About Yarah BaicuPronounced YAH-rah Physical Description:
Eyes: Large, expressive, grey-blue in colour (look green when she casts spells) Hair: Shoulder-length, straight, platinum-blonde Skin: Medium fawn colour, lending to a dark olive (tanned) if she spends long periods outdoors in the sun. Voice: Melodic (Pleasing to the ear; sounding sweet; tuneful, clear). Height: 5'10" Weight: 135 lbs (61 kgs) Body Type: Lithe, toned, long-legged, small/narrow waist, small-breasted. Constitution: Hardy Disposition/Personality:
Possesses a keen curiosity and is a self-motivator. When she trusts someone, she is very loyal and gives 100% of herself. Is eager to learn and discover new things - loves to explore and forage. Personable yet doesn't prattle on like some young women (observes more than grandstands/talks). Prefers to be useful and judged on her skills/talents rather than her looks and/or ancestry/bloodline. Realist - knows she is cursed - but has not let it impede her drive and ambitions. Compassionate and puts the welfare of the community before her singular desires/wants. Hard worker - She will readily apply herself to any duty/task and will not shirk responsibility. Possesses a dry/sassy wit. Can be proud/hard-headed at times (although she knows how to compromise for the betterment of all). Oracle Mystery: Nature:
Nature Class Skills: An oracle with the nature mystery adds Climb, Fly, Knowledge (nature), Ride, Survival, and Swim to her list of class skills. Bonus Spells: charm animal (2nd), barkskin (4th), speak with plants (6th), grove of respite (8th), awaken (10th), stone tell (12th), creeping doom (14th), animal shapes (16th), world wave (18th). Revelations
Bonded Mount (Su): You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid’s animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6. Erosion Touch (Su): As a melee touch attack, you can deal 1d6 points of damage per level to objects or constructs. If used against an object in another creature’s possession, treat this attack as a sunder combat maneuver. You can use this ability once per day, plus one time per day for every three levels you possess. Friend to the Animals (Ex): Add all summon nature’s ally spells to your spell list. You must still select these spells using your allotment of spells known. Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier. Life Leach (Su): You can draw life force from the bodies of enemies and channel it into yourself. As a standard action, you can drain the life essence from one living target within 30 feet. The target takes 1d6 points of damage per two levels you possess (maximum 10d6). You gain temporary hit points equal to the damage you deal. You can’t gain more than the target’s current hit points + the target’s Constitution score (which is enough to kill the subject). The temporary hit points last a number of hours equal to your Charisma modifier. The target receives a Fortitude save to halve the damage (and the temporary hit points you gain). You may use this ability once per day at 7th level, plus one additional time per day for every 4 levels you possess beyond 7th. You must be at least 7th level before selecting this revelation. Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained. Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class. Speak with Animals (Ex): Choose a specific kind of animal (eagle, fox, dog, and so on). You gain the ability to converse with that type of animal as if you were under the effects of speak with animal. You gain the ability to communicate with an additional kind of animal for every 3 oracle levels you have attained. Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points. Transcendental Bond (Su): You become so attuned to the common spirit shared by all living things that you can use it to communicate with allies. You may communicate with your allies for a number of rounds per day equal to your oracle level as if using telepathic bond. You may designate a number of creatures as your ally equal to your Charisma modifier. Designating a creature is a standard action that requires a touch. At 10th level, you may use this bond to cast a touch spell on a designated ally once per day. Undo Artifice (Sp): At 11th-level, you gain the ability to reduce a nonliving item to its component parts, essentially erasing the hand of artifice and rendering the item into a pile of raw natural materials. This effect acts as the spell polymorph any object, working on both magical and non-magical nonliving objects. The duration is always permanent. Unlike polymorph any object, it cannot be used to mimic the effects of other spells. Items subject to this effect receive a Fortitude saving throw to negate the effect. Magic items receive a circumstance bonus on this save equal to +1 for every 5,000 gp in the item’s value. You may use undo artifice a number of times per day equal to your Charisma modifier. Final Revelation
Selected Revelation on Level 1:
Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class. Curse: Deep One:
Deep One: The lure of the ocean tugs at your soul. EFFECT : You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet. At 5th level, your natural armor bonus increases by 1 as your skin thickens At 10th level, you gain a +1 bonus to your caster level when casting spells underwater and when casting spells with the water descriptor At 15th level, you gain the benefits of freedom of movement while underwater.
