Winter Oracle

Rasmuth Alsman's page

2 posts. Alias of pdprong.


About Rasmuth Alsman

Male Human Oracle of Pharasma (Lore Mysery)
Lawful Neutral Medium Humanoid(human)
Init: -1; Senses:30 ft Darkvision, Blind; Perception: +0

Defense
AC: 20 ; Touch 14; Flat-Footed 16; (+4 Charisma, +4 Armor +2 shield)
HP:15 (1d8+7)
Fort: +3; Ref: +4; Will: +2

Offense
Speed:30
Melee : Cold Iron Morning Star +2(1d8+2)
Melee : Gauntlet +2(1d4+2)

Statistics
Str 14, Dex 8, Con 16, Int 12, Wis 10, Cha 18
Base Atk 0; CMB 2; CMD 11
Languages: Common, Varisian

Special Qualities:

Sidestep Secret (Su):Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity

Skills:
(4 base, +1 Intelligence +1 human)/level
Trained
+8: Diplomacy [1] Rank +3 Trained +4 Charisma
+8: Intimidate [1] Rank +3 Trained +4 Charisma, +1 trait
+5: Knowledge Arcana [1] Rank +3 Trained +1 Intellect
+7: Knowledge (Religion) [1] Rank +3 Trained +1 Intellect, +2 trait
+5: Knowledge (Local) [1] Rank +3 Trained +1 Intellect
+5: Spellcraft [1] Rank +3 Trained +1 Intellect

Untrained
-1: Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth,
+0: Handle Animal, Heal, Perception, Sense Motive, Survival
+1: Appraise, Craft, Knowledge(untrained) Linguistics, Profession
+2: Climb,Swim
+4: Bluff, Disguise, Intimidate, Perform, Use Magic Device

Feats:

Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Traits:

Religious (Campaign): You found a holy symbol of the god you worship today while on a job for Gaedren and, intrigued by it, you snuck off to attend services. When Gaedren found out, he beat you to within an inch of your life and broke your holy symbol. Your faith let you block out the pain, and you escaped his control and took shelter in the church, where you spent the rest of your youth. You gain a +2 bonus on Concentration checks and checks to stabilize.

Spirit Guide (Religion/Pharasma): As someone who has performed or observed funeral rites for a wide variety of people, you have a basic understanding of many different religions. You gain a +2 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you.

Criminal (Social): You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Spells:

Spells Known(CL 2)
1st (5/day)— Bane, cure light wounds, tap inner beauty
0 (at will)— Create water, Detect magic, Mending, Read Magic

Initial Gear Purchase:

100 gp Chain Shirt
7 gp Heavy Wooden Shield
22 gp Alchemical Silver Gauntlet
4 gp Cold Iron Dagger
16 gp Cold Iron Morning Star
16 gp Clerics Kit
15 gp left over
---------
180 gp

Clouded Vision:

Your eyes are obscured, making it difficult for you to see.

Effect

You cannot see anything beyond 30 feet, but you can see as if you had darkvision.

At 5th level, this distance increases to 60 feet.

At 10th level, you gain blindsense out to a range of 30 feet.

At 15th level, you gain blindsight out to a range of 15 feet.

Lore Mystery:

Class Skills: An oracle with the lore mystery adds Appraise, Spellcraft, and all Knowledge skills to her list of class skills.

Bonus Spells: identify (2nd), tongues (4th), locate object (6th), legend lore (8th), contact other plane (10th), mass owl’s wisdom (12th), vision (14th), moment of prescience (16th), time stop (18th).

Revelations

An oracle with the lore mystery can choose from any of the following revelations.

Arcane Archivist (Su): Your experience with lore-filled tomes has granted you the ability to cast arcane spells as if they were on your spell list. Once per day, you can cast a spell from the sorcerer/wizard spell list as if it were on your list of spells known. The spell consumes a spell slot one level higher than the level of the spell. You must have a spellbook containing the spell to cast it in this way, and the spell is erased when you complete the casting. You must be at least 11th level to select this revelation.

Automatic Writing (Su): Once per day, you can spend a full hour in uninterrupted meditation. During this period, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.

Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage per oracle level. After successfully attacking with this ability, you may use a fullround action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.

Focused Trance (Ex): You can enter a deep meditation, blocking out visual and auditory stimuli and allowing you to concentrate on a single problem, philosophical issue, or memory. This trance lasts 1d6 rounds, during which time you can only take move actions. During this period, you gain a bonus equal to your level on all saves against sonic effects and gaze attacks. When you come out of your trance, you may make a single Intelligence-based skill check with a +20 circumstance bonus. You may enter your focused trance a number of times per day equal to your Charisma modifier.

