Seoni

Yarah Baicu's page

3 posts. Alias of Ariarh Kane.


Full Name

Yarah Baicu

Race

Human (Shoanti, Varisian)

Classes/Levels

Oracle

Gender

F

Size

M

Age

19

Special Abilities

Mystery (Nature), Oracle's Curse (Deep One), Orisons, Revelations (Nature's Whispers)

Alignment

NG

Deity

Gozreh

Languages

Common, Shoanti (regional dialect), Ulfen (bonus for INT), Varisian (bonus from feat), Azlanti (bonus from feat),

Strength 13
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 13
Charisma 16

About Yarah Baicu

Pronounced 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

Image of Yarah

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
An oracle with the nature mystery can choose from any of the following 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
At 20th level, you have discovered the intrinsic secrets of life itself, granting you incredible control over your own body. Once per day, you can surround yourself with an organic cocoon as a full-round action. While enclosed in the cocoon, you are considered helpless. Eight hours later, you emerge having changed your type to plant, animal, or humanoid, gaining superficial physical characteristics as appropriate. This change does not alter your Hit Dice, hit points, saving throws, skill points, class skills, or proficiencies. Each time the transformation is made, you are cleansed of all poisons or diseases, are restored to full hit points, and heal all ability damage. You must select a new type every time the transformation is made.

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

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Defense
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AC 15 , touch 13, flat-footed 12, (+2 Armour, +3 Cha instead of Dex)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +4;

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Offense
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Land Speed 25 ft
Swim Speed 25 ft

Melee: Boarding Axe +1 (1d6+1/x3, P/S)
Melee: Spear +1 (1d8+1/x3/P, Brace)
Melee: Kunai +1 (1d4+1/x2/B or P, tool)
Ranged: Spear +1 (1d8+1/x3/P, 20 ft range)
Ranged: Kunai +1 (1d4+1/x2/B or P, 10 ft range)

Spells Known (CL 1; concentration +4 (add +4 when casting underwater)):
1st (4/day, DC 14)Cure Light Wounds, Shield of Faith
Orisons (at will, DC 13)Detect Magic, Guidance, Light, Stabilize

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Statistics
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Str 13, Dex 12, Con 14, Int 12, Wis 13, Cha 16 (Ability Modifiers +2 Cha)
Base Atk +0; CMB +1; CMD 14

Feats
• Martial Weapon Proficiency: Choose a type of martial weapon (axe/boarding axe). You understand how to use that type of martial weapon in combat. Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).
• Cosmopolitan: (bonus for human): Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races. Benefit: You can speak and read two additional languages of your choice (CHOICE: Varisian & Azlanti). In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you. (CLASS SKILL CHOICES: Linguistics & Handle Animal)

Traits
• Healthy (Campaign): You come from a long line of hale an long-lived people. Growing up, you rarely got sick and had enough energy to run all day if it suited you. You don’t get as tired as other people and repeated physical activities don’t seem to bother you much. You were selected as part of the expedition because the Bountiful Venture Company saw great importance and promise in your robust health. You gain a +1 trait bonus on Fortitude saves, Swim checks to prevent nonlethal damage from fatigue after swimming for more than an hour at a time, and Constitution checks to prevent fatigue. In addition, you can hold your breath for a number of rounds equal to 3 times your Constitution score.
• Seeker (Social): You are always on the lookout for reward and danger. Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
• Scholar of Ruins (Race): From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. Benefits: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (Know. Dungeoneering) is always a class skill for you.

Skills
Background (2 per level):
• Know. History +5 (1 rank)
• Prof. Sailor +7 (1 rank, +2 from Heart of the Sea)

Adventuring (4+1Int+1Favoured Class bonus=6):
• Climb +1 (0 rank, class skill)
• Diplomacy +3 (0 rank)
• Heal +5/*+7 (1 rank, *+2 from Healer’s Kit)
• Know. Geography +2 (0 rank, not a class skill, +1 from Scholar of Ruins)
• Know. Nature +5 (1 rank)
• Know. Dungeoneering +6 (1 rank, +1 from Scholar of Ruins)
• Linguistics +1 (0 rank, class skill from Cosmopolitan feat)
• Perception +2 (0 rank, +1 from Seeker trait, now a class skill)
• Spellcraft +5 (1 rank)
• Survival +5 (1 rank)
• Swim +7 (1 rank, +2 from Heart of the Sea)

Languages Common, Shoanti (regional dialect), Ulfen (bonus for INT), Varisian (bonus from feat), Azlanti (bonus from feat),

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Gear
(Starts with Explorer’s Outfit valued at 10gp for free) Starting gold 200 gp.
Armour: Lamellar Cuirass (15gp, 8 lbs, +2 AC, 0ACP)

Weapons:
• Boarding Axe (6gp, 3 lbs, A boarding axe is similar to a handaxe, but features a spike that allows the weapon to do either slashing or piercing damage. When in hand, a boarding axe grants a +2 circumstance bonus on Climb checks to scale wooden or other penetrable surfaces, such as ice.)
• Spear (Cost 2 gp Weight 6 lbs., Damage 1d8 (medium) Critical x3, Type piercing, Range Increment 20 ft. (thrown), Category two-handed, Proficiency simple, Weapon Groups spears, thrown, tribal, Special brace A spear is 5 feet in length and can be thrown.)
• Kunai x 2 (4gp, 4 lbs. Benefit: Unlike finer weapons, the kunai can readily substitute for a crowbar or piton without being damaged in the process.)

General Gear:
• Masterwork Backpack (50gp, 4 lbs. This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.)
• Bedroll (1sp, 5 lbs)
• Belt Pouch (1gp, 0.5 lbs)
• Spell Component Pouch (5gp, 0.5 lbs)
• Canteen (2gp, 1 lbs)
• Mess Kit (2sp, 1 lbs)
• Flint & Steel (1gp, - lbs)
• Silk Rope (10gp, 5 lbs. This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check.)
• Trail Rations (5 days worth, 25sp, 5 lbs)
• Kit, Grooming (1gp, 2 lbs. This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Healer’s Kit: (50 gp; 1 lb.) (This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.)
• Outfit, Hot Weather (8gp, 4 lbs. Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.)

Total Cost: 156 gp & 7 sp (approx 44 gp remaining.)
Total Weight: 48.5 lbs (light load) (From MW Backpack, STR 14: Light Load: 58 lbs. or less, Medium Load: 59–116 lbs., Heavy Load: 117–175 lbs.)

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SPECIAL ABILITIES
Racial:
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Sea: (alternate racial trait) Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.

Class:
Mystery : Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
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.
Orisons : Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation: 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. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.