Aasimar

Thawm Uhturj's page

1,198 posts. Alias of ScegfOd.


Race

| max HP: 52 | AC: 15 (14 TAC, 12 FAC)| CMB: +4, CMD: 17 | F: +5, R: +6, W: +10| Init: +3; Perc +2, SM: +7 | Speed 30ft | Ammo:32cis & 47ci | tsRE 3; EB 4; CLW 0; FF 1; MS 1; BI1;

Classes/Levels

Spells (os): 67-40-00+00-00-00+00-00-00 | Active conditions: LL @ Ahmose & Cecily & Dorek & Tandyn

Gender

Female NG Aasimar oracle 4 / sorcerer 3

About Thawm Uhturj

Thawm Uhturj’s character concept:

Thawm is primarily a healer and secondarily a summoner and blaster. Life Oracle means (almost) never needing to heal anyone else with a healing spell directly. Phoenix sorcerer means that she'll always have blasts that could either cause harm or heal allies.
RP wise she'll be trying to redeem baddies occasionally, and will probably get Mark of Justice at some point. Pretty much hitting every edict of Sarenrae minus fighting the spawn of Rovagug -- assuming there aren't any near the worldwound...

Thawm Uhturj’s backstory:

Thawm's parents were a Sarenite priestess from Thuvia and a soldier from Mendev. She spent the majority of her youth there, helping her mom at the temple after she became big enough.

One day she suddenly manifested magical powers while changing bandages for one of the injured visitors to the temple. As she made to start unwinding the gauze, a great quantity of fire sparked out of her fingertips and seemed to consume the man's entire bicep. She quickly backed away and was horrified until she realized that not only was the man not burnt, but his bandage wasn't even singed. Suddenly in a rush, she removed the bandages quickly only to discover that the injury which was supposed to need another week to heal had disappeared without a trace.

Then the dreams began.

It was just a dove with flaming wings at first. Well, sometimes the wings were on fire. She mistook it for a phoenix at first, but after consulting with her parents they convinced her that the bird was Sarenrae's or maybe Sarenrae herself, and it must've been a dove. They felt both serene and urgent, somehow; with beauty nearby, but darkness on the horizon. After a few months of this she saw some people in her dreams, clad in shining armor. They'd close their face guards, turn, and march off towards the distant dark. The dove simply hovered there, somehow looking expectant. The times she tried to follow the dream crusaders the dove went with her. The times she just watched them go in her dream... the darkness grew.

The crusaders from her dreams happened to match the description of people who her father had come to Thuvia with. Her father had been part of the group that Galfrey sent when she last acquired a Sun Orchid Elixir.

The matter was settled shortly thereafter, obviously her goddess gave her this healing gift and needed it on the front lines. Without sparing much time for tearful farewells, Thawm was packed and heading to Kenabres within a fortnight. On the way, her dreams became views of her destination...

Thawm Uhturj’s why kenabres:

Thawm literally followed her dreams. The fiery-winged dove (that definitely wasn't a phoenix) from her dreams showed her the way. She needed to follow those soldiers her father had known. Those crusaders. Follow them to Kenabres.

Thawm Uhturj
NG Medium Human Oracle (Life Mystery, Accursed Curse) 4 / Sorcerer (Phoenix Bloodline) 3

Initiative +3; Perception +2; Darkvision 60'
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DEFENSE
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AC 15, touch 14, flat-footed 12 (3 Dex +1 armor +1 deflection)
hp 52
Fort +5, Ref +6, Will +10; +4 vs curses, +2 sacred vs confusion and insanity (Righteous Medal of Clairity)

Immune Morale Bonuses
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OFFENSE
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Speed 30 ft.
Ranged Acid Splash +7 Ranged Touch (1d3+3 [acid]) (30’ range), or +1 Darkwood Heavy Crossbow +8 (1d10+1; 19-20/x2) (120' range increment)

