Maroux

Seraka's page

210 posts. Alias of Hrothdane.


Full Name

Seraka

Race

Spells Per Day Remaining:
Oracle: (1--5/5)
Spells/Effects Active:

Classes/Levels

(Not raging) AC 20 T 11 FF 15 (uncanny dodge) l HP 22/22| F +7 R +3(bonus +1 vs trample) W +5 | Init +2 | Perc +4 Rage 8/8

Gender

Female

Size

M

Age

20

Alignment

CG

Location

Sandpoint

Languages

Taldane, Orcish, Shoanti, Varisian

Strength 17
Dexterity 12
Constitution 15
Intelligence 12
Wisdom 10
Charisma 15

About Seraka

Stat Block:
Seraka
Half-orc Oracle of Battle (warsighted)/2 Bloodrager (steelblood)/2 Gestalt
CG Medium humanoid (Human) (Orc) (Shoanti)
Init +1 Senses: Perception +4
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Defense
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AC 20 (+1 vs charge), touch 11, flat-footed 19 (+9 armor, +1 Dex)
HP 22 (2d10+6) Current HP: 22
Fort +7, Ref +3 (+1 vs trample), Will +5
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Offense
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Speed 30 ft, 25 ft in armor
Melee Cold Iron Bardiche +5 (1d10+4/19-20), Lucerne Hammer +5 (1d12+4/x2), Cestus +5 (1d4+3/19-20), and Cold Iron Dagger +5 (1d4+3/19-20)
Ranged Javelin +3 (1d6+3/x2) or Cold Iron Dagger +3 (1d4+3/19-20)
Oracle Spells Known (CL 2nd; concentration +4):
1st (5/day)—Divine Favor, Cure Light Wounds, Shield of Faith, Enlarge Person(b)
0 (at will)--Read Magic, Create Water, Guidance, Purify Food and Drink, Detect Magic
Oracle Curse: Powerless Prophecy
Oracle Mystery: Battle
Bloodrager Bloodline: Destined
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Statistics
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Str 17, Dex 12, Con 15, Int 12, Wis 10, Cha 15
Base Atk +2; CMB +6; CMD 16 (+1 vs overrun)
Rage Statistics
When raging, Seraka's stats change to AC 18, touch 9, flat-footed 17; hp 26; Fort +9, Will +7; Melee Bardiche +7 (1d10+7/19-20), Lucerne Hammer +7 (1d12+7/x2), Cestus +7 (1d4+5/19-20), and Cold Iron Dagger +7 (1d4+5/19-20);
Ranged Javelin +3 (1d6+5/x2) or Cold Iron Dagger +3 (1d4+5/19-20); Str 21, Con 19 CMB +8; CMD 16 (+1 vs overrun)
Feats
Endurance (b), Mad Magic, Power Attack (b), Combat Expertise (b)
Traits
Mock Gladiator (bardiche), Fate's Favored, Giant Slayer
Drawback
Pride
Skills (Armor Check Penalty: -5)
Acrobatics +5(+9 in armor)
Appraise +1
Bluff +3
Climb +7 (+2 in armor)
Craft (weapons) +5
Diplomacy +6
Disguise +2
Escape Artist +1 (-4 in armor)
Heal +0
Intimidate +6
Knowledge (engineering) +5
Knowledge (history) +5
Knowledge (local) +5
Linguistics +2
Perception +4
Perform +2
Sense Motive +4
Spellcraft +5
Survival +4
Swim +7(+2 in armor)
Languages Taldane, Orcish, Shoanti, Varisian
SQ Martial Versatility 4/day, Uncanny Dodge, Indomitable Stance, Armored Swiftness
Combat Gear
Scale Mail, Cold Iron Bardiche, Lucerne Hammer, Cestus, Cold Iron Dagger, Mwk Full Plate, Javelin x10
Other Gear
Mwk Backpack, Canteen, Crowbar, Ear Plugs, Eye Patch, Whetstone, Weapon Cord, Preserved Eyeball Necklace, 2 gp 6 sp 5 cp

Special Abilities:

