Virashi

Rhia Van der Geist's page

591 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Race

Female Human Oracle of Pharasma 8; 59/59 HP; AC:13 [19] Touch 13 FF 10 [16]; F +8 R +6 W +12 (+16 fear); Init +2; Perception +8 (+12 undead/ can perceive ethereal undead)

Deity

Pharasma

About Rhia Van der Geist

Current Notes: 59/59 HP, 8th lvl. Oracle

Rhia Van der Geist
Female Human Age :23
Oracle 8 (Oracle of Ancestors)
Diety: Pharasma
NG Medium humanoid
5'4" 123 lbs
Initiative: +2; Senses:Perception +8 (+12 undead)

Abilities
STR 10(0) DEX 14(+2) CON 14(+2) INT 14(+2) WIS 14(+2) CHA 20(+5)

DEFENSE
AC:13 [19] (10+ Dex 2+ Dodge 1 ) [+Spirit shield 6]
Touch 13 Flat footed 10 [16]
CMD 15
Fortitude +8 (2 Base+2 Fort +2 Great Fort+2 resistance)
Reflex +6 (2 Base +2 Dex+2 resistance)
Will +12 (6 Base+4 Cha+2 resistance) (+16 vs Fear)

OFFENSE
Speed 30 ft
Combat: (+1 Damage vs Undead)
2 Daggers Attack +6 Damage 1d4 19-20 (10 ft)
2 Silver Daggers Attack +6 Damage 1d4 19-20 (10 ft)
Battle Aspergillum +6 1d6 x2
Light Crossbow +8 1d8
Requiem (Summoned Ancestral weapon: No cost)+1 Spear +8 damage 1d8+1 x3 (20ft)

CMB 6 ( BAB +6)

Traits:
Ghost Sight +2 trait bonus to Perception checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered merely invisible, +20 to Stealth).

Subject of Study: gain a +1 bonus on
damage rolls against Undead

.
Skills:
Acrobatics +4, Bluff +6 , *Diplomacy +9, Escape Artist +2 , *Heal +13
*Knowledge Arcana +8 , *Knowledge Local +5 , *Knowledge Nature +7, *Knowledge Planes +12, *Knowledge Religion +14, Perception +8 (+12 undead), Profession (Medium)+5, *Sense motive +11, *Spellcraft +5

Background shills
Appraise +2 , *Knowledge Geography +6,*Knowledge History +9, *Knowledge Nobility +2, *Linguistics +7

Languages: Common, Celestial, Elven, Necril

Feats:
Dodge, Extra Revelation*, Extra Revelation*, Steadfast personality, Extra Revelation.

Class Abilities]
Mystery (Ancestors)
Oracle’s curse (Haunted)
Orisons,
Revelations – Spirit shield: 1hr per level +6 AC, Ancestral Weapon: 1 min per level (A) +1 Spear +6 melee/ +8 ranged 1d8+1 damage ), Voice of the Grave (Su): You can speak with the dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature you question takes a cumulative –2 penalty on its Will save to resist this effect., Storm of souls: 3d8 damage DC 19 Fort for half., Blood of Heroes: +2 morale bonus on attack rolls, damage rolls, and Will saves 3 rounds. Wisdom of the Ancestors Commune for 10 mins, divination with 90% effectiveness.
Human Alternate class ability: Add 1 spell known per level

Spells:]

0-level (at will)
Light, Detect Magic*,Detect poison*, Mage Hand(curse), Ghost Sound(curse), Read Magic, Spark, Create Water

1st-level 6/day 5 known +3 (human alternate)+1 Mystery / Cast:
Weapons against evil, Detect undead*, Cure Light Wounds, Hide from Undead, Unseen servant^, Bless Water, Carrion Compass,

2nd-level 6/day 4 known +3 (Human Alternate)+1 Mystery / Cast:
Consecrate, Cure Moderate Wounds, Spiritual Weapon^ , Levitate (curse), Minor Image(curse)

3rd-level 5/day 3 known+1 (Human Alternate) +1 Mystery / Cast:
Chain of Perdition, Divine Illumination, Magic Circle against evil, Heroism^, Symbol of Healing

4th-level 3/day 1 known+1 (Human Alternate) +1 Mystery / Cast:
Anti-Incorporeal shell, Death ward, Spiritual Ally^

Class Skills: An oracle with the ancestor mystery adds Linguistics, and all Knowledge skills to her list of class skills.
Bonus Spells: unseen servant (2nd), spiritual weapon (4th), heroism (6th), spiritual ally (8th) , telekinesis (10th), greater heroism(12th), ethereal jaunt (14th), vision (16th), astral projection (18th).

