Koriah Azmeren

Aramis Ekerton's page

449 posts. Alias of meloriel.


Full Name

Aramis Ekerton

Race

| Speed 30 ft. | Oracle Spells: 1st: 4/4 | Sorcerer Spells: 2nd: 3/4, 1st: 5/6 | Channel: 5/5, Tanglevine: 7/7 | Imp. Iron Will: 1/1, Unbreakable Survivor: 1/1 |

Classes/Levels

Active Conditions: None

Gender

Female half-elf sorcerer 4 / oracle 1 | | HP: 33/33, Temp HP 0/0 | AC 12 (T 12, FF 10) | CMB: +2 CMD: 14 | F:+4 R:+4 W:+9 (+2 vs. enchantments /poison/ sleep, immune to magical sleep) | Init +2 | Perc +2, Diplomacy +6, Handle Animal +9

Deity

Erastil

Languages

Common, Aklo, Elven, Hallit, Sylvan

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Aramis Ekerton

Statistics:

Aramis Ekerton
Female Half-elf Sorcerer 4 / Oracle 1
CG Medium Humanoid (elf, human)
Init +3; Senses Low-light vision, Perception +2

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DEFENSE
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AC 12, touch 12, flat-footed 10 (+0 armour, +2 Dex, +0 shield)
hp 33 (5d6+10)
Fort +4, Ref +4, Will +9
…+2 vs. Enchantment spells and effects
...+2 vs. poison, sleep
...1/day reroll a Will save
Immune Magical sleep effects
Weakness electricity

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OFFENSE
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Speed 30 ft.
Melee +1 dagger +3 (1d4+1/19-20)
Ranged acid splash +4 (1d3 acid)

Oracle Spells Known (CL 1st, Concentration +6)
1st—4/day— comprehend languages, cure light wounds, grease, stone shield
0—At Will— create water, guidance, purify food and drink, stabilize

Sorcerer Spells Known (CL 4th, Concentration +9)
2nd—4/day—stone call
1st—6/day— entangle, mage armour, magic missile, shield
0—At Will—acid splash, detect magic, light, mending, prestidigitation, read magic

Spell-like Abilities (CL 4th, Concentration +9)
7/day—tanglevine

Other Channel Energy (5/day, 1d6, DC 15)

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STATISTICS
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Str 10, Dex 14, Con 14, Int 12, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 14
Traits Arcane Temper, Unbreakable Survivor
Feats Eschew Materials, Improved Iron Will, Iron Will, Selective Channeling, Skill Focus (knowledge arcana)
Skills Acrobatics +8 (1R, not class skill), Climb +2 (0R), Diplomacy +6 (2R, not class skill), Handle Animal +9 (5R, Not class skill), Knowledge (arcana) +12 (5R), Knowledge (nature) +7 (3R), Knowledge (religion) +5 (1R), Linguistics +3 (2R, not class skill), Perception +2 (0R), Profession (farmer) +5 (2R), Spellcraft +9 (5R), Use Magic Device +12 (5R)
(6 points; 2 class, 1 INT, 2 background, 0 race, 1 favoured class)
(8 points; 4 class, 1 INT, 2 background, 0 race, 1 favoured class)
Abilities Adaptability, bloodline (verdant), bloodline arcana, bloodline power (tanglevine, photosynthesis), bloodline spells, cantrips, elven immunities, eschew materials, keen senses, multitalented, mystery (life), oracles curse (elemental imbalance), orisons, revelations (channel)
Languages Common, Aklo, Elven, Hallit, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Adaptability: Gain skill focus (knowledge arcana) as a bonus feat.

Arcane Temper (trait): You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell’s level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.

Channel (Su): 5/day, 1d6, DC 15
…You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
…Channel positive energy and choose to deal damage to undead creatures or to heal living creatures. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
…Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centred on the oracle. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two oracle levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost.

Elven immunities: Half-elves are immune to magic sleep effect and gain a +2 racial saving throw bonus against enchantmnet spells and effects.

Improved Iron Will Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Keen Senses +2 perception

Multitalented Two favoured classes: sorcerer and oracle.

Oracle’s Curse: Elemental Imbalance
…You wield an element’s might, but you are vulnerable to its opposite. Choose air, earth, fire, or water. […] If you select earth, you gain vulnerability to electricity, cannot benefit from any electricity resistance or immunity, and cannot cast spells with the air or electricity descriptors.
…As you advance in level, add the following spells to your oracle spells known based on your chosen element. At 1st level, add grease (earth) to your spells known. At 5th level, add glitterdust (earth) to your spells known. At 10th level, add calcific touchAPG (earth) to your spells known. At 15th level, add flesh to stone (earth) to your spells known.