Lore Keeper (Ex): Instead of encyclopedic knowledge, you learn most of your information through tales, songs, and poems. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

Mental Acuity (Ex): Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all things—and you just keep getting smarter. You gain a +1 inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter. You must be at least 7th level to select this revelation.

*Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity (see FAQ.)

Spontaneous Symbology (Sp): Your knowledge of the secret history of the world has unveiled the mysterious symbols that govern reality. You can cast any “symbol” spell using a spell slot of the appropriate level, even if the spell is not on your list of spell’s known. A symbol spell is any spell with the word “symbol” in its name. You must be at least 11th level to select this revelation.

Think On It (Ex): Once per day, the oracle of lore can reattempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus on the check.

Whirlwind Lesson (Ex): You can quickly browse through a magical tome or manual, gaining its benefits with only a single 8-hour study session (rather than the usual 48 hours over a period of 6 days). At 7th level, you may allow another character to join in your study; both of you gain the full benefit of having read the book. At 15th level, you may share your whirlwind lesson with a number of characters equal to your oracle level. The benefits to you are permanent, whereas your students gain the tome or manual’s benefits for a number of days equal to your Charisma modifier but then forget what they have learned.

Final Revelation

You gain the ability to take 20 on all Knowledge skill checks. Your understanding of the fundamental underpinnings of reality has also become so advanced that once per day, you can cast wish. This ability does not require a material component, but the wish cannot be used to grant ability score bonuses, nor can it be used to replicate spells with expensive material components.

Physical Description:

Even though Rasmuth still shows signs of the beating he recieved from Gaedren as a child in the form of scars, one leg slightly shorter than the other and a loss of some of the movement in his right arm Rasmuth has grown strong of Muscle and developed a strong face that commands respect.

Long hours spent in the catacombs of the temple of Pharasma have left Rasmuth pale of skin. But has allowed him to adapt to his lack of sight. Instead of normal eyes Rasmuth's are two orbs of pale white that glow with divine power when he casts a spell.

Background Story:
In the End Pharasma The Lady of Graves gets us all... For Rasmuth this came before he died...

Rasmuth Alsman was orphaned at a very young age and forced to grow up on the streets. He spent months after his mothers death to a plague trying to fend for himself. He was al but lost and dead when Gaedren Lamm found him. Rasmuth remembered thinking the world of Gaedren. He had been almost dead but was pulled back from the brink by this man. Gaedren was fully aware of this dyamic and took full advantage of Rasmuth' loyalty. Rasmuth once fed was always a little bit bigger... a little bit stronger.... a little bit more assertive then other children. Gaedren recognized these qualities in the boy and began to groom him to be an enforcer. Rasmuth would spend his days passing on Gaedrens instructions to other children, rerturning with their ill gotten gains for the day. Gaedren even began to teach Rasmuth to be an enforcer. More than once Rasmuth beat other children who had failed to meet their quota or displeased Gaedren in some other fashion. It didn't take long for this style of life to become normal for Rasmuth. Several years went by like this.

Things changed when Pharasma called Rasmuth to her. On the surface it didn't seem like much. It had all been because of a holy symbol carved from the top portion of a skull. Rasmuth to this days remembers the whorl pattern of pharasmas holy symbol etched into that piece of bone. It had called to Rasmuth, and he didn't know why but he kept it. Never before had Rasmuth been the one to hold something back from Gaedren. Rasmuth never found out how Gaedren found out about the holy symbol , but when Gaedren did he was furious. Rasmuth can still hear the mans words in hs head... If you love Pharasma so much you can go to her now.... Then came the beating. Blow after blow. Bones snapped, skin split... and the world went dark. Up until that moment Rasmuth had thought Gaedren had cared about him. It became clear however that this was not the case. Broken, bloody and permenantly blind, Gaedren had Rasmuth dropped off in the Necropolis by some of the other children. More than likely They had all thought Rasmuth was dead.

This is when he was found by one of the acolytes in the temple to Pharasma. Later the acolyte would claim that Pharasma had appeared to him in a ghostly form and lead him to Rasmuth. The church of course took the broken blind boy in and trained him in the ways of the faith. Slowly he healed and adapted.

These days Rasmuth wonders if it had been Pharasma's wish for him to die as a child. Had Gaedran pulled Rasmuth back from death when Rasmuth should have been dead. Perhaps this is why Pharasma eventually caim to claim Rasmuth.