Blacksmith

Bicks Velin's page

535 posts. Alias of Grandlounge.


Race

7- AC:20 T:12 F:19| HP 66/66 | CMD:13 | F:+5 R:+3 W:+6 | Init:+1 | Perc: 14 |

Classes/Levels

Resources

Gender

Loot

About Bicks Velin

Neutral Good Small Gnome Oracle 7;
Init +1; Senses Perception: +14

Defense
AC 20, touch 12, flat-footed 19
HP 66
Fort +5, Ref +3, Will +6 (+1 trait against charm and compulsion)

Offense
Speed 15 ft.
Melee Starknife +16 (1d3+6 /x3),

Oracle spells known (CL 4; concentration +8)
3rd (4/day) - Blindness Deafness, Sand Whirlwind, Locate Object, Cure Serious

2nd (6/day)- Augury; Burst of Radiance (DC 17); Cure Moderate Wounds; Drunkards breath (DC 17); Hold Person (19) Lesser Restoration, Shield Other, .

1st (7/day)- Barbed Chains (DC 15); Detect Undead; Command (DC 17); Shadow Trap (DC 15); Cure Light Wounds; Murderous Command (DC 17), Protection from Evil, Divine Favor,

0th (at will)- Stabilize; (DC 14); Detect Fiendish Presence (DC 14); Detect Magic (DC 14); Guidance (DC 14); Read Magic (DC 14); Scrivener's Chant (DC 14);

+1 to the DC of saving throws enchantment
+1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control
+1 illusion pattern spells

Statistics
Str 6, Dex 12, Con 16, Int 12, Wis 12, Cha 22
Base Atk +5; CMB +2; CMD 14

Feats: Divine Fighting Technique; Extra Revelation; Extra Revelation; Selective Channel

Trait: Adopted: Varisian Tattoo, Pattern Seeker, Mediator
Drawback: Meticulous

SQ: Healer's Way (7/7 4d6); Inspiration (9/9); Channel (7/7 4d6) Master Herbalist; Psychic Talent; Divine Fighting Techniques: Way of the Shooting Star; Talents: Empathy; Curse: Legalistic; Mystery: Life; Revelations: Life Link;

Race: Genial Magic, Gift of tongues, Fey thought, Obsessive

Skills: Bluff +18; Diplomacy +19; Knowledge (planes) +11; Knowledge (history - BG) +11; Perception +14; Profession (Herbalist) +20 (BG); Perform +10, Sense Motive +11; UMD +11

Equipment: MW Heavy Shield, MW Agile Breast Plate, MW CI Star Knife, MW Silver Star Knife, Filter mask, Earplugs, Circlet of Persuasion (f), Smoked Goggles, Two platinum rings, Wand of cure light, oracle kit, herbalist tools, iron spikes, piton, ioun torch, Rod extend (f), Rob of Bouncing, headband of alluring charisma, Aboleth Mucus Extract, Knotted Rope (GH), Sleeves of many garments, Cooperation Crystals (f), Heavenly Quartz (f), Void Shard (f), Whimsy Star (f), spring-loaded wrist sheaths, spring loaded scroll case.

Alchemical Gear: Acid (Vial) 3; Alchemist's Fire (Vial) 3; (Antiplague (Vial); Antitoxin (Vial); Cytillesh Stun Vial; Kunai (Small); Smelling Salts; Soothe Syrup; Stillgut; Thunderstone; Twitch Tonic; Wismuth Salix;) x2, Spiritbane spike 3, Specialty Smoke Pellet, Smog (6), Hound's Blood (2), Troll styptic. 1951+300+3sp

Languages: Common, Gnome, Infernal

Scrolls:
scroll (remove paralysis/cleric/3rd), scroll (remove sickness/cleric/1st), scroll of silence, scroll of lesser restoration, scroll of endure elements (divine), scroll of calm emotions, scroll of cure moderate wounds, scroll of magic weapon (divine), scroll of bull's strength (divine), scroll of align weapon, scroll of find traps, scroll of obscuring mist (divine), scroll of protection from evil (divine), scroll of remove fear, scroll of resist energy (divine)

x2 Oil of Magic Weapon, x3 Scroll of Magic Weapon, x2 Scroll of Remove Fear, Potion of Remove Fear, Invisibility Purge, Speak With Dead, Zone of Truth, Comprehend Languages, Ashen path

