Giseil Voslil

Luminos Draun's page

No posts. Alias of BeePeeLOL.


Full Name

Luminos Draun

About Luminos Draun

Background:
Luminos was born in Azir. His parents both working class merchants, he too served an apprenticeship under a local merchant with hopes to one day take over his parents' business. His mysterious dark/sinister abilities, as well as his curse, were seemingly thrust upon him by Norgorber himself during the last regional plague, which claimed the lives of his parents. Seeing the positive effects that Azir's non-religious laws have had on the area since the Oath Wars, Luminos uses his sinister abilities to aid the good citizens of Azir in defiance of Norgorber's "gift." Joining the Night Watchmen was an easy decision for him, particularly since the death of his parents and recent economic decline shattered his business aspirations.

Male Elf Oracle (Dark Tapestry Mystery) 1
CG Medium Humanoid

Init +1, +5 against Humans in the Great City

--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 10
hp 8
Fort +0, Ref +1, Will +0, +2 vs. enchantment spells/effects

--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee
Sickle (1d6, trip)
Ranged
Longbow (1d8) Range: 100'

--------------------
STATISTICS
--------------------
7 Str, 13 Dex, 8 Con, 16 Int, 7 Wis, 18 Cha
Base Atk +0; CMB -1; CMD 9

--------------------
FEATS
--------------------

Still Spell (Metamagic):
You can cast spells without moving. Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.

--------------------
TRAITS
--------------------

Anomoly (Elf):
You know how to unnerve humans with your strange and mysterious presence. Whenever you face a confrontation with humans in the Great City, add your Charisma bonus on your Initiative check.

Forlorn (Elf):
Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

--------------------
SPELLS KNOWN
--------------------
0 - Bleed, Detect Magic, Guidance, Spark
1 - Cause Fear, Inflict Light Wounds, Murderous Command
2 - Inflict Moderate Wounds
3 - Inflict Serious Wounds
4 - Inflict Critical Wounds

--------------------
SKILLS
--------------------
Acrobatics +1 (1 Dex)
Appraise +3 (3 Int)
Bluff +4 (4 Cha)
Climb -2 (-2 Str)
Craft +3 (3 Int)
Diplomacy +8 (1 + 4 Cha + 3 CS)
Disguise +4 (4 Cha)
Escape Artist +1 (1 Dex)
Fly +1 (1 Dex)
Heal -2 (-2 Wis)
Intimidate +8 (1 + 4 Cha + 3 CS)
Knowledge (arcana) +7 (1 + 3 Int + 3 CS)
Knowledge (history) +7 (1 + 3 Int + 3 CS)
Knowledge (planes) +7 (1 + 3 Int + 3 CS)
Knowledge (religion) +7 (1 + 3 Int + 3 CS)
Perception +0 (-2 Wis + 2 racial)
Perform +4 (4 Cha)
Profession -2 (-2 Wis)
Ride +1 (1 Dex)
Sense Motive +2 (1 + -2 Wis + 3CS)
Spellcraft +3 (3 Int), +5 to identify magic item properties
Stealth +1 (1 Dex)
Survival -2 (-2 Wis)
Swim -2 (-2 Str)

Languages Common, Elven, Gnome, Goblin, Orc

---------------------------
SPECIAL ABILITIES
---------------------------

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.

Oracle's Curse: Deaf:
You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modif ied by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet.

---------------------------
RACIAL QUAILITIES
---------------------------

Spoiler:

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

  • Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

  • Normal Speed: Elves have a base speed of 30 feet.

  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

  • Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

  • Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

  • Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

  • Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

--------------
GEAR
--------------

Items Worn:

Head:
Neck:
Body: Explorer's Outfit, Barbed Vest (10 GP)
Shoulders:
Arms:
Ring 1:
Ring 2:
Waist:
Feet:

Gear:

MW Backpack (50 GP)
Bedroll (1 SP)
Waterskin (1 GP)
Marbles (1 SP)

Potions/Wands/etc/:

Potion of Cure Light Wounds (50 GP)
Potion of Cure Light Wounds (50 GP)
Potion of Cure Light Wounds (50 GP)

Wealth:

27 GP, 9 SP, 0 CP

Dice codes:

You can place your various dice codes here to copy and paste when posting