Feats Weapon Focus: Fauchard (Revelation)
Intimidating Prowess (+Str to Intimidate)
Power Attack Native to Varisia: You get a +2 to Kn. Local in Varisian settlements
Hurtful (1 free attack when intimidate opponent)
Cornugon Smash Intimidate check on power attack hit
Improved Trip Diehard
Traits
Reckless (Acro +1 and Class)
Armour Expert (-1AP)
Magic Mystery: Battle Revelations DC 15 STD action
Weapon Mastery - Wf
War Sight - Roll twice init, always act in suprise round
Maneuver Mastery - BaB as lvl for Trip maneuver
Tongues - Celestial
In times of stress or unease, you speak in tongues.
--- Celestial and Terran
Effect
Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.
Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
At 5th level, pick an additional language to speak in combat and add it to your list of known languages.
At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.
At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Wasting
-4 Cha skills except Intimidate, +4 saves vs Disease.
Dual-Cursed Oracle
Dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on.
These bonus spells replace the oracle’s mystery bonus spells at these levels: ill omen (2nd), oracle’s burden (4th), bestow curse (6th).
A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.
Special Abilities:
Maneuver Mastery (Ex): Select one type of combat maneuver. When performing the selected maneuver, you treat your oracle level as your base attack bonus when determining your CMB. At 7th level, you gain the Improved feat (such as Improved Trip) that grants you a bonus when performing that maneuver. At 11th level, you gain the Greater feat (such as Greater Trip) that grants you a bonus when performing that maneuver. You do not need to meet the prerequisites to receive these feats.
War Sight (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
Weapon Mastery (Ex): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.
Resiliency (Ex): You are not disabled and you do not gain the staggered condition if you are reduced to exactly 0 hit points. At 7th level, you gain Diehard as a bonus feat. At 11th level, you do not lose a hit point when you take a standard action while disabled. You do not need to meet the prerequisite to receive the Diehard feat.
Racial Abilities Elven Immunities:Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses:Half-elves receive a +2 racial bonus on Perception checks.
Ancestral Arms:Fauchard
Sivar Info:
Appearance
Tall and lean Sivar has a body built for maneuvering and showing off. His angular features would be attractive if they weren't marred by the gradual declination of the wasting affecting his body. In spite he has a commanding presence which attracts other beings to listen and obey him.
Personality
Fierce: He has been fighting to survive most of his life and he has tackled that struggle head on. He also has a healthy dose of paranoia about the being that gave him this scar and what it has in store for him in the future.
Loyal: Sivar found that true loyalty cannot be bought and it is the fabric of the best teams and partnerships, he modelled his own band on this.
Proud: He may be wasting away little by little but he is proud of what he has accomplished in his difficult life.
Background
Sivar received the gifts of the Oracle at a young age and in a traumatic fashion.
Sivar grew up on the streets of a city he doesn't even remember the name of, he also knows how to fight with the exotic Fauchard, some sort legacy of a life he doesn't know. He learned to fight and how to survive he was very good at fighting and he eventually lead a band of youths in their struggle to survive. He had planned a score against what seemed to be an underground cult of a forgotten god, he and his band of thugs broke into the temple and ransacked the place with Sivar taking the glowing red gem atop the altar for himself. As Sivar grasped the gem, it exploded in a flash of divine light, he picked himself up off the floor and found that he had a wasting disease that seems to be slowly affecting his body and in times of stress he can only speak Celestial (He was infected by the essence of the Dead god, which could lead to the gods resurgence or his own subsummation of it's power).
Quest sorta:
Malena Omoroi
She is a traveler, often staying a few weeks before hitting the road again. Latest hearsay has her spotted headed to the town of Galduria, in southern central Varisia.
A few sailors have docked in Kharum some months ago, saying a fortune teller at the docks matched her description, but that during their more recent last visit, they heard she hit the road.