Special Abilities:

Empathy
Benefit: When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result. If an investigator uses inspiration on a Sense Motive check, he rolls the inspiration dice twice and takes the higher result. Once per day, the investigator can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. Upon doing so, the investigator detects the surface thoughts of the target’s mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds on a Will saving throw. The DC of this save is 10 + 1/2 the investigator’s level + his Intelligence modifier. If the target fails, the investigator can continue to detect the surface thoughts of the target creature for a number of rounds equal to 1/2 his investigator level.

Healer’s Way (Su)
A divine herbalist combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.

This ability replaces the revelation gained at 1st level.

At 7th level, whenever a divine herbalist heals a living creature with her healer’s way ability, as a free action she can attempt a Profession (herbalist) check to remove a condition from the target, with each condition having an accompanying Profession (herbalist) DC (see the list below). She cannot take 10 or 20 on this check, nor can she receive aid from any creature except another divine herbalist (though the practitioner need not be an oracle). Failure by 5 or more causes the target to become sickened for 1 round (if the divine herbalist is attempting to remove the sickened condition, this extends it by 1 round). Similarly, failure by 10 or more instead causes the target to become nauseated for 1 round or to have its existing nauseated condition extended by 1 round. A creature that cannot be sickened or nauseated cannot have conditions removed by this ability.

Minor Conditions (DC 20): Fatigued, shaken, and sickened.
Major Conditions (DC 25): Dazed and staggered.
Severe Conditions (DC 30): Confused, exhausted, frightened, and nauseated.
Dire Conditions (DC 35): Blinded, deafened, paralyzed, and stunned.

Inspiration (Ex)
At 2nd level, a psychic searcher gains an inspiration pool, as the investigator class ability. A psychic searcher uses her oracle level as her investigator level to determine the effects of this ability. She gains free uses of inspiration on Diplomacy, Knowledge (arcana, history, local, nobility, planes, religion), and Sense Motive skill checks without spending a use of inspiration, provided she’s trained in that skill. A psychic searcher’s inspiration pool refreshes each day, usually when she refreshes her spells. A psychic searcher’s inspiration pool is based on her Charisma modifier, not her Intelligence modifier. Wisdom modifier, not Intelligence.

This ability replaces the mystery spell gained at 2nd level.

Life Link (Su): 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).

Master Herbalist (Su)
A divine herbalist has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a divine herbalist can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.

This ability replaces the additional class skills the oracle gains from her mystery.

Mediator
You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.

Psychic Talent (Su)
At 3rd level, a psychic searcher’s mastery of her supernatural insight grows, granting her a new investigator talent from the following list: amazing inspiration, eidetic recollection, empathy, inspired alertness, item lore, perceptive tracking (except using Sense Motive instead of Perception or Survival), rogue talent (only for hard to fool), and tenacious inspiration. Whenever a psychic searcher can select a new revelation, she can instead select an investigator or rogue talent from the above list.

Pattern Seeker
You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.

Backstory:

Bicks Velin grew up in the back of an alchemist shop in Brastlewark, a long way from his current home in Kintargo. Brastlewark was an amazing place for a young gnome to grow up. The town is teeming with wizards, alchemist, engineers, and architects making the most visually distinct city in Cheliax and a great way to satisfy wanderlust. Every day, as a young boy, Bicks would be sent out by his father to gather the necessary fauna for the potions and elixirs that were to be brewed the next day (Pei Zin Practitioner). And, every day while gathering these plants Bicks would carve out a bit of time to seeks out some spell component that was indigenous to the area and pocket it, to be sold later. He would sell to town mages too busy to track these things down themselves. It did not take long before Bicks had created a small business for himself. This progress allowed him to start to travel a little further, the greater the distance he travelled, the more interesting ingredients he found. It seemed there was nothing that grew that he could not find (Psychic Searcher).

