: A dual-cursed oracle gains no additional class skills from her mystery.

Bonus Spells: ill omen (2nd), oracle's burden (4th), bestow curse (6th). These bonus spells replace the oracle's mystery bonus spells at these levels.

Revelations: A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.

Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

Background:

Sealith Dealesk comes from a proud clan of Samuraian warriors called the Shadow Wings. When she was younger, her and a couple of friends had decided to race across the valley near their home. It was a close race until it all ended with a flurry of arrows from the ground. Having seen them she knocked her friends out of the way with flap of her wings and slamming into them. Most of the arrows missed but a few found their way into her wings tearing holes in them.

Yelling at her friends to get to the elders as she started to descend unable to maintain stable flight. Gracefully landing , crashing for a Samuraian, into a tree she managed to make it to the ground and start running. She heard the pursuers behind her and drew the blade she favored quickly ducking behind another tree and scrambling up. Many passed by and she dropped on one from above taking him out only to run off again as they started to shoot at her.

This cat and mouse game went on for a while and she was able to pick off a couple of the archers. But one time she wasn’t so lucky. After the fourth human had went down they had caught onto her game and baited the young Sealith out. Catching her they drug her to their boss. He looked her over. ”Not Dragon but her head and wings look good enough. Wings first, I want to hear her screams.” He hefted a large ax as they manhandled her and stretched out her wings painfully.

She tried so hard not to scream as the axe came down and the sickening crunch of bone and flesh being parted by metal filled the air. She even succeeded for the first hit. But the second caused her to let out a shriek of pain so monstrous that it started the men and sent birds flying. The third chop, then a fourth. Then a shouting came from around them and other humans flooded the scene.

Sealith wasn’t sure exactly what was going on. Pain ruled her senses and an anger to hurt the one who did this to her. He had turned to face the humans coming in and she saw her chance. Leaping at him she clawed her way up his back and tried clawing his face to ribbons. Partially succeeding before the pain became too much for her to handle, and she started to retch on him. He spun, one eye gone as he brought his axe down on her chest.

Blackness consumed her.

Her world was pain with sporadic parts of floating on nothingness.

Eventually her eyes would open to her father standing over her arguing with a female human. She was in a tent of some kind and her body throbbed. Clicking her tongue, she saw them both stop and look at her, before she passed out again.

When she finally awoke enough for conversation, her father told her the horrible news. Her wings, while not completely removed thanks to their strong bones, could not be healed enough to give her flight. Not only that. The wound across her chest had softened her skin, and her talons had been mangled as the humans rage at her had made him take it out on her.

When she asked if he was still alive that was when her father got the most upset. Saying the human had gotten away killing the soft skinned humans that were escorting him to “justice”. That word had been spat in such a way that she knew it wasn’t the Samuraian way.

She vowed to her father she would recover and hunt the man down and slay him herself. Until then, she would not return to the clan. Only with his death would her honor be intact to show her face there again.

Her father nodded and witnessed her blood oath. “I will await your return my daughter. Grow stronger. Fly faster.” he said before his teeth snapped shut with enough force to be heard outside.

The healer came into the room, to make sure everything was okay.

From that day forward she traveled with the healer. Unable to fly she was stuck with walking wherever she went. This bothered her but eventually she got use to it. It was during this time she learned much from the healer. How to tend to patients, what herbs to use, what the guards needed after a night of heavy drinking to clear their heads.

Sealith learned that the man who had hurt her, was a part of a group that was being hunted down for crimes against the empire. Poaching, illegal selling of body parts, was only the tip of the iceberg.

As fate would have it she indeed met the one eyed man again. Just by happenstance she saw him in a crowded city square. By the time she had made it across the square he was gone, but the hunt was on.

One sunny afternoon she spotted him again and managed to follow him underground. There she found him with others in some dark ritual.

Before common sense told her to run she attacked.

The fight, was bloody and brutal again, but once again she was bested and held by the last two men besides her nemesis. As he stood over her, gloating on his triumph she heard voices screaming in her ear. The screaming became intelligible and she realized quickly the screaming was in Samuraian. Her ancestor’s, angered at her failures, had risen to berate her. One, whispered in her ear of how to break the hold. Sealith did as the voice said, breaking the hold and grabbing the sword from one, and killing the other.

That is when she found out the man had magic. Her body froze, unable to move as he chuckled. He would look at his partner. “We are done here but let me leave her with a parting gift.” He cast a dark spell, one that made her very skin crawl and she felt it settle over her.

It wasn’t until much later that she learned the curse he had put upon her. Anything she touched, broke. Same with anything she wore for the most part. Even magic items were not immune to such things.

One good thing did come out of that day. While the ire of her ancestors left her only able to speak the language of the wind when stressed, it also awakened the power within her. She had become an oracle of Battle.

But, her hunt for the man continues even as the Council’s call for a healer demanded her attendance since the woman who was her caretaker was in no condition to attend. To repay her debt of honor to the woman she went in her stead.