Shiyara the High Mediator

Viridi of Absalom's page

58 posts. Alias of Dragoncat.


Full Name

Viridi of Absalom

Race

Half-Elf

Classes/Levels

Oracle of Life 1|HP: 7/9|AC: 16/11/15|Saves: +1 Fort, +1 Reflex, +3 Will (+2 vs. enchantments)|Init: +1|Perc: +7

Gender

Channels: 4/4|Female

Size

Medium (5'5", 150 lbs)

Age

24

Special Abilities

Healing

Alignment

LG

Deity

Sarenrae

Location

Somewhere in Katapesh

Languages

Common, Celestial, Elven

Occupation

Healer

Strength 12
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 12
Charisma 17

About Viridi of Absalom

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Statblock
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Viridi of Absalom
Female half-elf Oracle of Life 1
LG Medium humanoid (human, elven)
Init +1; Senses low-light vision; Perception +7
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Defense
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AC 16, touch 11, flat-footed 15
hp 9 (1d8+1)
Fort +1, Ref +1, Will +3
Defensive Abilities +2 saves vs. enchantments, immune to sleep
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Offense
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Speed 30 ft
Melee +1 Club (1d6+1/x2)
+1 Shortspear (1d6+1/x2)
+1 Dagger (1d4+1/19-20/x2)
Ranged
Special Attacks Channel Energy 4/day (1d6, DC 14)
Spells Known
0th: Create Water, Guidance, Purify Food and Drink, Light
1st: (4/day) Cure Light Wounds, Bless, Sanctuary (DC 14)

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Statistics
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STR 12, DEX 12, CON 12, INT 10, WIS 12, CHA 17
Base Atk +0; CMB +1; CMD 12
Feats Skill Focus (Perception), Selective Channeling
Traits Seeking Adventure, Illuminator
Skills +9 Diplomacy, +7 Handle Animal, +4 Knowledge (Religion), +7 Perception, +5 Sense Motive, +5 Survival (+7 to avoid getting lost w/Wayfinder)
Languages Common, Celestial, Elven
SQ Elven Immunities, Keen Senses, Multitalented (Oracle/Paladin), Adaptability, Revelations (Channel), Mystery (Life), Curse (Tongues)
Combat Gear
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Special Abilities
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Racial Traits:
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.

Class Features:
Class Skills: An oracle with the life mystery adds Handle Animal, Knowledge (nature), and Survival to her list of class skills.

Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th).

Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Curse (Tongues): In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

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Background
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Hello! My name’s Viridi. A pleasure to meet ya.

Have you ever been to Absalom? It’s one of the biggest cities in the world, if not THE biggest. My family comes from there: we live in the Eastgate part of the city, the four of us. Pretty orderly and quiet: the guard keep the place safe with pride, they say. I’m pretty sure their halberds, swords and truncheons are what actually keep the peace, though—I’ve found that being too proud of something tends to attract trouble more than anything else.

Anyway, I noticed you looking at my hands. You notice the divine energy coming from them? No, I’m not a priestess—at least, not an officially ordained one. See, I’m what most people refer to as an ‘oracle’. Although, I understand oracles are beings whose entire function is to witness the future and offer strange, foreboding portents in cryptic speech. I don’t really know how to do any of that. I just heal people.

Funny story about how that happened, actually. Well, not THAT funny, more ‘terrifying’ really—I was helping my father fix the roof of our house, and I took a bad fall off the ladder. Must’ve hit my head on something on the way down.

Was out for at least two days, according to my mother. She told me that this remarkably beautiful human lady was nice enough to heal me—said she was part of the Pathfinder Society. She stuck around long enough to introduce herself to me: her name was Adraia Germot.

Something curious happened over the next few weeks after that. Whenever I got scared, sad or angry, I’d start babbling in a language that no one in my family understood. And sometimes, when someone close to me got hurt, I could hold them and their injuries would go away. My father went looking for Miss Germot to see if she could least explain what was wrong with me and how I could heal people. Turns out, I was an ‘oracle’, which meant I was meant to be a healer. Imagine that, eh?

My family were devout followers of Sarenrae, and raised my brother and I on stories of the Pathfinder Society’s exploits. So when Miss Germot offered me an opportunity to learn from her, I had to take it. And so I was inducted into the Pathfinder Society!

Can you believe this is my first venture outside of Absalom? Miss Germot lent me her magic compass—she called it a wayfinder—for this trip! I promised her I’d pay her back for lending it to me, but for now… I’m more than happy to accompany this caravan into the desert dunes of Katapesh!

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Description & Personality
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Standing at a healthy 5'5" and weighing 150 lbs, Viridi is a modestly-sized young woman with red hair tied back in a ponytail. Her green eyes shine with wonder as she looks about. She's carrying a club, a shortspear, and a dagger in her belt. Her light, airy clothes are tailor-made to alleviate the heat of the day.

Viridi is a very earnest person, but not as naive as some people take her to be. She has a tendency to talk too much about certain topics, such as Sarenrae's faith and the Pathfinder Society. She doesn't have the best grasp of sarcasm... or, for that matter, know any profanity.

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Traits & Drawback
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(Campaign) Seeking Adventure: The Pathfinder Society has long intrigued you—tales of the exotic lands and strange discoveries made by Pathfinders have enchanted your dreams and fired your imagination since childhood. When Pathfinders came through your village or neighborhood, they immediately enthralled you with their stories and knowledge. Yet at the time, you were far too young to join them, and when they left for adventure you had to stay behind. Now that you are of age, you’ve traveled to Absalom to apply for membership. The application process went well, and you’re now a full member. Your first assignment is to accompany Garavel’s group to Kelmarane—the Pathfinder Society has heard rumors of several ancient structures in the area, including a ruined monastery once dedicated to Sarenrae, and would like to learn more about them. Even more pressing is the mystery of what brought about Kelmarane’s ruin in the first place—reports of which are vague at best. If you can determine the cause of the village’s abandonment so many years ago, you’re sure the Society would be impressed. You begin the game with your own wayfinder, a loan from your venture-captain. You’ve promised to pay your venturecaptain 500 gp for the wayfinder some day, but for now it’s yours to use. A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.

(Religion) Illuminator: When you are filled with the light of Sarenrae, your speech takes on a fiery eloquence. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

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Skill Breakdown
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--1 Diplomacy
--1 Knowledge (Religion)
--1 Perception
--1 Sense Motive
--1 Survival

Background Skills
--1 Handle Animal
--1 Profession (Herbalist)

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Gear
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--1 Shortspear (1 GP)
--1 Heavy Wooden Shield (7 GP)
--1 Studded Leather Armour (25 GP)
--1 Club (Free)
--1 Dagger (2 GP)
--1 Hot Weather Outfit (Free)
--2 Traveler's Outfits (2 GP)
--1 Wayfinder (I Owe 500 GP)
--1 Oracle's Kit (9 GP)
--1 Grooming Kit (1 GP)
--20x Night Tea (2 GP)

Money: 56 GP

Carrying Capacity:

Current Load:

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Magical Items
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