Azlanti Scientist

Benjamin Abbey's page

71 posts. Alias of Patrick Bailey.


Full Name

Benjamin Abbey

Race

Human (Urbanite - High class)

Classes/Levels

Oracle 4th level

Gender

Male

Size

Medium

Age

20 years old

Alignment

True Neutral

Deity

Azgaar

Location

Briecan Isle

Languages

Kelish (Natural), Taldane (Fluent), Hallit (Fluent), Primordial (trained), Sarvic (trained), Ternoc(trained), Celestial (Tongues only),

Occupation

Member of the Church of Azgaar

Strength 11
Dexterity 12
Constitution 13
Intelligence 14
Wisdom 11
Charisma 20

About Benjamin Abbey

Appearance:

Age: 19 years old
Height: 5'11
Weight: 185 lbs.

Benjamin is a spirited young man of 19 years of age. He stands at 5'11 and weighs around 185 lbs. He has a dark complexion and he has smooth skin. He isn't terribly imposing or large at first glance, and he seems like a quiet man with a handsome face. When he speaks though, his voice carries and others tend to take note. Concerning politics, nobility, and matters of the church however, he can easily command a room.

In fact, he is often loud and commanding in his own way and dresses for the occasion to boot. He is not shy about showing off who he is. When if formal occasions he wears a finely tailored suit of black and white with gold trimmings and lace separating the two colors.

He is at once charming but also perhaps obnoxious to be around, depending on who you are. Benjamin does what he wants when he wants and often finds pushes the bounds of what sort of attention he can cause with the church.

Background:

Born in the city of Aquilanum Santonum, Benjamin was the 2nd son and 3rd child to Evelyn and Henry Abbey, a noble family of high station within the country of Brieca. Benjamin was not as strictly raised by his parents as were his elder siblings, Chiara and Thomas. Smarter than most growing up, he quickly saw himself as more than less a spare within the family name and because of how disciplined his older siblings were, he often slacked off and was lazy for most of his life. While he was not expected to be the future head of his family’s house and trading business, he was nonetheless expected to know how the business ran and not to make a fool of himself and so his parents made sure to have his instructors drill the lessons into him until he could easily recite the basics.
His family’s primary source of power came from their trade with metals to other nations and their policy with encouraging more open negotiation as intermediaries between these powers such as Thane. As Brieca was a highly theological nation, they only lightly maintained this tradition in order to represent their nation and be open to outsiders as well. The notable trade to the south and distasteful rumors of the city has not gone unnoticed by the Church of Azgaar however, and Aquilanum Santonum has been taxed more heavily than many of the other Briecan cities, at least until recently.
Benjamin’s frivolous nature was looked at with worry by his older siblings; Chiara as the eldest thought it was her responsibility to make him fall in line with his studies, while his older brother Thomas thought it was best to help train him in the ways of physical combat. Benjamin learned something of both but never committed, only ever contemplating his studies by just enough to make it look like he’d given an honest try. His younger sister, Alyssa, would encourage his behavior and also seemed to understand him the best. The one thing Benjamin seemed to excel at were social gatherings. As the most powerful and most socially accepting family on Aquilanum Santonum, his family led the southern portion of the nation in terms of fashionable behavior and business. He had a truly winning smile and excelled at dances. Many saw him as a prodigy at such things and he was.
As he got older, he realized this method would only get him so far and decided to join an organization of his own volition. The Church of Azgaar. He knew it would be some level of work but he'd be left alone as long as he did something else seemingly important. Or so he thought... Benjamin's parents were surprised at their son's sudden decision to join the church directly and immediately made standing declarations to the church. His older siblings, Chiara and Thomas, were suspicious that he'd been put up to it by the parents to alleviate taxes but he'd denied their involvement in earnest. Only his younger sister, Alyssa, seemed to see the supposed ruse for what it was; a chance to choose his own destiny, while avoiding unnecessary work.
He loved to travel and daydream. On one such afternoon when he was 17 years of age that he had a vivid dream. He awoke, not sure why he could not get it out of his mind. Then later that same day, the image in his mind played out exactly as he had foreseen. In that moment Benjamin finally understood part of how the divine nature of things worked. He just suddenly "got it", believing he was a bridge for the divine mysteries of the world that anything was possible. His simple life was over and now he began to devote himself to training and being ready for what came next.

