Simflay's page

77 posts. Alias of muklowd.

Full Name

Simflay Seabreeze




Oracle 1 | HP 10/10 | AC:13 T:12 FF:11 | CMB:-1 CMD:11 | Saves F:+1 R:+2 W:+3 | Init: +8 | Perception:+1

for temporary things







Strength 9
Dexterity 14
Constitution 12
Intelligence 11
Wisdom 13
Charisma 15

About Simflay

Sylph Oracle 1

Basic Stats:
CG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +1

Str 9, Dex 14, Con 12, Int 11, Wis 13, Cha 15
Base Atk +0; CMB -1; CMD 11
Feats: Improved Initiative
Traits: Birthmark, Reactionary
Skills Acrobatics +6, Craft (mapmaking) +2, Diplomacy +6, Stealth +6
Languages Auran, Common
SQ oracle's curse (haunted), revelation (air barrier)


Speed 30 ft.
Melee: Dagger -1 (1d4-1/19-20) or Quarterstaff -1 (1d6-1)
Ranged: Light Crossbow +2 (1d8/19-20 x2)
Spell-Like Abilities (CL 1st; concentration +3)
1/day—feather fall
Oracle Spells Known (CL 1st; concentration +3)
1st (4/day)—cure light wounds, magic weapon, shield of faith
0 (at will)—detect magic, ghost sound (DC 12), guidance, light, mage hand, stabilize
Mystery Wind

AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +2, Will +3; +2 trait bonus vs. charm and compulsion
Resist electricity 5

Special Abilities:

Air Barrier +4 (1 hours/day) (Ex) As a standard action, gain +4 armor bonus to AC. Ranged attacks have a 0% miss chance.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5)
Haunted: Retrieving stored gear is a Standard action or worse, dropped items land 10' away.

Simflay, or Sim as she likes to be called by the very few people she calls friends was born in the small Varisian village of Wolf’s Ear. Located in the center of Varisia between the Churlwood and the Malgorian Mountains has a population of only just over 200 and is mainly home to subsistence level fisher-folk and farmers.

Her parents are farmers of standard Varisian stock and so when Sim was born with her extremely pale skin and unusual birthmark, it caused a bit of a stir in the village. Eventually her parents took to explaining that her mother’s side of the family had its roots in Korvosa, where such pale skin was more normal and that she took after some distant great-great-aunt.

As a child Sim was quiet and curious. She was prone to wandering off into places she did not know just to see what was there. From time to time this could get her into trouble, yet nothing ever really managed to quell the inquisitive impulse in her. As a child she was often the target of bullying from other children in the village who did not care about stories of distant aunts, but only that they saw someone undeniably different.

As she grew into a teen, Sim learned ways of coping with bullying. Some, she would talk her way out of, and some she would simply hide from. Some of her antagonists grew out of the need to prey upon those who were different, but for some the urge became more entrenched. And with some of them, as Sim grew to become a slightly exotic beauty, the tone of the malice grew to take a darker, more threatening tone.

Eventually, Sim’s need to explore could be repressed no longer. She loved her parents, and they her. But it was not enough for her. The whole world was calling to her, and she could not resist the call. Not really understanding why she needed to leave, her parents nonetheless accepted it. They gave her enough money to take passage on a passing boat from Wolf’s Ear to the nearest town of size, Galduria and bid her a tearful farewell.

Galduria proved something of a shock for Sim. Crowded and noisy, at least compared to Wolf’s Ear, Sim found little to like in the town. Still, she stayed for several weeks, seeking for relief from the never-ending urge for the new. She felt that there was little worth seeing in this town and yet at the same time that there was a specific thing that was very worth seeing. And then, one evening, she paused, seemingly on a whim, to drop a coin in the bowl of a beggar. Expecting nothing a vaguely mumbled response, Sim was taken aback when the old man looked up at her with clear, bright eyes and said “The Song of the Spheres guide and guard you in your travels.”

Although startled by the old man’s words, Sim thought nothing more of it as she returned to her meagre accommodation in the poorer part of town. That night, her sleep was broken by dreams. Many dreams, all different, but all waking her with the same thoughts running through her head. South and West. After that, night after night she would wake with the same feeling. She needed to go South and West.

Asking around, she discovered that there was little in that direction except for the city of Magnimar. Upon discovering that Magnimar was a port city, Sim surmised that this was why she was being pointed in that direction. Magnimar was her gateway to the world. Lacking enough money for another boat trip, Sim gathered together what resources she could and set out on foot. Although there was no major road network between Galduria and Magnimar, there was enough for her to find her way, however slowly.

