
DM Carbide |

I guess that's what he meant.Either way, keeping this bumped into the lime light as I REFUSE SURRENDER!!!
Never give up! Never surrender!
(Incidentally, the KM game I'm running? I started out playing in it, and then the GM disappeared after a month. That was five years ago, and I'd already had it happen in at least two other games. It's a problem that's never gone away.)

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I have a Gnome Planar Oracle I'd like to submit.
Gnome oracle (planar oracle) 1 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 59)
N Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +3
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Defense
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AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +1, Ref +2, Will +3; +2 vs. illusions, +2 bonus vs. fear and despair
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Offense
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Speed 20 ft.
Ranged light crossbow +3 (1d6/19-20)
Spell-Like Abilities (CL 1st; concentration +5)
1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Oracle (Planar Oracle) Spells Known (CL 1st; concentration +5)
1st (4/day)—cure light wounds, forbid action[UM] (DC 15), protection from evil
0 (at will)—detect magic, ghost sound (DC 15), guidance, mage hand, mending, resistance
Mystery Dark tapestry
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Statistics
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Str 8, Dex 14, Con 12, Int 10, Wis 12, Cha 19
Base Atk +0; CMB -2; CMD 10
Feats Extra Revelation[APG]
Traits brigand, devotee of the green
Skills Acrobatics +1 (-3 to jump), Diplomacy +8, Disguise +8, Knowledge (nature) +5, Perception +3, Stealth +9; Racial Modifiers +2 Perception, brigand
Languages Common, Gnome, Sylvan
SQ eternal hope, gnome magic, oracle's curse (haunted), revelations (brain drain[UM], gift of madness[UM])
Other Gear studded leather, crossbow bolts (20), light crossbow, 88 gp
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Special Abilities
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Brain Drain (1d4 damage, 4 rounds, 1/day, DC 14) (Su) Foe in 100 ft makes Will save or takes 1d4/lvl and you make knowledge check w/ their modifier
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Gift of Madness (1 rd, 7/day) (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 l
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

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Benzin was drawn to the Stolen Lands both by stories of portals into the First World and by the spirit that haunts his nights traveling. "This way..." it would beckon. The haunting is fairly recent in his life and something he has come to adjust to.
Upon reaching Brevoy he was captured by a troop of bandits. Benzin isn't too aware of human customs and during the travel to camp healed one of the brigands after a bear attacked the small squad. The brigand camp slowly took to Benzin and he became a sort of lucky charm. He learned to speak in their cadences and how to use his magic to trick the next foolish pioneer trying to stake his claim in the Stolen Lands. Eventually the camp was dispersed by mercenaries and Benzin used his skills and magic to escape, finding himself yet again drawn towards the Stolen Lands to the south.
So Benzin is somehow being haunted by a fey aspect "corrupted" by the Dark Tapestry. I don't necessarily understand how this fluff would work but I can flesh it out later. Maybe a fey is using the dark tapestry for it's own gain, or maybe it's the only way to reach out for this particular fey creature. I don't know anything about Kingmaker so it may or may not come into play. Benzin doesn't understand this at all and is only curious to see what comes next for himself. He's out for himself but likes working with interesting people.