Gear: Oracle's kit (includes) a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Small steel mirror, 5 sticks chalk, Perfume, Cloak , Robes, Potion belt, 1 vial holy water, soul soap, night drops, Abjurant salt, Grave salt, Efficient quiver.

Magic items:
HEAD:
HEADBAND: Headband of Alluring Charisma +2
EYES:
NECK: Gravewatch Pendant (undead-2/ incorporeal -4)
SHOULDERS: Cloak of Resistance +2
CHEST:
BODY:
RING 1:Ring of the Grasping Grave: The wearer of this ring can make a melee touch attack against an undead creature no more than one size category larger than himself, cutting off that creature from undying energy. The wearer never suffers any ill effects that might normally occur from coming into physical contact with an undead creature touched in this way. On a successful hit, the undead cannot be healed or aided by the effects of negative energy for 1d4 rounds. During this duration, positive energy affects the undead creature normally.
RING 2:
WRIST:
HANDS:
BELT:
FEET:

Scrolls:
Remove Curse, Remove sickness

Potions/Oils:
Cure Moderate Wounds, Cure Light Wounds (2), Divine favor
Oil of Sanctify Corpse, Oil of Align Weapon
Vial of Holy Water (3)

Money:Coin 0p 15g 55s 0c
Gems
0

Background:

Everyone living in Ustalav knew the truth of their land, a country rife with undead, creatures preying on the innocent or unprepared. In the city of Karkau, the innocent have been defended and protected as best as possible by members of the Van der Geist family, tracing back to the legendary Artur Van der Geist, famed paladin of Pharasma, who led an assault against the Whispering Tyrant that it is said helped to weaken him enough for his eventual downfall. Though Artur fell he swore with his dying breath that the people of Ustalav would always have protectors.

His words would turn out to be prophecy as throughout the generations his decendents would stand against the darkness, warriors and priests, wizards and paladins, the defense of the people to strive against the taint of the land was in their blood.

Centuries later a warrior of the Van der Geist line would stand alongside his wife, a cleric of Pharasma as they faced a host of undead. Battling furiously they prevailed, but not before the woman was attacked by a powerful ghost attempting to possess her. Her force of will prevailed but the assault left her weak.

Returning to their home she was given a clean bill of health by the clerics along with the discovery that she was one month with child.
The baby was born healthy and hale, with no sign of ill effect from her mother's encounter until at the age of 4 her mother found her singing a song, that hadn't been famous in over a hundred years. When asked the child explained that her great grandmother sang it to her regularly.

Like her brothers she was trained in the arts of war, taught the weaknesses of the undead, yet this was not where her true talents lay. It seemed that the strength of the bloodline was such that younng Rhia acted as a conduit for those who staunchly stood by the oath, upholding the promise to battle on even beyond death.

It was her unique gift for communing with her ancestors that brought her into contact with Professor Lorrimor, an expert in the unusual phenomena of the land who was studying her family's history at the time. The two became fast friends, with the Professor encouraging her to explore the extents of her gift, embracing it for what it was, both a legacy and a unique connection to those who had for one reason or another not moved on to the other side.

Surrounded by the members of her family, both those who would see her fight on against the darkness and those, grudgingly held to a legacy they never wanted, she is a nexus of ethereal energies, and as such, a target for the supernatural, a role she proudly accepts as the latest in the Van der Geist line to stand against the tide of undead horrors that threaten the people.

She stands fearless, because she knows that she does not stand alone.

Description:

Rhia

Slender with a build belying her inner strength, Rhia possesses an almost ethereal air, projecting an aura of someone at once there and somewhere else. Her supernatural abilities lead her to often be looking at things others are unable to see leaving her gaze slightly unfocused, as if perpetually distracted.

With her stature and build, slight yet still femininely curvy, she would seem not only somewhat delicate but harmless were it not for the slight chill that seems to surround her, pricking the goose flesh of those nearby and the occasional aura of menace that arises from time to time, usually when she is angered, accompanied by objects being knocked over or thrown around seemingly by nothing.

Rhia favors filmy robes of light gauzy materials, trusting her ancestors to protect her from physical harm.

A beautiful young woman with long flowing silvery hair, surprisingly coppery skin and an unnerving gaze, both ancient and piercing, one cannot help feeling both drawn and uneasy in her presence.

cool link:

https://environment-other.ambient-mixer.com/the-shudderwood-forest

Schloss Caromarc (Afternoon)

Listening intently to every detail as Count Caromarc retelling of events, Rhia is both intrigued and appalled