Destined Strike (Sp):
At 1st level, as a free action up to three times per day, you can grant one of your melee attacks an insight bonus equal to 1/2 your bloodrager level (minimum 1). At 12th level, you may use this ability up to five times per day

Bloodrage (8 rounds/day) (Su):
Each bloodrager has a source of internal power somewhere in his heritage that grants him the ability to bloodrage. Starting at 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from bloodrage and spells like bear’s endurance, don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saving throws. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Dice, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. In addition, the bloodrager gains additional bloodline powers at 1st level, 4th level, and every four levels thereafter. The bloodline powers a bloodrager gains are based on his bloodline. Bloodrage counts as the barbarian’s rage class ability for the purpose of qualifying for feat prerequisites, feat abilities, magic item abilities, and spell effects.

Indomitable Stance (Ex): At 1st level, a steelblood gains a +1 bonus on combat maneuver checks, to CMD against overrun combat maneuvers, and on Reflex saving throws against trample attacks. He also gains a +1 bonus to his AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement.

Oracle Curse—Powerless Prophecy: You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level. At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.

Martial Flexibility (Ex): At 1st level, a warsighted can use a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The warsighted must otherwise meet all the feat’s prerequisites. She can use this ability a number of times per day equal to 3 + 1/2 her oracle level.

The warsighted can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (for example, Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At later levels, when she gains multiple feats through this ability, she can use those feats to meet the prerequisites of other feats she gains with this ability. Doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 7th level, a warsighted can use this ability to gain the benefit of two combat feats at the same time. She can select one feat as a swift action or two feats as a move action.

At 11th level, a warsighted can use this ability to gain the benefits of three combat feats at the same time. She can select one feat as a free action, two feats as a swift action, or three feats as a move action.

At 15th level, a warsighted can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action.

This ability replaces the revelations gained at 1st, 7th, 11th, and 15th levels.

Badges:

Untouchable
Benefit: Once per level, Seraka can designate one creature (including herself) to gain DR 5 for one round. This need not be done on your turn.

Appearance:

A picture for you

Height 6’ 11” Weight 254 lbs
Skin green-yellow Head coal black hair tied up in heavy braids Eyes yellow

Seraka's features themselves would hardly be out-of-place on a Shoanti human, but her skin, yellow eyes, and prominent teeth make it impossible to see her as anything else but a half-orc. She verges on seven feet tall, an aspect of her appearance that she has only recently begun becoming comfortable with. She picked up the habit of constantly exercising during her gladiator days, so she maintains a powerful physique, making sure to tailor her regimen towards accentuating her feminine curves. She hasn't cut her hair in years, when some of the other teenagers cut it in her sleep as a prank, so were she to not keep it braided, it would easily reach past her knees. A weathered gray leather eyepatch covers her left eye; the patch can be lifted easily so she can give others a peek at the scarred hollow. With some of her leftover money after leaving Magnimar, she got each of the 17 scars on her body tattooed into jagged scar-sigils, as many orcs do, each symbol representing something she learned from that fight. She prefers practical clothing, though with a feminine cut.

RP Questions and Answers:

What's a personal item they always have with them that means a lot to them, sentimentally? Why? What's the story there?
--Seraka keeps her preserved left eye on a necklace. She took the eye out as part of a ritual to see her death (as spoken about in more detail in her backstory). She keeps the eye close to remind herself of what she saw and—more importantly—the person she saw herself being in that vision. On a practical level, she uses it as a focus for her divinations.

What do they do to relax or kill time on a day where there's no enemies threatening?
--Seraka has never had much of a opportunity to enjoy cutting-loose. She was always an outsider as a child, and she had to spend years living at the lowest means she could to save for the elixir she needed. She plans to make up for lost time. She does not even know what she finds enjoyable—other than fighting—and she wishes to discover that for herself. For now, she just falls back into the habits she picked-up from her time as a gladiator: working out and exercising in her free time.

Which of the seven sins would be most tempting to them?
--Wrath. She barely even considers wrath a sin. She rages against anyone and anything she finds unfair. She holds grudges, remembering those that she believes deserve her wrath until the time she is in a position to claim her vengeance.

