Adowyn

Viridi Sorn's page

155 posts. Alias of Dragoncat.


Full Name

Viridi Sorn

Race

Half-Elf (Varisian)

Classes/Levels

Oracle of Life 1|HP: 9/9|AC: 16/11/15|Saves: +1 Fort, +1 Ref, +2 Will (+2 vs. Enchantment; +1 vs. Death/to Stabilize)|Init: +1|Perc: +6|Channels: 5/5

Gender

Spells: 1/3 1st|Female

Size

5'11", 145 lbs (Medium)

Age

19

Special Abilities

Being an Effective Healer, Babbling While Doing So

Alignment

LG

Deity

Irori

Location

Sandpoint, Varisia

Languages

Common, Elven, Varisian, Celestial

Occupation

Librarian/Healer

Strength 14
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 11
Charisma 18

About Viridi Sorn

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Statblock
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Viridi Sorn
Female Half-elf (Varisian) Oracle of Life 1
LG Medium humanoid (human, elf)
Init +1; Senses low-light vision; Perception +6
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Defense
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AC 16 (14 w/o Shield), touch 11, flat-footed 15 (13 w/o Shield)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +2
Defensive Abilities Immune to sleep; +2 to saves vs. enchantments; +1 to saves vs. Death Effects/CON Checks to stabilize
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Offense
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Speed 30 ft
Melee Spear +2 (1d8+3/x3)
Club +2 (1d6+2, +3 2handed/x2)
Dagger +2 (1d4+2, 19-20/x2)
Ranged Spear +1 (1d8+3/x3)
Club +1 (1d6+2/x2)
Dagger +1 (1d4+2/19-20/x2)
Special Attacks Channel Energy (1d6, DC 15, 4/day)
Spells Known
0- Create Water, Guidance, Light, Resistance,
1 (3/day)- Cure Light Wounds (1d8+2), Bless, Divine Favour
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Statistics
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STR 14, DEX 12, CON 12, INT 10, WIS 11, CHA 18
Base Atk +0; CMB +2; CMD 13
Feats Selective Channeling, Skill Focus (Perception)
Traits Student of Faith, Greater Purpose
Skills +8 Diplomacy, +4 Heal, +4 Knowledge (Religion), +1 Linguistics, +6 Perception, +4 Profession (Librarian), +4 Sense Motive
Languages Common, Varisian, Elven, Celestial
SQ Keen Senses, Revelations, Curse (Tongues *Celestial*), Orisons, Mystery (Life), Channel Energy, Elven Immunities, Adaptability, Multitalented
Combat Gear Spear, Club, Studded Leather Armour, Heavy Wooden Shield, Dagger
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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:
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 have a single 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.

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).

Revelations: 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.

--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.

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Background
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Left on the stoop of Sandpoint's House of Blue Stones monastery as a baby, the half-elf known as Viridi Sorn was taken in by the House’s caretaker, Sabyl Sorn. Sabyl proved to be a good mother for Viridi, providing a comforting shoulder to her in times of need and teaching her the principles of Irori’s worship to serve as her moral compass in life. While she never had the patience to sit in meditation over Irori’s mantras, she nevertheless strove to do her adoptive mother proud. She occupied her time organizing the collection of scrolls and books in the monastery’s basement, in between reading them. It was from those scrolls that she learned of her true parentage, and she greedily absorbed as much information as she could learn—especially that of her native languages, Elven & Varisian.

Unfortunately for her, she would not make it through her childhood without violence. The Late Unpleasantness, as Sandpoint’s folk call it, was a tumultuous time, with the serial killer known as the Chopper stalking the streets for victims to murder. Poor Viridi was one such would-be victim—she was sent on an errand by Sabyl and had the misfortune to encounter him. A patrolling town guard was barely able to drive the Chopper off, but not before he cut the young half-elf's throat and left her to die.

She recovered from the harrowing ordeal well enough, but much to her surprise, something about her had changed… she found that she could heal others through divine power, but while doing so her speech turned to melodic-sounding gibberish. She was not one to complain about it, however—Viridi became convinced that Irori had a greater purpose in mind for her. From that day forward, she strove to become a model of compassion and humility, two qualities that she (mistakenly) attributed to the Master of Masters.

The Swallowtail Festival is coming up soon, and Viridi relishes the chance to attend and make new friends.

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Description & Personality
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Before you stands a tall, redheaded young woman dressed in simple brown leathers, a bad scar across her throat marring her otherwise lovely features. Her green eyes take you in with curiosity, and she waves hello. A sharp spear is at her side as well as a shorter length of wood that looks like it came from a dusting rod of some description. On her belt is a plain-looking dagger, and on her back is a large wooden shield.

As easily distracted as she is, Viridi is nevertheless earnest and polite when dealing with others--perhaps uncomfortably so. She strives to always put her best foot forward when dealing with others. She's rather self-conscious about the scar across her throat--staring at it is a surefire way to get her to shy away from you.

Oddly enough, she doesn't seem to grasp sarcasm... or know any profanity for that matter.

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Traits & Drawback
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(Campaign) Student of Faith: Viridi's upbringing in the House of Blue Stones has exposed her to a wide variety of faiths, not only Irori's. She's developed a healthy respect for the deities mainly venerated by Sandpoint's citizens. Her broad range of studies of the town's many faiths has helped her with her healing duties; she casts all cure spells at +1 caster level, and gains a +1 bonus to her DC for channeling energy.

(Magic) Greater Purpose: Viridi's brush with death has convinced her that she was kept alive to achieve a great purpose that Irori has planned for her. She gains a +1 trait bonus on all saving throws to resist death effects and a +1 trait bonus on Constitution checks made to stabilize while dying.

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Skill Breakdown
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—1 Diplomacy
—1 Heal
—1 Knowledge (Religion)
—1 Perception
—1 Sense Motive

Background Skills
--1 Linguistics (Varisian)
--1 Profession (Librarian)
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Gear
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—1 Spear (2 GP)
—1 Club (Free)
—1 Dagger (2 GP)
—1 Traveller’s Outfit (1 GP)
—1 Monk’s Outfit (Free)
—1 Suit of Studded Leather Armour (25 GP)
—1 Oracle’s Kit (9 GP) (a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
—1 Wooden Holy Symbol of Irori (1 GP)
—1 Grooming Kit (2 GP)
—1 Heavy Wooden Shield (7 GP)

Money: 57.98 GP

Carrying Capacity:

Current Load:

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Magical Items
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