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Lilly Hennett's page

1,154 posts. Alias of Chyrone.


Full Name

Lilly Hennett

Race

Human

Classes/Levels

[Oracle 5/ Escapee 1] HP: 46/46, AC 16/15/12, CMB +7, CMD 20, Fort +4, Ref +7, Will +5 (+7 vs confusion, insanity & fear), Perception +8, Darkvision 60 feet, Speed 30, Init +5 WoS 47/50 WoCMW 38/50

Gender

F

Age

18

Alignment

CG / CN

Languages

Aklo, Common, Jibberish, Undercommon

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

About Lilly Hennett

Reference pic

Background:

Lilly was born in a small country village north of the Yondabakari River, which acted as a small pitstop for travellers and merchants between Sandpoint and Nybor. When she was at the age of 7, she had started hearing voices. The voices spoke in both common language as well as a weird language she didn't understand. Telling her parents about it got her weird glances from her them.
It was dismissed as "she wants to get more attention". She was not to bother her parents with "hearing voices, because that sounds crazy". People called the poor girl mad, because there's no such thing as hearing voices. Not to mention Lilly even started talking back to them. One day, she was standing on the town square. She heard so many voices she shouted for the voices to stop. People who saw her then thought she had snapped, the child was surely mad.

Her parents took her to a special house, what she'd later come to call "The house of jailor doctors".
There she'd not bother people with her mad nonsense.
In other words, they took her to an Asylum of sorts. Being locked up, called delusional, having to take potions that "are good for your own health", and being tormented by voices took a toll on the girl's mind. After spending 5 years there under the ineffective "care" of alchemist doctors, her mind started cracking. Her speech became odd, ranging from cryptic at times, to giving nicknames to people rather than ever using their names. She even had a white mouse, which she named mr. Jingles.
At her 14th birthday, another problem occurred. After a tragic death of a friendly fellow patient, strange things started happening. Drafty breezes, objects repositioning themselves. After the doctors consulted a local church, it was clear the Asylum had acquired a poltergeist. But......it resided solely in Lilly's room, as if drawn to her. It would appear it wasn't haunting the Asylum, but Lilly personally.
From the pranks, Lilly deduced her 'friend' stuck to her in death. The doctors wanted to take her away to "solve this problem ("while she's alive, she'll be a problem) discreetly". She shouted "go away".... and oddly, the doctors suddenly stood dead in their tracks, with a look of confusion on their faces. Lilly walked out of her room and fled the Asylum. After walking aimlessly in a strange environment, she met a group of traveling varisian performers. The time with them was brief, as her eccentric mannerism and signs of being haunted, caused the elders to drop her off in Magnimar.

Stumbling through the city, she wandered into a temple of Lythertida, where she would work until she was 18, learning of history and nobility and religion, and learn a bit about unarmed combat.
Yet within her fractured mind, the otherworldly voices would cause a second personality to rise, opposite of the eccentric kind girl she was.

Personality:

Spoiler:
Lilly can be talkative, but due to her past ordeals, she still talks differently. Being locked up most of her youth, she has become a very curious person, wanting to learn as much as possible to make up for what she missed in the past. She values friends very much, as the fair had been both friends as well as a surrogate family to her. If something would threaten friends, be it local or a rising issue, she'd try to protect them without hesitation. She has a strong distrust towards doctors and hates betrayal and ganging up on people just because an individual is "different" from the rest. She likes to observe new things and mess with the minds of opponents in a harmless way. Maybe her spells will have unknown symptoms in addition to the normal result. (Due to her mental state)

Appearance:

Spoiler:
Lilly is 1.7m high and weighs 65 kg. She is a slim blonde with hazel eyes.
[Flavourwise: When casting a spell/ability from the Tapestry, her iris turns voidly black. Time of effect depending on duration of said spell. Possibly completely black eyes when casting at char lvl 15+. Maybe flavourwise outer details change if on a higher lvl of oracle (10+), IF allowed by GM.

