Valeria Turanor's page

250 posts. Alias of Drogeney.


Spells 1st 5/7, 2nd 3/4 | Additional Effects:


Acrobatics +9 Bluff +11 Diplo +13 (-4 l/g) Intimidate +6 Kn: Local +6 Kn: Planes +9 Kn: Rel +9 Perc +8 Sense motive +7; BG Kn:Nobility +9 Artistry: Charcoal Drawings +9, Perform (dance) +4


Female Human Oracle 5 | HP 38/38 AC 16 T 14 FF 12 | CMB +3 CMD 15 | F +4 R +7 W +5 | init +2 | Per +8; darkvision 60 |

About Valeria Turanor


Valeria Turanor
female human oracle 5
CG medium humanoid (human)
Init +2; Senses darkvision 60ft; Perception +5

AC 16, touch 14, flat-footed 12 (+1 armor, +1 shield, +4 Cha)
hp 38 (5d8+10)
Fort +4, Ref +7, Will +5
+5 saves vs fear

Speed 30 ft.
Melee dagger +5 (1d4 19-20/x2)
Ranged dagger +5 (1d4 19-20/×2)
Dignity's Barb +6 1(1d8+1 19-20/x2)
light crossbow +5 (1d819-20/x2)
Special Attacks none
Spells (CL 5; concentration +9):
2nd (5/day)—restoration, lesser, cure moderate, inflict moderate wounds (dc17), dust of twilight (ms)
1st (7/day)—bane, cure light, entropic shield, obscuring mist, inflict light (DC 16), fumbletongue (ms)
0 (at will)—stabilize, guidance, mending, light, create water, detect poison

Str 10, Dex 14, Con 14, Int 13, Wis 10, Cha 18
Base Atk +3; CMB +3;CMD 15
Feats WP: simple; AP: light, med; SP: all except tower; Bonus: Combat Expertise, weapon finesse; Feats: dodge (1st), precise shot (hbf), spell focus (necromancy) (3rd), spring attack (5th)
Traits child of oppara, influence
acrobatics +9=+2+4+3
bluff +11=+4+1+3+2
diplomacy +13=+4+5+3+1(-4 vs L/G)
intimidate +6=+4+0+0+2
know (local) +6=+1+5+0
know (planes) +9=+1+5+3
know (religion) +9=+1+5+3
perception +8=+0+5+3
sense motive +7=+0+4+3
Background Skils
knowledge (nobility) +9=+1+3+4+1
artistry (charcoal drawings) +9=+1+5+3
perform (dance) +4=+3+1+0
Languages common, celestial
SQ learn cure spells, orisons
Combat Gear dagger x3, light crossbow (16), darkwood buckler (CoO), haramaki;
Other Gear
cloak of resistance +1
pot of cure light
wand of cure light (46/50)
hat of disguise
Misc Gear backpack, a bedroll, a belt pouch, flint and steel, mess kit, rope, soap, trail rations (5 days), waterskin, traveler’s outfit, spell component pouch, noble’s outfit, a signet ring, bag contains a vial of liquid blade, eight smoke pellets, a single dose of soul stimulant, and two vials of dust of illusion; 4860.5 gp
Special Abilities

Child of Oppara (nobility) With this trait, the assumption is that you belong to a minor noble family (and can make up your family name). In this case, your family keeps a small manor in Aroden’s View or Senate’s Hill. If you want to be a member of one of Oppara’s major noble families, you must take the Noble Scion feat at 1st level.

You gain a +1 trait bonus on Appraise and Knowledge (nobility) checks, and one of these skills is always a class skill for you. The Noble Scion feat (see the sidebar) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
Influence (diplomacy) Choose one of the following skills: Diplomacy, Intimidate, or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Curse: Demonic (bluff) Your heart is cursed with the pull of the Abyss. You cannot cast spells with the good or lawful descriptors, nor can you summon good or lawful creatures. Good and lawful creatures instinctively distrust you, and you take a –4 penalty on all Diplomacy checks against such creatures. You gain a +2 bonus on all Bluff and Intimidate checks. Diplomacy is not a class skill for you, but Bluff or Intimidate (choose one) is. At 5th level, you gain a +4 bonus to all saving throws against fear effects. At 10th level, you gain immunity to poison. At 15th level, any weapon you wield is treated as chaotic and evil for the purposes of overcoming damage reduction.
Mystery: Lunar
Class Skills An oracle with the lunar mystery adds Acrobatics, Knowledge (Nature), Perception, and Survival to her list of class skills.

