Shukara's page

50 posts. Alias of Ever_Anon.

Full Name





Oracle 2 | HP 17/17 | AC: 17 (T: 12, FF: 15)| Saves (+2 vs fear, +4 vs curses): F:+2, R:+2, W:+4 | BAB: +1, CMB: +3, CMD: +12, | Init: +2 | Darkvision 60ft | Perc. +6, SM +6 | Spells: (1st) 0/5












Common, Kelish, Osiriani, Osiriani sign language



Strength 8
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 18

About Shukara


Female Human Oracle 2
NG Medium Humanoid (Human)
Init +2; Senses: Darkvision 60ft., Perception +6
AC 17, touch 12, flat-footed 15 (+4 armor, +1 shield, +2 DEX)
HP 17 (2d8)
Fort +2, Ref +2, Will +4
Save Modifiers:
+2 trait bonus on saving throws against fear effects.
+4 class bonus on saving throws against curses.
Speed 30/20 ft. (Medium Armor)
Ranged Light Crossbow +3 (1d8, 19-20/x2)
Melee Dagger +3 (1d4 - 1, 19-20/x2)
Other Statistics
Str 8, Dex 14, Con 14, Int 14, Wis 12, Cha 18
Base Atk +1; CMB +3; CMD 12

Special Abilities:

Granted via Feat Taxes:
Martial Mastery: Combat feats can be applied to all weapons in the same group.
Weapons Finesse: Use Dex instead of Str on attack rolls with light weapons
Agile Maneuvers: Use your Dex bonus when calculating your CMB
Combat Expertise: Trade attack bonus for AC bonus
Power Attack: Trade melee attack bonus for damage
Point-Blank Shot: Considered to have as a prerequisite for other feats
Deadly Aim: Trade ranged attack bonus for damage

Chosen Feats
Skill Focus (Perception) (Human Bonus): +3 bonus on one skill (+6 at 10 ranks)
Extra Revelation (Level 1): Gain one additional revelation.

Merchant (Social): You gain a +1 trait bonus on any Appraise and Sense Motive checks you attempt while bargaining for the price of goods. Appraise is always a class skill for you.
Wati Native (Campaign): You gain a +2 trait bonus on saves against fear effects. In addition, your knowledge of the city grants you a +1 trait bonus on Knowledge (local) checks, and that skill is always a class skill for you.

9 skill ranks per level (4 class, 2 INT, 1 human, 2 background) + 2 FCBs
Current ACP (Armored Coat): -2

Appraise [2]: +7 (+3 Class Skill, +2 INT, +2 Ranks)
Bluff [2]: +9 (+3 Class Skill, +4 CHA, +2 Ranks)
Craft (Cloth) [2]: +7 (+3 Class Skill, +2 INT, +2 Ranks)
Diplomacy [2]: +9 (+3 Class Skill, +4 CHA, +2 Ranks)
Handle Animal [2]: +6 (+4 CHA, +2 Ranks)
Knowledge Local [2]: +8 (+3 Class Skill, +1 Trait, +2 INT, +2 Ranks)
Knowledge Nature [2]: +4 (+2 INT, +2 Ranks)
Perception [2]: +6 (+3 Skill Focus, +1 WIS, +2 Ranks)
Sense Motive [2]: +6 (+3 Class Skill, +1 WIS, +2 Ranks)
Stealth [2]: +7 (+3 Class Skill, +2 DEX, +2 Ranks)

Common, Kelish, Osiriani, Osiriani sign language

Favored Class Bonus (Oracle)
Level 1-2: +1 skill point

Spells Known (CL2):

Orisons (Default DC14):
Create Water: Create 2 gallons/level of pure water.
Detect Magic: Detect spells and magic items within 60ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.
Stabilize: Cause a dying creature to stabilize.

Level 1 (5/day) (Default DC15):
Blurred Movement: As blur, but only while you are moving.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Obscuring Mist: Fog surrounds you.
Shadow Trap: Pin someone’s target, causing them to become stuck.

Class Features:


Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).

Mystery (Shadow):
Bonus Class Skills: Bluff, Disguise, Knowledge (dungeoneering), and Stealth

Bonus Spells: blurred movement (2nd), invisibility (4th), deeper darkness (6th), shadow step (8th), vampiric shadow shield (10th), shadow walk (12th), mass invisibility (14th), greater shadow evocation (16th), shades (18th).

