Jemet Winderbole

Kepli Amster's page

2 posts. Alias of Twilik.


Full Name

Kepli Amster

Race

Halfling

Classes/Levels

Oracle (Stargazer) 1

Gender

Male

Size

AC 13 (+2 Armor +1 size), Touch 11, Flat-footed 12, HP 10, Initiative +0, Fortitide +2, Reflex +1, Will +5

Age

22

Alignment

Chaotic Good

Deity

Desna

Location

Numeria

Languages

Common, Halfling, Hallit

Strength 10
Dexterity 11
Constitution 12
Intelligence 12
Wisdom 14
Charisma 18

About Kepli Amster

Feats:
Technologist- Considered to be trained in any skill against a technology based subject. If skill requires training even against non-tech subjects, ranks must be put in skill to gain benefit.

Special Abilities:
  • Small: +1 bonus on AC and attack rolls, -1 on CMB and CMD, +4 Stealth
  • Fearless: +2 saving throws against fear. stacks with Luck ability.
  • Halfling Luck: +1 on all saving throws
  • Keen Senses: +2 Perception
  • Sure-Footed: +2 on Acrobatics and Climb
  • Proficiencies: All simple weapons, slings, any weapon with "Halfling" as part of the name, light and medium armor, all shields (excluding tower)
  • Spells: Gain all cure spells in addition to normal spell allotment, as well as bonus spells on even levels.
  • Languages: Common, Halfling, Elven

Mystery and Revelations:
  • Mystery- Heavens
  • Revelations:
  • Level 1: Guiding Star (Su)- When able to see the open sky at night, you can determine your precise location and add Charisma mod to Wisdom mod for any Wisdom skill checks. Once per night, you can cast any spell as if it had the Empower, Extend, Silent, or Still metamagic feat without increase in time or level.

Curse:
The Hive- You were exposed at a young age (perhaps even before you were born) to the alien species known as the hive, but this exposure did not result in a full-blown infestation by these otherworldly monsters. Others (including animals) find the unsightly spines and rough growths that periodically emerge from your flesh to be disturbing and distracting.

-4 to Bluff, Diplomacy, Handle Animal, and Ride. Once per day, you can cough up an ovoid, leathery sphere and hurl it as a flask of acid as a standard action, Becomes inert after 24 hours.

Source http://www.d20pfsrd.com/classes/base-classes/oracle/oracle-curses

Traits:
Stargazer- +2 on knowledge checks to identify alien creature's abilities or weaknesses. Knowledge(geography) becomes a class skill and you get a +1 trait bonus, or +3 if you have the Technologist feat. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks.

Avid Reader- Take 10 on any chosen knowledge check, even when distracted or threatened (have chosen Geography)

Skills:
  • Acrobatics 2
  • Appraise 1
  • Bluff 0
  • Climb 2
  • Craft (mechanical) 8
  • Diplomacy 4
  • Disguise 4
  • Escape Artist 0
  • Fly 0
  • Heal 2
  • Intimidate 4
  • Knowledge (Geography)* 8
  • Knowledge (Local)* 2
  • Knowledge (Nature)* 5
  • Linguistics* 2
  • Perception 8
  • Ride -4
  • Sense Motive 2
  • Stealth 4
  • Survival 2
  • Swim 0

Combat Stats:
  • AC 13 (+2 Armor, +1 Size)
  • Touch 11
  • Flat-Footed 13
  • HP 10
  • Fortitude 2
  • Reflex 1
  • Will 5
  • CMB -1
  • CMD 9

  • Sling +1 (1d3/x2) Ammo: 10
  • Sickle +1 (1d4/x2)

Equipment:
  • Combat Gear: Leather Armor, Sling, Bullets (Sling), Sickle
  • Regular Gear: Compass, Backpack, Inkpen, Ink (1oz), Lamp (common), Oil (1 pint flask), Parchment (5 sheets), Rations (3), Waterskin, Spell component pouch, Traveler's Outfit, Flint and Steel

Wealth: 59 gp, 7 sp

Total Weight: 27

Light Load 33
Medium Load 66
Heavy Load 100
Lift Over Head 100
Lift Off Ground 200
Drag Or Push 500

Spells:

Orsirons:

Know 4, can cast indefinitely

Detect Magic- Detects spells and magic items within 60 ft.
Guidance- +1 on one attack roll, saving throw, or skill check.
Stabilize- Cause a dying creature to stabilize.
Light- Object shines like a torch.

1st Level:

Know 2 + Cure Light Wounds, can case 4 times a day

Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Comprehend Languages- You understand all spoken and
written languages.
Summon Monster I- Summons extraplanar creature to fight
for you.

Background:
Kepli Amster has lived in Numeria all his life, and was only 5 years old when he met The Hive. He had been exploring some nearby ruins when he came across a couple Hive warriors scouting the area for new hosts. Kepli was taken back to their colony and cocooned, ready to be infested and transformed into a member of the Hive. However, adventurers who had heard rumors of the colony and what they had been doing to their victims stormed the colony just in time, and ripped Kepli out of his cocoon just as the infestation was starting to take place.

Kepli didn't escape unharmed, of course. While managing to avoid a full blown infestation, he began to grow strange deformities on his body. Sudden growths would sprout over night and strange spines would grow on his back. His parents still cared for him, but he was shunned by the other people in town. Strangely enough, Kepli didn't seem too disturbed by what had happened to him. Sure, he was glad the strange creatures had been eradicated, but he also began to develop a fascination for them. Kepli devoted his adolescence to studying the great unknown. Strange creatures from distant worlds led to a fascination with the night sky and the movements of planets and stars. Nobody his age wanted to be around him, fearful that he might be contagious, but Kepli wasn't bothered. Less time for socializing meant more time for studying. Thankfully, his family still cared for him and managed to keep him from being a recluse. He still went to family gatherings, though his parents often lied about how he obtained his deformities.

As Kepli reached adulthood, he decided it was time to strike out on his own. He had heard of the town of Torch many times and the strange flame on the hill that burned on its own. And while that fascinated him, it hadn't been enough to draw him to Torch. No, what drew him to the town were the rumors of strange alien creatures in the caverns below! He felt deep in his heart that Torch would have the answers he was seeking. He grabbed his sling and his father passed on to him a suit of studded leather and armor and a sickle. The armor had belonged to his grandfather, who was an adventurer in his younger days. The sickle was a piece of farming equipment that they could spare. His parents had never been fighters themselves, but they wanted to make sure their son was protected on his journey.

Kepli has now lived in Torch for six months, having spent that time obtaining a home for himself and makes a living in town telling the fortunes of others, using only the night sky and a deck of cards. Unfortunately his desire to investigate the rumors of aliens has been hampered by the presence of the Technic League. Being a Halfling, he didn't want to draw the attention of an organization so keen on slavery. Not yet, anyway. While he bides his time, he focuses even harder on his research and unraveling the mysteries of the heavens.

Personality:
The first thing people tend to notice about Kepli is how unexpectedly cheery and charming he is, despite his deformed appearance. He is incredibly enthusiastic about the stars and planets and creatures that may come from them. He cares deeply and feels a kinship for anyone and anything shunned by society; Outcasts, bizarre creatures, anything that subtly reminds him of himself. One of the quickest ways to anger him is treating any living being as less. More than anything, he is obsessed with learning about alien creatures. He's not a fool, he recognizes the potential danger in his interest and tries to be cautious, but his excitement has been known to get the better of him. He can be quiet at times, preferring his study of the heavens to idle chatter.