About Simon Shrewsbury
Simon has made a fine living for himself on the sale of herbal potions and remedies. His cluttered workshop and greenhouse adjoins his small, comfortable home on the edge of town. Stubborn to a fault, Simon refuses to flee the danger. This is his home and he'll not abandon it or his neighbors to the current troubles.
Born and raised as an only child in Falcon's Hollow, Simon has lived here all his life. His parents succumbed to the wasting sickness around his 20th birthday. Already an apprentice for an elderly herbalist in town, Simon dedicated himself to the healing work, forever seeking to spare families from the anguish he experienced.
As a child he suffered from intense nightmares, burning with fever as they wracked his sleep, but as he grew older he came to understand them as visions. The gods showed him veiled images of things that stirred in this world, from the brightest fields to the darkest corners, and always of things touched by fire. Fearing ridicule, Simon has kept this secret mostly to himself, sharing it only with his closer friends in the town. Still the visions plague his sleep and when they do he burns with heat as if a fever grips him. When waking from a vision, the otherworld seems to blend with reality and Simon can speak only in the language of the gods, the common tongue escaping him until his pulse and perceptions return to normal.
A plain faced man of smaller stature, Simon has a bristly goatee and wears his dirty brown hair pulled into a small ponytail. His clothes are frayed and faded, but the thread and stitching of the garments are those of a wealthy man creating an odd contrast in his appearance. Still a bachelor, the shy man appears not to be skilled in the art of personal grooming. Luckily, his obvious concern for the welfare of others overshadows his unkempt appearance and endures him to both acquaintances and strangers.
For the most part, he's a nice guy with a fondness for ale that dwarves would appreciate. But the need for ale isn't from a weakness of mind, Simon gets parched without drink, even scorched, and the brew soothes the fire burning in his gullet.
Male Human Oracle 5 Witch 1
NG Medium Humanoid (human)
Init +3; Senses Perception +1
hp 37 (5d8+1d6+5)
Fort +1, Ref +4, Will +11
Resist Fire 10
oracle's curses (tongues celestial, infernal)
Melee Cold Iron Morningstar +4 (1d8+1/x2) and
Ranged Light crossbow +6 (1d8/19-20/x2) and
Oracle Spells Known (CL 2):
Witch Spells Prepared (CL 1):
Base Atk +3; CMB +4; CMD 17
Feats Brew Potion, Extra Revelation x4, Nimble Moves
Traits Caretaker, Gifted Adept (Cure Light Wounds)
Modifiers hexes (cauldron)
Languages Celestial, Common, Infernal
SQ +2 to reflex saves, empathic link with familiar, mysteries (flame), patron spells (trickery), revelations (cinder dance, fire breath [15' cone, 5d4] [2/day] [dc 15], heat aura [10', 2d4] [2/day] [dc 14], touch of flame [1d6+2] [6/day]), molten skin (resist fire 10), share spells with familiar
Other Gear Leather armor, Buckler, Cold Iron Morningstar, Crossbow bolts (20), Dagger, Light crossbow, Sling, Backpack, masterwork (8 @ 11.5 lbs), Belt pouch (empty), Blanket (Mekapa), Cauldron, Chalk, Earplugs, Powder, Sack (empty), Silver Snuff Box, Twine (50'), Waterskin (Mekapa), 18 GP, 6 SP, 4 CP
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fire Breath (15' cone, 5d4) (2/day) (DC 15) (Su) 15' cone of flame deals 5d4 fire damage, Ref Half.
Gifted Adept (Cure Light Wounds) A chosen spell gets +1 CL.
Heat Aura (10', 2d4) (2/day) (DC 15) (Su) Heat aura deals 2d4 fire damage to all creatures within 10', Ref Half. You gain 20% concealment until your next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Tongues (Celestial) You can only understand and speak one language in combat.
Burning Magic (Su) Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire.
Touch of Flame (1d6+2) (6/day) (Su) Melee touch attack deals 1d6+2 Fire damage.
Molten Skin (Ex) Resist Fire 10
from the PRD:
Heat Aura (Su): As a swift action, you can cause waves of heat to radiate from your body. This heat deals 1d4 points of fire damage per two oracle levels (minimum 1d4) to all creatures within 10 feet. A Reflex save halves the damage. In addition, your form wavers and blurs, granting you 20% concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter.
Touch of Flame (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of fire damage +1 point for every two oracle levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a flaming weapon.
Fire Breath (Su): As a standard action, you can unleash a 15-foot cone of flame from your mouth. This flame deals 1d4 points of fire damage per level. A Reflex save halves this damage. You can use this ability once per day, plus one additional time per day at 5th level and every five levels thereafter. The save DC is Charisma-based.
Cinder Dance (Ex): Your base speed increases by 10 feet. At 5th level, you receive Nimble Moves as a bonus feat. At 10th level, you receive Acrobatic Steps as a bonus feat. You do not need to meet the prerequisites to receive these feats. Oracles with the lame oracle curse cannot select this revelation.
Molten Skin (Ex): You gain resist fire 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to fire.
Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature's turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell's DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.
You carry the Nymph Queen's Inspiration: "A nymph can choose an intelligent creature to inspire and serve as a muse by giving that creature some token of her affection (typically a lock of her hair, but I'm using the locket). As long as the nymph retains her favor for this creature and as long as the creature carries the nymph's token, the creature gains a +4 insight bonus on all Will saving throws, Craft checks, and Perform checks. A bard who has a nymph for a muse in this way can use his bardic performance for an additional number of rounds per day equal to his nymph muse's Charisma modifier. The nymph retains a link to her token and its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free action. A single nymph may only inspire one creature at a time in this manner."