What person in their life is most important to them? Why?
--Having found little acceptance from a young age, Seraka pushes away anyone she gets close to. She would barely know what to do with a proper friendship. A wizened elf priest of Arshea named Mikki took an interest in Seraka, finding the young half-orc, half-shoanti fighting in the pits of Magnimar. Mikki was the first person Seraka met that understood her situation and accepted it without question, Mikki being of a fluid gender themself. They helped Seraka by providing materials and funds for Seraka's elixir, an effort that saved Seraka years of degrading toil as a gladiator. Seraka promised to find her way back to Magnimar after she has had some time to travel on her own so she can return the kindness Mikki showed her.

What's their strongest memory of childhood?
–When she was 13, her tribe had their yearly coming-of-age ceremony for the young men of the tribe. Seraka defiantly refused to go, despite her mother's typical pleas to simply play along at least to make things go smoothly. The ceremony came and went that night, and nothing came of it. She went to sleep in triumph, chastising herself for fearing some inane tradition.

She awoke in the middle of the night to find herself gagged and held down on her bed by the boys of her tribe, several of them holding razors. They ran their hands over their freshly shaved heads and told her she would not shirk her duty to tradition, no matter how deluded she was or how much her parents coddled her. She thrashed and raged against them, but they cut off her knee-length hair eventually. As soon as the boys ran away, Seraka—bruised by the restraints and bleeding from the razor, ran to her mother and father. Her mother tended to her wounds with care, shaken by how this could happen to her own child. Her father simply looked on and shrugged. “Young boys do such things to each other. It's nothing to be concerned about,” he said.

Seraka knew more than ever that she wanted nothing to do with this place and these people.

Have they ever killed an intelligent creature before, directly or indirectly, self-defense or otherwise? More than once? How do they feel about this?
--She has killed numerous people during her time in the Magnimar arenas. Those opponents that made fun of her were cut down without mercilessly, while those that treated her with respect almost always found themselves just barely alive. Still, she was a young woman with a temper and a lack of control, and she sometimes killed good people who deserved better. The guilt sticks with her, and she won't kill someone who has treated her with respect.

Where would they like to be in ten years? Do they envision a farm and family, a thriving trade, service to a church? What does their 'happily ever after' look like? 'They don't yet know' is a valid answer.
–She wants to become one of the great heroes of legend, fighting with the powers of the gods against the greatest of enemies. She sees herself diving polearm-first from a mountain top into the chest of a dragon, cleaving through a hundred arms of a horror from beyond the stars, and standing against legions of giants.

What flaw(s) would they say they have? What flaw(s) would you say they have?
--Seraka would likely smile and say that her greatest flaw is her rebellious nature. I would say that her rebelliousness may have caused her trouble, it was still necessary and understandable given her position. I would say her greatest flaw is her ability to hold grudges and resent rather than move on.

Full Background:

Seraka was born with a name she didn't want to a people that didn't want her. Her prominent orc heritage came as a surprise to everyone, her parents' orc blood diluted by generations. Her father assumed her mother had cheated on him and resented her quietly until the day he died. Her mother did her best to keep her head down, constantly apologizing for Seraka's misbehavior and trying to make Seraka act like a good Shoanti son. Seraka learned quickly she was not meant to be either. Seraka towered over the other children her age, but it did little to dissuade the bullying. Her orc blood marked her as tainted, and she was never allowed to forget that fact. She took small comfort that her ostracization freed her from having to behave according to her peers' rules and conventions. She wore what she wanted—the non-gender-specific robes favored by shamans. She wore her hair long and refused to cut it.

Finding little comfort in the traditions and culture of the Shoanti, Seraka looked for a sense of community and belonging elsewhere. On trips to trade in the city in her early teens, she secretly gathered lore on the orcs and orc-blooded, seeking to learn why this half of her was so terrible. She learned of the atrocities done by the full-blooded, how they had ravaged the land out of brutal instinct. She continued, desperate to find some point of pride. She learned of the half-orc havens of Averaka and Trunau, of the history of half-orc artists and scholars, and—most importantly—of how her brothers and sisters had survived trials worse than hers.

