Koriah Azmeren

Strigala's page

95 posts. Alias of MagusJanus.


Classes/Levels

Oracle/2; AC: 18; HP: 17/17; F: +2, R: +4, W: +3; Init: -1; Perc: +2, Low-Light Vision; Speed: 30 ft.

About Strigala

Strigala
Oracle 2
CG Medium humanoid (half-elf)
Init -1; Perception +2
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Cha)
HP 17 (2d8+2)
Fort +2, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee +2 Morningstar (1d8+1/20x2)
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Statistics
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Str 12, Dex 8, Con 14, Int 14, Wis 10, Cha 18
Base Atk +1; CMB +2; CMD 11
Languages Common (Taldane), Elven, Dwarven, Varisian, Undercommon, Draconic
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Feats
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Skill Focus (Spellcraft)
Extra Revelation
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Traits and Drawbacks
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Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Researching the Blot: You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a knack for identifying common magical items at a glance. You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level.
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Skills
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Acrobatics -2[-1]
Appraise +2
Bluff +4
Climb +0[-1]
Craft +2
Diplomacy +9 *
Disguise +4
Fly -2[-1]
Escape Artist -2[-1]
Handle Animal +4
Heal +6 *
Intimidate +4
Knowledge (arcana) +9 *
Knowledge (dungeoneering) +4
Knowledge(engineering) +4
Knowledge(geography) +4
Knowledge(history) +9 *
Knowledge (local) +4
Knowledge (nature)+4
Knowledge(nobility) +4
Knowledge (planes) +4
Knowledge (religion) +9 *
Linguistics +4 *
Perception +2
Ride -2[-1]
Sense Motive +0
Sleight of Hand -2[-1]
Spellcraft +7 [10] *
Stealth -2[-1]
Survival +0
Swim +0[-1]
Use Magic Device +4
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Gear
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Studded leather armor
Buckler
Morningstar
Traveler’s Outfit

Belt Pouch[
103gp
]

Backpack [
Bedroll
Candle x10
Flint and Steel
Iron Pot
Mess Kit
Rope
Soap
Torch x10
Trail Rations (Trail/Per Day) x5
Waterskin (Filled)
]
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Spells
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Orisons
Mage Hand
Ghost Sound
Create Water
Detect Magic
Light
Read Magic
Purify Food and Drink

1st Level Spells - 5/Day
Cure Light Wounds
Cause Fear
Summon Monster 1
Identify
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Special Abilities
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+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

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.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. (Alchemist and Summoner chosen)

Skill Focus: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. (Spellcraft selected)

Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Researching the Blot: You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a knack for identifying common magical items at a glance. You can use Spellcraft to identify magic items in the same way you can use Spellcraft to identify a potion. The DC to identify a magic item is equal to 20 + the item’s caster level.

Mystery: 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 2–6. They cannot be exchanged for different spells at higher levels.

Lore: An oracle with the lore mystery adds Appraise and all Knowledge skills to her list of class skills.
Revelation - Lore Keeper: Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.
Revelation - Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural ref lexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.
Mystery Spell: Identify

Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Haunted: 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.

Spells special note: 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. (Cure chosen)

Extra Revelation: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
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Backstory
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Strigala's parents were an elf soldier and the daughter of a priest in Absolom, who married after their illicit relationship resulted in pregnancy. Rumors persist that the reason Strigala's father proposed and went through with the marriage wasn't so much a sense of responsibility as it was his commanding officer aiming a crossbow at him.

Despite any circumstances that may have hastened the wedding, the marriage was a happy one and both were devoted to each other. Strigala showed up four months into the marriage.

The young half-elf grew quickly, for an elf, and was soon speaking. Only, to the surprise of her parents, she was speaking full sentences far sooner than most. On occasion she would make an eerie statement in reaction to something which would happen ten or fifteen minutes later. Her father, finding himself increasingly uneased by the girl's strangeness (and, some whisper, having a crossbow pointed at him by his father-in-law), took her to a local temple of Sarenae to find out what was going on. The temple dismissed them each time they came in, up until the voices and strange occurrences began; it was then the curse upon her was discovered, and then that her magical nature was known.

Her father, though not happy at having a cursed magic user in his home, accepted his daughter's unusual condition and tried his best to train her how to fight as he did (though, some whisper this is because her mother pointed a crossbow at his head). To his frustration, his daughter much preferred to read books or hear stories to learning combat; in the end, he had to resort to using poems, songs, and tales told by himself and other guards to teach her how to use armor and weapons. She never did become dexterous enough to his liking, but he was satisfied that her knowledge of lore made up for it.

Unfortunately, as she grew older and more powerful, the curse grew in effects; at first it was just whispering and faint sounds. Then small objects began to move, the whispering became more clear, objects dropped would roll away from her, her backpack would rearrange itself and make her search for items... Strigala threw herself into researching the curse, even learning about spells similar to what she was experiencing in hopes they could provide some insight. She also took up the study of languages, only to find out that the whispered words were just random nonsense. Strigala is seeking to remove the curse, as she secretly fears it may be driving her insane...

However, ultimately, it was not the curse when got her sent out of her temple, but her pranks; while the spells she learned to control her curse proved worthless for that purpose, they did prove useful in pulling practical jokes on other people. The priests, tired of the pranks she was causing and hearing of the Blot, assigned her to investigate it just in case it held some secret to lifting the curse upon her. Strigala's father at first objected, but eventually relented when it was argued the experience would temper her wild side (and, some say, because a Sarenae Inquisitor pointed a crossbow at his head). Strigala is unwilling to risk not taking any opportunity to deal with the curse, even if the opportunity may be a lie.

Strigala has been in Riddleport for close to two weeks now. At first she had nothing but trouble with security no matter which inn she checked, but she accidentally ran across Saul Vancaskerkin and accepted his invitation to stay at the Gold Goblin. He's even given her a pass to a gambling tournament, and Strigala is hoping to gain help for her investigation there.