In his travels, Bicks always seemed to find himself in the path of sick and injured people or animals, which was fine for him as both his herbalism and affinity for healing magic allowed him to help people of every stripe. Being so close to the border with Andoran and travelling through remote locations meant that Bicks would meet people, people whose view often differed from those of the ruling class of Cheliax. At first, these ideas were met with pleasant befuddlement, but seeds were planted and as such seeds have a bad habit of growing. Bicks learned that people travelling had things of value, and the best part was that they were often worth less to them then they were to Bicks. Items everyday in Andoran were occasionally rarer in Cheliax. So, being quick and resourceful he led to barter, this for that never getting the worse deal.

Bicks's mother planted the second seed. A talented architect and a bit of an iconoclast, she would always push the boundaries of what the government would allow building. She would add a bit too much ornamentation, the building was too tall, or the wrong colour was used, but her favourite way to push their buttons was to make something look enough like unlawful religious iconograph but not so much like it that she was accused of intent. The most stunning example of which was a series of pillars and windows that created a silhouette of a butterfly as the sun moved the wings raised. Her excuse was that the government has ordered the windows moved to those positions because her submitted-design was not to code, so it had to be ahead office problem. This initial design error was a surprising mistake because she had all the building codes memorized to the letter. That image of the butterfly never left Bicks's mind. There were days where his mother would sit quietly in that building her demeanour almost pious.

Bicks grew to understand what had gone unsaid in his house his whole life, so one day he brought a new logo design to put on the potion bottles that he and his father brewed - blue and white shooting stars. With that last gift given to his parents, he left. They knew he had a reason, so they packed a bag with food and equipment, and he left. He was drawn north by the rumours that butterfly wearing rebels fought in the hinterlands surrounding Kintargo, particularly in the North Plains near the border with Nidal. Bicks plied his wears on the way.

As Bicks travelled, the seeds of rebellion sprouted in his mind. He sought people who thought independently, though he was slow to take up arms or offer more overt support to local rebellions himself. After meeting Dalaris, a rebel of Varisan decent that Bicks healed in a rebel triage, Bicks realized that aside from some magic tricks, he did not have any ability to defend himself. As repayment for treating Dalaris and others in the rebellion, Dalaris trained Bicks to use a Starknife the weapon of the God his parents worshiped. Bicks eventually found himself on missions following Guerrilla warriors and learning skirmisher tactics. Hearing of the rise of the Silver Ravens Bicks put his considerable investigative skills to finding and joining the group to bring Desna’s influence into the fold.

Personality:

Bicks would, by most be considered quite serious for a gnome. As a medic and businessman, he likely acts more in line with most humans than gnomes. He has an almost compulsive need to keep his word (legalistic curse cause by infernal influences of Cheliax). He will fight when he needs to, but generally, he would rather talk his way out of situations. He has learned how to hide his faith through the example his parents set. He has, throughout his interactions, realized that helping oppressed people is more important than profit, so he committed to funnelling anything he can back into various rebellions. Bicks want desperately to see freedom come to the people of his homeland, but has been instilled with cautiousness. This hesitance is why he watched and quietly hoped for the success of the recent protests but did not participate. Though, he did provide healing to people in need.

Appearance:

Bicks is covered in all manner of pouches and bandoliers. Pulled snuggly around his neck is a deep green cloak. He is tall and thin for a gnome with dark near black indigo hair giving him a slightly devilish look. His movement gives away hardiness that his frame would otherwise hide. He stomps and trundles more like a dwarf than a gnome.

Role/build note::

Healer: HP built like a mono-class oracle/paladin. Status removal and recovery spells.

Offensive caster: The other spells taken will the offensive ones and buffs based on the groups needs.

Out of Combat: Being Charisma and being a psychic searcher, Bicks has access to inspiration and excellent face skills. He should be a reliable part of the intrigue and leadership aspects of the campaign.

He has Desna shooting star technique, for a lot of builds it’s seen as cheesy for this one it’s just to give him something to do between healing. He will never have TWF, power attack or anything else that will make him formidable in combat. That said I’m happy to take something else if the gm and players don’t like it.