PFSID #114511-1
Faction: The Exchange (formerly Sczarni Syndicate)
12 XP
20 FP
18 PP
Scenarios
LEVEL 1
First Steps I: In Service to Lore
The Confirmation
Library of the Lion
LEVEL 2
The Godsmouth Heresy
LEVEL 3
Destiny of the Sands 1: A Bitter Bargain
Destiny of the Sands 2: Race to Seeker's Folly
Destiny of the Sands 3: Sanctum of the Sages
LEVEL 4
Fangwood Keep
LEVEL 5
Carrion Hill (in progress)
Dance to the windsong,
dance on the breeze.
Soar to the clouds,
but smile on the trees.
Climb to the palace,
rise to a star.
Lie down to sleep,
for you know who you are.
Traditional "life and death" prayer
offered daily in memory of Tooley.
Haunted (literally) by a devastating childhood incident that at once took a life and forged a permanent conduit to the heavens, Tuich spends every day trying to atone for her mistake and comprehend her mostly uncontrolled powers.
Tuich's Backstory (click "AT THE INN: Tuich's Story" spoiler) "Some dance to remember,
some dance to forget..." About Oracles
Although the gods work through many agents, perhaps none is more mysterious than the oracle. These divine vessels are granted power without their choice, selected by providence to wield powers that even they do not fully understand. While some see the powers of the oracle as a gift, others view them as a curse, changing the life of the chosen in unforeseen ways.
Tuich
Female Human (Varisian) Oracle 5 CN
Init +4; Senses Perception +4
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Defense
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AC 19, touch 14, flat-footed 16 (+4 armor, +2 Dex)
HP (max) 48
Fort +4*, Ref +4*, Will +4*; +1 trait bonus vs. charm and compulsion
*All saves are listed at ++1 due to Cloak of Resistance +1 Weakness Oracle's Curse (Haunted)
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Offense
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Speed 30 ft.
Melee
Battle Aspergillum (Alchemically Silvered) +5 (1d6+1/x2) B
Bladed Scarf +5 (1d6/x2, 1d4 vs. incoming grapples) S, Trip
w/Holy Ice Weapon +5 (1d8, +4(Lvl) Cold, +1d4 Holy Water/x2) S, Trip
w/Revelation +5 (1d8+2(Lvl/2)/x2) to 30' S
Quarterstaff +4 (1d6+1/x2) B
Starknife +5 (1d4+1/x3) P
Ranged
Sling +5 (1d4+1/x2) B
w/Magic Stone +6 (1d6+1/x2) B (2d6+2 undead)
Starknife +5 (1d4+1/x3) P
Magic
DC: 14 + Spell Level
Close: 35' (25'+5'/2 Lvls)
Medium: 150' (100'+10'/Lvl)
Long: 480' (400'+40'/Lvl)
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Statistics
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Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 19
BAB +3; CMB +4; CMD 18
Feats Dodge (L5), Toughness, War Blessing (L3), Weapon Finesse
Traits Reactionary, Varisian Tattoo
Encumbrance Light 35
Wealth 2232 GP, 2 SP, 5 CP
Skills:
(Values are for light encumbrance. Italicized skills take a penalty with medium/heavy.)
Acrobatics: +2
Appraise: +0
Bluff: +8
Climb: +1
Craft (Calligraphy): +6
Diplomacy: +8
Disable Device: +8 (++2 using Thieve's Tools or ++4 if Masterwork)
Disguise: +4
Escape Artist: +2 Fly: +2
Heal: +5
Intimidate: +4
Knowledge (History): +4
Knowledge (Nature): +1
Knowledge (Planes): +4
Knowledge (Religion): +4
Perception: +4
Ride: +2
Sense Motive: +3
Spellcraft: +4
Stealth: +2
Survival: -1 (++2 Circumstance against losing way with Wayfinder)
Swim: +1
Use Magic Device: +9
Bonuses:
+1 trait bonus vs. charm and compulsion. (Varisian Tattoo)
+1 to Knowledge checks within Grand Lodge. (Friend of Janira Gavix)
+2 circumstance bonus to Survival rolls against getting lost. (Wayfinder)
+2 bonus on Fortitude saves to resist warm or hot weather. (Hot Weather Outfit)
Reroll any single attack or save versus undead. Must take reroll value. Must announce before first roll result (not "value") is known. SINGLE-USE BOON. (Pharasma's Blessing, The Godsmouth Heresy)
FA/IA to consider if action will benefit the Society (returns weal, woe, N/A, or up to five words). SINGLE-USE BOON. (Explore/Report/Cooperate)
FA to use Mythic version of any known feat for one round. SINGLE-USE BOON. (Mythic Legacy, Destiny of the Sands 3)
Penalties:
Retrieving stored gear is SA or worse, dropped items land 10' away, unexpected breezes, small objects move on their own, faint noises. (Haunted)
Powers:
Metal Mystery
Revelations Iron Weapon (Su) - (7/day) MA create cold iron simple/martial weapon (proficiency bestowed) for lvl min. Disperses if released.
Steel Scarf Revelation (Su) - (7/day) SwA steel transmute, finessed 1d8+Lvl/2 to 30'.
Level 0 (at will) Detect Magic (60' cone, conc/1 min/Lvl)
Ghost Sound (4 humans/Lvl, Close, 1r/Lvl, Will negates)
Guidance (+1 competence bonus to single attack/save/skill check within 1 min)
Light (object touched, 10 min/Lvl)
Mage Hand (To 5lbs, Close, 15' per MA, conc)
Read Magic (10 min/Lvl)
Spark (Ignite fine unattended object. Close.)
Stabilize (Stabilize negative-HP target, Will save negates. Close)
Level 1 (7/day) Cause Fear (Frighten <6HD target; Will save to shaken for 1 rd. Close)
Cure Light Wounds (1d8+Lvl, touch, Will save to half)
Divine Favor (+min(1,Lvl/3) Luck Bonus to attack and weapon (not spell) damage, self, 1 min)
Lead Blades (Melee weapons deal damage of one size larger, self, 1 min/lvl)
Magic Stone (3 rocks, +1 to hit/1d6+1(2d6+2 undead), 50'/20', 30 min)
Shield of Faith (+2 AC deflection bonus, touch, 1 min/Lvl)
Level 2 (5/day) Cure Moderate Wounds (2d8+Lvl, touch, Will save to half)
Heat Metal (25 lbs or 1 target/2 Lvl, Will save negates. Close)
Holy Ice Weapon ((NOTE: Needs holy water (so SA to retrieve + SA to invoke)) MWK weapon of holy ice (must be simple or deity's preferred), normal damage + min(Lvl,10) Cold + d4 holy water, Lvl minutes)
Levitate (100#/Lvl up/down to 20'/rd, unattended object or willing creature, close, Lvl minutes)
Minor Image (as Silent Image but with minor sounds (no intelligible speech), 4x10'^3+10'^3/Lvl, concentration+2 rds, long, Will save to disbelief if interacted with.)
Spiritual Weapon (Bladed scarf of pure force remotely strikes as spell for 1d8+1+(trunc(Lvl/3)) force damage; 1 rd/Lvl; 100'+10'/Lvl.)
Redrepresents lust, long life, and inner strength. Orange (gold)is the color of happiness and resourcefulness. Violetenhances intuition and divine inspiration. Turquoiserepresents physical strength and nonverbal communication. Blueis the color of health, youth, and beauty.