Othlo Janke

Ascaria's page

1,778 posts. Alias of Euan.

Full Name

Ascaria "Canary"


Male, Gnome


3'1" 34lbs



Special Abilities





Cayden Cailean


Diamond Lake

Strength 10
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 12
Charisma 27

About Ascaria

Stats & Saves:
Oracle, Life, Spirit Guide Archetype (15)
Base Stats (unenhanced by magic)
Str 10, Dex 12, Con 12, Int 12, Wis 12, Cha 23

Saving Throws
Fortitude = +9 (Base +5, Con +1, Cloak +3)
Reflex = +9 (Base +5, Dex +1, Cloak +3)
Will = +13 (Base +9, Wis +1, Cloak +3)
(Cloak of Resistance +3)
Immune to all disease (periapt)
+2 (racial) vs language-dependent spells or those that create glyphs, symbols, or other magical writings

Armor Class = 22 (Buckler +1)
Flat-Footed AC = 20 (Armor +9, Size +1)
Touch AC = 12 (Dex +1, Size +1)
(often have Magic Vestments on the buckler for a +3 Enhancement bonus)

BAB = +11/+6/+1
CMB = +10 (Size -1)
CMD = 21 (Dex +1)

HP = 93

Initiative = +1 (Dex +1)
Movement = 20'

Vision limited to 60’, Darkvision to 60’ x2, Low light vision, Blindsense to 30’, Blindsight to 15'

Drawbacks, Feats, & Traits:

Racial Traits
Gift of Tongues - Gnomes with this racial trait gain a +1 bonus on Bliuff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Magical Linguist - Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day - arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level.
Darkvision - Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet.
Obsessive - Gnomes receive a +2 racial bonus on a Craft or Profession (Drawing) skill of their choice.
Weapon Familiarity - Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Drawbacks and Traits
Naive (-2 AC vs Improvised Weapons, -2 vs Dirty Tricks)
Oblivious (-2 Sense Motive and Perception(sight))

Amiable Blunder (if Dip failed by >5, reroll to avoid the worsening attitude 1xday)
Blessed Touch (+1hp on all healing)
Diamond in the Rough (+1 knowledge local, diplomacy and knowledge local is class skill)

Simple Weapons
Light and Medium Armor & Shields (except tower shields)
Selective Channeling (exclude Cha bonus (8) from channel energy)
Extra Channel (two more uses of channel energy per day)
Quick Channel (double cost, but channel as a move action)
Improved Channel (+2 to Channel DCs)
Reactive Healing
Lunging Spell Touch
Ghost Whisperer
Leadership (Cohort Only)


Acrobatics = +1*
Appraise = +1
Bluff = +9 (1 ranks, race +1)
Climb = 0*
Craft (Drawing) = +21 (15 ranks, race +2)
Diplomacy = +28 (15 ranks, race +1, trait +1)
Disguise = +7
Fly = +1*
Heal = +23 (15 ranks, touch +4)
Intimidate = +7
Knowledge, Arcana = +5 (1 rank)
Knowledge, History = +5 (1 rank)
Knowledge, Local = +6 (1 rank, trait +1)
Knowledge, Nature = +5 (1 rank)
Knowledge, Planes = +9 (5 ranks)
Knowledge, Religion = +9 (5 ranks)
Linguistics = +16 (15 ranks)
Perception = -1 (trait -2 (visual))
Ride = +1*
Sense Motive = -1 (trait -2)
Spellcraft = +19 (15 ranks)
Stealth = +5* (size +4)
Survival = +1
Swim = 0*
*Armor Check Penalty -1
+2 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against undead

Aboleth, Abyssal, Aklo, Aquan, Auran, Boggard, Celestial, Common (Taldan), Common (TIen), Cyclops, Darkfolk, Draconic, Dwarven, D’ziriak, Elvan, Giant, Gnoll, Gnome, Goblin, Grippli, Halfling, Ignan, Infernal, Necril x2, Orc, Read Lips, Sphinx, Sylvan, Tengu, Terran, Treant, Undercommon, Vaati, Vegepygmy

Spells & Special Abilities:

Spells (Caster Level 15, Concentration +25)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (18): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Spark, Stabilize
First (19): (8/8) Cure Light Wounds, Diagnose Disease, Endure Elements, Enhance Water, Liberating Command, Obscuring Mist, Remove Fear
Second (20): (8/8) Burst of Radiance, Cure Moderate Wounds, Lesser Restoration, Light Prison, Pilfering Hand, Protection from Evil Communal, Status
Third (21): (8/8) Cure Serious Wounds, Dispel Magic, Invisibility Purge, Magic Vestments, Neutralize Poison, Prayer, Speak with Dead*
Fourth (22): (8/8) Blessings of Fervor, Brightest Light, Cure Critical Wounds, Protection from Energy Communal, Restoration, Speak with Haunt*, Terrible Remorse
Fifth (23): (7/7) Air Walk Communal, Breath of Life, Burst of Glory, Cleanse, Cure Light Wounds Mass, Plane Shift
Sixth (24): (7/7) Chains of Light, Cure Moderate Wounds Mass, Heal, Heroes’ Feast, Wind Walk
Seventh (25): (5/5) Cure Serious Wounds Mass, Greater Restoration, Holy Word, Particulate Form
* Caster Level +2