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Blighted Path sheet:

Oracle Dark tapestry 5 / Brawler 1

Str 14 Dex 18 Con 12 Int 10 Wis 10 Cha 18

Init +5
HP: 46/46 (5d8 +1d10 +6 con +6 FCB)
AC: 16/15/12
Languages: Aklo, Common, Undercommon

Level progression:
1-4 Oracle
5 Brawler
6 Oracle

Saves:
Fort +4, Ref +7, Will +5 (7 vs confusion, insanity & fear)
BaB +4, CMB +7, CMD 20

Offense:
Unarmed +8 (1d6+2) (+9 for trip)
Mwk. cold iron Sickle +9 (1d6+2) (+13 for trip)
Mwk. Whip +9 (1d4+2 nl) (+13 for trip)(+11 for disarm)
Dagger +8 (1d4+2)
Longspear +6 (1d8+2)

Feats:
Lvl 1: Weapon finesse
Lvl 1 (racial): Improved trip (+2 to trip)
Lvl 3: EWP (Whip)
Lvl 5: Extra revelation

Traits:
[Combat:] Reactionary: +2 to initiative
[Faith:] Child of the temple: +1 to Kn. Nobility checks, and it is a class skill for you.
[Religion:] Unhinged mentality: +2 to saves vs confusion, insanity & fear effects.

Drawback: Betrayed.
Roll twice for any sense motive check, take lower result, to get hunches.

Skill ranks (5 points a/lvl):
Acrobatics 6 [+12]
Intimidate 4 [+11]
Kn. History 3 [+6]
Kn. Nobility 2 [+6]
Kn. Religion 3 [+6]
Linguistics 2 [+2]
Perception 5 [+8]
Stealth 5 [+11]

Spells:

Lvl 0 (8 known, + = curse bonus spell)
Create water, Enhanced Diplomacy, + Ghost Sound, Guidance, Light, + Mage Hand, Read magic, Resistance, Stabilize, Virtue

Lvl 1 (4 known, 4 a/day, * = mystery bonus spells,# = bonus cure spell from class)
Bless, # Cure light Wounds, * Entropic Shield, Hide from undead, Shield of Faith, Summon monster I.

Lvl 2 (2 known, 5 a/day, * = mystery bonus spell, # = bonus cure spell from class)
# Aboleth's Lung, Cure moderate wounds, * Dust of Twilight, Ghostbane Dirge.
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Oracle Powers:
Lvl 1:
Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Lvl 3:
Gift of Madness (Su): 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 Will save negates the effect. This is a mind-affecting 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.

Lvl 5:
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. 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.

Gear
Mwk. Whip 301gp
Mwk. Sickle (alchemical silver) 326gp
Longspear 5gp
Dagger 2gp

Potion of CLW x3 150 gp

Headband of alluring charisma 4000gp
Ring of protection +1 2000gp
Amulet of nat armor +1 2000gp

Backpack, common 2gp
Wand of Shield 750gp
Wrist sheathe, spring loaded x2 10gp
------------------------
- 9546 > New Total: 5454
+3313 > New total: 8767

Wand of CLW -750
Mwk Cold iron sickle -312
Sell mwk sickle +156
Belt of dex +2 -4000

New total: 3861

Skills:

Spoiler:

7 points per lvl.

An oracle with the dark tapestry mystery adds Disguise, Intimidate, Knowledge (arcana), and Stealth to her list of class skills.
Favored class bonus: Oracle(+1HP) & +1 skill (Fast Learner)
Points per lvl: 7 (4 +2 int +1 feat)

AC 10
Speed 30

Save rolls: Fort: +2, Ref +2, Will +7
BaB +4

Spells & Revelation powers:

Spoiler:

0-level known(7)
Detect Magic
Detect Poison
Guidance
Light
Read magic
Stabilize
Spark

1-level spells (4), 5 per day
Cause Fear
Command
-class Cure light wounds
Murderous Command
Summon monster I

2-level spells, 3 per day
Darkness
Levitate
Minor Image
-class Cure moderate wounds
Summon Monster II

3-level spells, 4 per day
-Mystery Dust of Twilight
-Mystery Tongues
-class Cure serious wounds
-Blind/Deaf

Bonus spells from Haunted:
Mage hand & ghost sound.