Bonus Spells fumbletongue (2nd), dust of twilight (4th), rage (6th), moonstruck (8th), aspect of the wolf (10th), litany of madness (12th), lunar veil (14th), blood mist (16th), polar midnight (18th).

Eye of the Moon (Su) Your connection to the moon makes you supernaturally perceptive. You gain darkvision to a range of 60 feet. At 11th level, as a standard action, you can focus on a specific object or area (the size of which can be no greater than a 10-foot-by-10-foot square) and see it as though with true seeing as long as the moon is shining on it. Moonless nights, cloudy skies, and shadows interfere with this ability.
Prophetic Armor (Ex) You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.

Valeria is a twenty-three year old woman of mixed Taldan and Tian-Shu heritage. She has long brown hair and brown eyes, both colors coming from her father, but her mother’s almond shaped eyes and shorter, lithe build. She wears clothes cut in Tian-Shu styles of blue and white and a modest amount of jewelry. Her clothing is well tailored and she takes pride in her appearance. She often carries a dagger and wears a strange holy symble that resembles a moon with a pair of smirking lips and a seven-pointed crown.

Valeria is a woman of deep regret and hope for a better future. She believes that everyone can be redeemed, that amends can be made, and that freedom is something all should have for good or for ill. She is sometimes troubled by how much she has changed from the woman she was before she went to Mendev. She no longer believes that good can always triumph over evil, she’s seen the proof of this first hand, and she feels the pull of the darkness of the Abyss almost constantly.

Valeria enjoys drawing using charcoal and paper as a part of her worship and feels an intrinsic pull from the moon when it rises overhead. She is no longer afraid of the dark and she does her best to help people see the beauty that lies within the night. She fears the darkness no longer and does what she can to help others overcome this as well.

Valeria was born in Oppara as a member of the minor noble house of Turanor and grew up with the responsibilities that came with it. She was considered a beauty growing up and eventually found her way into the service of the Temple of the Upheld and Golden Rose dedicating her life tot he service of Shelyn as a paladin. She entered into a sub order of hospitalars and was eventually dispatched to aid the fight at the World Wound for a few years.

Valeria doesn't talk about what happened but shortly after arriving the wardstones failed and the city she was stationed in was invaded. When she came to she had been captured by a harem of succubi and used as their favorite toy for the rest of the war. They would mock her, take her, drain her near to death, and then restore her, only to repeat the process once more.

They broke Valeria of her faith and she fell from grace under the touch of the succubi until she was no fun for them any longer. They intended to give Valeria's life to the youngest succubus in Nocticula's service and it was then that Valeria's life changed forever. The young succubus, Kassiogath, felt it when their Mistress turned, ascending from the Abyss to become the Redeemer Queen and she turned on her "sisters". Kassi managed to trick the harem and fled with the nearly comatose Valeria to the safety of Nocticula's new realm of the Midnight Palette.

There Valeria was restored as much as possible and returned to Golarian in the care of the new priesthood of The Redeemer. This change let Valeria begin her life anew and she dedicated herself to the Redeemer Queen. It was shortly thereafter that she felt the taint of the Abyss calling to her, urging her to fall into darkness again but with that curse came new powers. Her life a a paladin was far behind her but she now had access to the mysteries of the night and moonlight. She had become an oracle dedicated to Nocticula and was tasked with returning to her home city of Oppara both to spread the word of the Redeemer Queen's rise from the Abyss and to smooth over relations with Shelyn given their now overlapping spheres of influence.

Valeria had been considered dead for nearly five years before she returned home and while her family was pleased to see her at first when they learned even the basics of what had happened to Valeria they were horrified. Her father would not let them turn her out and offered his support to his only daughter in her mission. That mission has not been easy as the Shelynites sense the taint within her and are unwilling to listen to what she says. Valeria was unsure how to proceed with her task but then her father brought her a rather...unique opportunity that just might help her start to solve her problems, a job working for Lady Martella Lotheed. If they wouldn't listen to Valeria's words then she would show them with her deeds.


1.) Cast Bane with as many enemies in range as possible with out getting ahead of the front line. If less than two then this will wait until round two to get as many as she can.
2.) Cast Cure Spells on critically wounded allies starting with unconscious ones on the front line in threat of death).
3.) Use no more than 1/4 of her spells in a fight (unless BBEG then as many as needed) to cast inflict and make touch attacks on enemies engaged with the front line.
4.) Use Light Crossbow on casters
5.) Move away from adjacent enemies (five foot or full withdraw as threat indicates).
6.) Use Light Crossbow or dagger as needed on most injured threat.

