Mithral Scarab

Sjora's page

103 posts. Alias of JAF0.


Full Name

Sjora

Race

angel-blooded aasimar

Classes/Levels

oracle (metal)/2

Gender

HP 16, AC 14, 12, 12; saves F 1, R 2, W 3; bab +1, (Melee +4, Ranged +3); CMB 4, CMD 16; init +2; perc +6

Size

M 5'6" 135 lbs

Age

62

Alignment

LN

Deity

Irori

Languages

common, celestial, elven, lip reading

Strength 16
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 10
Charisma 17

About Sjora

crunch:
HP 15, AC 14, 12, 12; saves F 1, R 2, W 3; bab +1, (Melee +3, Ranged +3); CMB 2, CMD 14; init +1; perc +6

racial abilities:

Angel-blooded Aasimar +2 str, +2 cha,
Spell-Like Ability (Sp): Aasimars can use alter self once per day as a spell-like ability (caster level equal to the aasimar's class level).
celestial resistance cold 5, elec 5, acid 5
60' darkvision
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.
variant ability 12. You have a natural swim speed of 20 feet.

specials:

curse: haunted
mystery: metal
revelations:
iron weapon 6x/day 6/6 remaining

skills:
craft carpentry 6, craft weapons 5, diplomacy 8, disable 5, heal 6, know planes 9, linguistics 8, intimidate 8, perception 6, sense motive 7, swim 6

languages:
Common, celestial, elven, lip reading

feats:

Angelic Blood (Aasimar) Benefit: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.

weapons:

lucerne hammer, +4 to hit, 1d12+4 dmg (3d6+4 w/ lead blades), x2, P/B, reach, brace
earthbreaker, +4 to hit, 2d6+4 dmg (3d6+4 w/ lead blades), x3, B
great sword, +4 to hit, 2d6+4 dmg (3d6+4 w/ lead blades), 19-20/x2, S
light xbow, +3 to hit, 1d8 dmg, 19-20/x2, 80', P
dagger, +4 to hit, 1d4+3 dmg, 19-20/x2, P/S

equipment:

mw leather armor

traits:

Ship's surgeon - Benefit You begin play with a fully stocked healer's kit and gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.
Eyes and Ears of the City - Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

spells:

0 - det magic, stabilize, purify food/drink, spark, create water, mage hand, ghost sound
1 (6/day) - CLW, sun metal, shield of faith, lead blades (6/6 remaining spells)

backstory:

Sjora is the eldest child and only daughter of Lord Paul Arenburg. She has 2 younger brothers, who when they were all young, both eyed their father's demesne with acquisitive glee. Unable to inherit because of her uncertain heritage, and by far the most worthy of Paul's children to do so, Sjora itched to leave home and travel. Anything to get out of the oppressive environment in which she was viewed as just a pawn to be married off for political purposes.

When her true nature became clear as she aged slowly in relation to her siblings, she was sent to live with her aunt and uncle in their remote fortress on the border of her father's lands. When they passed away when she was still 'young', being but 40 years old, but looking at most 13, she was sent to the Monastery of the Silver Wing, where she was treated as an honored guest. She hated being always treated as an outsider though and wished for nothing more than a chance to travel.

She was surprised when she started having particularly vivid waking dreams. She hid this fact from her family but fretted over it for several days. When her oracular mystery began to manifest she continued to keep the strange events from others. When the spirit of her grandfather came to her and began to advise her about her budding powers, she was terrified and tried to flee, but he kept reappearing in front of her no matter where she turned and how far she ran. Finally she had no choice but to accept her fate. She faced a future as an oracle, something she and her family had not foreseen.

She had always wanted to travel and her budding powers were the perfect excuse to do so. She took what she needed from the monastery and with their reluctant permission, set out for a life of adventure. It wasn't long before she found herself in a port city, where she was quickly hired onto a ship to assist the ship's healer. Travel, and the excitement of a life at sea were all she needed to quickly say aye to the offer of the position.

fluff:

Sjora stands at an average height for a young woman. Her black hair hangs loose behind her, blowing in the breeze. Surprisingly violet eyes miss very little around her. Her leather pants are styled to look like clothing, though they are actually part of a finely-made suit of light armor. Under the top part of the armor, she wears a light hooded shirt, edged with a bit of lace, her one concession to her pampered past. When working or meeting strangers, she keeps a veil in place over her face, partially hiding her features, keeping her thoughts and intents to herself regardless of her words, which are usually cautious and measured. Sjora carries no visible weapons. Her healer's kit is worn at her belt, always at the ready for any circumstance that may arise. She does not, however, have the soft hands of a typical healer, bearing the scars and calluses of a weaponsmith and fighter on her hands and forearms, a definite disconnect from what she seems on the surface.