Kassmak

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Classes/Levels

Chomps:
N Small Animal 1 | HP 17/17 | AC: 16 (T: 12, FF: 14) | Saves: F:+5, R:+5, W:+1 | BAB: +1, CMB: +3, CMD: 15, | Init: +2 | Perc. +5

Gender

CN Female Human Oracle (Dual-Cursed) 1 | HP 10/10 | AC: 18 (T: 13, FF: 15) | Saves: F:+2, R:+3, W:+2 | BAB: +0, CMB: +3, CMD: 12, | Init: +3 | Perc. +4, SM +4 | Spells: (1st) 4/4

Size

Medium

Alignment

Chaotic Neutral

Deity

Besmara

Languages

Common

Strength 16
Dexterity 9
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Jezanna of the Deep

Statistics:
Female Human Oracle (Dual-Cursed Oracle) 1
CN Medium Humanoid (Human)
Init +3; Senses: Perception +4, low-light vision
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DEFENSE
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 CHA, +0 shield)
HP 10
Fort +2, Ref +3, Will +2
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OFFENSE
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Speed 25 ft., swim 25 ft.

Melee
Boarding Pike +3 (1d8 +3, /x3)

Ranged
Light Crossbow -1 (1d8, 19-20/x2)
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STATISTICS
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Str 16, Dex 9, Con 14, Int 10, Wis 10, Cha 16
Base Atk +0; CMB +3; CMD 12

Traits

Adopted (Social): You were adopted and raised by someone not of your race, and raised in a society not your own. As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race.
Touched by the Sea (Campaign): You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
Wild Domesticator (Race, Adopted): Handle Animal is always a class skill for you. You gain a +2 trait bonus on Handle Animal checks to train an animal, and can teach a trained animal one additional trick beyond its normal maximum.

Feats

Noble Scion of War: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier. (Human Bonus)
Extra Revelation: Gain one additional revelation (Level 1)

Skills 6/level (4 class, 0 INT, 2 background) +1 FCB

Bluff +7 (3 class skill, 3 CHA, 1 rank)
Diplomacy +7 (3 class skill, 3 CHA, 1 rank)
Handle Animal +9 (3 class skill, 2 trait, 3 CHA, 1 rank)
Perception +4 (3 class skill, 0 WIS, 1 rank)
Profession (Cook) +4 (3 class skill, 0 WIS, 1 rank)
Sense Motive +4 (3 class skill, 0 WIS, 1 rank)
*Swim +8 (3 class skill, 1 trait, 3 STR, 1 rank)

ACP -4

*ACP applies to these skills

Languages Common

Human Racial Traits:

Human

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision. (Selected Terrain: Water)
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above). (Chosen Skills: Bluff, Perception)
Low-Light Vision: Many feyborn have low-light vision. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and fey thoughts, as detailed in Fey Magic, above).

Oracle Abilities:

Oracle

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle's spell is 10 + the spell's level + the oracle's Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.

Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

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.

At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.

Chosen Mystery: Lunar

Bonus Spells: ill omen (2nd), oracle’s burden (4th), bestow curse (6th), moonstruck (8th), aspect of the wolf (10th), litany of madness (12th), lunar veil (14th), blood mist (16th), polar midnight (18th).

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 choose a single curse. All curses can be found here.

Curses

Deep One (Advancing): 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.

God-Meddled (Non-Advancing): Bizarre side effects occur whenever you are affected by a spell from a divine caster—for better or for worse. Once per round, when a creature casts a divine spell including you as a target, roll 1d20 and consult the table below. The effect resulting from this roll begins at the end of that enemy’s turn. This effect targets only you, even if other creatures were included as targets of the triggering spell.

Roll Effects:

Spoiler:
1: You provoke an attack of opportunity from one enemy adjacent to you. If no enemy is adjacent, the closest enemy can move its full movement speed in your direction as a free action. If multiple enemies qualify, the GM determines which creature attacks or moves. This movement does not trigger attacks of opportunity.
2-3: Your movement speed is halved for 1 round.
4-5: You are deafened for 1 round.
6-7: You are knocked prone.
8-10: You shrink by one size category for 1 round, as reduce person.
11-13: You grow by one size category for 1 round, as enlarge person.
14-15: Your caster level is treated as 1 higher for the purpose of spell durations for 1 round.
16-17: Creatures in squares adjacent to you are pushed 10 feet away from the space you occupy.
18-19: You are able to understand all languages for 1 round.
20: You gain the benefits of haste for 1 round.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 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.

Selected Revelations:

Spoiler:
Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.

Primal Companion (Ex): You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid’s animal companion, using your oracle level as your effective druid level.

Dual-Cursed Oracle Archetype

Oracle’s Curse: A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.

Class Skills: A dual-cursed oracle gains no additional class skills from her mystery.

Bonus Spells: ill omen (2nd), oracle’s burden (4th), bestow curse (6th). These bonus spells replace the oracle’s mystery bonus spells at these levels.

Revelations: A dual-cursed oracle gains a new revelation at 5th level and 13th level. These are in addition to the normal revelations she receives at 3rd level, 7th level, and so on. In addition, the cursed oracle may select the following revelations in place of a mystery revelation.

Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

Animal Companion:
Captain Chompsalot the Crocodile

N Small Animal
Init +2; Senses Perception +5
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 natural armor, 2 DEX)
HP 17
Fort +5, Ref +5, Will +1
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OFFENSE
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Speed 20 ft., swim 30 ft.

Melee
Bite +3 (1d6 +3, /x2)

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STATISTICS
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Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 2
Base Atk +1; CMB +3; CMD 15

Skills 2/level

Perception +5 (3 class skill, 1 WIS, 1 rank)
Swim +6 (3 class skill, 2 STR, 1 rank)

Feats:

Combat Reflexes: Make additional attacks of opportunity.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Tricks Known:
Attack (x2)
Defend
Down
Guard
Heel
Seek
Stay

Spells Known:

0th (At will) (DC13)

Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detect spells and magic items within 60ft.
Light: Object shines like a torch.
Stabilize: Cause a dying creature to stabilize.

1st (4/day) (DC14)

Bless: Allies gain +1 on attack rolls and saves against fear.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Obscuring Mist: Fog surrounds you.

Spell-Like Abilities (1/day when on water):

Grasp: Retry a Climb check as an immediate action
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.

Equipment:

Combat Gear:

Scale Mail: 50gp
Boarding Pike: 8gp
Light Crossbow: 35gp

Consumables:

Acid Flask (1): 10gp
Crossbow Bolts (20): 2gp
Oil (1): 1sp

Other Gear:

Backpack (Common): 2gp
Bedroll: 1sp
Belt Pouch: 1gp
Chalk: 1cp
Compass: 10gp
Crowbar: 2gp
Explorer's Outfit: 10gp (Free)
Grooming Kit: 1gp
Ink: 8gp
Inkpen: 1sp
Journal: 10gp
Magnet: 5sp
Mess kit: 2sp
Rope: 1gp
Sewing Needle: 5sp
Soap: 1cp
Spell Component Pouch: 5gp
String (50ft): 1cp
Traveler's Outfit: 1gp
Waterproof Bag: 5sp
Waterskin: 1gp

Gold: 0gp, 9sp, 7cp

Background:
Jezanna’s earliest memory is of the sea. She was standing on the deck of her mother’s ship, the Shoreline Scourge, looking out at the waves. It was nighttime. She was supposed to be in bed but the moon shone so brightly onto the water. She wanted to touch it. So she slipped between the rails and went for a swim.

”Man overboard!”

The night watchman had drow blood running through his veins. He saw Jezanna hit the water and dove in to rescue her. By the time he dragged her kicking and screaming back onto the ship Captain Marisol was awake and aware of Jezanna’s misadventure. Rather than punish her daughter she just laughed. ”Looks like you got some of my blood in ya after all.”

Not enough. The Shoreline Scourge was a haven for half-elves and half-elves only, a fact that cut more and more deeply as Jezanna grew. She inherited her mother’s red hair and love for the sea, but everything else about her came from her human father. She grew up too fast. She was too clumsy. She didn’t belong.

As time passed Jezanna began to wonder if she might fit in better with her father’s people and begged Marisol for details about her heritage. Unfortunately Marisol had few to give. Jezanna’s father had been a short-lived fling in Port Peril. His first name was Draven but Marisol had never bothered learning his last. He’d had dark hair, blue eyes, and a slight lisp that Marisol had found endearing. That was all she knew.

Armed only with a name and a description twenty years old, Jezanna asked her mother to let her off at Port Peril. Captain Marisol obliged. Jezanna was twenty years old, of age by both human and half-elvish standards. It was time she started making her own way in the world.

Jezanna has been in Port Peril for about a month now and found nothing. Port Peril isn’t the kind of city people settle down in; very few people that lived there twenty years ago still live there now. No one remembers a sailor called Draven. (If he even was a sailor. Marisol hadn’t asked.) Despite her lack of luck Jezanna remains optimistic about the future. Maybe she’ll never find her father, but that doesn’t mean she can’t find a place she belongs.

She buys a few last drinks at the Formidably Maid and heads down to the docks. She’s staring at the moon on the water, dreaming of the bright future ahead, when a blow to the back of the head knocks her senseless.

Other Background Details:
Jezanna’s father is actually a cultist following the Great Old One Bokrug. That connection is indirectly the source of Jezanna’s oracle mystery and curse. Draven has no idea he has a daughter but would be very interested in Jezanna if he ever learned of her.

When she was eight she found a clutch of crocodile eggs on an island. Her mother indulgently allowed her to try and hatch them instead of cooking them for dinner. To everyone's surprise one actually did and Captain Chompsalot has been her faithful companion ever since. (As an adult she refuses to be embarrassed about his name but does tend to shorten it to "Chomps.")

Appearance:
Jezanna is extremely beautiful with fair skin, bright blue eyes, and flaming red hair. She’s slender, (although not as slender as most half-elves), and of average height for a human woman. She loves hats and won’t go anywhere without one if she can avoid it. She's less picky about other articles of clothing but prefers combinations of blue, green, and white.

Jezanna Example Image

Captain Chompsalot Example Image