Bonus spells from Mystery
Lvl 2: Entropic shield

Revelations:
-Gift of Madness (Su): 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 Will save negates the effect. This is a mind-affecting 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.
-Interstellar Void (Su): You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage for every oracle level you possess. A successful Fortitude save halves this damage. At 10th level, the interstellar void is so extreme that a creature that fails its save is fatigued. At 15th level, a creature that fail its save is exhausted and stunned for 1 round. You can use this ability once per day plus one additional time per day at 10th level.
-Pierce the veil: Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. 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.

Oracle Curse & Mystery:

Spoiler:
Curse: Haunted
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known

Mystery: Dark Tapestry
http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/o racle.html

Gear & inventory

Spoiler:

Asylum Jacket

Weapons
Hands 1d4 non-lethal

Misc


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Cult of ebon destroyer:

Lilly Hennet
Female Human Oracle of battle 8
N Medium humanoid (human)
Init +3, Senses Perception +8
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DEFENSE
=================================================
AC 24, touch 14, flat-footed 21 (+6 armor, +1 Dodge, +2 Dex, +2 shield, +1 deflection from ring of nat armor, +2 bracers of armor)
HP 67 (8d8+16con+8feat)
Fort +6, Ref +6, Will +8
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee Cold-iron longsword of flaming +1 +10/+5 (1d8+2, 18-20 x2)
Melee Mwk Morningstar +9/+4 (1d8+3, x2)
Melee Mwk Greatsword +9/+4(2d6+4, x3)
Ranged Composite Shortbow +3 +8/+3 (1d6+3/x3)

Oracle Spells Known (CL 8th; concentration +18)
4th (4/day) DC19 Divine Power (+2 to att & dmg rolls & str checks)
3rd (6/day) DC18 -Bestow Curse, Blindness/deafness, Inflict serious wounds
2nd (7/day) DC17 -Align weapon (self), Divine Trident, Hold Person, Prot.-Evil-commune, Tremor Blast
1st (7/day) DC16 -Bless, Burning Disarm, Cause Fear, Entropic Shield, Murderous Command, Protection from (insert alingment), Ray of sickening
0th (at will) DC15 -Detect Magic, Enhanced Diplomacy, Guidance, Light, Read Magic, Resistance, Spark, Stabilize
=================================================
STATISTICS
=================================================
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 20,
Base Atk +6/1; CMB +9/3; CMD 21
Feats: Combat Casting (+4 concentration), Dodge, Mobility, Power attack, Toughness
Skills:
Acrobatics 3 rank [+5]
Diplomacy 4 rank [+12]
Heal 5 rank [+8]
Intimidate 7 rank [+14]
Kn. History 3 rank [+6]
Kn. Planes 1 rank [+4]
Kn. Religion 3 rank [+6]
Linguistics 3 rank [+3]
Perception 5 rank [+8]
Sense Motive 5 rank [+8]
Spellcraft 1 rank [+4]
Traits:
Battlefield caster: +1 to concentration & AC vs provoked AoO by casting.
Tactician: +1 init, 1 a/day +2 on rolls on AoO
Languages: Common, Vudrani
=================================================
SPECIAL ABILITIES
=================================================
Revelations:
Battlecry: 1 a/day give +1 to att roll, saves & checks to allies within 100meter, rounds equal cha modifier. Extra use at 5th lvl
Skill at arms: become proficient with all martial weapons and heavy armor
Weapon mastery: choose proficient weapon and gain weapon focus with it. At 8th lvl, gain improved critical on that weapon: Longsword

Combat gear: Mithral Agile breastplate, Heavy shield (wooden), Mwk Greatsword, Mwk Heavy Mace, Cold-iron flaming longsword, Composite shortbow. Sleeves of many garments, Bracers of armor +2, Cloak of resistance +2
Other gear: Hempen rope, common backpack,