Winter Klazcka

Taila Fierarus's page

5 posts. Alias of Ever_Anon.


Full Name

Taila Fierarus

Race

Tiefling (Pass for Human)

Classes/Levels

Oracle (Dual-Cursed) 1

Gender

Female

Size

Medium

Age

21

Alignment

LN

Deity

Abadar

Languages

Common, Infernal

Strength 8
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 19

About Taila Fierarus

Statistics:
Female Tiefling Oracle (Dual-Cursed) 1
LN Medium Humanoid (Human)/Outsider (Native)
Init +3; Senses: Perception +0, Darkvision
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DEFENSE
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 DEX, +0 shield)
HP 10
Fort +2, Ref +3, Will +2
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OFFENSE
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Speed 30 ft.

Melee
Hanbo -1 (1d6 -1, x2)

Ranged
Light Crossbow +3 (1d8, 19-20/x2)
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STATISTICS
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Str 8, Dex 16, Con 14, Int 12, Wis 10, Cha 19
Base Atk +0; CMB -1; CMD 12

Traits

Diabolist Raised (Campaign): All your life you’ve lived within the grip of devil-possessed Cheliax. You care little for the religion of your country, but that is the way of life in the most magnificent empire in the world, and who are you to question the faith of the empire’s rulers? Certainly not a fool like some of your more idealistic acquaintances, possessed of bizarre ideals about personal freedoms and egalitarian rulership—who can say whatever happened to them? You know of Hell and the rigidity of its grim rulers, you’ve seen devils and how they might be employed to the betterment of those with the might to control them, and you know of the dark faith of your country. You might not be a devil worshiper yourself, but there are realities to living in Cheliax, and it’s always good to know what’s really going on behind the scenes. Your knowledge of diabolism grants you a +1 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against Westcrown’s nobility, and a +1 bonus on all saving throws made against mindaffecting attacks from devils.
For the Money (Social): You gain a +2 trait bonus on skill checks to haggle prices or negotiate payment; this bonus increases to +4 if you are in a position of military or economic power over your target. You also gain a +1 trait bonus on Appraise checks and Appraise is always a class skill for you.

Feats

Combat Casting: +4 bonus on concentration checks for defensive casting.

Skills 7/level (4 class, 1 INT, 2 background) +1 FCB

Appraise +6 (3 class skill, 1 trait, 1 INT, 1 rank) (background)
Diplomacy +8 (3 class skill, 4 CHA, 1 rank)
K. History +5 (3 class skill, 1 INT, 1 rank) (background)
K. Nobility +2 (1 INT, 1 rank) (background)
K. Planes +5 (3 class skill, 1 INT, 1 rank)
Sense Motive +6 (3 class skill, 2 racial, 0 WIS, 1 rank)
Spellcraft +5 (3 class skill, 1 INT, 1 rank)
Use Magic Device +8 (3 class skill, 4 CHA, 1 rank)

ACP -3

*ACP applies to these skills

Languages Common, Infernal

Tiefling Racial Traits:

Tiefling

Ability Modifiers: +2 Dex, +2 Cha, –2 Wis
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Alternate Skill Modifiers: Rakshasa-Spawn gain a +2 racial bonus on Disguise and Sense Motive
Alternate Spell-Like Ability: Rakshasa-Spawn can use detect thoughts once per day as a spell-like ability (with a caster level equal to the tiefling’s character level)
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma scores as 2 points higher for the purposes of all sorcerer class abilities.
Pass For Human (Alternate Racial Trait): Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits listed in the Advanced Race Guide). This ability alters the tiefling’s type, subtype, and languages.

Oracle Abilities:

Oracle

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells: 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.

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 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

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 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 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.

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.

Chosen Mystery: Time

Bonus Spells: ill omen (2nd), oracle’s burden (4th), bestow curse (6th), threefold aspect (8th), permanency (10th), contingency (12th), disintegrate (14th), temporal stasis (16th), time stop (18th).

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 a single curse. All curses can be found here.

Curses

Covetous (Advancing): You find yourself drawn to the luster of wealthy living. You must wear fine nonmagical clothing and jewelry worth at least 50 gp + 100 gp per character level you have beyond 1st. If you do not have sufficient wealth to purchase this additional equipment, you feel a strong desire (but are not compelled) to sell existing items or steal from others to obtain it. You are sickened whenever you do not meet this requirement; you are also sickened for 24 hours after anything worth 25 gp x your character level or more is taken from you against your will. Use Magic Device becomes a class skill for you. At 5th level, you gain a +4 insight bonus on Appraise checks, Spellcraft checks to identify magic items, and Use Magic Device checks. At 10th level, you add fabricate to your list of spells known. At 15th level, you add half your oracle level to your CMD against steal combat maneuvers and to the DC of Sleight of Hand checks to take items from you.

Legalistic (Non-Advancing): The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Selected Revelations:

Spoiler:
Temporal Celerity (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.

Dual-Cursed Oracle Archetype

Oracle’s Curse: 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.

Class Skills: A dual-cursed oracle gains no additional class skills from her mystery.

Bonus Spells: ill omen (2nd), oracle’s burden (4th), bestow curse (6th). These bonus spells replace the oracle’s mystery bonus spells at these levels.

Revelations: A 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. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.

Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

Favored Class Bonuses:

Level 1: +1 SP

Spells Known:

0th (At will) (DC14)

Detect Magic: Detect spells and magic items within 60ft.
Enhanced Diplomacy: Grant a +2 to diplomacy or intimidate to a single subject.
Read Magic: Read scrolls and spellbooks.
Stabilize: Cause a dying creature to stabilize.

1st (4/day) (DC15)

Barbed Chains: Hellish chains attack and cause a target to become shaken.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Shadow Trap: Pin someone’s target, causing them to become stuck.

Spell-Like Abilities:

Detect Thoughts (DC16): Allows “listening” to surface thoughts. (1/day)

Equipment:

Combat Gear:

Hanbo: 1gp
Hide Armor: 15gp
Light Crossbow: 35gp
Crossbow bolts (20): 2gp

Other Gear:

Backpack (Common): 2gp
Belt pouch: 1gp
Grooming Kit: 1gp
Soap: 1cp
Spell Component Pouch: 5gp
Waterskin: 1gp

Clothing/Jewelry:

Explorer’s Outfit: 10gp
Fashionable Accessories: 20gp
Reinforced Scarf: 10gp
Stiletto Boots: 10gp

Money: 1gp, 9sp, 9cp

Background:
”Two silver if you’re gonna stay the night.” The tavern-keeper leers at a young woman in the corner. ”If ya give me a kiss I’ll make it one.”

”Two silver is the customary boarding fee.” Amber eyes look up, flashing almost red in the firelight. ”I’d hate to depart from custom.” A carefully manicured hand with long, pointed nails fishes into a pouch and produces the requested silver. The tavern-keeper takes it and walks away with a shrug.

”Now where were we before we were so rudely interrupted? Ah yes, you’d just asked what a nice girl like me was doing in a place like this. It is rather a hovel, isn’t it? Definitely not the level of quality I’m used to.” She takes a sip of her wine and makes a face. ”Terrible. Simply terrible. My father would have never allowed this vintage at his table. My uncle might, he knows nothing of quality. Which is the short answer to your question.”