Selected Revelations:

Cloak of Darkness: You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Pierce the Shadows: The shadows step aside from your baleful gaze, affording you sight in even the deepest darkness. You gain darkvision 60 feet. If you already have darkvision, increase your existing darkvision by 60 feet instead. 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.

Curse (Accursed):
You are cursed with misfortune and sorrow, and you cannot gain benefit from morale bonuses. However, you gain a +4 bonus to all saving throws against curse effects. At 5th level, add ill omen to your list of spells known. At 10th level, add greater brand to your list of spells known. At 15th level, you are immune to curse effects except for your own oracle curse.

Racial Traits:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Focused Study (Alternate Racial Trait): All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.


Combat Gear:
Light Crossbow: Free
Crossbow bolts (20): 2gp
Dagger: 2gp
Armored Coat: Free
Buckler: 5gp

Other Gear:
Acid Flask (2): 20gp
Artisan's Tools: 5gp
Backpack (Masterwork): 50gp
Bedroll: 1sp
Belt Pouch: 1gp
Canteen: 2gp
Chalk: 1cp
Hot-Weather Outfit: Free
Flint and Steel: 1gp
Mess Kit: 2sp
Silk Rope: 10gp
Soap: 1cp
Spell Component Pouch: 5gp
Traveler's Outfit: 1gp

6sp, 8cp gold

Shukara was born on a small farm outside of Wati. One of four siblings, together her family worked the fields, tended their small herd of goats, and shipped their wares to Wati for sale.

As she grew Shukara developed a quick mind and a quicker tongue. Her mother in particular felt that she was being wasted in the fields. "She may be barely strong enough to lift a hoe, but she talked the tax collector into lowering our annual tithe. Send her to the city. She'll be better off fleecing the tourists than herding the goats." Eventually her father agreed, and asked his sister, (who'd married a merchant from the Midwife district), if they could take on Shukara as an apprentice.

Eshe and Menkir quickly agreed to Nebiat's proposal. Eshe was an independent weaver whose eyesight was beginning to fail her. She could use an extra pair of hands, (and eyes), to ensure that the quality of their products remained high. Meanwhile Menkir was happy to have Shukara's quick tongue to aid him in selling his wares. They treated her well, and for the most part she was much happier there than she had been on the farm.

However, every once in a while, the noise and bustle of the crowded city became overwhelming. Shukara had spent most of her childhood on a farm, where she could go days or even weeks without seeing anyone other than her family. In Wati proper she couldn't step outside the street without bumping into a dozen strangers.

So sometimes, when everything grew to be too much, Shukara would sneak off to the necropolis. She never wandered far, but the quiet emptiness of the abandoned district was soothing. In particular, it gave her a chance to explore the strange new powers she'd begun manifesting. While Shukara trusted Eshe, this still seemed somehow...private. Personal.

As a grown woman, Shukara still spends most of her time working for Eshe and Menkir. Now that the necropolis has been officially opened for exploration though, she's curious about what might lie inside. Perhaps in the necropolis she can find more fortune than she could ever earn as a simple weaver.

Nebiat - Father
Habte - Mother
Raziya - Older sister
Melos - Older brother
Dejen - Younger brother
Eshe - Aunt
Menkir - Uncle

Bot Me:

I should be able to post every day, but if I'm ever holding up the action please bot me. I've given some basic tactics here, but feel free to deviate from them if the situation calls for it.

Basic Combat Tactics:
Shukara will focus on aiding her allies whenever possible. If an ally goes unconscious, she will make healing them her top priority. Otherwise she will try to hang back, casting support spells and taking shots with her crossbow. The dagger will only come out if something rushes up to her and she can't get away.

Spellcasting Tactics:
Cure Light Wounds: Use CLW outside of combat, unless a party member goes down.
Obscuring Mist: The "get out of jail free" card. Cast OM if the party is trying to run away from something.
Shadow Trap: Use to keep a Big Bad pinned down for a round or two.

Cut and Paste:
[dice=Light Crossbow, 19-20/x2]1d20 +3[/dice] [dice=P. Damage]1d8[/dice]
[dice=Dagger, 19-20/x2]1d20 +3[/dice] [dice=P./S. Damage]1d4 -1[/dice]