Narana, female storm-born changeling oracle 9
CE Medium humanoid (changeling)
Init +2; Senses darkvision 60 ft.; Perception +1
AC 22, touch 19,
flat-footed 19 (+3 armor, +2 Dex, +1 dodge, +6 air barrier)
hp 72 (9d8)
Fort +2, Ref +5, Will +7
Resist air
barrier +6
Weaknesses
oracle’s curse (clouded vision)
Speed 30 ft.
Melee
quarterstaff +6 (1d6) and
Quarterstaff +1 (1d6) or
Melee 2 claws
+6 (1d4)
Ranged sling
+2 (1d4)
Special Attacks
gaseous form (9 minutes per day), lightning breath (9d4 electricity, 2/day)
Spell-Like
Abilities (CL 9th; concentration +4)
1/day—alter winds, create water, obscuring mist.
Oracle Spells Known
(CL 9th; concentration +4)
4th (4/day) – cure critical wounds, freedom of
movement, river of wind (M)
3rd (6/day) – cloak of winds (M) continual
flame, cure serious wounds, searing light
2nd (6/day) – cure moderate wounds, gust of
wind (M), lesser restoration, shield other, sound burst
1st (6/day) – alter winds (M), comprehend
languages, cure light wounds, doom, endure elements, hide from undead, magic
stone
0 (at will) – detect magic, guidance, light, purify food
and drink, read magic, stabilize, virtue
Mystery wind
Str 10, Dex 14, Con 8, Int 13, Wis 14, Cha 17
Base Atk +6; CMB +6; CMD 13
Feats Awakened
Hag Heritage, Combat Casting, Divine Defiance, Divine Denouncer, Dodge, Iron
Will
Skills
Acrobatics +10, Diplomacy +13, Escape Artist +16, Heal +11 (+12 with healer’s
kit), Knowledge (history) +11, Spellcraft +12, Swim +12
Languages Auran,
Common
Combat Gear scroll of cure light wounds (2),
thunderstone; Other Gear studded
leather armor, quarterstaff, slight with 10 bullets, backpack, fortune-telling
bones, healer’s kit, rations (6), silver holy symbol, spell component pouch, 10
gp
Like many changelings and hags, including her own mother, Narana is power-hungry, but she does make it impersonal - she just wants power to rule and she doesn't care about who gets in her way; she thinks in grand gestures and long-term plots, not into details and 'petty revenges'.
Of all trio, Narana is the nastiest and the cowardliest, even by changeling standards; she prefers to let her erstwhile allies to do the immediate fighting, while she hangs in the back; if she is confronted and her hp fall to 20 or lower, she will flee and never return, abandoning even her cohorts to their fates.
...That's it for the changelings for now; how did they come across?
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