Elf

Lulon Northeyes's page

1 post. Alias of Brass Pigeon.


Full Name

Lulon Northeyes

Race

Zalos

Classes/Levels

Oracle/1

Gender

Male

Size

M

Age

132

Special Abilities

Spell-resistance: 12

Location

Ethallian

Languages

Common, Zaloese, +1 more

Occupation

Apprentice to the Royal Zalos Master of Scribes

Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

About Lulon Northeyes

Status:

Zalos Oracle, Level 1, Init +2, HP / , Speed 20
AC 19, Touch 12, Flat-footed 16, Fort +2, Ref +3, Will +2, Base Attack Bonus 0
Crossbow, light (30) +2 (1d8, 19-20/x2)
Spear +2 (1d8+2, x3)
Club +2 (1d6+2, x2)
Armored Coat, Shield, heavy wooden (+4 Armor, +2 Shield, +2 Dex)
Abilities Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Condition None

Background:

"Lulon, Mulon, Fewlo, whatever your name is, get over here!" Errthu the Royal Zalos Master of Scribes shouted from the library entrance. "Was that sentence the end of all those seemingly endless years of mindnumbing tasks?" Lulon wondered. He looked for a spot to put down the pile of never-used scrolls on the relation between the shape of Fenine horns and eyecolour. The Royal Library was filled to the brim and the lack of space for more scrolls and tomes was the exact reason why he was there. Lulon didn't dare to drop the scrolls at his feet. Somehow everything he dropped would end up several feet away. Just like when he was around, small things would start to move by themselves and dusty tomes would be blown clean as if by an invisible person. Errthu was the well-organised kind of fellow, someone not at all pleased if things started to move on their own.

"So..." Lulon thought as he walked home. "Is this my big chance to escape this worthless situation? I get to meet the Great Sage Council of Gatekeepers!". He'd gotten the job as an apprentice because it seemed like a great start for a career in the Royal Zalos Castle in Ethallian. Back then the Master of Scribes was an old family friend who was more than happy to have Lulon as an apprentice. Unfortunately a few weeks after Lulon swore his oath to serve the Master of Scribes, the old family friend was forced to abandon his post and leave the Zalos capital. Errthu had been second in command for decades and was more than happy to replace him. He probably hated Lulon but was stuck with him. He just disliked Lulon at first for not being very smart but after several inches of dust got blown in his face in front of a Zaloese Prince, dislike wasn't the right word. Beside that, Errthu hated having to deal with anyone not a Scribe. Lulon wasn't a Scribe, didn't intend to be one and actually didn't even stand a chance of becoming one with papers flying around all the time. That left him being a simple hauler of tomes until he'd die of old age. A bleak prospect for someone with bigger plans than that.

Lulon worried about the fact that for the past few months he'd have nightmares. No ordinary bad dreams but terrible nightmares of things he'd never heard of. They seemed so real yet unreal at the same time, it even started to frighten him during the day. Was it a coincidence that the summons came now? Or did life just give him a break? Whatever it was, Lulon decided that he'd take the chance anyway.

Description:

Lulon has a lighly bronzed skin, much lighter than most of his kind because he spends most of his time indoors. His hair is white, almost translucent. In the eyes of the people of Zalos Lulon has the looks of a strong man, but he isn't as bulky as those considered strong by the humans.

Abilities and Traits:

Racial Abilities
Language: Common, Zaloese, and Zalos with intelligence scores high enough can also learn: Covenant, Janese, Arcane, Tengu, Kithikin, Saodese, and Hogan.
Zalos Magic: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Spell Resistance Greater: SR 11 + level. Zalos brought magic to Tan-Dula and are therefore highly resistant to its effects.
Lightbringers: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use light at will as a spell-like ability.

Class Abilities
Weapon and Armor Proficiency: All simple weapons, light armor, medium armor and shields (except tower shields).
Mystery: Time
Temporal Celerity(Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
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.

Traits
Zalos Born:(Campaign trait)
You were born in the lands controlled by the Zalos. Regardless of weather or not you were born as an actual Zalos, you were heavily influenced by their way of life. As a result you have an affinity with magic. You gain +1 to your caster level and Spellcraft.

Deft Dodger
Growing up in a rough neighborhood or a dangerous environment has honed your senses. Benefit: You gain a +1 trait bonus on Reflex saves.

Feats and Skills:

Feats
Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. Prerequisite: Dex 13. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Skills
Diplomacy: +7
Perception: +4
Sense Motive: +4
Spellcraft: +6
Use Magic Device: +4

Spells:

0: Create Water
0: Detect Magic
0: Detect Poison
0: Read Magic
0: Mage Hand (Oracle's curse)
0: Ghost Sound (Oracle's curse)
1: Bless
1: Command
1: Cure Light Wounds (Class)

Equipment:

Starting gold: 105?

Armored Coat (50gp)
Shield, heavy wooden (7gp)

Crossbow, light (35gp)
bolts, 30 (3gp)

Spear (2gp)
Club (-gp)
Total: 97
8gp remaining