Chaos Arrow

Breewyn's page

460 posts. Alias of Adrian Grimm.


Full Name

Breewyn

Race

Gnome

Classes/Levels

Oracle 6 / Heirophant 1 HP: 45/60 | AC:22 T: 13 FF: 21 | Fort: +6 | Ref: +5 | Will: +9 | Perception: +7 Initiative: +3

Gender

Female

Size

Small

Age

60 yrs.

Alignment

Neutral Good

Languages

Common, Gnomish, Sylvan, Draconic, Giant, and Elven. Celestial and Ignan (See Curse)

Strength 6
Dexterity 12
Constitution 14
Intelligence 16
Wisdom 14
Charisma 23

About Breewyn

She appears to be a small, female Gnome. She has an over-sized hat that is her only possession that wasn't utterly stripped from her when she was forced into her slavery, a memory saved from her childhood and the home she grew up that her eyes would probably never see again. Under the dirt and grime, she has pale skin from a combination of not very active childhood and her current predicament almost ensuring she never sees sunlight, or very little at best. She doesn't sleep well, and that has caused dark circles to almost permanently form around her eyes. Her hair, usually a fair auburn, has been blackened from all the dirt she is constantly covered with and it spills around her face messily.

Breewyn is a kind, gentle soul that's had a lot of hardship. She was raised in a thorp named Eavesborough near a large forest where elves tended to visit often to trade and talk about the various events happening in the nearby regions. When she was real young she lost her parents and was found and raised by a half-giant named Urglegrew that brought her to Eavesborough and lived with her. He had an enormous tophat that he always wore, even though it was beaten and worn. When she grew a little bit older he started to take him with her when he traveled to other towns. She tries to see the good in people, but every single time a Human has met her and Uncle Urgle things go poorly. Freaks, they would call them. Monsters, others added. She didn't understand the hatred and vileness of it all. Despite all of this, she does try to maintain a positive ideal someone, somewhere, there has to be humans with good hearts. Some that don't spit on non-humans or treat them like slaves or worse. When human soldiers came and sacked Eavesborough and tried to make everyone slaves. Uncle Urgle gave his hat to her and fought hard, but was brought down low by many guards. Before they finished him, he told her to run, flee far from here, live. She ran away as far as she could, before she couldn't run anymore. Then she sat and cried for a long time, she had lost everything. She lived on the run for a long time, before her past finally caught up with her and she was captured by soldiers while travelling between towns. She's been a slave for fifteen years, when during that time her powers were awakened. She was called to be a speaker of the heavens, and when she showed manifest of these strange powers, the humans grew superstitious and afraid. They immediately threw her into magic suppressing manacles and transferred her to another slave camp where they forced her to do hard labor in the mines. She sometimes wonders if the stars and the night sky are her only friends for they are her only comforts in her time need.

Crunch:
Level 6 Life Oracle, Heirophant (Mythic Tier 1)
NG Gnome, 60 yrs. 3' 4", 36 lbs.
Stats
Str 6, Dex 12, Con 14, 16 Int, 14 Wis, 23 Cha

Defense
AC 22, Touch 13, Flat-footed 21
HP 60
Current HP 60
Fort +6, Reflex +5, Will +9
+2 on saving throws against fear and despair effects
+2 on all saving throws (cloak of resistance +2)
+1 Deflection armor bonus
+1 Natural armor bonus
+1 Size armor bonus
Trait: Excitable (Gnome) +2 Initiative
Trait: Survivor If you receive any damage that will drop your health to or below 0, you gain a roll to try and reduce the damage by half once an encounter.
Trait: Cursed Healing - When you are babbling incoherently while using any healing ability, you get an inherent +2 per caster level to total health restored

Current xp: 28,500

Speed 20ft (15ft from armor)
CMB 0
CMD 11
ACP -4
Movement 15 ft.

Offense
Base: +4
Melee +3
Ranged +6

Weapons:
Small Masterwork +1 Longspear- +4 atk, 1d6+1 dmg, x3 crit, 4.5 lbs, piercing, brace, reach
Small Masterwork +1 Light Crossbow- +7 atk, 1d6+1 dmg, 19-20/x2 crit, 80 ft range, 2 lbs, piercing

Oracle Spells Known
Orisons - Create Water, Detect Magic, Guidance, Light, Resistance, Spark, Stabilize

1st Level - Bless, Cure Light Wounds, Detect Undead, Endure Elements, Obscuring Mist

2nd Level - Cure Moderate Wounds, Lesser Restoration, Remove Paralysis

3rd Level - Cure Serious Wounds, Neutralize Poison

Oracle Spells Per Day
Orisons - Unlimited
1st Level - 8
2nd Level - 6
3rd Level - 4

Feats
Selective Channel
Extra Revelation (Healing Hands)
Extra Channel
Skill Focus (Heal) [Racial Bonus]
Selective Channel, Mythic

Traits
Small: +1 size bonus to AC and on attack rolls and -1 to CMB and CMD

Skills
Craft: Any (Int): 3 = 0 ranks + 3 ability mod
Diplomacy (Cha): 14 = 6 ranks + 3 trained + 5 ability mod
Fly (Dex): 7 = 3 ranks + 3 trained + 1 ability mod
Handle Animal: 5 = 0 ranks + 0 trained + 5 ability mod
Heal (Wis): 20 = 6 ranks + 3 trained + 2 ability mod + 3 feat bonus +4 bonus healing hands revelation + 2 racial bonus
Knowledge (arcana) (Int): 9 = 3 rank + 3 trained + 3 ability mod

------background skills-------
Knowledge (geography) (Int): 9 = 6 rank + 3 ability mod
Knowledge (history) (Int): 12 = 6 rank + 3 trained + 3 ability mod
------background skills-------

Knowledge (nature) (Int): 9 = 3 ranks + 3 trained + 3 ability mod
Knowledge (planes) (Int): 12 = 6 rank + 3 trained + 3 ability mod
Knowledge (religion) (Int): 14 = 6 ranks + 3 trained + 3 ability mod +2 racial bonus
Perception (Wis): 2 = 0 ranks + 2 ability mod
Profession (Wis): 2 = 0 ranks + 2 ability mod
Sense Motive (Wis): 11 = 6 ranks + 3 trained + 2 ability mod
Spellcraft (Int): 12 = 6 ranks + 3 trained + 3 ability mod
Stealth (Dex): 5 = 0 ranks + 1 ability mod + 4 size bonus (not a class skill)
Survival (Wis): 8 = 3 rank + 3 trained + 2 ability mod

Languages
Common, Gnome, Sylvan, Draconic, Giant, and Elven. Celestial when stressed. Celestial and Ignan when stressed in Combat.

Special Abilities

Alternative Racial Trait:
Academician: Some gnomes are more academically
inclined than their kin. Gnomes with this racial trait gain
a +2 bonus on any single Knowledge skill. This racial trait
replaces the obsessive racial trait.

Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.

Magical Linguist: Gnomes study languages in both
their mundane and supernatural manifestations. Gnomes
with this racial trait add +1 to the DC of spells they cast
with the language-dependent descriptor or those that
create glyphs, symbols, or other magical writings. They
gain a +2 racial bonus on saving throws against such
spells. Gnomes with Charisma scores of 11 or higher also
gain the following spell-like abilities: 1/day—arcane mark,
comprehend languages, message, read magic. The caster level
for these effects is equal to the gnome’s level. This racial
trait replaces gnome magic and illusion resistance.

Static Bonus Feat(2 rp): Skill Focus (Heal)

Changed racial skill bonus Keen senses: +2 perception to racial skill bonus nuturer: +2 heal

Changed weapon familiarity: gnome to skill training: Fly and Knowledge Arcana

Mystery: Life

Orisons

Oracle’s Curse (Ex):
Tongues (Celestial)
Source PRG:APG

In times of stress or unease, you speak in tongues.

Effect
Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

At 5th level, pick an additional language to speak in combat and add it to your list of known languages.

At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat.

At 15th level, you can speak and understand any language, but your speech is still restricted during combat.

Revelations:
Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Enhanced Cures (Su): Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, an 11th-level oracle of life with this revelation may cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.

Healing Hands (Ex): You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide long term care for yourself.

Mythic Tier 1
Heirophant
Mythic Power: 5 (3 + 2x Tier)

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Recalled Blessing (Su): You can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. If you prepare spells, this spell must be one you prepared today; if you're a spontaneous caster, this spell must be one of your spells known. You can't apply metamagic feats to this spell. If the spell requires a saving throw, non-mythic creatures roll twice and take the lower result. If the spell heals damage or requires you to attempt a caster level check to cure an affliction or remove a condition, roll twice and take the higher result.

Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.

Items:
Self-made dress
Chainmail
Pact Dagger
Handy Haversack 2k CL 9th
Cloak of Resistance +2 4k CL 5th
Amulet of Natural Armor +1 2K CL 5th
Ring of Protection +1 2K CL 5th
Eyes of the Eagle 2.5K CL 3rd
Ring of Sustenance 2.5k CL 5th
Headband of Alluring Charisma +2 4k CL 8th(edited)
+2 Mstwk Chainmail 4.3k CL 6th
+1 Light Crossbow 2,335 gp CL 3rd
+1 Longspear 2,305 gp CL 3rd