Backstory:
Yarah was born a child of two cultures: her mother, Galilah (honorific: "Sings like the Sea"), a Shoanti of the Shadde-Quah (Axe Clan) and her father, Remus Baicu, a Varisian historian and archaeologist/explorer (second son of an old, lesser noble family). Their union had been brief yet passionate; but as an Outlander he was not approved by the elders and sent away from the coastal quah, even as Galilah's belly began to swell with child. Yarah was beautiful - born with mixed colouring that made her stand out among the other Shadde-Quah; much to the shame of her maternal grandparents. Yarah was a constant reminder that their daughter had taken an Outlander to mate. Yarah's childhood was spent along the jagged cliffs of the Calphiak Mountains and along the shores and crashing waves of the Varisian coast. Her home had been a sea-cave and she learned to sail, swim, dive and fish with spears with the other children of the Axe Clan. Even though she was sweet tempered and pretty, the other children kept a polite (and not-so-polite) distance. Not as fast on her feet as the other children, Yarah spent more time in the sea (she was a better swimmer than most of the other children and inexplicably drawn to the ocean's call) and admired the freedom of the seabirds. From the young hunters, Yarah learned to wield an axe/boarding axe and spear; however her blood didn't thrum with the fire of battle/conflict like the others of her quah - she preferred the stories of ancient civilisations, exploring the sea caves and learning the wonder and mysteries of magic. This also set her apart from the other children and often they would sneer at her and shout "Outlander! Outlander!" whenever she drew near. Life was a lonely one for Yarah. When Yarah was twelve years old, her mother Galilah became ill and grew weaker and none of the healers could do much to remove the sickness which rested wholly in her chest. Her maternal grandparents whispered that their daughter had been cursed for laying with the Outlander; yet Yarah would not believe that her lovely mother would be allowed to suffer for loving someone outside the quah. Secretly, through one of the known/trusted traders with the Axe Clan, Galilah sent word to Yarah's father - hoping he would accept the child after she was gone. Not long after Yarah's fourteenth birthday, Galilah passed away, leaving the child in the care of her maternal grandparents - neither of which accepted the Outlander child as one of their own. With the aid of the trader her mother had trusted before her passing, to circumvent the hawk-eyed spotters on the seaward peaks of the western Calphiaks, Remus Baicu found his way to shore and met with Yarah (who had snuck out of her grandparents' sea-cave late that night) and took her on his boat and rowed away from the Shadde-Quah. Remus could not take his beautiful, half-Shoanti daughter back to his family's estate (his traditional family would not accept a "half-breed"/"horser" - slurs he could not abide, especially when it came to his daughter). So, he took the girl with him as he explored the lands of Golarion and researched legends and ruins. In the course of their travels, Remus showed his daughter the wealth of knowledge one can discover in the large cities they passed through when replenishing their stores, purchasing useful tools or taking short breaks from their travels - cities filled with diverse peoples and cultures in order to expand her understanding of the world at large and how the past connected to the present and future. This travel and adventure roused Yarah's natural, keen curiosity. She possessed a hardy constitution and her energy/drive amazed her father. Remus became her tutor (and Yarah took it upon herself to learn as much as she could on her own when the chance presented itself) and the girl's education did not suffer for all her travels. Yarah continued to practice wielding her axe and spear - it was familiar and even though she was not a fierce warrior of the Axe Clan, she was a young woman who wished to be useful in different ways. The travelling/exploring lasted five years - yet the longing to be near the ocean, in the water, did not lessen (the ache grew deeper with each passing season), and her father would find ways to lead his expedition toward the nearest coastline so she could go down to the sands and move into the waves and swim. She respected the sea as she did the god Gozreh. Yarah started manifesting some magical aptitude during their travels across natural lands. She started to learn from a Gozren acolyte who recently joined their expedition. She was drawn to healing. It was during this time that word of a different nature was brought to the camp - the Bountiful Venture Company announced that a second wave of colonists would be chosen to travel by sea to join the original colonists on the small island of Ancorato. Applicants who wished to join the expedition had to find their way to Almas and apply for membership. At this juncture in time, Remus had no desire to travel to the small island in the Arcadian Ocean for he also recently received word that his mother had found a suitable bride for him and he had to return home to be married (he did not wish to be tied down in matrimony, however it was expected of him - he had a duty - and his mother lamented at his bachelor ways which had angered his father moreso). Remus understood that an aristocratic wife would not accept his beautiful, free-spirited daughter (especially now that Yarah was nineteen years old and had no need of a stepmother, especially not someone not much older than herself). Yarah, on the otherhand, was excited at the prospect of joining such an expedition and setting out for a new land and embarking on a new adventure. She could not live with her father and his future bride (she was not angered by this - perhaps a little sad but accepting) and there was no returning to the Axe clan. With mind made up, Yarah worked at convincing her father that this was an opportunity she could not pass up. She was a child of two cultures, yet did not fit in one or the other. Perhaps, she could find a place which would accept her - would see past her bloodlines - and appreciate her for who she is and not what she is. Remus begrudgingly, but understandingly, gave his blessing and he travelled with his daughter to Almas, where they parted ways (with some tears, yet with barely-contained excitement). After cleaning herself up to look presentable to the recruiter/interviewer, she bid one one last farewell to her father, and then turned and entered the offices of the Bountiful Venture Company to convince them she would make a excellent colonist.
Motivation to sail to the new colony - become a colonist:
She had grown to appreciate the benefit of broadening one's experience, thanks to her father. Yarah never felt she belonged anywhere. Perhaps this expedition would give her opportunity to find her place/start a new life - to have her skills and talents be useful to a new colony. She can heal and can draw upon divine magic. She is a fair fighter - both with axe and spear - so she can help to defend (if the need arises) against predators and enemies. She understands nature, wild lands, oceans and can navigate them. Yarah is an excellent swimmer and can hold her breath and cast underwater. She can also sail and hunt on the sea for food. Yarah's Character Sheet:
Female Oracle (Nature Mystery, Deep One Curse) NG Medium Human (Shoanti, Varisian) Init +1 Senses Perception +2 --------------------
--------------------
Melee: Boarding Axe +1 (1d6+1/x3, P/S)
Spells Known (CL 1; concentration +4 (add +4 when casting underwater)):
--------------------
Feats
Traits
Skills
Adventuring (4+1Int+1Favoured Class bonus=6):
Languages Common, Shoanti (regional dialect), Ulfen (bonus for INT), Varisian (bonus from feat), Azlanti (bonus from feat), ============================================================= Gear
• Weapons:
• General Gear:
Total Cost: 156 gp & 7 sp (approx 44 gp remaining.)
============================================================= SPECIAL ABILITIES
Class:
|