The revelation was the beginning of everything. He began speaking in tongues when he felt stressed or in danger but according to those of the most devoted studies to linguistics he spoke in a celestial language. He quickly gained an understanding of magic but it was on a level separate from clerics. He had never prayed to Azgaar for anything. He did not require a focus for his powers and he quickly discovered something that no others could do. He could take on a form unlike that of anything else.

Few could understand what they saw coming from the young outlandish and undeserving noble. Benjamin understood all too well that he was not going to be accepted and the controversy surrounding his arrival
would be difficult for many to see past. He considered briefly remaining outside of the hierarchies of the church but considering where his talents lay, he joined with the sect of Evangelists.

Even after joining the Evangelists though, Benjamin found that many were in disbelief over his powers but few could deny his claim to them
once the higher members of the church had been called in to do an augury reading and divinations. He owned the spotlight after some time however and even came to enjoy the praise and jealousy it caused.

As he studied and became stronger with his powers he found he was able to do more and seemed ever closer to an ideal member of the group.

Statistics:

Str. 11 -
Dex. 12 +1
Con. 13 +1
Int. 14 +2
Wis. 11 -
Cha. 20 +5

Bab. +3
Cmb. +3
Cmd. 10+3+0+1 = 14

Automatic Bonus Progression:

1st —
2nd —
3rd Resistance +1
4th Armor attunement +1, weapon attunement +1

5th Deflection +1
6th Mental prowess +2
7th Physical prowess +2
8th Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1
9th Armor attunement +2, weapon attunement +2
10th Deflection +2, resistance +3
11th Mental prowess +4
12th Physical prowess +4
13th Mental prowess +4/+2, physical prowess +4/+2, resistance +4, toughening +2
14th Armor attunement +2/+2 or +3, resistance +5, weapon attunement +2/+2 or +3
15th Armor attunement +3/+3 or +4, mental prowess +6/+2 or +4/+4, weapon attunement +3/+3 or +4
16th Deflection +3, physical prowess +6/+2 or +4/+4, toughening +3
17th Armor attunement +4/+3 or +5, deflection +4, mental prowess +6/+2/+2 or +4/+4/+2, physical prowess +6/+2/+2 or +4/+4/+2, toughening +4, weapon attunement +4/+3 or +5
18th Deflection +5, mental prowess +6/+4/+2 or +4/+4/+4, physical prowess +6/+4/+2 or +4/+4/+4, toughening +5
19th 3 legendary gifts
20th 5 legendary gifts (8 total)

Defense:

*Ac:10+5+1= 16
*Touch Ac: 11
Flat Footed Ac: 15
*(+2 Ac in Urban environments)

Fortitude save:1+1=1= +3
Reflex save:1+1=1= +3
Will save:4+0=1= +5

Offense:

Silver Dagger (+1), +4 attack, 1d4 damage, 19/20 x2 critical
- 10 ft. range, Piercing/Slashing

Racial Abilities:

Ability Score Racial Traits: Urbanite human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Urbanite humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Urbanite humans have a base speed of 30 feet.
Languages (1RP): Urbanite humans begin play speaking Taldane. Urbanite humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits:
Emissary (1RP): Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.
Urbanite (1RP): Members of this race gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Bond to the City (2RP): Members of this race gain a +2 dodge bonus to AC when in urban environments.
Hatred (1RP): Members of this race gain a +1 racial bonus on attack rolls against low class humans.
Educated (4RP): Members of this race gain Dilettante and Cosmopolitan as bonus feats.