”The long answer…well you’ve been staring at me rather more closely than most. You might have noticed my eyes? Amber is a normal shade for a Taldan, but rare among Chelaxians. Not unheard of, no, but combined with other indicators…” The manicured nails tap lightly on the table. They almost look like claws. ”I pass well enough, don’t you think? My father trained me well. The Fierarus name is a noble one, full of history and ancient glories that are unfortunately long past. My grandfather wasn’t too keen on the Thrunes you see. My father was wiser, but-”

”My first name? I suppose it is polite to introduce oneself. Taila Fierarus. Not at your service, not yet.” Perfectly-painted lips quirk upwards. ”Perhaps later, if the night goes well. At any rate, my father was working hard to restore our name to its former glory. Unfortunately a tiefling daughter didn’t fit his plans, particularly not after I killed my mother. Condolences not necessary, it’s not like I can remember her. With no other heirs though my father was forced to keep me around. He did his best to hide my fiendish heritage and mostly succeeded. The authorities knew of course, it’s not like he would lie to the census-takers, but nearly no one else. Just my father, me, and my Uncle Alviero. Ah, those were the days. Eating the best foods, drinking the best wines, wearing the most fashionable clothes…I miss my wardrobe more than anything else, my father included.” Taila’s eyes widen in faux surprise. ”Did I forget to mention he was dead? He is. Died three weeks ago tomorrow as a matter of fact.”

“I suppose I should feign daughterly grief, but I do so hate to lie. The truth is he didn’t love me and I didn’t love him. We had a mutually beneficial relationship based upon our shared desire to propel us back into the highest circle of nobility where we belong. Nothing more or less. My biggest concern after his death was that it was too sudden. He was in good health and only middle-aged. How could he have gotten so ill so fast? I tried to heal him, but the powers gifted to me by my heritage weren’t strong enough and before I could arrange for a cleric he was gone.”

For the first time a genuine emotion appears in her eyes. Anger. ”Conveniently his will wasn’t in the study where it should have been. Even more conveniently some complex tangle of bureaucratic nonsense meant that, despite being his only child, as a tiefling I was not considered the default heir to my father’s estate. His brother was. My dear, dear Uncle Alverio, who didn’t even have the decency to wait for the funeral before kicking me out onto the street. How dare he! Does he really think he can get away with this!?”

”Willya keep it down over there!”

”My apologies. I got a little carried away.” Taila drains the rest of her wine in a single gulp. ”So there’s your answer. This ‘nice girl’ is here because my uncle murdered my father and threw me away like trash. I have nowhere to go and scarcely a penny to my name. Uncle Alverio no doubt thinks I’m already dead. Luckily for me I’m not quite as helpless as I appear. Which is why I have a crossbow under the table that’s aimed directly at something you’d probably prefer not to lose.” Her eyebrows raise. ”Did I forget to mention one of the gifts granted by my heritage is the ability to read minds? Oh dear, it seems I did. What an awkward situation.”

”Regardless of my little faux pas, you should be aware by now that robbing me is pointless. I own little more than the clothes on my back and while they are nice they’re hardly worth getting shot over. Wouldn’t you agree? Plus since I know exactly what you’re trying to do it would be very difficult to lure me out the door to where your friends are waiting. You’re handsome, but not that handsome." She sighs dramatically. "Unfortunately I don’t have anything that the dottari would accept as proof, which means I have to let you go. It’s not all bad though. I get to keep my crossbow bolt, and you get to keep your…dignity.”

The man shoves his chair away from the table and backs away, eyes never leaving Taila’s. She calmly waits until he's gone before flagging down the tavern-keeper. ”Excuse me? It occurs to me that a tavern is the customary place for adventurers to find work.” She smiles. ”And I do so hate to depart from custom.”

Personality:
Taila has a very dry, no-nonsense personality. She's pretty, knows it, and is not above using flirtation if it suits her purposes. She hates outright lying, (and mechanically I don't plan to ever put points in Bluff), but has a fiend's ability to twist words into half-truths when she needs to. Having been raised in wealth she's convinced she deserves the finer things in life. She's Lawful Neutral and mostly accepts society the way it is. However there's a lot of pent-up anger underneath the surface at how tieflings are treated, and she'll probably find other things she disagrees with as she gets exposed to the world outside her manor.

Main Character Strengths: Loyal, Truthful, Reliable
Main Character Flaws: Vain, Greedy, Proud