And that is how Sim comes to be at Sandpoint. She has been travelling for some time now, heading South and West in search of Magnimar. When she arrived at Sandpoint, she just could not resist stopping in to see what all the excitement is about.

10 Minute Background:

Five Things about Sim
1. In many respects Sim is quite naive. She has led a fairly sheltered life on a farm in a small village. Much of the real world is a complete mystery to her.
2. Nobody in Wolf’s Ear knew what a Sylph is, so she doesn’t either. She knows she is different but she doesn’t have a word for it.
3. Her Sylph nature has awoken properly since she started traveling and her oracular abilities have come on gradually as she’s been traveling from Galduria to Magnimar. As a result she doesn’t see them as being two separate things
4. Sim doesn’t know much about adventurers. She really pictures them as being either swordsmen or wizards and she certainly doesn’t think of herself as one.
5. She has never met, or even seen a dwarf.

Two Goals
1. She wishes to discover the truth of herself. Why is she different from her parents and how can she do these magical things.
2. She wants to travel and see the world.

Two Secrets
1. The final event that made her decide to leave her home was that she was almost assaulted by two of the men of the village. They caught her on her way home as dusk fell and there was much panting and pawing. Although nothing more than that happened, Sim didn’t need to be an oracle to see that it was only a matter of time. She did not tell anyone about this, not even her parents.
2. The story that Sim’s parents told everyone was a lie. The untold truth is that Sim’s paternal grandmother was seduced by a Djinn. Sim’s father is the son of a Djinn but as can often happen in these cases, the elemental heritage skipped a generation. Sim’s father has never met his own father, the Djinn having moved on long ago, but his mother is still alive and the lie was, in part at least, to protect her name. Sim does not know this.

Three People
1. Millie Reed - a human woman of a local family. She is only a couple of years older than Sim and they were close friends when they were younger. Although they are still friends, Millie married young and now lives further out of the village than before and they are not as close as once they were.
2. Cobble Longsong - a halfling bard that Sim met when she first set out from Galduria. He is traveling all about the Inner Sea region, tracking down branches of the Longsong family that have lost contact with each other and recording their stories. Although they didn’t travel together for very long before their paths diverged, Cobble was the first person she ever met who she felt had a wanderlust like hers and they bonded very quickly over it.
3. Vance Ashen - one of the men of the village who most disliked her. As a child he was one of the most persistent bullies and as he grew he was one of those who did not grow out of it. This was not helped by his developing a drinking habit as he got older and his fascination for Sim grew dark when he was in his cups. He was one of the two who caused her to decide to leave her home.

Three Memories
1. Her fondest memory is a childhood one. Sitting on her father's lap as he told one of his stories while her mother sits nearby sewing. It is a strong memory of warmth and safety.
2. Her darkest memory is that of that evening, trapped by Vance and his friend, held and helpless, breathing in the smell of the stale beer that came with their every breath. The memory stays with her strongly and she dislikes even the smell of beer as a result.
3. She remembers the sensation of joy and unbridled opportunity that came over her as she sailed away from Wolf’s Ear. The sensation of for the first time fully following her heart’s desire is a powerful and uplifting memory.


padded armor
belt pouch
masterwork backpack
=>belt pouch
=>knife for cutting quills into pens
=>pen nibs
=>pigment for making ink
=>ruler, small
=>trail rations (3)
=>scroll case
===>parchment (5)
Light Crossbow
=>9 crossbow bolts

Oracle's Curse:


Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).


Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

At 5th level, add levitate and minor image to your list of spells known.

At 10th level, add telekinesis to your list of spells known.

At 15th level, add reverse gravity to your list of spells known.

Bot Info:

First and foremost, Simflay is not a trained adventurer. At this stage, she is basically just a civilian with some special abilities. That said, although short on detail, she has an instinctive sense of the general feel of what she can do. So, she will generally start out by activating her Air Barrier. While she may not know exactly what it does, she does know that it makes her feel safer in some way. At the moment, she can only do that once per day though, so it's possible she may get caught without it.

Usually, she will focus first on buffing her allies with Shield of Faith and Protection from Evil. She may also use Guidance to help out as well. Her grasp of tactics is pretty shaky initially, so she might very well cast a Cure spell on an injured ally in combat and she might (once at least) cast a spell to help out even though it might provoke an AoO.

Worst case scenario, she will try to help by hitting things with her staff. That's not likely to go well though. :)