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Angvar Thestlecrit

Anton Vitruvian's page

83 posts. Alias of Dark Netwerk.


Full Name

Anton Vitruvian

Race

Human

Classes/Levels

Black-blooded Oracle of the Dark Tapestry

Gender

Male

Size

Medium

Alignment

Neutral Good

Languages

Common, +2

Occupation

Librarian

Strength 12
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 8
Charisma 19

About Anton Vitruvian

Male human Oracle 3
NG Medium humanoid (human)
Init +3 ; Senses Darkvision 90', Perception -1
==DEFENSE==
AC 14, touch 11, flat-footed 12 (+2 armor, +1 shield, +1 dex)
hp 27 (8+5+5 +6 con, +3 favored)
Fort +3, Ref +2, Will +2
==OFFENSE==
Melee Club +3 1d6+1 20/x2
Ranged Heavy Crossbow +3 1d10 19-20/x2
Ranged Sling (50') +3 1d4+1 20/x2
Spd 30 ft/x4
==STATISTICS==
Str 12, Dex 12, Con 14, Int 14, Wis 8, Cha 19
Base Atk +2, Cmb +3, Cmd +14
Skills Bluff +11, Diplomacy +10, Knowledge (dungeoneering) +8, Knowledge (nature) +6, Knowledge (planes) +7, Profession (librarian) +3, Sense Motive +5, Spellcraft +8, Stealth +3

Class Skills:
Bluff~, Craft, Diplomacy, Disguise*, Heal, Intimidate*, Knowledge (arcana)*, Knowledge (dungeoneering)~, Knowledge (history), Knowledge (planes), Knowledge (religion), Profession, Sense Motive, Spellcraft, Stealth*, Survival"

*Dark Tapestry skills
~Trait
"Campaign

Skill Ranks:

(4 +2 int, +1 human): 21 +1 campaign {prof}
Bluff 3, Diplomacy 3, Knowledge (dungeoneering) 2, Knowledge (nature) 1, Knowledge (planes) 2, Profession (librarian) 1, Sense Motive 3, Spellcraft 3, Stealth 3


Spells 1st (5/day) DC 14+Spell Level (10+CHA+SL)
0th (5): Create Water, Guidance, Detect Magic, Mending, Purify Food & Drink
1st (3+1+1): Cure Light Wounds, Inflict Light Wounds, Murderous Command, ..., +Entropic Shield

Equipment:
Carrying Capacity 43/86/130
Encumbrance 35 lbs

Cash 3194.9 gp

Travellers' Outfit (0 gp, 5 lbs)
Leather armor (10 gp, 15 lbs)
Buckler (5 gp, 5 lbs)

Club (0 gp, 3 lbs)
Sling (0 gp, 0 lbs)
Bullets (10) (1 sp, 5 lbs)

Belt pouch x2 (1 gp, 0.5 lbs each)
Inkpen (1 sp, 0 lbs)
Ink (1 oz vial) (8 gp, 0 lbs)
Paper (10 sheets) (4 sp, 0 lbs each)
Scroll case x2 (1 gp, 0.5 lbs each)


Racial Traits
• HUMAN HERITAGE (Charisma) : Humans get a +2 bonus on one ability score of their choice at creation, to represent their varied nature.
• SKILLED: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
• FOCUSED STUDY: All humans are skillful, but some, rather than being
generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. (PFARG 72)

Class Abilities
• BLOODLINE POWER (from Eldritch Heritage Feat):
DC 14 (10 +1/2 character level-2 +CHA)
- Black Motes (Sp) (1d4 cold damage; 7/d): you can summon a rain of tiny meteorites as a standard action to fall in a 5-foot column, 30 feet high, with a range of 30 feet. The meteors inflict 1d4 points of fire damage + 1 per 2 sorcerer levels. A Reflex save negates this damage. The save DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
• FAVORED CLASS (Oracle) : You've gain the following bonuses: +1 Hit Point.
• ORACLE CURSE: Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. (PFAPG 43 - 44).
• MYSTERY: You draws upon a divine mystery, Dark Tapestry, to grant your spells and powers. This mystery also grants Disguise, Intimidate, Knowledge (arcana), Stealth as class skills. (PFAPG 43).
• REVELATION: You have uncovered the following secrets about you mystery: Gift of Madness, Pierce the Veil. (PFAPG 45).
DC 15 (10 +1/2 Oracle level +CHA)
- Gift of Madness (Su): (Confusion, Lesser: Spellcraft DC 16) You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Fortitude save negates the effect. This is a mindaffecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier. (PFUM 54)
- Pierce the Veil (Su): Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet (or add 30 feet to the distance of Darkvision you already posess). At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell. (PFUM 55)
- ???