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

Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (8d6) and the DC (26) (10+1/2lvl+Cha). You can use this ability a number of times per day equal to 1 + your Charisma modifier (8).

Safe Curing (Su): Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.

Wandering Spirit, Life Spirit
Gain Detect Undead as a first level spell.

Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman's turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until either the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends the bond as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Spirit Ability Channel (Su): The shaman can channel positive energy like a cleric, using their shaman level as their effective cleric level when determining the amount (8d6). The shaman can use this ability a number of times per day equal to 1 + their Charisma modifier (9).

Healer's Touch (Su): The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check.

Equipment & Wealth:

Comfortable Clothing with a snazzy light vest and black bowler with a bright yellow band
Alhaster Nobles Outfit w/ jewelry (175gp)
Finely made custom crafted fancy clothes
Bright red hide throat wrap that indicates I'm 'Isthasi' - lizard folk brother
Mithral Breastplate +3, Glamered, Expeditious (+9AC, +5maxdex, -1ACP, 8#)
Mithral Buckler (+1 AC, -0ACP, 1#)
Ring of Protected Life (+5' channel energy, +1 exempt)(Avoid 8, 35’r)
Physician's Spectacles (4,900gp)
Spellguard Bracers (+2 concentration, 3/day roll twice) (5kgp)
Vest of Surgery (healer kit, 1/day heal DC 20 to heal 1d4 ability damage)
Circlet of Charisma +4
Mnemonic Vestment
Cloak of Resistance +3 (1#)
Periapt of Health (from Ilya Sharmane - scry sensor)
Dagger (1#)
Cold Iron Bullets x5 & Silver Bullets x5 (3#)
Tankard of the Drunken Hero hooked on belt
Holy Symbol to Cayden Cailean, wooden (nicely carved two handled flagon on a chain around his neck)
Phylactery of Positive Channeling
Spell Component Pouch (2#)
Pipe and tobacco pouch (vest pockets)
Handy Haversack (5#)
- Forked metal rods (Plane Shift focus for: Astral Plane, Prime Material Plane, Ethereal Plane, & Elysium) (100gp ea)
- Forked metal rod (Create Demiplane focus)
- Length of fine golden chain (Chains of Light focus)
- Small reliquary (Holy Aura focus)
- Wand Cure Light Wounds (27)
- Wand Cure Moderate Wounds (36)
- Rod of Extend Spell (6th)
- Potion of Cure Light Wounds
- Potion Cure Moderate Wounds
- Potion of Gaseous Form
- Potion of Lessor Restoration
- Potion of Protection from Arrows
- Potion of Touch of the Sea
- Scroll of heal
- scroll of invisibility purge
- scroll of obscuring mist
- scroll of magic weapon
- scroll of raise dead
- scroll of recharge innate magic
- scroll of remove blindness/deafness
- scroll of remove curse
- scroll of remove fear
- scroll of remove paralysis
- scroll of restoration (1,000gp component)
- scroll of sending
- scroll of water breathing
- Diamond Dust: 5,900gp
- Seal of Law wrapped in it's own black leather bag.
- Champions of the Gauntlet of Asmodeus Belt
- Rope of Climbing
- Drawing of a suit of leather with eight-pointed star emblazoned on the left breast (17)
- Drawing of statue with symbol, and warrior killed by it (28)
- Technical drawing of the bas-relief glyphs (14)
- Drawing of the Pillar in the Bedroom (21)
- Fight with the Ebon Aspect (16)
- Krenshar with it’s head pealed back gnawing on Tynans leg as he stabs at it (21)
- The new party at the Governors house (30)
- Blackwall Keep and surround (24)
- Abandoned Farmhouse (28)
- Keep Seige Collage (25,14,28,24)
- Keep Siege from the Guards Perspective (18)
- Worms Drawing (21)
- Map of dream flight (21)
- Doppleganger (15)
- Scout Eating supper (29)
- Textured background with imp staring out of the foreground (31)
- Scout working the room (24)
- Drawing of battle, without sight (22)
- Stone texture (30)
- Coenoby drawings (26, 34, 20, 21)
- Lahaka surrounded by the party and Ekaym (35)
- Eidi summoning an ally (37)
- Drawing of the Shadow Veins (38)
- Chancel of the Church of Aroden (21 & 29)
- Lunch with Celeste and Eligos (38)
- Cascade of Pub Faces (27)
- Acid Flask x2
- Alchemist’s Fire x4
- Antiplague x2
- Antitoxin x2
- Bedroll & winter blanket
- Candle x5
- Chalk x5
- Charcoal x5
- Crowbar
- Earplugs
- Fishhook & String
- Flint & steel
- Hairpin collection
- Healer's Kit (2/10)(10/10)(10/10)
- Holy Water x6
- Rations x10
- Smelling Salts (x4)
- Spell Component Pouch
- Steel flagon and wooden bowl
- Sunrod x5
- Tindertwigs x5
- Thunderstones x2
- Waterskin (1 gal water) x3