Got on a plane in 'Frisco
And got off in Vietnam
I walked into a different world
The past forever gone
I could have gone to Canada
Or I could have stayed in school
But I was brought up differently
I couldn't break the rules
Thirteen months and fifteen days
The last ones were the worst
One minute I'd kneel down and pray
And the next I'd stand and curse
No place to run to
Where I did not feel that war
When I got home I stayed alone
And checked behind each door
Cuz I'm still in Saigon
Still in Saigon
I am still in Saigon
In my mind

The ground at home was covered in snow
And I was covered in sweat
My younger brother calls me a killer
And my daddy calls me a vet
Everybody says I'm someone else
And I'm sick and there's no cure
Damned if I know who I am
There was only one place I was sure
When I was still in Saigon
Still in saigon
I am still in saigon
In my mind

Every summer when it rains
I smell the jungle, I hear the planes
I can't tell no one, I feel ashamed
Afraid some day I'll go insane
That's been ten long years ago
And time has gone on by
Now and then I catch myself
Eyes searching through the sky
All the sounds of long ago
Will be forever in my head
Mingled with the wounded cries
And the silence of the dead

'Cuz I'm still in Saigon
Still in Saigon
I am still in Saigon
In my mind
I am still in Saigon
I am still in Saigon
Yes, I'm still in Saigon
In my mind
Still in Saigon

Post in Progress:
Valeria smiled slightly as she listened to Cyrene talk of what happened between her and Malphene and she certainly understood getting busy, they had become so themselves as well so it was not a surprise. The thought of being involved next time drew a frisson of desire through her, one amplified by the feel of Cyrene's touch on her neck. She felt her body seize up when the pressure was applied and subject to Cyrene's whims.

Despite the fact that she should be terrified out of her mind at her loss of control, and to a degree there was fear there, something about Valeria had broken when at the mercy of the succubi and she enjoyed that feeling of helplessness. When her control was back she responded, "Yes I think I am. Please prepare my bed for me, I will be there once I finish gathering my things."

The next morning
Valeria woke with a startled gasp of fear as the night terror broke and released her from it's clutches. She felt like she had barely slept at all as she drug herself out of bed.

Dignity's Barb:

Introduced In Pathfinder #127: Crownfall; Suitable For PCs of 1st-3rd level
Aura strong divination
Slot none; CL 12th
Weight 2 lbs.
Brass inlay and Taldan military symbols adorn fine wooden stock of this masterwork darkwood light crossbow. The polished stock feels slightly warm to the touch when held. An golden inscription bears the name of General Gerefein of the Seventh Army of Exploration. In his most famous act, the general turned the tide of a prolonged and vicious battle with a canny Kellid warlord. Through the driving snow of a chaotic blizzard, General Gerefein shot practically blind, yet his bolt struck a lethal blow, dashing the warlord from his mount. As the Kellid soldiers watched their leader fall, they broke their charge, leaving General Gerefein the victor on that day.

The crossbow gives its wielder a touch of the luck that bore the general to great victories. Anyone firing Dignity’s Barb reduces miss chances from concealment by 5%.

First Triumph: Dignity’s Barb is a +1 darkwood light crossbow and reduces miss chances from concealment by 10%. In addition, once per day when the weapon threatens a critical hit, the wielder can roll twice to confirm the critical and take the better result.

Second Triumph: Dignity’s Barb is a +1 seeking darkwood light crossbow.

Third Triumph: Dignity’s Barb is a +2 seeking darkwood light crossbow. The wielder can use its ability to roll twice to confirm a critical hit twice per day (though he can use it only once on a given critical threat). In addition, the wielder can attempt a lucky shot to foil a ranged attack. Once per day when a ranged weapon attack targets a creature within 30 feet of the wielder, the wielder can shoot Dignity’s Barb at the projectile as an immediate action. He rolls a ranged attack, and if the result exceeds the attacker’s roll, that attack is negated. This ability can be used only if Dignity’s Barb is loaded or if the wielder can use Rapid Reload or a similar ability.

Fourth Triumph: Dignity’s Barb is a +3 seeking darkwood light crossbow. Its wielder can use its ability to roll twice to confirm a critical hit at will.

Fifth Triumph: Dignity’s Barb is a +4 seeking darkwood light crossbow. At the start of each day, the crossbow’s owner rolls a d20, rerolling any results of 1, 19, or 20 and recording the final result. For the rest of that day, when the owner rolls the recorded number on an attack roll with Dignity’s Barb, the attack roll is a critical threat. This has no benefit for anyone other than the owner who rolled at the start of the day.