Shieldbreaker

"Bonnie" Wilhelm Mad'lo's page

39 posts. Alias of Kagehiro.


Classes/Levels

Stats:
HP 15/15; AC 21, Flat Footed 17, Touch 11; CMD 14; Fort +1, Ref +1, Will +1; Perception -2 (-4 sight-based); Initiative +1

About "Bonnie" Wilhelm Mad'lo

 
 
              R U I N S  OF  P A T H F I N D E R
      S T R A N G E   F O R M   of   L I F E
                    "BONNIE" WILHELM MAD'LO

Tracking:

Channel Energy (1d6+1): 7/7
1st Level Spells: 4/4

Male Human (Chelaxian) Life Oracle 1
CN (with Good tendencies) Medium Humanoid (Human)
Init +1; Senses Darkvision 30 ft.; Perception -2 (-4 sight-based)
Mystery: Life
Curse: Clouded Vision (Can't see past 30 ft.)

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DEFENSE
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AC 21, touch 11, flat-footed 17 (+7 armor, +1 dex, +3 shield)
HP 15 (1d8 [8, 5] + 2 [Con] + 0 [Favored Class])
Fort +1, Ref +1, Will +1

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OFFENSE
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Speed 20 ft. (30 ft. base)
Melee +4 masterwork cold iron morningstar (1d8+2 B or P; x2) or +3 dagger (1d4+2 P or S; 19-20/x2)
Ranged +2 dagger (1d4+2 P or S; 19-20/x2; 10 ft.)
Space 5 ft., Reach 5 ft.
Special Attacks: Channel Energy (Will DC 15; 1d6+1 positive energy, 7/day)

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ORACLE SPELLS (CL 2; Concentration +6)
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1st Level—cure light wounds, bless, detect undead, sanctuary
Orisons—create water, enhanced diplomacy, mending, purify food and water, resistance

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SPECIAL ABILITIES
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  • 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 (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.
  • 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.

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    STATISTICS
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    Str 14, Dex 12, Con 12, Int 10, Wis 7, Cha 18
    Base Atk +1; CMB +3; CMD 14
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    Drawback:

       Oblivious: Pretty much everything is lost on Wilhelm. He is permanently distracted by strange visions and has trouble paying attention to anything with any real focus.
           Effect: You take a –2 penalty on Sense Motive and sight-based Perception checks.
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    Traits:

  • Stargazer (Campaign) - They say the strange technological ruins scattered throughout Numeria came from the skies several thousand years ago. The concept of life on other planets far beyond Golarion has always fascinated you, and you've long hoped to learn more about what life on those other planets may have been like. You've heard stories about the strange alien creatures found in Numerian dungeons and hope to learn all you can about them—perhaps some of these aliens can be found in the caverns below Torch!.
    Benefit: You gain a +2 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.

  • Blessed Touch (Faith) - Wilhelm (thinks he) can see the very strands of energy that comprise all of creation. Strengthening the weave of an object becomes a simple affair for one versed in the forgotten arts of the True Tongue.
    Benefit: You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.

  • Savant (Social) - Lily is the first non-sentient being Wilhelm managed to communicate with. He has devoted himself to the instrument since, working in tandem with the guitar's own point of view to continually strive to perfect his craft—much to Lily's delight.
    Benefit: You gain a +2 trait bonus on Perform (Guitar) checks, and it is a class skill.
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    Feats:
  • [1st] Extra Revelation: Safe Curing
  • [Bonus Human]Extra Channel
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    Skills: (8 [Ranks] + 0 [Int] + 2 [Favored Class]) 10
  • +9 Diplomacy (2 [Ranks] + 4 [Cha] + 3 [Class])
  • +8 Handel Animal (1 [Ranks] + 4 [Cha] + 3 [Class])
  • +7 Knowledge: Geography (2 [Ranks] + 0 [Int] + 3 [Class] + 2 [Trait])
  • +4 Knowledge: Planes (1 [Ranks] + 0 [Int] + 3 [Class])
  • +11 Perform: Guitar (2 [Ranks] + 4 [Cha] + 3 [Class] + 2 [Trait])
  • +5 Spellcraft (2 [Ranks] + 0 [Int] + 3 [Class])

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    Languages: Common

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    GEAR/POSSESSIONS
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    Combat Gear: masterwork cold iron morningstar, dagger, +1 breastplate, +1 heavy wooden shield
    Other Gear: peasant's outfit, masterwork backpack, mess kit, guitar, bedroll, 2x bread, 2x cheese, 2x wandermeal

    Currency 0 Pp 111gp 4sp 0cp
    Carrying Capacity | Light: 66 lbs. | Medium: 67-133 lbs. | Heavy: 134-200 lbs.
    Total Weight: 66 lbs. [Light Load]
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    Background:

    Wilhelm was born in the River Kingdoms, son and only child to a pair of Chelaxians who had long fled the perils they faced due to accrued debts with the wrong people. His father associated with the wrong sorts of people, thieves with overzealous ambitions against the Chelish crown, and his mother was foolish and willing enough to follow her lover into the very gates of Hell. They thought the wild and free River Kingdoms in the far off east would be distance enough between them and those they had offended. For a time, it was.

    Having no worthwhile trade skills to offer, Wilhelm's father and mother supported their family with the same line of work that imperiled them and set them on the run to begin with. Eventually, having made the wrong sort of enemies again, a powerful family of Galtese nobles in hiding, word finally trickled back to Cheliax and the ears of wronged people with long memories. While they spared Wilhelm, who was now nearly a man himself, they took no pains to conceal their handiwork. Wilhelm was nearly broken by the grim discovery.

    Wilhelm sank into depression, and turned to the same vices that many do in a numb bid to end his existence. Most assumed his newfound addiction was a downward spiral, and indeed it appeared so. In truth, he was on a personal voyage, though it was one none but he could witness. He changed. His mind probably unhinged itself along the way. Gaze drifting to images unseen by anyone else, muttering conversations with persons and things similarly unseen, he should give the impression of a raving lunatic. And yet, in spite of himself, he manages to endear people around him.

    He left the River Kingdoms after a brief dance with pesh addiction, claiming the drugs had no more offer. Wandering the world with purpose—seemingly aimlessly to passersby—the strange fellow acquired a guitar somewhere along the way, his most trusted companion. Her name is Lily.

    Description:

    Wilhelm is of average height and slender build, though he has a decent sized pot belly. Most of his pate is prematurely bald, occasional strands of rust-red hair dangling and protruding at humorous, unkempt angles. He has a thick, impressive mustache that falls to flank either side of his mouth. His eyes are a soft green, resting beneath the canopy of a prominent brow and forehead. Beneath armor that looks untested, he wears a form-fitting body suit of charcoal (basically a leotard). Across his back is strapped a well crafted, but worn guitar with a curved frame and long neck.

    When Wilhelm speaks, it is usually a softspoken, oft-cracking warble. His speech is seldom directed, for long, at those of the immediate world, however. Most of his interactions with other beings are perfunctory unless the situation demands his attention. He seems distracted to the point of near perpetuity.
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    Ht: 5'11"
    Wt: 165 lbs.
    Eyes: soft green
    Hair: rust-red, bald pate with horseshoe hair and thick, long mustache
    Skin: pale
    Age: 31

    Personality:

    Most people think he's insane. He probably is. Nevertheless, he tends towards kindness in spite of his madness and myriad quirks. Mistreatment of animals, children, and various random objects can set him off on an enraged tangent.