Umagro

Teagan Muspelheim's page

22 posts. Alias of Patcher.


About Teagan Muspelheim

Teagan Muspelheim
Initiative: +1,
Perception: +2
Senses: Low-light Vision,
Hit Points: 9/9 (1HD)
Speed: 20 ft. (4 Squares)

Male Gnome
Oracle 1
CG/CN Small Humanoid (Gnome)
Languages: Common, Dwarven, Elven, Gnome
Ability Scores: Str 10, Dex 13, Con 12, Int 14, Wis 10, Cha 18
Favoured Class: Oracle
Favoured Class Bonus
1st - Skill point (Knowledge (Religion))

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DEFENCE
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Armour Class: 16
Touch AC: 12
Flat-footed AC: 15

Combat Manoeuvre Defence: 10

Fortitude Save: +1
Reflex Save: +1
Will Save: +3
Notes: +2 racial bonus on saving throws against illusion, fear and despair effects.

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OFFENCE
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Base Attack Bonus: +0,
Combat Manoeuvre Bonus: -1
Melee
Quarterstaff +1 - 1d4

Notes:

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STATISTICS AND EVERYTHING ELSE
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SPELLS:

Gnome Magic (CL 1st):
1/day - Dancing Lights
1/day - Ghost Sound (DC 14)
1/day - Prestidigitation
1/day - Speak with Animals

Oracle Spells per Day:
1st - 4/day

Known Oracle Spells (CL 1st):
0 - Detect Magic, Light, Mending, Read Magic
1st - Cure Light Wounds, Deathwatch, Obscuring Mist

Oracle
7/day - Command Undead
1/day - Raise the Dead (4 rounds)

FEATS:

Extra Revelation

SKILLS:

Acrobatics -1 (+1 Dex, -2 Armour)
Appraise +2 (+2 Int)
Bluff +8 (+1 Rank, +3 Class, +4 Cha)
Diplomacy +8 (+1 Rank, +3 Class, +4 Cha)
Intimidate +4 (+4 Cha)
Knowledge (History) +8 (+1 Rank, +3 Class, +2 Int, +2 Racial)
Knowledge (Religion) +6 (+1 Rank, +3 Class, +2 Int)
Perception +2 (+1 Racial)
Sense Motive +4 (+1 Rank, +3 Class)
Spellcraft +6 (+1 Rank, +3 Class, +2 Int)
Use Magic Device +9 (+1 Rank, +3 Class, +4 Cha, +1 Trait)

RACIAL:

Academician (History)(Ex)
Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait.
Eternal Hope (Ex)
Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial Traits.
Gnome Magic (Sp)
Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain spell-like abilities.
Illusion Resistance (Ex)
Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses (Ex)
Gnomes receive a +2 bonus on Perception skill checks.
Weapon Familiarity (Ex)
Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

TRAITS:

Indomintable Faith
Benefit: You gain a +1 trait bonus on Will saves.
Dangerously Curious
You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Subject of Study (Undead)
Choose a non-humanoid creature type (and subtype if outsider). You gain a +1 bonus on damage rolls against creatures of this type.

CLASS:

Mystery - Bones
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

Oracle’s Curse - Haunted (Ex)
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.

Revelation - Undead Servitude (Su)
You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.

Revelation - Raise the Dead (Su)
As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level.

BACKGROUND:

Born in an unholy union, and a native of Ustalav, Teagan had a mother whose lineage is riddled with undeath, and a father whose family has a history of abrupt, and often brutal, ends. At an early age, his father perished, crushed by a wagon and its horse. When he was fifteen, his mother, overtaken by madness, attempted to sacrifice him in a blasphemous ritual that would appease the Whispering Tyrant - a failure of grand proportions, as it only robbed her of her flesh, and consumed her soul. Despite being intended as the sacrifice, Teagan was infused with the remnants of that power - against his will.

Empowered with the dreadful power of necromancy, Teagan kept his distance from the settlements of Ustalav, wandering the edges and seeking solace in the occasional questionable taverns catering to many wide-eyed adventurers seeking mysteries in Ustalav.

Wandering one day through a graveyard at day, accidentally interrupting a funeral, he was there when several mounds burst open with the skeletal and rotten remains of the dead. It was then he realised his power over undeath, as he commanded the skeletons and zombies to leave. The witnesses immediately blamed him for the blasphemy. He is still not sure how he escaped with his life.

As word spread around Ustalav of the gnome abomination, Teagan had to rely more and more on his wits and his tongue. Yet when he was approached by somebody intrigued by the manifestation, rather than horrified, Teagan grew confused. Yet he did not run from Professor Lorrimor, like he ran from everyone else.

The Professor taught Teagan much while he was a subject of study: how to manifest the powers more concisely; how to reverse the flow to heal; how to command the dead... and even more importantly, he taught Teagan that his power is not vehemently evil. Growing to respect the Professor more and more, Teagan found some peace of mind at last, after all the years of running and fleeing. Yet some bitterness remains.

When the letter of Professor Lorrimor's passing arrived, he set out immediately to pay his respects...

DESCRIPTION:

EQUIPMENT:

Staff (2 lbs)
Eyeglasses (5 gp)
Pocketed Scarf (Neck) (0.5 lbs) (8 gp)
Scholar's Outfit (Worn)
Spell component pouch (Pocket) (2 lbs) (5 gp)
Signet Ring (5 gp)

Backpack (0.5 lbs) (2 gp)
Bedroll (5 lbs) (1 sp)
Ink vial (8 gp)
Journal (1 lbs) (10 gp)
Lantern, hooded (2 lbs) (7 gp)
Winter Blanket (3 lbs) (5 sp)

Pouch (1 gp)
Inkpen (1 sp)

Pouch (1 gp)
Empty

ENCUMBRANCE:

Wealth: 28 gp
Light load: 25 lbs or less
Medium load: 26-50 lbs
Heavy load: 51-75 lbs
Total encumbrance: 24.5 lbs

QUESTION:

The Questions
1. Who are you and where are you from?
"Teagan Muspelheim, renowned... yeah, no, that's all you need to know. I've lived here in Ustalav my entire life. Sadly."

2. How were you acquainted with Professor Lorrimor?
"He sought me out after ... rumours spread." He grimaces and looks away. "Taught me a lot that I needed to know, and told me a lot that I needed to hear."

3. How would you describe your personality?
Bitter. Morose. He is unsure if he should use his powers for good or if he should simply not care. He is jaded with most people, and is outspoken about his own view that many of society's norms and paradigms are folly and moronic - particularly in Ustalav.

4. Do you buy into the superstitious paradigms of the denizens of Ustalav?
His voice grows bitter. "By the seven bloody hells, the denizens of Ustalav are fools whose fear has consumed them. They judge, they cower in fear, they accuse and they condemn without thinking. Their superstitions and foolishness can all burn, for all I care!"