Seffie Layle's page

21 posts. Alias of Goddity.




Oracle (Bones), 10/10 HP, AC 13, Touch 10, Flat 13, Fort +2, Ref +0, Will +3, Init +0














Common, Orc, Celestial



About Seffie Layle

Daily Abilities:

1st Level - 4/4

Command Undead - 7/7
Voice of the Grave - 1/1
Possessed - 1/1

Character Sheet:

Seffie Layle
Human Bones Oracle 1
Neutral Good
Init:+0 Senses: Perception +5


AC: 13 Touch: 10 Flat-Footed: 13 (+0 dex +3 armor)
HP: 10 (1d8 +2 con)
Fort: +2 Ref: +0 Will: +3


Speed: 30 ft
Melee: -1 Dagger (1d4-1, 19-20)
Ranged: +0 Light Crossbow (1d6, 19-20)


CL 1; concentration +5

1st (4/day) Cure Light Wounds, Inflict Light Wounds, Protection from Evil
0th (at will) Bleed, Detect Magic, Sotto Voice, Stabilize


Str 8 Dex 10 Con 14 Int 14 Wis 12 Cha 18
Base Atk: 0 CMB: -1 CMD: 9
Skills: +8 Bluff (1 rank + 4 cha + 3 class), +8 Diplomacy (1 rank + 4 cha + 3 class), +5 Heal (1 rank + 1 wis + 3 class), +8 Intimidate (1 rank + 4 cha + 3 class), +8 Kn Religion (1 rank + 2 int + 3 class + 2 trait), +6 Kn Planes (1 rank + 2 int + 3 class), +2 Perception (1 rank + 1 wis), +6 Spellcraft (1 rank + 2 cha + 3 class)
Background Skills: +5 Profession [Undertaker] (1 rank + 1 wis + 3 class), +6 Artistry [Poetry] (1 rank + 2 int + 3 class)
Traits: Spirit Guide, Possessed
Equipment: Dagger, Light Crossbow, 30 Crossbow Bolts, Holy Symbol of Pharasma, Potion of Inflict Light Wounds, Studded Leather Armor
Languages: Common, Orc, Celestial
SQ: Bones Mystery, Lich Curse
Feats: Command Undead, Extra Revelations (Voice of the Grave), Spell Focus (Necromancy)
Favoured class bonuses: Oracle (+1 skill)


Possessed: You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge. Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check.

Lich curse: Every living spellcaster hides a secret in their flesh—a unique, personalized set of conditions that, when all are fulfilled in the correct order, can trigger the transformation into a lich. Normally, one must expend years and tens of thousands of gold pieces to research this deeply personalized method of attaining immortality. Yet, in a rare few cases, chance and ill fortune can conspire against an unsuspecting spellcaster. You have unknowingly) fulfilled most (but not all) of the ritualistic components to achieve lichdom. You have yet to turn into an undead creature, but you are close. You take damage from positive energy and heal from negative energy as if you were undead.

Undead Servitude: You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.

Command Undead (DC 14): As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Voice of the Grave: You can speak with dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature takes a cumulative –2 penalty on its Will save to resist this effect.

Background and Personality:

Seffie died once. She was 8 at the time, the child of a pair of beloved and respected citizens of Kassen. In a bizarre tragedy, a plague swept through her home and no one else's. Over the next few days Seffie, her parents, and all 4 of her older siblings perished. A sad, unpreventable tragedy. But life goes on as normal for everyone else. At least it did, until the next day when Seffie wandered out of the graveyard the perfect picture of health.

While many towns might react with fear and hostility to such blatant witchcraft, her unchanged charm quickly won the town over despite her budding magical powers The local gravekeeper took her in and helped her tame her abilities to channel them for good. Upon learning about Pharasma, Seffie concluded that Pharasma had blessed and spared her. Despite her young age, she actively helps deal with the dead, preaching at funerals and putting spirits to rest. She strongly believes in Pharasmas's teachings, especially about the undead, although she has a lot of sympathy for naturally formed undead, and would much rather gently talk a ghost into accepting it's place in the universe than smiting it for existing. She's eager to finally come of age and be seen as an adult.

Personality: Seffie is generally upbeat, optimistic and social, enjoying meeting people. She's very grounded about death, fate, and the cycle of life, and respectful both of the dead and those mourning. Her confidence about her place in the universe gives her calmness.

Quirks: Seffie carries poetry books wherever she goes and likes reading them aloud to others. Her favourites are love poems. Seffie loves birds and almost always tries to take the time to watch them or feed them. Secretly she hopes to fly too someday.

Flaw: While she is likeable and can be convincing, Seffie is over-trusting and bad at reading other people, brought on from spending more time walking graves than playing with other kids.

Distinctive trait: Her hair and eyes are both a lifeless grey. Staring into her eyes can sometimes give the creepy impression of staring at a corpse.

TwistWhat Seffie has not realized is that her powers did not come from Pharasma, but from the far darker source of Urgathoa. Despite preaching against the undead and believing in the sanctity of the mortal coil, she has a natural affinity for them. In fact, she is slowly transforming into that which she hates (represented through the Lich curse). Her death disturbed the very cycle she seeks to protect, and she has yet to realize it. To be clear, I'm not trying to use some kind of workaround to get an evil character in. I'm specifically interested in an oracle who would fight against the deity that blessed them and whose abilities are anathema to her own religious beliefs. If you were interested and the campaign goes in a way where it would fit, I would be interested in her finding a way to switch her curse and or mystery as she rejects her powers.