Female Human

Zemeri Vulca prototype's page

8 posts. Alias of Dysole.


Full Name

Zemeri Vulca (prototype)

Race

| HP 10/10 | AC 15 T 11 FF 14 | CMB +1, CMD 13 | F: +2, R: +1, W: +3 | Init: +5 | Perc: +1, SM: +1

About Zemeri Vulca prototype

PFS #
Experience 0
Faction Concordance of Elements
Wealth 0 GP, 0 PP 0 Fame

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Zemeri Vulca
Oracle 1
NG Medium human ( )
Init +5; Senses Perc +1, SM +5,

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Defense
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AC 16, touch 11, flat-footed 14
HP 10/10 (base d8 + 2 (con mod))
Fort +2, Ref +1, Will +3

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Offense
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Speed 30 ft. (20 ft in armor)
Melee +0, 1d6, B, P
Ranged +0, 1d4, B
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

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Statistics
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Str 8
Dex 12
Con 14
Int 10
Wis 12
Cha 19

Base Atk +0; CMB +0; CMD 10

Feats
Improved initiative (+ 4 Initiative)
Spell Focus (Conjuration) (+ 1 DC to all conjuration spells)

Traits
Omen (Intimidate class skill, + 1 to Intimidate, demoralize attempt 1/say)
Balanced Offensive (use elemental power on distant opponent equivalent to cleric domain power storm burst 1/day)

Languages Common, Varisian

SQ

Oracle Mystery
Heavens -
Moonlight Bridge (Su): You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.

Oracle Curse
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction.

Spells Known
+1 DC to conjuration

0 DC 14
Create Water
Detect Magic
Ghost Sound
Light
Mage Hand
Read Magic

1 DC 15 3/3 day
Cause Fear
Cure Light Wounds
Obscuring Mist

Skills
Armor -3 AC penalty, shield -1 AC penalty
-3 Acrobatics (+ 1 Dex, -4 armor check)
+0 Appraise (+ 0 Int)
+4 Bluff (+ 4 Cha)
-5 Climb (- 1 Str, -4 armor check)
+4 Diplomacy (+ 4 Cha) (class skill)
-- Disable Device (can't use untrained)
+4 Disguise (+ 4 Cha)
-3 Escape Artist(+ 1 Dex, -4 armor check)
-3 Fly (+ 1 Dex, -4 armor check) (class skill)
+1 Heal (+1 Wis) (class skill)
+9 Intimidate (+ 1 rank, + 3 class, + 1 trait, + 4 Cha)
+0 Knowledge, arcana (+ 0 Int)
+0 Knowledge, dungeoneering (+ 0 Int)
+0 Knowledge, local (+ 0 Int)
+0 Knowledge (nature) (+ 0 Int)
+4 Knowledge (planes) (+ 1 rank, + 3 class, + 0 Int)
+4 Knowledge (religion) (+ 1 rank, + 3 class, + 0 Int)
+5 Perception (+ 1 rank, + 3 class, + 1 Wis)
-3 Ride (+ 1 Dex, -4 armor check)
+5 Sense Motive (+ 1 rank, + 3 class, + 1 Wis)
-3 Sleight of Hand (+ 1 Dex, -4 armor check)
+0 Spellcraft (+ 0 Int) (class skill)
-3 Stealth (+ 1 Dex, -4 armor check)
+1 Survival (+ 1 Wis) (class skill)
-5 Swim (- 1 Str, -4 armor check)
+4 Use Magic Device (+ 4 Cha)

Combat Gear
Buckler
Hide Armor
Morningstar
Stonebow

Other Gear
Blanket
Chalk
Kapenia (family scarf, badly singed)
Pathfinder's Kit
Rope
Sunrod x 5

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Special Abilities
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My Boons:

Here is where you can list your character’s boons if you like, to save you from hunting them down later.

Bot Me!:

Here is where you include pertinent details needed to bot your character. Include dice expressions for your main attacks as well as tactics and any overriding philosophies that might guide your actions.

Zemeri does like to help but she can be a bit rough about it and is often sarcastic but displays a cool exterior with something brimming underneath the surface. If questioned, especially regarding religious topics she'll share her basic views but tends to stay away from details as to why she feels as she does instead generalizing her experience. She will focus on anyone who treats another unfairly. If it is an ally, she will confront them at the first opportunity. Otherwise, she tries to do her best to help with whatever is needed.

If combat breaks out, she’ll spend the first round using a battlefield control spell. In subsequent rounds, she will direct her attention to her allies in the most danger. If needed, she will wander into combat, but that tends to be a last resort for her. If an enemy takes actions against a weaker person especially a bystander, she will focus her attention on that enemy until subdued or dead.

If there’s diplomacy needed, she’ll see if diplomacy succeeds and if it fails, will attempt to intimidate the target.

[dice=Intimidate]1d20+9[/dice]

Appearance Notes
Zemeri has a birth tattoo in a large lumpy shape around her left eye and cheek. It continues in several curved lines down her neck.

Goals
She wishes to discover why she became an oracle. She also eventually would like to prevent any future "Act of God" from hurting anyone".

Background
Zemeri's caravan was destroyed by a meteor while she was still a child. She was the sole survivor due to her oracle powers activating and a moonlight bridge protected her from the onslaught. The only possession she managed to retrieve from the wreckage was her family's scarf which is in a bad state of disrepair. Knowing she was divinely chosen, she resents all gods for either sending that meteor or doing nothing to stop the tragedy.

Basic Personality
Zemeri is calm on the exterior and can be fairly sarcastic, but will maintain cordiality when the situation calls for it. She is well aware of the Varisian reputation and does her best to not be an example of that, but she is not above using it if it will suit her. She seems to constantly have something brewing beneath her outwardly cool exterior. She will not openly argue with people of faith but if pressed she will express her opinions without regret. She is not an inherently trusting person and trusts those of faith less than anyone else. If provoked, she will pursue with a single minded fervor. She has a large soft spot for those in need easpecially refugees and will not hesitate to act if someone treats another unfairly.