Daji the Fox

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Hey everyone. Putting down my initial interest and idea, though I'm still need to read up on the pg and pathfinder society to weave a good backstory. For now, I'm planning on writing up an eccentric goblin rogue, based on the pathfinder goblin than d&d goblin, of course.


I am ready to put my character into the ring.

About Me:
I am simple retail worker that enjoys playing Pathfinder in his off time. Our local group recently wrapped up our Giantslayer campaign as our GM is moving away, and so I am looking for a good game to get into. We had a few month stint using emails to play at one point in our campaign, but other than that, I do not have experience playing PbP. I know that you have expressed that you will lean toward experienced players, but I can’t be considered if I don’t throw my hat in, so here I am. Besides PbP, I do have several years of experience playing Pathfinder itself in RL.

I have read the guides here on the forum and believe I have a good gist of both formatting and how play may vary here. I am more of a RP person myself when it comes to playing, though I’ve always found number crunching to be enjoyable. Our Giantslayer campaign was going on for four years before we ended it, so I am ready for long term game commitments.

I have a more open schedule at the moment, though my most constant posting time on weekdays would be about 1:45am-2:30am Eastern Standard Time (UTC-5). However, I am usually able to check in and post if needed more often throughout each day. I am able to post on weekends, though my time when I can post fluctuates depending on my plans.

Character Submission:
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Rossana Thorn
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Rossana will be an aasimar from a minor noble house of Oppara and be Neutral Good. Though her family has given her a comfortable life, Rossana occasionally makes coin on the side by selling clothing that she sews herself. Her main current concern is escaping the arranged marriage that her father has placed her in. The person and house of her espoused is left vague for you to fill in should you have someone in mind to play her suitor. She believes that if she gets ahold of enough strings, one of them will be able to get her out of her mess. She also wants what’s best for her home of Oppara.

In combat, Rossana will use spells to keep enemies in line such as stunning, while healing if need be. Which one she ends up focusing on will depend on the needs of the party. Out of combat, Rossana will be able to fill in as the possible face of the group and can contribute with her noble connections and knowledge. She can also ‘disguise self’ at will, allowing her to fill in for many needs. For now, she will be full Oracle, though that may change later on.

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History
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The second child of House Thorn, Rossana quite enjoyed her life. Though a minor house of Oppra, Rossana was spoiled for her heritage when she was born as an aasimar to a family of only humans. Her special appearance was a mark of pride for her parents, though her constant desire to get into trouble less was so.

Rossana spent her early life studying and learning the more refined way of life, from dancing to sewing. A magical tutor was soon brought in as well to try and help her harness her magical gifts, though most lessons were used as prank practice for the young girl. One trait that she was seemingly helpless to stop was reverting to growling and barking when stressed out or angry. As such, she was kept from the more important social events as one such moment during a small ball was too much for her parents.

While her older brother was heir to the household, Rossana much more enjoyed the freedom her position gave her. Outside of her daily lessons, she was free to do as she wished. Able to walk the town and gardens freely while covertly pranking passersby, Rossana never gave her freedom a second thought.

At least until her father announced that she was to be wed to the son of a more prestigious house. Unwilling to give her freedom up to someone she barely knew, Rossana rejected the notion. Since then, she has been constantly fighting and barking at her father on the subject even as the proposed date as drawn near. Her brother has been the only one on her side so far, usually intervening between the two before things got out of hand.

Knowing that she doesn’t have much time left, Rossana has begun to seek for enough influence and power to retain her relative freedom. During her search, Lady Martella contacted her, offering her help with her problem. Out of options, Rossana decides to trust the woman for now.

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Personality
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Rossana always enjoys a good-natured trick or jab. Always lively and smiling, Rossana’s small canines only show when she is thinking of a particular good prank. Though feisty, Rossana has learned to enjoy her antics while sticking to rules, while thinking herself extra clever when she pulls off a hoax within set limitations.

Rossana is easy to get along with as long as one is polite. Her noble pride still rises up from time to time when others aren’t as friendly, though she is quick to forget and move on after a prank or two later.

Rossana dislikes violence, partially because of her vocal handicap, but has begrudging undergone basic training in the crossbow and dagger. She’d much prefer to find a more peaceful solution, or, barring that, to trick her opponent into surrendering without fighting. She has learned that she has limits to this, though, especially when her father announced his plans for her future.

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Appearance
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Rossana is a beautiful woman, her appearance accentuated by her aasimar nature. With brown hair and golden eyes, Rossana often wears blacks and reds in public. She sports a large, brown wolf tail and ears, and likes them out in the open to be seen, though she has learned that she can change her appearance at will to better prank others. She prefers to avoid violence, but she does always keep a hidden push blade on her person, just in case.