She learned of a long-forgotten ritual created by a tribe of Belkzen half-orcs long since dead. This ritual would connect her to her past in a metaphorical sense, bringing her closer to her half-orc kin, and to her future in an all-too-literal sense, showing her the events leading up to her own death. All she needed to sacrifice was an eye. Even at twelve years old, she could comprehend the gravity of such a sacrifice. For a year, she contemplated whether or not she should do it.

Then, when she was 13, her tribe had their yearly coming-of-age ceremony for the young men of the tribe. Seraka defiantly refused to go, despite her mother's typical pleas to simply play along at least to make things go smoothly. The ceremony came and went that night, and nothing came of it. She went to sleep in triumph, chastising herself for fearing some inane tradition.

She awoke in the middle of the night to find herself gagged and held down on her bed by the boys of her tribe, several of them holding razors. They ran their hands over their freshly shaved heads and told her she would not shirk her duty to tradition, no matter how deluded she was or how much her parents coddled her. She thrashed and raged against them, but they cut off her knee-length hair eventually. As soon as the boys ran away, Seraka—bruised by the restraints and bleeding from the razor, ran to her mother and father. Her mother tended to her wounds with care, shaken by how this could happen to her own child. Her father simply looked on and shrugged. “Young boys do such things to each other. It's nothing to be concerned about,” he said. Her eyes wet with tears, she spit at his feet.

She performed the ritual the next day.

As her freshly-removed eye rested in a bowl of rainwater in front of her, she saw the vision she was promised. She saw a grown, proud half-orc woman cutting through giants by the dozen, chasing dark figures down shadowy streets, climbing great mountains, facing a stern man with gems in his head and a flaming glaive. She was not alone in these visions. But most importantly of all, in those visions, her body was as it always was meant to be. From that day forward, she saw visions of great battles past and present. She heard warriors whisper techniques and strategies to her. Her body knew every weapon and every armor she came across.

She spend the next month planning. She needed money, a lot of money, 2250 gold pieces, more money than she had ever seen. She ran away to the one place she knew she could find the money and magic item access she needed: Magnimar. She fought in the underground fighting rings as a curiosity: “the half-orc, half-shoanti boy who wanted to be a girl.” Even as a 13-year-old, she was big enough to fight, and she had milenniums of war running through her head. The fightmasters would dress her up in gaudy dresses and make-up in a degrading caricature. Those opponents that made fun of her were cut down without mercilessly, while those that treated her with respect almost always found themselves just barely alive.

A wizened elf priest of Arshea named Mikki took an interest in Seraka, finding the young half-orc, half-shoanti fighting in the pits of Magnimar. Mikki was the first person Seraka met that understood her situation and accepted it without question, Mikki being of a fluid gender themself. They helped Seraka by providing materials and funds for Seraka's elixir, an effort that saved Seraka years of degrading toil as a gladiator. Seraka promised to find her way back to Magnimar after she has had some time to travel on her own so she can return the kindness Mikki showed her.

First, she needed to return to her old tribe and her parents, show them what had become of their wayward daughter. She would throw it all in their faces: her pride, her strength, her pride in her heritage, her womanhood. She arrived to find a ruin stampeded by giants, their filth still reeking on the air.

She raged and screamed to the ruins and ghosts there. She had been denied her catharsis. She left and lived like a monk for years, all in anticipation of that moment of quiet revenge. The giants took that away from her. She would reap an unquiet revenge from them as consolation. Knowing that the tribes would be meeting at the usual neutral ground if giants were on the prowl, she wasted no time. She came across the scene about the same time as Rokan and the Elders. She insisted on being allowed to fight as well, and they begrudgingly sent her on a minor mission with Rokan.

Personality:

Seraka laughs loud and long and fights the same. She dislikes rules as a rule, and will happily share that information with anyone, though she has finally learned to pick her battles after many years. Respect is more important than anything to her, and she has never received much of it, so she will loyally fight beside anyone who can give it and take it in return. She wants nothing more than to cut loose, fighting who she wants, loving who she wants, and simply living as she wants.