Bloodline Mutation Abilities
. free/every bloodline, conjuration, and evocation spell: Blood Havoc (add 1 damage per damage die)
. 1/day Blood Intensity (increase the max damage dice by 5, doesn't stack with intensify spell)

Supernatural Abilities

. 4/rounds day Energy Body (1d6+4 hp per move 1/turn; same damage to undead that make successful melee strikes (excluding reach weapons))
. at will (up to 4 bonds) Life Link

. 1 max uses (recharge 1/day) Surge (immediate action after d20 result is revealed; +1d6 to aforementioned d20 roll; this can change the result)

Spell-like Abilities
. 1/day from the Resurrection subdomain: Cure Light Wounds (DC 17)
. 1/day from the Light subdomain: Faerie Fire

Oracle Spells Known: (CL 4)

. 2nd 4/day Cure Moderate Wounds (DC 18), Lesser Restoration, Suppress Charms and Compulsions
. 1st 8/day Cure Light Wounds (DC 17), Detect Undead, Ill Omen, Obscuring Mist, Protection from Evil, Summon Monster 1
. Orisons Create Water, Detect Fiendish Presence, Detect Magic, Purify Food and Drink, Sign of the Dawnflower, Spark

Sorcerer Spells Known: (CL 3)

. 1st 7/day Burning Hands (DC 17), Color Spray (DC 16), Grease (DC 17), Lucky Number, Magic Missile
. Cantrips Acid Splash, Arcane Mark, Dancing Lights, Ghost Sound (DC 15), Prestidigitation

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STATISTICS
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Str 11, Dex 16, Con 14, int 12, Wis 14, Cha 21
Base Atk +4; CMB +4; CMD 17

languages: Abyssal, Celestial, Common, Draconic, Infernal
SQ: Blood Havoc, Hard to Kill (Ex)

Traits:
Touched by Divinity (Sarenrae (Sun's Light subdomain, and Healing's Resurrection subdomain))
Magical Lineage (Acid Splash)

Feats:
Elemental Spell (Metamagic) [fire] (1st)
Eschew Materials (1st - bonus sorcerer feat)
Spell Focus [evocation] (3rd)
Spell Focus [conjuration] (5th)
Allied Spellcaster (6th - bonus "mythic" feat)
Spell Penetration (7th)

Skills
+3 Acrobatics = 3 dex
+1 Appraise* = 1 int
+9 Bluff = 5 cha +1 ranks +3 class skill
+0 Climb = 0 str
+1 Craft (any)* = 1 int
+9 Diplomacy = 5 cha +1 ranks +3 class skill

+5 Disguise = 5 cha
+3 Escape Artist = 3 dex
+3 Fly = 3 dex
+9 Handle Animal* = 5 cha +1 ranks +3 class skill
+6 Heal = 2 wis +1 ranks +3 class skill
+9 Intimidate = 5 cha +1 ranks +3 class skill
+8 Knowledge (Arcana) = 1 int +4 ranks +3 class skill

+2 Knowledge (Engineering)* = 1 int +1 ranks
+2 Knowledge (Geography)* = 1 int +1 ranks
+5 Knowledge (History)* = 1 int +1 ranks +3 class skill

+5 Knowledge (Nature) = 1 int +1 ranks +3 class skill
+2 Knowledge (Nobility)* = 1 int +1 ranks
+8 Knowledge (Planes) = 1 int +2 ranks +3 class skill +2 racial
+8 Knowledge (Religion) = 1 int +4 ranks +3 class skill
+3 Linguistics* = 1 int +2 ranks
+2 Perception = 2 wis
+5 Perform (any)* = 5 cha
+12 Profession (Soldier)* = 2 wis +7 ranks +3 class skill
+3 Ride = 3 dex
+7 Sense Motive = 2 wis +2 ranks +3 class skill

+11 Spellcraft = 1 int +7 ranks +3 class skill
+3 Stealth = 3 dex
+6 Survival = 2 wis +1 ranks +3 class skill
+0 Swim = 0 str
+15 Use Magic Device = 5 cha +7 ranks +3 class skill