Weight: 19# (medium load >25#, heavy load > 50#)
Total Cash: 5,670gp

Ascaria is a Gnome, so he’s short and a bit stout in the belly with very large bulging eyes. He favors button down shirts buttoned all the way up and has a very nice vest (unbuttoned). He also sports a black bowler hat, in decent shape, with a broad yellow band, nearly as bright as his hair.
He wears a fancy mithril buckler on his left arm, but few weapons - just a dagger which looks nice, but sees little use.

He has a substantial pack on his back with assorted odds and ends. He carries his own flagon tucked at his belt, and is quick to produce it when alcohol of almost any kind is offered. He has an easy broad smile, quick to his lips.

His jeweled fingers, sporting fine rings on each hand, are often dirty with charcoal and chalk dust, and he seems to doodle on any surface which will take the crumbly substances. He very occasionally smokes a bit of tobacco from a short bone scrimshaw pipe with burn marks along one side that he keeps in his vest.

A phylactery on his head denotes him as a religious man of one sort or another, though no obvious holy symbol adorns him. He has a fine necklace and outer robe as well. Sometimes, usually on more formal occasions, he may wear a red throat wrap, but not usually. Spectacles aid his extremely limited vision, making it look like he's looking right through you if you're standing next to him, but he's clearly oblivious across a town square.

When Ascaria was 8, his eyes began to dim. He had, until that point, been a normal healthy creative child. Granted, he had felt loss - his brother died in an accidental drowning when he was 6 and he never knew his father - but he recovered well from that and there was every indication he was destined for something grand, he had such a silky voice. His mother, with whom he is close, didn’t dote on him, but rather helped him grow up strong and independent despite his Gnomish size in a community of humans, and dimmed sight.

He played with the others of his age, though he was always the runt, and made many friends along the way. Some made fun of his visual problems and his size, but they were mild enough really that everyone just grew accustomed to them in time. As he aged however he began to notice certain powers developing. He could free others from minor cave-ins, and he had a miraculous knack for healing all manner of injuries far beyond the skills hand and herb can provide.

His natural exuberance and healing touch made him friends in the small town of Diamond Lake. He enjoyed being with the miners as a child and would often go down deep into the mines with them. So much so that he grew to have the nickname ‘Canary’ (his brightly colored yellow hair and small stature having something to do with it as well). A miners life is a hard one, and having a canary who can heal you when you’re injured deep underground is a wonderful thing - so much so that even his enemies had to give him respect.

There is a lot of downtime for a canary, and Ascaria is a creative sort, so he took to bringing his chalk and charcoal down with him and making drawings on the walls as the miners worked. He liked the temporary nature of the work (it would often be brushed up against in the tight quarters and blurred) and it helped him fill the time. Eventually it became an obsession.

He grew restless as he grew older. Going down in the mines had been fun, and a little dangerous, as a youth, but he had grown accustomed to the dangers and longed, a bit, for more. For a time, he found that danger in gambling, spending more and more time in Lazare’s gaming parlor. He wasn’t very good at it - and tended to go for the longer odds as that held the most risk - and so it wasn’t long before he was deep in Lazare’s pocket.

Ironically it was Lazare’s broken bone that severed the relationship not Ascaria’s. Lazare had a bad fall off the balcony one night and he splintered his femur through the skin. Ascaria, present at the gaming tables, was able to, using magic and skill, get Lazare back up without even a limp to show for an injury that could easily have killed him. Lazare was appreciative and wiped Ascaria’s debt - though he did ban him from playing the tables any further. Ascaria knows the debt he owes Lazare (especially as he let him keep his winnings from that night - a long shot that came in) and will do just about anything to help the man.

Now, a year later, Ascaria is restless again. He’s making a small living with his drawing - doing doodles and sketches of things and people in the walls of their homes - but it’s not really a living. He has a scratch he cannot itch and his grin is fading around the edges.