Belt Pouch
> Flint & Steel
> Fortune Teller's Deck (wrapped in silk scarf)
> 4 GP, 7 SP
Encumbrance: 44.2lb (MEDIUM)
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Burnished Reliquary Channel Energy +1 times/day.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white only).
Fey Magic (Favored Terrain [Forest]) Gain spell-like abilities in selected terrain.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
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.
Oracle Channel Positive Energy 1d6 (5/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Selective Channeling Exclude targets from the area of your Channel Energy.
Backstory:
Bertram’s is a run-of-the-mill mouse family. They aren’t poor or rich, renowned or infamous. They are dry goods merchants. They have done well enough in the trade that, four generations on, the Bricabrak name is still synonymous with dry goods. Bertram is the only ‘blip’ so far in that boring and unbroken record of unremarkability.
He was born blind – or nearly so – and his milky eyes made an impression. (Curse: Clouded Vision) He would play with his littermates and other classmates but, on the whole, he was a quiet child. Quiet, and curious, and just a bit, well, queer was the word the neighbors used – not in an unkindly way. He seemed to know things, things beyond his years, and things he shouldn’t have understood at such early ages. Adults would talk about adult things in their coded ways so the children wouldn’t understand. Bertram would stop in the middle of play, stare sightlessly towards the sky as a little smile crept across his young face, and then he’d say something… adding a detail or a wrinkle to the gossip. Then he’d return to play. It was unnerving.
They never figured out – or perhaps they didn’t want to know – how the little mouse could know so much. The answer was simple, he had remarkable tutors… unseen, unheard (save by him), and ever present. As he grew up, people often wondered how lonely Bertram must be, walking or sitting by himself for hours. They failed to realise that Bertram has never been alone, not for a single moment of his life. (Trait: Magical Knack, Curse: Haunted, Archetype: Spirit Guide)
His family pieced it together, of course. You can’t miss candles voluntary snuffing themselves, unfelt winds tug at clothing, or a dropped glass somehow crashing to the floor a dozen feet away… and not realise something remarkable is happening. But, if you want your solid, unremarkable, family to stay that way… you don’t tell the neighbors. So, Bertie’s remarkable life became a secret. To their credit, his family got used to his ‘gifts’ in fairly short order and wove the ‘incidents’ into the normal flow of their lives. Oaklyn, his sister, especially enjoys using Bertie’s friends for insight into mice she’d like to date, catty mousemaids she shouldn’t trust, and the latest happenings around town.
As he’s grown up, Bertram has gotten less and less careful about publicly concealing the curious aspects of his life which has led to his reputation today… Bertie is an ‘eccentric’ figure in Redwall. He holds animated conversations with (folks hope) himself. The constant tap tap tapping of his cane is a comfort to some and an annoyance to others. Whether one finds him interesting or disturbing, what isn’t up for debate are his skills. He is a first-rate healer, makes no judgements on the maladies he treats, makes house-calls, and has reasonable prices. Children are often treated for free. Some of the older or more superstitious Redwall residents rely on him for his prognostications and literally spiritual advice.