False spell casting:

1. Spellcraft DC 15+spell level to make the appropriate motions and phrases.
2. Opponent uses Spellcraft to identify as normal (DC 15+spell level)
3. Opponent who successfully uses Spellcraft can roll Sense Motive DC 19 (10+Bluff) to determine the casting was faked.

Feats
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks. (PFCR 118)
• ELDRITCH HERITAGE (Void-Touched): You are descended from a long line of sorcerers, and some portion of their power flows in your veins. Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level – 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
• EXTRA REVELATION: You have discovered a new aspect of your mystery. You gain one additional revelation. You must meet all of the prerequisites for this revelation. You can gain Extra Revelation multiple times. (PFAPG 160)
• SHIELD PROFICIENCY: You can use a shield and take only the standard penalties. (PFCR 133)
• SKILL FOCUS (Knowledge (nature)): You get a bonus on checks with your focussed skill Knowledge (nature) +3. (PFCR 134)

Traits
• FAST TALKER (Social): You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you. (PFAPG 330)
• SCHOLAR OF RUINS (Race: Human): From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. Knowledge (dungeoneering) is always a class skill for you. (PFAPG 331)

Background:

Anton got his curse during the fall of Golarion with the arrival of the Others, Old Ones and Outer Gods. His mother, a cleric of a now dead god, used the last of her power to send her children across the Tapestry into the City, before collapsing and being consumed by the dark forces. During the transition between Golarion and the City, Anton and Nuala, his sister, passed through a concentration of madness. Although, being insignificant, their passage went unnoticed, they still touched this alien power. This touch cursed them, but also gave them access to new abilities.

DM Questions, 1st set:

* A name and quick description of a younger kid in the gang you look out for

Nuala, Anton's younger sister, also affected by the events that brought about the destruction of Golarion, except she has the wasting curse (unknown whether Oracle abilities will appear and if so, which mystery she'll be associated with).

* A time when Grandmother (old Female Human Witch 4) saved you

Nuala gets picked on for her looks, and not just from outsiders. New gang members or those with little to no tact have been known to cause her, often unintentional, grief. One such instance Nuala was feeling particularly sensitive and she ran off into the streets with Anton racing after her to keep her out of trouble.

Just as he caught up with her, however, trouble found them. Kopper (see below) and a group of his thug friends had found them and began to assault them. Anton, shielding Nuala with his body, took the brunt of the attack.

Grandmother appeared then and cast a spell to cause most of Kopper's gang to flee. She then proceeded to Hex Kopper with a scar, stating that he had best stay away from her flock, lest she destroy him through the scar. Kopper fled.

* A name and description of an enemy in a gang whose territory borders yours.

Kopper, an older boy, who seems to take pleasure in picking on and torturing Nuala and Anton. He has been scarred recently by Grandmother who uses it to keep him in line and out of their territory.

* An ally or friend you have made in the area outside the gang who will help you out.

In attempting to research his and Nuala's condition, Anton befriended a Sage (perhaps a priest of a recently dead god, or one still alive), who had considerable research into the Dark Tapestry, the Others, Old Ones and Outer Gods. The man occasionally loses focus, drooling and babbling incoherently (likely a side effect from his research), but when lucid, his knowledge is profound (at least profound in terms of what Anton would know). His faith has kept him from toppling over the edge of sanity.


DM Questions, 2nd set:

* Three short term goals (eg “Get a heavy crossbow”)
- 1. Learn more about what happened a decade ago that caused the destruction of Golarion and the creation of this City of refugees.
- 2. Learn more about his and his sister's condition, why they seem to differ (Nuala wasting and Anton black blood), and it's effects on their body, mind, and soul as whatever is happening to them progresses.
- 3. ?

These other questions on mid term and long term goals are somewhat more difficult to determine at this point in Anton's life. As he grows older and gains more knowledge and experience, his goals could change.
* Two mid term goals (eg “Join a wizard’s guild”)
- 1. Anton's current mid-to-long term goal is to find a cure for his sister and himself.

* Long term goal (eg “Achieve Immortality”)
- 1. see above

* Inter-group ties
- Too be determined

Possible progression:

Feats
3: Eldritch Heritage (Void-Touched)
5:
7:
8: Skill Focus (Bluff)
9:
11: Improved Eldritch Heritage
13: Improved Eldritch Heritage
15:
16: Skill Focus (?)
17: Greater Eldritch Heritage
19:

Revelations
3: Many Forms
7: Interstellar Void
11: Dweller in Darkness
15:
19:



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