Class abilities:

Mystery: Life
Oracle's Curse: Tongues (Celestial)
Orisons
Spells
Revelation:
- Life link 4 links, 140 ft. range, As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).
- Channel: 2d6 positive energy 6/day, 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.
- Energy Body: 4 rounds/day, 1d6+4 healing. As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Feats:

Cosmopolitan: Learn 2 languages (Primordial,Hallit) + (Bluff, Intimidate)
Dilettante: You gain a +2 bonus on Knowledge checks if you have 1–5 ranks in that skill. This bonus does not stack with Skill Focus. You can make untrained Knowledge checks with DCs up to 15.
Skyseer: (Theme Feat)
Having been raised with teachings of the Skyseers, you have access to various abilities relating to heavenly guidance.
Benefit: Immediately prior to a period of extended rest (8 hours minimum) during which the night sky is visible, you may focus your mind on the future and receive a prophetic dream regarding one question. Upon completion of your rest you awaken with insights into the future as though you had cast an augury spell and received a meaningful reply. In addition, once every combat you may touch an ally and give them insight into future actions. The touched ally chooses one of the following; Attack Roll, Saving Throw, Skill Check or Concentration Check, and then rolls a d20. The next time the ally would roll for the selected action, they may use the previously rolled result or opt to make a new roll, but either way they are immune to any negative effects from a natural 1 (besides the result of the roll itself). Other abilities that allow re-rolls may not be used in conjunction with this ability. If the action would have multiple rolls (such as iterative attacks), only the first roll is replaced.
Special: You can acquire only one theme feat.

More Information
At higher level, you might take the Applied Astronomist prestige class, letting you manifest the powers of the different planets in the night sky.

Persuasive:
Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Extra Revelation: Channel positive energy

Selective Channeling: 5 targets excluded from your channeled uses.

Skills:

(4+2)X4= 24 ranks/level
+8 Background Skills.
Acrobatics: 1+1= +2
Appraise: 2+2+3= +7
Bluff: 3+5+3= +11
Diplomacy: 3+5+3+2= +13 (+15 to gather information)
Heal: 3+3= +6 (+8 with healer's Kit)
Intimidate: 3+5+3+2= +13
K. Engineering: 1+2+2= +5
K. Local: 1+2+2= +5
K. Geography: 1+2+2= +5
K. History: 1+2+3+2= +8
K. Nature: 1+2+3+2= +8
*K. Nobility: 1+2+3+2= +8
K. Religion: 1+2+3+2= +8
*Linguistics: 1+2+3= +6
Perception: 0+0+5= +5 (sight, perception)
Perform (Dance): 4+5+3= +12
Profession (Merchant): 2+3= +5
Sense Motive: 3+3= +6 (+8 to get a hunch about social situations)
Spellcraft: 2+2+3= +7
Swim: 0+0+5= +5

Spells:

Caster level: 4th
Concentration: +9
Spell DC. 15+ level

Spell Ranges:
Short: 35 ft.
Medium: 140 ft.
Long: 560 ft.

0th level: (9)
Light,
Detect Magic,
Detect Poison,
Spark,
Create Water,
Guidance,
Purify Food/drink,
Mending,
Virtue,

1st level: 8/day (7)
Cure light wounds
Detect Undead
Cause Fear
Endure Elements
Murderous Command
Sanctuary
Shield of Faith

2nd level: 4/day (3)
Cure moderate wounds
Lesser Restoration
Resist Energy

Equipment:

(6,000 GP worth)

Combat Gear:
Mw. Quarterstaff
Mithral chain shirt
Mw. Buckler
Silver dagger
Wand of cure light wounds x50 charges
Potions of cure light wounds x3
Antitoxin x3

Gear in bag:
Mw. Backpack
bedroll
Winter blanket
Scroll case x3
Flint & Steel
Hooded Lanter
Oil x3 flasks
Hourglass
Ink x2 vials 1oz.
Inkpen
Parchment x6 sheets
Healer's kit x10 uses
Waterskin

Clothing:
Merchant outfit
Cleric's vestments
Noble's outfit (Black and White suit)

Treasure:
Golden Bracelet x2 (100 Gp. each)
Golden Abbey family signet ring of Swimming. (3 ship sails under a sun represented by a Topaz. (2,750 Gp.)
Silver Holy symbol of Azgaar (Evangelist- Faceless figure with arms outstretched.)

PP: 25
GP: 30
SP: 60

Campaign Notes: