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Profile
About JerrieJerrie Yrrum
Dual Cursed Oracle of the Black Blood 7
Height: 3'4 Weight: 32 lbs Age: 23 years
Languages: Common, Halfling, Elven, Base Attack Bonus: +5
Fort: +4 =2(Oracle)+1(Con)+1(Halfling)
Armor Class: 21 =10(Base)+6(Armor)+4(Dex)+1(Size)
Strength 7(9-2)
+2 Chain Shirt (+6 AC, +4 MD, acp-1, lbs, 10ft)
Skills
Feats
Equipment: Ring of Sustenance Traits
Halfling Racial Features: +2 Dex +2 Cha -2 Str, Small Size, Slow Speed, Fearless(+2 vs Fear), Halfling Luck(+1 to all saves), Keen Senses(+2 Perception), Sure-Footed(+2 Acrobatics and Climb), Weapon Familiarity Oracle Class Features: Mystery(Outer Rifts), Curse(Black Blood and Lame), Orison, Revelations, Mystery Spell Revelations
Black Blood Spray(Su):
As an immediate action whenever a black-blooded oracle takes piercing or slashing damage, she can cause some of her black blood to spray from the wound to strike any adjacent target. She must make a touch attack to hit the target (if she’s attacking the creature that caused the wound, she gains a +4 circumstance bonus on her attack roll). If she hits, she deals 1d8 points of cold damage + 1 point per 2 oracle levels she possesses. She can use this ability a number of times per day equal to 1/2 her oracle level (minimum 1/day). Lv3: Darkvision(Ex):
A black-blooded oracle gains darkvision with a range of 60 feet. The range increases to 90 feet at 15th level. Lv5: Demonhide:
You alter your f lesh to be as tough as a demon’s hide, granting you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor also grants you DR 5/cold iron. You can use this revelation for 1 hour per day per oracle level. The duration does not need to be
Lv7: [spoiler=Wings of Terror(Su)] You can manifest a pair of enormous, batlike demon wings that grant you a f ly speed of 60 feet with average maneuverability and a +4 bonus on Intimidate checks. At 10th level, your speed increases to 90 feet, your maneuverability increases to good, and the bonus increases to +8 on Intimidate checks. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 7th level to select this revelation. Spells per Day Lv1: 7/7
Spells Known Lv0(Dc13): Bleed, Stabilize, Detect Magic, Read Magic, Detect Poison, Mending, Purify Food and Drink Lv1(Dc14): Inflict Light Wounds(Oracle, 1d8+5), Cure Light Wounds(1d8+5), Sun Metal, Shield of Faith(+), Endure Elementat, Ray of Sickening, Ill Omen(Mystery/Dual-Cursed) Lv2(Dc15): Inflit Moderate Wounds(Oracle, 2d8+7), Spiritual Weapon(+ , 1d8+), Ghostbane Dirge, Lesser Restoration, Oracle's Burden(Mystery/Dual-Cursed) Lv3(Dc16): Inflict Serious Wounds(Oracle, 3d8+7), Create Food and Water, Sands of Time, Bestow Curse(Mystery/Dual-Cursed) A Broken Chain(Jerrie's Backstory/Description):
Of all the things the Yrrum clan believes, always being able to trust one another is one of the most important ones. When you are part of a traveling caravan that goes through dangerous regions, it has to be! “Our trust is like a strong chain that keeps us together against the world” is their famous motto. No one can remember ever having to worry about a Yrrum halfling keeping their promise, because no one can remember every being lied to or betrayed.
No one, that is, except Jerrie. He can remember it quite clearly, since it is all he has to think about as he bleeds to death. He'd been hunting with his best friend, Reed, and had chased a deer into a cave. The thought of roasted deer urged them on, even when the faint stench of death and decay should have warned them off. Hearing the ragged breathing of their prey, Reed and Jerrie rushed in after it. They never saw the pit that the deer had jumped over it, having seen it much easier in the faint moonlight. They did yell as they fell into the deep pit though, and the each groaned as they woke up with throbbing heads and aching bodies. They both found the tunnel and hoped it would be an easier way to freedom than climbing the sides of a sleek pit. But when a grotesque creature leaped from the shadows and attacked, Reed shoved Jerrie toward it and ran back they way they had came. Pinned tot he ground and fearing for his own life, Jerrie couldn't call out to Reed when he saw another creature slip from the shadows and give chase. He attacked the creature blindly with fist and hunting knife, matching it's claws wound for wound. He struck a mortal blow he thought, when he slashed open it's throat, but Fate was working against him, for the creature's blood burned like acid and it struck a blow of it's own. Opening it's mouth to scream in pain, a spike like appendage shot out and pierced Jerrie's heart. That attack was it's last, and Jerrie was barely able to push the creature off him, even though doing so pushed more blood out of his body. Now, laying in the thin layer of water the covered the floor, Jerrie felt cold creeping into him and making his body it's home. He heard one last, death scream and wondered if it was his friend who had thrown him to the beast or the second beast itself screaming. Then he succumbed to the cold invading him and died, alone and betrayed. For a Yrrum, that is the worst death possible. Jerrie believes his is dead, but can still moves among the living because he needs to tell his clan about Reed's betrayal so it can be recorded and Reed punished(if he's still alive). Jerrie's appearance does not help disprove the idea he is dead. Pale skin, black eyes, tall for a halfling but spindly, and he just doesn't have the same speed or agility he had in 'life'. |
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