Reference Image 1 - While in traveling clothes
Reference Image 2 - In a standard social dress

Stat Block:
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Rossana Thorn
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Female Aasimar Oracle 1
Age 24; Skin White; Follower of Shelyn
NG Medium Outsider (native)
Init +3; Senses Darkvision 60ft; Perception +0

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Defense
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AC 18, touch 13, flat-footed 15 (+4 Armor, +3 Dex, +1 Shield)
HP 9
Fort +1, Ref +3, Will +3
Resistances Acid 5, Cold 5, Electricity 5

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Offense
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Speed 30 ft
Melee spring blade +0 (1d4) P/S
dagger +0 (1d4/19-20) P/S
Ranged light crossbow +3 (1d8/19-20)

Special Options

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Statistics
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Str 11 (+0), Dex 16 (+3), Con 12 (+1), Int +12 (+1), Wis 10 (+0), Cha 18 (+4)
Base Atk +0; CMB +0; CMD 13

Traits
Child of Oppara - Campaign - +1 to Appraise and Knowledge (Nobility); one (Nobility) is class skill; free noble's outfit, signet ring, and another item (chainmail)
Civilized - Social - +1 to Knowledge (Nobility) and (Local); Knowledge (Local) is class skill.

Feats
Skill Focus (Knowledge (Nobility)) - +3 to skill; +6 if 10 ranks or more

Skills (8 ranks - 4 Class, 1 Int, 1 FCB, 2 Background Skills)
Appraise (Untrained) +2 (1 rank, 1 Trait)
Craft (Fine Clothes) +5 (1 rank, 3 class, 1 Int)
Diplomacy +10 (1 rank, 3 class, 4 Cha, 2 racial)
Disguise +8 (1 rank, 3 class, 4 Cha)
Knowledge (Local) +6 (1 rank, 3 class, 1 Int, 1 Trait)
Knowledge (Nobility) +9 (1 rank, 3 class, 1 Int, 3 Feat, 1 Trait)
Perform (Dance) +10 (1 rank, 3 class, 4 Cha, 2 racial)
Sense Motive +4 (1 rank, 3 class)
Stealth +7 (1 rank, 3 class, 3 Dex)

Favored Class Bonuses
Oracle - +1 skill point (x1)

Languages
Common, Celestial, Slyvan

Alternate Racial Traits
Heritage: Azata-Blooded

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Racial Abilities
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Celestial Resistance - Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled - Azata Aasimar have a +2 racial bonus on Diplomacy and Perform checks.

Spell-Like Ability (Sp) - Azata Aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar’s class level).

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Class Abilities
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Proficiencies - Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spellcasting - An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier (see FAQ at right).

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

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Spell-Like Abilities

Spoiler:

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Spellcaster Level 1st (character level)
1/day - Glitterdust DC 16

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Oracle Spellcasting

Spoiler:

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Spellcaster Level 1st
DC 10 + spell level + 4

Spells per day
1 - 4

Spells Known
0 - Detect Magic, Light, Mending, Purify Food and Drink
1 - Bless, Cloak of Secrets, Cure Light Wounds

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Mystery

Spoiler:

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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: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.

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Whimsy
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Class Skills - An oracle with the whimsy mystery adds Bluff, Disguise, Perform, Sleight of Hand, and Stealth to her list of class skills.

Bonus Spells - faerie fire (2nd), hideous laughter (4th), shamefully overdressed (6th), major image (8th), lesser entice fey (10th), mislead (12th), entice fey (14th), irresistible dance (16th), greater entice fey (18th).

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Revelations
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Assumed Form (Sp) - You can change your appearance at will, as disguise self with a caster level equal to your oracle level. At 7th level, you can instead physically transform, as alter self. At 11th level, this ability lasts until you dismiss it or use it again, allowing you to keep it active while you sleep.

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Curse

Spoiler:

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Lycanthropy (Curse of Corruption) (Wolf)
In times of stress or unease, you cannot speak—only growl and snarl like an animal. This ability works similarly to the tongues curse, but whenever you are in combat, you cannot speak at all. This does not interfere with spellcasting but does apply to spells that are language dependent. A character under the effects of speak with animals can understand you, and you can communicate with such characters normally. You can speak with animals when in this condition. Choose one type of animal commonly associated with lycanthropy (wolves); you gain a +4 bonus on Handle Animal checks with these creatures.

At 5th level, add charm animal to your list of 1st-level oracle spells known and animal messenger to your list of 2nd-level oracle spells known

At 10th level, add beast shape I to your list of 3rd-level oracle spells known and beast shape II to your list of 5th-level oracle spells known

At 15th level, you gain damage reduction 5/silver, and if you already have this type of damage reduction, it increases in value by 5 (to a maximum of DR 15/silver).

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Inventory

Spoiler:

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punch knife, dagger, light crossbow, 20 bolts, chainshirt, buckler, noble's outfit, signet ring

Wealth
4 pp 6 gp 0 sp 0 cp