Photosynthesis (Ex): You feed upon nature’s raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +2 racial bonus on saving throws made against poison and sleep effects. At 9th level, these bonuses increase to +4.

Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Tanglevine (Sp): As a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier. (7/day, +7 modifier)

Unbreakable Survivor (trait): Over a decade ago, bandits took everything you valued in life and left you barely alive. You managed to rebuild your life in the years since, and your tenacity has made you a local legend. Once per day as a full round action, you may shrug off some of your injuries and immediately heal a number of hit points equal to your Constitution modifier + 1 per Hit Die. Your reputation for tenacity inspires your neighbors, and you gain a +1 trait bonus whenever you attempt to influence residents of Phaendar with Diplomacy or Intimidate checks. At 6th level, your reputation spreads further across the nation, and you may apply your trait bonus on Diplomacy and Intimidate checks to influence all humanoids in Nirmathas.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear +1 dagger, alchemist's fire (6), caltrops (5 bags), tanglefoot bag, thunderstones (4), holy water (2), potion of cure light wounds (8), potion of cure moderate wounds (5), potion of bear's endurance (2), potion of resist fire, potion of resist cold, potion of protection from chaos (7), wand of mage armour (steel wand decorated with engravings of helms and breastplates, CL 1st, 23 charges), wand of magic missile (stubby silver wand, CL 1st, 12 charges), wand of magic missile (elm wand, CL 1st, 4 charges), wand of colour spray (16 charges), scroll case containing scroll of silence and scroll of searing light.
Possessions masterwork backpack, belt pouch, boots of elvenkind, cloak of resistance +1, climber's kit, hand-carved wooden holy symbol of Erastil (her father’s), elven necklace with a wooden charm of a pair of intertwined leaves (her mother's), traveler’s outfit, waterskin
Carrying Capacity
Light 0-38 lb. Medium 39-76 lb. Heavy 77-115 lb.
Current Load Carried 14.5 lbs.
Money 1 GP 10 SP 5 CP

Background and Personality:

Aramis Ekerton was born and raised in Phaendar. Her father was a local carpenter and her mother was a one of the Nestornor, a group of reclusive elves from the Fangwood Forest who live at peace with the wilds. Her parents came together by accident, and soon thereafter her mother made the impulsive decision to leave her people, marry the human and move to Phaendar. They were happy, and very much in love.

When Aramis was a child her parents took her on a trip. They were supposed to visit her mother’s people—it would have been the first time—but they were beset by bandits. Aramis was the only survivor. Her wounds were great, but she refused to die. She dragged herself back to Phaendar on sheer willpower, and despite her wounds made a full recovery. She stayed with the Bonderman’s for a while, but as soon as she was able she moved out, back into her parent’s home. There wasn’t anything wrong with living with the Bonderman’s, in fact they were very close and she grew to be best friends with their daughter, Phaistea, but Aramis desired her independence. Although she wasn’t able to take over her father’s work as a carpenter, she had inherited her mother’s green thumb. She took what work she could get as a farmhand and managed to get by.

As a grown woman, Aramis is bold, friendly and stubborn. The citizens of Phaendar have become her family, and she’s grown into a vibrant member of the community. Aramis is on a first-name basis with most of the locals. She’s a mentor to more than a few children, a friend to many, and a bit of a heart-breaker. She’s still very close with the Bonderman’s, and is best friends with Phaistea. She’s become a bit of a surrogate sister for a young boy in town by the name of Orm, whose parents met a fate similar to Aramis’ own. Although Orm lives with his aunt Bernice, Aramis visits him often.

Aramis is a fun-loving woman, loud, proud and boisterous. Her short temper and impulsiveness often get her into trouble, especially when liquor is involved. Despite her reputation as a trouble-maker she has a good heart and is well-respected for her tenacity in the face of any adversity.

Appearance:

Aramis is a fit half-elf with green eyes, sun-baked skin and a lean build. Delicate elven tattoos line her cheeks and jaws. She keeps her shoulder-length red hair pulled back with a bandana or headband. Around her neck she wears a fine wooden charm on a leather cord of a pair of intertwined leaves, which once belonged to her mother, and in her belt pouch she carries a wooden holy symbol of Erastil hand-carved by her father. She wears simple cotton shirts with colourful vests, sturdy black pants, leather boots and fingerless leather gloves. Her backpack is typically filled with a few gifts and knick-knacks to hand out to her various friends and the children in town. She’s always ready with a smile and a handshake, to greet newcomers and old friends alike.