Caroliss Minerran

Semira Ward's page

1 post. Alias of BerryBunch.


Full Name

Semira Ward

Race

Half-Elf

Classes/Levels

Oracle 1

Gender

Female

Size

Medium

Age

21

Alignment

Lawful Neutral

Deity

Abadar

Location

Korvosa

Languages

Common, Elven

Occupation

Bouncer

Strength 16
Dexterity 10
Constitution 12
Intelligence 8
Wisdom 10
Charisma 16

About Semira Ward

She stood out and apart, despite not really looking all that different. A young half-elf, with a shield on her back and a bastard sword on her hip. Clad in a simple set of scale mail, complete with a holy symbol of Abadar at her neck and a component pouch at her belt. Even her features were unordinary, despite her being pretty. Black hair pulled back into a messy ponytail, a refined brow, a straight nose, and pursed lips, the only thing that stood out were her slightly pointed ears. Maybe it was the way she stood. Or looked around as if expecting something. She just didn’t fit in.

Crunch:

Female Half-Elf Oracle 1
LG Medium Humanoid (Human, Elf)
Init +0; Senses Perception +0; Low-Light Vision
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Defense
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AC 17, Touch 10, FF 17 (armor +5, shield +2)
HP 9 (1d8+1)
Fort +1, Ref +0, Will +2
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Offence
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Speed 30 ft
Melee Bastard Sword +3 (1d10+3/19-20)
Oracle Spell’s Known (CL 1st, Conc +6)
1st (4/day) – Barbed Chains (DC 14), Cure Light Wounds (DC 14)
0 (at will) – Create Water, Detect Magic, Guidance, Light, Mending
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Statistics
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Str 16, Dex 10, Con 12, Int 8, Wis 10, Cha 16
BaB +0; CMB +3; CMD 13
Feats: Skill Focus (Diplomacy), Warrior Priest
Skills: Bluff +8, Diplomacy +7, Sense Motive +6
Languages; Common, Elven
SQ: oracle’s curse (legalistic), revelations (armor mastery)
Combat Gear: scale mail (50 gp), bastard sword (35 gp), heavy steel shield (20 gp), oracle’s kit (9 gp), iron holy symbol (5 gp), spell component pouch (5 gp), coin purse (73 g, 20 s, 100 c)
FCB: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.

Backstory:

Semira Ward is a Bastard. Semira Ward is an outsider. Semira Ward is not wanted. Semira Ward is lucky to be alive. She only believed three of these things growing up. After all, it probably would have been better to be dead rather than owned by Gaedren Lamm. There are only vague memories of what her life was like before he got his grips on her. Most of it was what Gaedren himself told her to taunt her. To make her life more of a living hell.

She was a bastard. Her mother didn’t want her. Gave her to an orphanage. The matron didn’t want her. She gave her to him. He was the only one who’d keep her. If she did what she was told she’d be fine. If she did do what she was told, she’d be fine. Otherwise, well, he’d have to show her why that wasn’t allowed. Cute little girl to be a distraction for the other kids, valuable for what he wanted. It didn’t spare her from the occasional beating, just that he didn’t hit her face.

It was entirely random that she found it. Just lying on the side of the road, a wooden key with the image of a city etched into the top of it. She wasn’t an idiot, she knew who the gods were. It was the first time she’d ever held a symbol though. Never gone to the temple either, or seen a service. Gaedren wouldn’t want her wasting time, but… it didn’t matter if he didn’t realize, right? It was easy to get away from the others to go visit the temple. It was a magical place to her, clean, bright, and full of wealth. A safe place, where people actually followed the rules.

Gaedren was waiting when she got back. The others had told him that she had vanished. It didn’t take him a lot of searching to find the holy symbol. He used it to beat her, far worse than any previous beating had been. The symbol snapped in the process. By the end she was a black and blue mess, laying in a pile of straw. Years later, she still remembers exactly what gave her the strength to leave. A simple promise to another one of the lambs. “I’m gonna get out of here, and I’ll see him pay.”

Something about those words gave her the strength she needed to push herself up. To stumble through the dark Korvosa streets before collapsing at the steps of the Bank of Abadar. The following morning she shared her story, shared all the information she could about Gaedren Lamm and his affairs. She likely set the man back a fair bit with that, even as she begged to be allowed to stay in the temple. Something that usually wouldn’t have been allowed, but Semira was displaying… unique abilities.

Her curse had fully manifested, and her abilities could be honed. So a decision was made, and she was allowed to stay as a young disciple of Abadar if she would earn her keep. It was a deal that anyone would have made. She was still an outsider, but she was at least a safe outsider. Putting on muscle, developing a quick tongue, and learning how to utilize her granted magic during the years she spent growing up at the temple.

Yet there was one promise she still meant to keep. Gaedren hadn’t been arrested or killed after all. She still had to make him pay.

Personality:

To many people, Semira comes across as a stern but friendly young woman. Not the brightest woman out there, but endearing in how genuine her beliefs are. Not just some thug who espouses only the word of the law, but one who values the spirit of the law. Those who know her a bit better or were a bit more observant could likely see the way she stays back. How she keeps most of her personal information to herself, her past, not letting anyone get too close. Somewhere along the line, the idea that she was an outsider, and unwanted had cemented itself in her mind.

She has two dreams in her heart. One she views as realistic, the death of Gaedren Lamm. The other she views as unrealistic. Discovering who her father is.

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Chosen Abilities
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1st Revelation: Armor Mastery:

You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalty by 1 (to a minimum of 0) and increase the maximum Dexterity bonus allowed by your armor by 1. At 10th level, and again at 15th level, these bonuses increase by 1.

Oracle’s Curse: Legalistic:

The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one. At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes. At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

1st Level Feat: Warrior Priest:

You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.

Racial Traits:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Ancestral Arms: Half-elves receive proficiency with a single martial or exotic weapon. The Bastard Sword is the weapon chosen.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Wary: Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the keen senses racial trait.

Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.

Languages: Half-elves begin to play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Campaign Trait: Unhappy Childhood (Religious):

You spent a period as one of Gaedren Lamm’s enslaved orphans, doing all manner of dirty work for him. Maybe you were abducted from your parent’s home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed financial loan. Or perhaps you, like most of Gaedren’s slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be “a little light work.” Whatever the case, you spent several years of your life as one of “Lamm’s Lambs” before escaping. You’ve nursed a grudge against the old man ever since.

Religious: While on a job for Gaedren, you found a holy symbol of the god you worship, and intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 trait bonus on concentration checks and Constitution checks to stabilize at negative hit points.

Social Trait: Bastard:

You were born out of wedlock. You have always been an outsider in society, and in your own family. This perspective has sharpened your insight. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.